UNTURNED · SERVER MODS GUIDE · OCTOBER 2026

How to Install Mods on an Unturned Server

Unturned servers take two kinds of mods: Steam Workshop content such as maps, guns and vehicles, and server-side plugins through Rocket (LDM) or OpenMod. Here is how to add, remove and troubleshoot both, so players join without missing items, version errors or surprise shutdowns.

There are two mod systems

Workshop content adds assets such as maps, guns and vehicles. Plugins add server-side features such as homes, kits, commands and economy.

Edit while the server is stopped

Most Unturned server settings are only read properly at startup. Stop, edit, start again, then watch the console for errors.

Maps need two changes

A Workshop map must be downloaded in WorkshopDownloadConfig.json and selected with a Map line in Commands.dat. Miss either step and the server will not run the map you expect.

Unexpected restarts usually have a reason

By default, Workshop updates are monitored and can trigger a warning plus shutdown timer. Without auto-restart, that planned shutdown turns into downtime.

Mods vs plugins: know what you are actually installing

Most confusion comes from calling everything a mod. On an Unturned server, there are really two different systems. One ships assets through the Steam Workshop. The other runs server-side code through a plugin framework.

This comparison is worth checking first, because it tells you who needs to download files, where you configure them, and what kind of load they add to the server.

Workshop mods vs plugins
QuestionWorkshop modsRocket / OpenMod plugins
Adds maps, guns, vehicles, itemsYesNo
Adds kits, homes, economy, commandsNoYes
Players download files to joinYesNo
Set in WorkshopDownloadConfig.jsonYesNo
Needs a framework in ModulesNoYes
Slows the first join for playersYesNo
Players download Workshop content automatically while connecting. Plugins run only on the server.
Most mod problems get easier once you know which of the two systems you are dealing with.
Type What it adds Where it comes from Players need to download? Where it is configured Framework needed Main server cost
Workshop content Maps, items, guns, vehicles, cosmetics, asset packs Steam Workshop File IDs Yes. The game downloads the same Workshop files automatically while they connect. WorkshopDownloadConfig.json; maps also need Map in Server/Commands.dat No extra framework Startup download and install work, disk use, memory for loaded assets, and join-time bandwidth for players
Plugins Server-side systems such as kits, homes, economy, commands, permissions Rocket/LDM or OpenMod plugins No. Players install nothing. Modules, Rocket/Plugins, Rocket/Libraries, openmod/plugins, plus generated plugin configs Rocket/LDM or OpenMod CPU time for commands and event hooks, memory for plugin state, and sometimes extra disk writes for stored data

You can run both together. A common setup is Workshop content for the world and items, then plugins for admin tools and quality-of-life systems. The important part is treating them as separate layers, because the fix for a missing gun pack is not the same as the fix for a plugin that never loads.

Before you start: stop the server and make a backup

Most Unturned server settings cannot be changed while the server is open. Edits made while it runs are not picked up, so stop it first, edit, then start it cleanly.

Make a backup of the whole server folder before you add or remove content, and make one again before switching maps. Workshop maps keep separate save data, and switching maps starts players fresh on the new map. A backup gives you a clean rollback point if items disappear, a plugin breaks, or you need to return to the previous map state.

  • Servers/<ServerID>/ is the main server folder. In a simple setup that is often Servers/Default/.
  • Servers/<ServerID>/Server/Commands.dat holds settings such as Map, Password, MaxPlayers, Port and Owner.
  • Servers/<ServerID>/Config.txt holds gameplay and advanced settings, including the GSLT. If the server folder was created before 3.25.8.0, you may see Config.json instead.
  • Servers/<ServerID>/WorkshopDownloadConfig.json sits next to the Server directory and controls Workshop downloads.

On a rented server, these files are usually exposed through a file manager, config editor, or a panel Workshop tab that writes the same JSON for you. On a self-hosted machine, remember that Unturned Dedicated Server is a separate Steam tool from the normal game client, so edit the U3DS server folder, not your local single-player files.

Install Workshop mods on an Unturned server

The Workshop path is straightforward once you know what the server does at startup: it reads WorkshopDownloadConfig.json, builds a list of File IDs, queries Workshop metadata, downloads the listed item and any dependencies, then loads those assets before players join.

