Hosting Academy · Using your server

Mods and Plugins on a Hosted Game Server: How They Work

By Linus Pierre · Updated November 2026

Mods and plugins are where a game server gets interesting, and where most join errors come from. This guide explains server-side and client-side mods, how loaders work, where mods come from and a safe routine for adding them, then links to the mod guide for your game.

Quick answer

Mods change the game and often have to be on the server and on every player’s PC. Plugins add server features and often run only on the server. A loader such as BepInEx, Oxide or Fabric starts them. On a rented server you install mods with the panel’s installer or by uploading files, restart, and check the log. Back up first and add one mod at a time.

  • Server plugins: players install nothing.
  • Content mods: server and players on the same versions.
  • After updates: update the loader first.
The basics

Mods, plugins, modpacks and loaders: what the words mean

“Mods” is used for almost anything that changes a game, but on a server it helps to split it into four things. Most problems with a modded server come from mixing them up.

1Mods

A mod changes the game itself: new items, creatures, maps, rules or mechanics. Because it changes what the game knows about, a mod often has to be on the server and on every player’s PC at the same version.

2Plugins

A plugin adds features to the server, such as admin tools, kits, economy or permissions, without changing the game files players have. Many plugins run only on the server, so players join with the normal game. On a Rust server, for example, plugins run on the server through Oxide or Carbon and players download nothing.

3Loaders and frameworks

A loader is the layer that starts mods or plugins in the first place. Examples from our game guides include Fabric, Forge and NeoForge for Minecraft, BepInEx for Valheim, UE4SS for Palworld, Oxide or Carbon for Rust, Metamod:Source and SourceMod for Left 4 Dead 2, and tModLoader for Terraria. The loader goes on first, then the mods.

4Modpacks

A modpack is a set of mods, settings and versions picked to work together. The server and every player use the same pack at the same version, which is far easier than matching forty mods one by one.

Server or client?

Server-side, client-side or both

The first question for any mod is where it has to run. Get this right and most “my friends cannot join” problems never happen.

Where each kind of mod has to be
Kind of modOn the serverOn each player’s PC
Server pluginsRust plugins (Oxide or Carbon), Unturned plugins, Minecraft plugins on Paper or Spigot, Hytale server modsInstalled on the serverNothing to install
Content mods players must matchDayZ, Arma 3, Conan Exiles, Minecraft content mods, Terraria with tModLoaderInstalled on the serverSame mods, same versions
Content the game sends to playersARK, Project Zomboid, Factorio, Vintage Story, Abiotic Factor official modsInstalled on the serverDownloaded when they join
Client-only modsInterface, map or visual mods for one player, where the game allows itNot neededTheir own choice
Players run the mods, the server checksRimWorld Together, Euro Truck Simulator 2 convoysOnly the mod listEveryone runs the mods
Servergoes on the serverAutomaticthe game handles itPlayerseach player sorts it outNonenothing to do
Examples are taken from our per-game mod guides. Within one game, different mods can fall into different rows, so always check the mod’s own page.

The awkward row is the second one. In games like DayZ and Arma 3, the server and every player need the same mods at the same versions, so one player with an old copy cannot join. In others, such as Project Zomboid, ARK or Factorio, the game downloads the server’s mods for players when they connect, so they only need the right game version. Vintage Story has done this since version 1.16, and Abiotic Factor does it for official mod.io mods.

Some games mix both. Minecraft plugins are server-only, but content mods that add blocks or items have to be on every player’s game too. Valheim mods can be client-only, server-only or shared, and shared mods usually need the same version on the server and on each player’s PC.

How it works

How mods actually load on a server

A modded server is a stack. The game server starts, a loader starts on top of it, and the loader then loads each mod. Some games, such as Project Zomboid, Arma 3 or Factorio, load mods themselves from a list or a folder, so there is no separate loader, but the idea is the same: the server only runs what it is told to load at startup.

How mods load: every layer sits on the one below
  1. 1 · Game serverThe dedicated server, on the exact game version
  2. 2 · Loader or frameworkStarts the mods, built for that game version
  3. 3 · Mods and pluginsBuilt for that loader and game version
  4. 4 · Your settingsConfig files the mods create on first start
Rust: server › Oxide or Carbon › plugins
Left 4 Dead 2: server › Metamod:Source › SourceMod › plugins
Valheim: server › BepInEx › plugins
Minecraft: server › Fabric, Forge or NeoForge › mods
Palworld: server › UE4SS › mods
When a layer breaks, everything above it stops loading. After a game update, check the loader first: it is often the piece that needs updating.

That is why the same few things go wrong in every game: a mod in the wrong folder, a loader built for a different game version, a missing dependency, or a mod list that does not match the files. The fix is almost always in the server log, which lists what actually loaded.

Sources

Where mods come from

Each game has its own home for mods, and that decides how you install them on a server.

Where mods come from
SteamSteam Workshop

The mod pages for many Steam games. The server is given Workshop IDs and downloads the files, or you copy them across.

