Palworld

Palworld Dedicated Server Mods: What Works in 2026

How Palworld mods load on a dedicated server, the Windows-only limit Pocketpair documents, and what to check when a mod will not enable.

TheGameHosting Team 5 min read
Palworld screenshot: three fluffy Pals armed with mounted machine guns behind sandbags
Mods can change a lot. Pocketpair warns that they may cause crashes or save corruption, so back up first.

Palworld has official mod support through the Steam Workshop. For a dedicated server, put the Workshop mods in the server’s Mods/Workshop folder, turn mods on in Mods/PalModSettings.ini and restart. The catch: Pocketpair says server-side mods currently work only on the Windows edition of the dedicated server.

This guide follows Pocketpair’s page on installing mods on a server for version 1.0.4 as of November 2026. It explains what works, how the files are laid out and what to check when a mod refuses to load.

What works and what does not

  • Only server-capable mods run. A mod must be built for servers. Its Info.json needs "IsServer": true in the InstallRule section.
  • Windows only for now. The guide says that server-side mods currently work only on the dedicated server with the Windows edition.
  • It is at your own risk. Mods may cause save-data corruption or crashes.
  • Dependencies matter. Some mods need other mods installed first.

Because of the Windows limit, the first thing to ask any host is which build of the server it runs. If you only want to change rates, rules and limits, you do not need mods at all: PalWorldSettings.ini covers experience, capture, drops, death penalty and more.

Check which build your server runs

Pocketpair’s own folder names tell you. The Linux server starts with PalServer.sh and keeps its settings in Pal/Saved/Config/LinuxServer. The Windows server starts with PalServer.exe and uses Pal\Saved\Config\WindowsServer. If your files are in the LinuxServer folder, the Windows-only limit applies to you, and no guide for server-side mods will work until Pocketpair extends support.

A safe way to add your first mod

  1. Back up the world and the Mods folder.
  2. Add one mod at a time and restart, so you know which one causes a problem.
  3. Read the mod page. Look for the dependencies and for whether it is a server mod.
  4. Test with a second player before you tell the group the server is ready.
  5. Remove the mod first when something breaks, then check the logs.

Step 1: Put the Workshop mods on the server

The server does not read your game client’s Workshop folder by itself. You have two ways to make it aware of the mods:

Use the default directory

By default the dedicated server reads Mods/Workshop in the folder of the server executable. Copy each Workshop item there, in any folder name, with Info.json directly under that folder:

Server folder
PalServer.exe
Mods\PalModSettings.ini
Mods\Workshop\[any folder name]\Info.json

Point the server at a Workshop folder

You can also add WorkshopRootDir=<absolute path> under [PalModSettings] in Mods/PalModSettings.ini, or use the launch option -workshopdir="<absolute path>". All compatible mods found there are loaded. On a client, the default Workshop folder is C:\Program Files (x86)\Steam\steamapps\workshop\content\1623730.

Step 2: Enable the mods

The Mods/PalModSettings.ini file is created automatically after you launch the dedicated server once. Turn the global flag on and list each mod by its PackageName, which is the value in Info.json, not the folder name:

Mods/PalModSettings.ini
[PalModSettings]
bGlobalEnableMod=true
ActiveModList=GamingCattiva
ActiveModList=FarmingQuivern

Add one ActiveModList line for each mod. The names above are the examples from Pocketpair’s guide.

Step 3: Restart to deploy

Mods deploy only when the server restarts. On restart the server creates Mods/ManagedMods/<PackageName>/InstallManifest.json and places the files according to the InstallRules in Info.json. According to the guide, the targets are:

Mod typeWhere the files go
UE4SSMods\NativeMods\UE4SS
LuaMods\NativeMods\UE4SS\Mods\{PackageName}
PalSchemaMods\NativeMods\UE4SS\Mods\PalSchema\mods\{PackageName}
LogicModsPal\Content\Paks\LogicMods
PaksPal\Content\Paks\~WorkshopMods\{PackageName}

Updating and removing mods

  • Update. If the Version in Info.json changes, restarting the server uninstalls the old version and deploys the new one.
  • Disable one mod. Remove its PackageName from ActiveModList. If needed, delete Mods/Workshop/<WorkshopId>/, then restart.
  • Disable all mods. Start the server with -NoMods.

Mod settings at a glance

SettingWhat it does
bGlobalEnableMod=trueThe global switch in PalModSettings.ini. Mods stay off without it.
ActiveModList=<PackageName>One line per mod you want to load.
WorkshopRootDir=<path> or -workshopdirWhere the server looks for Workshop items instead of Mods/Workshop.
-NoModsA launch argument that forcibly disables all mods.
bAllowClientModWhether players who have mods enabled may join.

After a game update

Mods are built against a version of the game, and Pocketpair warns that they may cause crashes. When Palworld updates, start the server without changing anything else, check the console and join with a test character before you let the group in. If the server crashes, run it once with -NoMods: if it starts, one of your mods needs an update from its author. Then re-enable them one by one. Update the server itself first, as shown in how to update a Palworld dedicated server.

When a mod does not work

  1. Is it a server mod? If the InstallRule section of Info.json has no "IsServer": true, the mod was not designed for servers.
  2. Are the prerequisites installed? Some mods depend on others.
  3. Did it deploy? Restart, then look for the files in Mods/ManagedMods and the destinations in the table above.
  4. Is the server on Windows? If not, server-side mods are not supported yet.
  5. Can players join? bAllowClientMod decides whether players who have mods enabled may connect.

Back up the world before you change anything. If the server crashes or lags after you add a mod, remove it first and check the logs. how much RAM a Palworld server needs explains why mods push memory up. If you are starting from zero, begin with how to set up a Palworld dedicated server.

FAQ

Can I use mods on a Palworld dedicated server?

Yes, but with limits. Pocketpair's guide says that server-side mods work only on the dedicated server for Windows, that only mods built to run on servers will work, and that mods may cause save corruption or crashes.

Do my players need the mods too?

Some mods are client-side and some are server-side. A mod meant for servers has "IsServer": true in its Info.json. The setting bAllowClientMod controls whether players with mods enabled may join the server.

Do mods work on a Linux Palworld server?

Pocketpair says that, at this time, server-side mods work only on the dedicated server with the Windows edition. Check which build your host runs before you plan a modded server.

How do I turn all mods off?

Add the -NoMods launch argument, which forcibly disables all mods. To disable one mod, remove its PackageName from ActiveModList and restart.

Can mods damage my save?

Pocketpair says mods may cause save-data corruption or crashes and should be used at your own risk. Back up the world before you add a mod, and read how to update a Palworld dedicated server for a backup routine.

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