  1. Find the Workshop File ID. This is the number after ?id= on the Workshop item page. For example, the Hawaii map uses File ID 1753134636.
  2. Open WorkshopDownloadConfig.json. If the file does not exist yet, create it in Servers/<ServerID>/.
  3. Add the ID to File_IDs. Separate multiple IDs with commas and keep the JSON valid. A trailing comma after the last entry is enough to stop the list loading, because the server fails to parse the file before it can queue any downloads.
{
  "File_IDs": [
    1753134636,
    1702240229
  ]
}
What happens to a Workshop ID you add
On the server, at startup
File ID in File_IDs
server starts
Item + dependencies download
installed or updated
Assets loaded
On each player’s PC, while joining
Player connects
automatic download
Same files, then in game
Nothing downloads if WorkshopDownloadConfig.json is invalid JSON, for example a comma after the last ID.
Changes only take effect on a restart, because the download step runs while the server starts up.
  1. Start the server and watch the console. You are looking for normal Workshop download activity and no JSON parse errors. This matters because the server installs and updates listed content during startup; if that stage fails, nothing in the list reaches the game world.
  2. Let players join and download automatically. Clients pull the same Workshop files while connecting. On a heavily modded server, a first join can take a few minutes because every Workshop file has to download and load before the player enters the map.

If you use a host panel Workshop tab, the same rules still apply. The panel may save you from hand-editing JSON, but the server still needs a valid ID list and a clean restart before those assets exist in-game.

The Workshop download config, setting by setting

The minimal file only needs File_IDs, but the other settings control how aggressively the server caches, retries, and reacts to updates. These are not cosmetic options. They change startup behaviour, update detection, and whether a live server stays up or schedules a shutdown when Workshop content changes.

{
  "File_IDs": [
    1753134636,
    1702240229
  ],
  "Ignore_Children_File_IDs": [],
  "Query_Cache_Max_Age_Seconds": 600,
  "Max_Query_Retries": 2,
  "Use_Cached_Downloads": true,
  "Should_Monitor_Updates": true,
  "Shutdown_Update_Detected_Timer": 600,
  "Shutdown_Update_Detected_Message": "Workshop file update detected, shutdown in: {0}",
  "Shutdown_Kick_Message": "Shutdown for Workshop file update."
}
Setting Default What it does When to change it
File_IDs — The Workshop items the server should download and load. Any time you add, remove or replace Workshop content.
Ignore_Children_File_IDs — Skips required child items for a listed Workshop item. Only when you are certain those dependencies are already provided another way. Example: Hawaii 1753134636 requires Hawaii Assets 1753131903. Ignoring that child cuts a download, but it can also leave the map missing assets if nothing else supplies them.
Query_Cache_Max_Age_Seconds 600 How long Workshop query results are treated as fresh. Usually leave it alone. Raising it reduces query churn; lowering it makes the server ask Workshop for fresher metadata more often.
Max_Query_Retries 2 How many times the server retries a failed Workshop query. Leave it unless you have a clear reason to alter retry behaviour. It helps with temporary query failures without you changing the content list.
Use_Cached_Downloads true Reuses cached Workshop downloads instead of pulling everything fresh. Usually keep it enabled. It reduces repeated startup download work, disk activity and bandwidth use. Turning it off makes startup more expensive and does not fix bad content by itself.
Should_Monitor_Updates true Checks for Workshop updates while the server is running. Keep it on if you want quick uptake of map or mod updates and can handle timed restarts. Turn it off only if you prefer a fixed maintenance window, understanding that clients can hit version mismatches until you restart on purpose.
Shutdown_Update_Detected_Timer 600 Delay between update detection and shutdown. Increase it if you want more warning time for players; keep it shorter if uptime between content updates matters less than getting everyone back onto the current version quickly.
Shutdown_Update_Detected_Message Workshop file update detected, shutdown in: {0} Chat warning shown before the timed shutdown. Change it if you want a clearer message for players, especially if your server uses regular scheduled restarts as well.
Shutdown_Kick_Message Shutdown for Workshop file update. Message shown when players are disconnected for the shutdown. Set it so players know the restart is intentional, not a crash.

The best habit here is restraint. Keep caching on, avoid ignoring child dependencies unless you know exactly why, and treat update monitoring as part of your restart plan rather than an isolated setting.