DayZArma 3ARK: Survival EvolvedProject ZomboidGarry’s ModConan Exiles
Mod sitesCurseForge and Modrinth

Large mod sites. Minecraft modpacks come from both, and ARK: Survival Ascended uses CurseForge instead of the Workshop.

MinecraftARK: Survival Ascended
Officialmod.io

Used for official mods in some games. The server is given mod IDs and fetches them itself.

Abiotic Factor
CommunityThunderstore

A community mod site with its own mod manager. Our Valheim guide uses r2modman or Thunderstore Mod Manager so the whole group shares one mod profile.

Valheim
Built inThe game’s own mod portal

Some games have their own mod site, sometimes with an in-game browser or a server command that installs mods by name.

FactorioVintage Story
Server add-onsPlugin sites

Server plugins usually come from the framework’s own community, separate from the game’s mod pages.

Rust (uMod)Left 4 Dead 2 (SourceMod)
Only download mods from the game’s usual mod pages. A mod runs code on your server, so a file from an unknown site is a security risk.

The source also explains a classic mistake. Subscribing to a Workshop mod on your own PC does nothing for a dedicated server, which is a separate program. Conan Exiles and Palworld are good examples: the server only loads the files that are actually in its own mod folder.

On a rented server

Installing mods on a hosted server: one-click or by hand

On a rented server you have two ways to add mods, and most people use both.

1One-click installers in the panel

Many hosts add a mod, plugin or modpack installer to their control panel. You pick the mod, the panel downloads it and sets up the files. It is the quickest route, but check that your game and your mods are covered before you rely on it.

2Uploading files yourself

Anything the installer does not cover goes in by hand: upload the files with the file manager or SFTP, put them in the folder the game expects, and add them to the mod list or startup line. Full file access is what makes this possible, so check a host gives it to you.

3Mod lists and startup settings

Most games need to be told which mods to load: a list of Workshop or mod IDs in a config file, a modlist file, or a launch option such as Arma 3’s -mod line. Good panels expose these as fields, but you should still be able to edit the file underneath.

4Restarts

Mods are read when the server starts, so a restart is part of every change. Many games also update Workshop mods on restart, which is useful, but means a restart can quietly bring in a new mod version.

The routine

A safe routine for adding mods

The same order works in every game. It turns a broken server into a five-minute fix instead of a lost world.

Add mods one at a time, in this order
  1. ProtectBack up firstCopy the world and configs before every change. Removing a mod later can strip its content from the save.
  2. CheckMatch the versionsCheck the mod supports your game version and loader, and note any required mods it depends on.
  3. AddOne mod at a timeAdd the mod and its dependencies, not ten mods at once, so you know which one caused a problem.
  4. RestartRestart the serverMods load at startup. Stop the server before editing files where the game asks you to.
  5. ReadRead the logLook for the line that says the mod loaded, and for the first error after it.
  6. TestJoin and testJoin with a normal player account, not only as admin, and check the mod works before adding the next.
Most of our per-game mod guides follow this order, with the exact folders and log lines for that game.

Our game server backups guide explains how to take and restore a backup properly. Treat mods with the same care as any other code you run: download them only from the game’s usual mod pages, and see game server security for the other basics.

When it breaks

Why mods break after game updates

A modded server that worked yesterday and fails today has usually been updated. These are the patterns our game guides see again and again.

What happenedWhat you seeWhat to do
Players updated a Workshop mod before the server didVersion mismatch or kick when joining, as in Arma 3 and Conan ExilesRestart or update the server so it fetches the same mod version
The game updated but the loader did notMods stop loading, or the server starts as if it were unmoddedUpdate the loader first; on Rust, Oxide has to be reinstalled after each server update
A mod has not been updated for the new game versionServer crash at startup, or one mod missing from the logRemove or disable that mod until the author updates it, then restore your backup if needed
The game moved to a new major versionOld mods refuse to load, as with Factorio 1.1 mods on a 2.0 serverUse mods built for the new version, or pin the server to the old one
Server and players are on different buildsPlayers cannot join at allKeep the server, the loader, the mods and every player on the same version

If you run a big modpack, it is worth pinning the server to the game version the pack supports rather than always updating straight away. Our 7 Days to Die overhaul modpack guide shows how that works in practice.

Your game

Mod guides for each game

The steps above apply everywhere, but folders, files and mod lists differ between games. This table sums up what each of our mod guides says, with a link to the full steps and to our host comparison for that game.