Switching to a Workshop map

A Workshop map needs two separate steps: download the map in WorkshopDownloadConfig.json and tell the server to use it in Server/Commands.dat. If you do only the first step, the files exist on disk but the server can still launch an official map instead.

Map Hawaii

Official maps such as PEI, Washington, Yukon, Russia and Germany are built in. Curated maps and some arena maps are Workshop-only, so they must be downloaded just like any other mod.

Workshop map File ID
Hawaii1753134636
Greece1702240229
Kuwait2483365750
Ireland1411633953
Belgium1727125581
A6 Polaris2898548949
Arid2683620106
Buak3000549606

Switching maps starts players fresh on the new map, and each map keeps its own save data. That is useful if you later return to an older map, but it is also why a backup matters: changing maps is a world-level change, not a small content tweak.

If the server keeps loading PEI, the usual causes are simple: the Workshop map was downloaded but not selected, or the Map name in Commands.dat does not match the map you intend to run.

Updates, restarts and version errors

Workshop content does not stay fixed. Map authors update files, the game itself updates, and the server has built-in logic to protect clients from joining incompatible versions.

For maps in particular, version numbers matter before a player even gets into the world. The server list uses the hosted map’s version information to test compatibility before connection, so a changed map can produce version errors even when your settings look correct.

What happens when a Workshop item updates
Default settings: Should_Monitor_Updates on, 600-second timer
1. Author updates
New version of a map
or item on the Workshop
Server still runs the old one
2. Server detects it
Chat warning:
“shutdown in: 600”
Players get time to finish up
3. Shutdown
Players kicked with
the shutdown message
Deliberate, not a crash
4. Restart
New files download
at startup
Needs auto-restart or a loop
Without auto-restart
  • The server stays offline after step 3
  • Players see it as random downtime
Restart once every 24 hours as well, as the developers advise.
The update monitor keeps the server and players on the same version, but only an auto-restart brings the server back.

Why the server shuts down after a Workshop update

By default, the game monitors the hosted map for changes. When it detects a Workshop update, it warns players in chat and shuts the server down after the timer in Shutdown_Update_Detected_Timer, which defaults to 600 seconds. That shutdown is deliberate: the server needs a restart so it can download the updated content at startup and reload the asset set cleanly.

The trade-off is straightforward. Leaving monitoring enabled gets you onto new Workshop versions faster, but it can interrupt live sessions. Turning it off avoids surprise restarts, but clients can then hit version mismatch problems until your next planned restart.

Why you need an auto-restart loop

The update monitor only handles the shutdown part. It does not guarantee the server comes back up on its own. On a rented server, use the panel’s auto-restart or scheduled restart features. On a self-hosted machine, run the server in a wrapper or loop that can relaunch it and, if you want, call SteamCMD for app 1110390 before restart.

  • Restart the server once every 24 hours. That is the developers’ own advice: parts of the game track time with single-precision floating point numbers, which lose accuracy the longer the server stays up.
  • Use Enable_Scheduled_Shutdown, Scheduled_Shutdown_Time and Scheduled_Shutdown_Warnings for a regular maintenance window.
  • Use Enable_Update_Shutdown and Update_Shutdown_Warnings if you want the server to react cleanly to game updates as well.

If players report version errors right after a Workshop author updates a map or item pack, the first question is not “is the mod installed?” It is “has the server restarted and reloaded the updated files yet?”

Installing plugins with Rocket/LDM and OpenMod

Plugins are not Workshop content. They are server-side code modules, so they install into plugin frameworks rather than File_IDs. This is why players do not download anything for kits, economy, homes or most admin tools: the server is executing commands and logic on its own side.

Rocket/LDM: use the maintained fork

For Rocket, the maintained route is Legally Distinct Missile. SDG maintains this fork, the original Rocket team stopped maintenance on 20 December 2019, and LDM is the recommended path because it keeps compatibility and fixes issues such as multithreading exceptions and teleportation exploits.

  1. Stop the server.
  2. Copy the Rocket.Unturned module from the game’s Extras directory into Modules.
  3. Start the server once. On first load, Rocket creates Rocket/Plugins and Rocket/Libraries inside Servers/<ServerID>/Rocket/.
  4. Put the plugin .dll into Rocket/Plugins.
  5. Put any dependency DLLs into Rocket/Libraries.
  6. Restart again. The plugin’s config is normally generated on first successful load.