GameHow mods loadWhat players needFull guideCompare hosts
7 Days to DieXML modlets and DLL mods in the Mods folderXML-only modlets usually not; mods with assets or DLLs usually yesMod guideBest hosts
Abiotic FactorOfficial mod.io mods, set by IDAccept a download prompt when joiningMod guideBest hosts
ARK: Survival AscendedCurseForge mod IDs in the server settingsDownloaded automatically when joiningMod guideBest hosts
ARK: Survival EvolvedSteam Workshop modsDownloaded automatically when joiningMod guideBest hosts
Arma 3Workshop @folders, keys and the -mod lineThe same mods at the same versionsMod guideBest hosts
Conan Exiles.pak files and modlist.txtThe same mods, in the same orderMod guideBest hosts
DayZWorkshop @folders, keys and the -mod lineThe same mods at the same versionsMod guideBest hosts
Don’t Starve TogetherWorkshop mods, set up in two files per shardServer mods are downloaded when joiningMod guideBest hosts
Euro Truck Simulator 2A mod list exported from a player’s profileThe same required mods, in the same orderMod guideBest hosts
FactorioMod .zip files in the mods folderAccept the mod sync prompt when joiningMod guideBest hosts
Garry’s ModWorkshop collection, plus downloads for contentContent is sent to players if the server is set up for itMod guideBest hosts
HytalePlugin .jar and asset pack .zip files in mods/Nothing to installMod guideBest hosts
Left 4 Dead 2Metamod:Source, then SourceMod, then pluginsCheck each plugin’s pageMod guideBest hosts
MinecraftA loader (Fabric, Forge, NeoForge) and mods, or pluginsContent mods yes, plugins noMod guideBest hosts
PalworldUE4SS on a Windows serverOnly for mods marked for both sidesMod guideBest hosts
Project ZomboidWorkshop IDs, mod IDs and map folders in the server settingsUsually downloaded when joiningMod guideBest hosts
RimWorldRimWorld Together checks each player’s mod listEvery player runs the modsMod guideBest hosts
RustPlugins through Oxide or CarbonNothing to installMod guideBest hosts
TerrariatModLoader, a separate server programtModLoader and the same modsMod guideBest hosts
UnturnedWorkshop content and server pluginsWorkshop content is downloaded when joining; plugins need nothingMod guideBest hosts
ValheimBepInEx and pluginsShared mods at the same versionsMod guideBest hosts
Vintage StoryMods from the VS ModDB, often with one commandDownloaded automatically when joiningMod guideBest hosts

Running Terraria plugins rather than content mods? See our TShock setup guide. For a big 7 Days to Die pack, use the overhaul modpack guide. If your game is not listed, find it in the game hosting hub.

Sizing

Do mods need a bigger server?

Often, yes. Content mods add items, creatures and world data, and every extra system uses memory and processor time. A big modpack can need far more memory than the same game unmodded, while a handful of small admin plugins barely changes anything.

Size from the game’s own figures, then add headroom for your mods. Our guide to how much RAM and CPU a game server needs links to the figures for each game, and slots vs RAM pricing explains why a plan sold by player slots can suit a modded server differently from one sold by memory. If a modded server starts to stutter, why is my game server lagging? helps you find out whether a mod is the cause.

Some mods also depend on the server’s operating system. Palworld’s UE4SS mods, for example, need a Windows server. Our guide to Linux vs Windows game servers explains when that matters.

Top of our UK ranking

Planning a modded server?

These are the top three hosts in our UK ranking, in ranking order. According to our reviews, all three have mod tools in the panel: Indifferent Broccoli’s own panel includes mods, LOW.MS has one-click mods in its Nexus panel, and Host Havoc has mod and modpack installers.

1Indifferent Broccoli logo
Indifferent Broccoli2-day free trial with no card, so you can try the new server before paying
9.6/10
2LOW.MS logo
LOW.MS5-day money-back guarantee, no contract, London location
9.5/10
3Host Havoc logo
Host HavocFree migration of your world and settings from another host, London location
9.4/10
See our full UK ranking →
Modded server checklist

What to check before you rent a modded server

  • Your game: a mod, plugin or modpack installer for the game you play.
  • Files: full file access in the browser and SFTP, for mods the installer does not cover.
  • Startup: fields or files for the mod list and launch options.
  • Backups: backups you can take and restore yourself before every change.
  • Memory: enough headroom for your mods, not just the unmodded game.
  • Operating system: a Windows server if your mods need one, as UE4SS mods for Palworld do.
  • Versions: a way to pick or pin the game version your modpack needs.
FAQ

Mods and plugins on a game server: common questions

What is the difference between a mod and a plugin?

A mod changes the game itself, such as new items, creatures or maps, so it often has to be on the server and on every player’s PC. A plugin adds features to the server, such as admin tools or kits, and many plugins run only on the server, so players join with the normal game.

Do my friends need to install mods to join my server?

It depends on the game and the mod. Server plugins need nothing from players. In games such as ARK, Project Zomboid and Factorio, the game downloads the server’s mods when players join. In DayZ, Arma 3 and Conan Exiles, every player needs the same mods at the same versions.

Can I add mods to a rented game server?

Yes, on most hosts. Many control panels have one-click installers for mods, plugins or modpacks, and with full file access you can upload any other mod yourself through the file manager or SFTP.

Why did my mods stop working after a game update?

Usually because the server, the loader, the mods or the players are no longer on matching versions. Update the server and the loader first, then remove any mod that has not been updated for the new game version.

Is it safe to remove a mod from a server?

Not always. Removing a mod can delete its items, buildings or creatures from the world, and some saves will not load without it. Back up the world first, and check the mod’s page for how to remove it safely.

Do mods need more RAM?

Often. Content mods and big modpacks can need much more memory than the unmodded game, while a few small plugins make little difference. Start from the game’s own figures and add headroom for your mods.