This layout matters because the server only loads modules from Modules at startup. If Rocket is missing there, plugin DLLs in the Rocket folders have nothing to attach to, so they simply never initialise. Many hosts also expose Rocket installation in a panel mod manager, which is fine if you prefer not to move files manually.

OpenMod: newer framework, can run beside Rocket/LDM

OpenMod is the spiritual successor to Rocket by one of Rocket’s original maintainers. It can run side by side with Rocket/LDM and supports existing Rocket plugins through that integration, which makes gradual migration practical.

You can install OpenMod through the OpenMod Installer plugin for Rocket/LDM, then restart and run /openmod install, or install it manually by copying the OpenMod.Unturned folder from the module zip into Modules. The first start can take a while because OpenMod downloads core components.

openmod install Kr4ken.NewEssentials
openmod install Package.Id@<version>
openmod install Package.Id -Pre
openmod reload
openmod remove Package.Id

Plugins are lighter for players because there is no join-time asset download, but they still cost server resources. Commands, event hooks, permissions checks and persistent data all consume CPU time and memory, and some plugins add regular disk writes for things such as homes or economy records.

If you sell kits or other pay-to-win advantages through plugins, Unturned’s server hosting rules say to set the Monetization field in your server configuration to Monetized. Players can filter the in-game server list by that field, so it must be set truthfully. That is a rules issue rather than a technical one, but it is easy to overlook when you focus only on the install steps.

Removing or replacing mods safely

Removing a Workshop mod is easy mechanically and risky administratively. The mechanical part is just editing the list. The risk is that the server can no longer load assets from that mod once it is gone.

  1. Stop the server.
  2. Back up the server folder.
  3. Remove the File ID from File_IDs.
  4. Check any related dependency choices in Ignore_Children_File_IDs.
  5. Start the server and inspect the world before reopening it fully.

If players owned items, vehicles or placed objects from that mod, the server can no longer load those assets after removal, so they may stop appearing correctly or disappear. That is why backups matter more here than when adding a harmless cosmetic pack.

Be especially careful when replacing one item pack with another. Unturned items still rely heavily on legacy IDs in the 0-65535 range, so two item mods can clash on the same ID. That is how you end up with the wrong item appearing after adding a new pack. GUID-based content (128-bit IDs) avoids that problem.

Prune unused content regularly. Every item adds startup time and memory use even before anyone spawns it, because the server still has to register and hold the asset definitions. Reducing your Workshop list often improves startup more reliably than adding yet another plugin or toggling random settings.

Troubleshooting: what the symptom usually means

Use the server console and startup sequence as your first diagnostic tool. If a Workshop item is missing, the answer is usually in one of three places: bad JSON, a missing map selection, or a content conflict after the files did load.

A mod is not showing up in game? Work down the list
A mod or map is missing in game
Any JSON error, or nothing downloading at startup?
Yes
Fix the fileCheck commas and brackets in WorkshopDownloadConfig.json.
No
Is it a map, and the server still loads PEI?
Yes
Select the mapSet the Map line in Commands.dat to the map’s name.
No
Is it a plugin rather than Workshop content?
Yes
FrameworkRocket or OpenMod in Modules, DLL in the plugin folder, libraries present.
No
Wrong or missing items after adding a pack?
Yes
ID clashRemove the newest pack to confirm two mods share legacy IDs.
No
Still missing: check the mod page for restrictions or game-version notes
Most missing-mod reports end at the first or second question.
Symptom Likely cause First fix
Mods are not downloading at all Invalid JSON in WorkshopDownloadConfig.json, the mod is restricted to specific Allowed IPs, or the item was re-uploaded and locked against server downloads from that new ID Validate the JSON first, especially commas and brackets. Then confirm you are using the original Workshop File ID and check whether the author restricted auto-downloads to certain server IPs.
The server loads PEI instead of the custom map The Workshop map was downloaded but Map was never set in Commands.dat, or the map name is wrong Add the correct Map line and restart. Downloading a map only puts files on disk; it does not select the world.
Players are stuck downloading on first join A large Workshop stack or many dependencies, especially on a first clean start; repeated fresh downloads if caching is off Let a full startup complete, keep Use_Cached_Downloads enabled, and remove content nobody actually uses. Join time grows with the amount of Workshop data clients must fetch.
The server shuts down every so often Should_Monitor_Updates is enabled and a Workshop update was detected Check the update-monitor settings and timer, then make sure an auto-restart loop or panel restart task brings the server back online after shutdown.
Items are missing or the wrong item appears after adding a pack Legacy item ID clash between two mods Temporarily remove the newest item pack from File_IDs to confirm the conflict, then replace it with a non-clashing or GUID-based alternative.
Errors appear after a game update An older Workshop mod is no longer compatible with the latest game version Temporarily remove suspect mods from File_IDs and restart until the server is stable, then re-add them after the authors update.
A plugin will not load Rocket/LDM is not installed in Modules, OpenMod is not installed, or a required library DLL is missing Verify the framework module is in Modules, the plugin DLL is in the correct plugin folder, its dependency DLLs are present, then restart so the framework can load it.
Startup has become slow Too many Workshop items, too many dependencies, or cached downloads turned off Prune unused content, keep Use_Cached_Downloads enabled, and review whether every item pack is still needed. Startup cost rises with asset count.

RAM and hosting: tune first, then move up a plan if the content list justifies it

Unturned does not need the same plan for every server. A small group on a light setup can be comfortable in the 1-2GB range. Once you move into Workshop maps and plugins, 3-4GB is the more sensible bracket because the server is holding more assets, more plugin state and more startup workload.

That said, RAM is only part of the picture. Heavy Workshop lists also cost disk space, disk activity and startup CPU time, so a bloated mod list will still feel bloated on a larger plan. For the wider context on CPU, RAM, storage and networking, read our game server hardware requirements. If you are running U3DS at home instead of renting, our self-hosting a game server guide covers the practical side.

Server setup What usually fits Tune first Move up a plan when
Small group, mostly vanilla or a light Workshop list 1-2GB Remove unused asset packs, keep cached downloads enabled, avoid loading a Workshop map just because it looks nice on paper You now want a Workshop map or several plugins and the content list itself is no longer light
Workshop map plus plugins such as kits, homes or economy 3-4GB Prune duplicate packs, avoid unnecessary child dependencies, schedule regular restarts, remove outdated mods after game updates You have already trimmed the list and still need that modded setup to stay loaded cleanly and restart without fuss
Need a plan that handles modded Unturned cleanly?

If your server needs Workshop maps, item packs and plugin frameworks, pick a host that makes restarts, file access and backup management straightforward.

Compare the best Unturned server hosts

Unturned server FAQ

How do I add Workshop mods to my Unturned server?

Stop the server, open WorkshopDownloadConfig.json in Servers/<ServerID>/, and add the Workshop File IDs to the File_IDs array. Start the server again and watch the console for Workshop activity and JSON errors. If the Workshop item is a map, also set Map <name> in Server/Commands.dat.

Do players need to download mods to join a modded Unturned server?

For Workshop content, yes. Players need the same map and asset files, but Unturned downloads them automatically while they connect to the server. For Rocket/LDM or OpenMod plugins, no; those are server-side only.

What is the difference between RocketMod and OpenMod?

Rocket in current Unturned server use really means the maintained LDM fork, not the old unmaintained Rocket build. OpenMod is a newer framework and can run alongside Rocket/LDM, which makes it useful for newer plugins or a gradual migration. Both are for server-side features, not Workshop assets.

Why does my modded Unturned server keep shutting down?

The common cause is Workshop update monitoring. With Should_Monitor_Updates enabled, the server warns players and shuts down after the timer when it detects a Workshop change, so it can restart and reload the updated files. If there is no auto-restart loop, that planned shutdown looks like random downtime.

How do I use a Workshop map on my Unturned server?

Add the map’s Workshop File ID to File_IDs, then set the map name in Server/Commands.dat with a Map line. Downloading the Workshop item alone is not enough to switch the world. Back up first, because moving to another map starts players fresh on that map and each map keeps its own save data.

More Unturned and modded server help

The host comparison, plus our guides on sizing and running a server yourself.

Unturned updates, Workshop items and host panels change over time. If your host panel labels or file paths differ slightly, follow your host’s current panel where it differs and keep the same underlying steps.