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Modding Guide
PalMods
Server adminPalworld 1.0Advanced

Dedicated Server Mods

Updated

The official Windows server workflow: Workshop packages, PalModSettings.ini, PackageName activation, InstallRules, deployment checks, updates, and rollback.

18 min read Researched for 1.0 Sources included

Palworld 1.0 has an official package loader for Windows dedicated servers. The administrator stages each package under Mods/Workshop, activates its unique PackageName in Mods/PalModSettings.ini, and restarts. The loader validates root Info.json, resolves dependencies, and deploys each server InstallRule to its runtime destination.

Pocketpair’s current documentation is explicit: server-side mods work only on Windows dedicated servers. Do not apply the Windows instructions to Linux and call it supported. Keep a clean server build, world backup, package archive, manifest, and known-good configuration together so rollback is a controlled operation.

01Change control

Server preflight

  • Windows dedicated server

    The host is the supported Windows server distribution, fully stopped before files or configuration change.

  • Full world and config backup

    Copy saves, PalWorldSettings, PalModSettings, and the current package set outside the live server tree.

  • Unique PackageName

    Read Info.json. Two active packages with the same PackageName are ambiguous; only one loads and order is undefined.

  • Server InstallRule present

    At least one intended rule declares IsServer: true; a client-only rule is not automatically a server package.

  • Dependencies staged

    Every PackageName listed in Dependencies is present and activated with a compatible version.

  • Client requirement understood

    Know whether players also need a matching client package before reopening the server.

02Windows

Install an official server package

  1. 01

    Stop the process completely

    Confirm the dedicated server is no longer writing saves or holding runtime files. Do not update a live process.

  2. 02

    Create the Workshop staging folder

    Use the server’s Mods/Workshop directory, or configure a separate WorkshopRootDir / -workshopdir when your host requires shared storage.

  3. 03

    Stage one folder per package

    Each child folder must contain the package root, including Info.json and the files referenced by its InstallRules. Folder name is for organization; PackageName is the activation identity.

  4. 04

    Read and validate Info.json

    Check PackageName, Version, MinRevision, Dependencies, and every rule with IsServer: true. Never invent the identity from the Workshop title.

  5. 05

    Edit PalModSettings.ini

    Set bGlobalEnableMod=true and add one ActiveModList=<PackageName> line per active package. Preserve dependency PackageNames as separate active entries.

  6. 06

    Start and watch deployment

    Restart. The server installs or updates packages before normal operation. Read the server output/log and confirm every active identity deployed without validation or dependency errors.

  7. 07

    Test a copied world first

    Verify startup, connection, the mod’s server behavior, required client files, save, shutdown, and reload before applying the same set to production.

03Activation

Minimal PalModSettings.ini

Use the exact case-sensitive PackageName values from each package manifest. Repeating ActiveModList is intentional.

Mods/PalModSettings.iniini
[PalModSettings]
bGlobalEnableMod=true
ActiveModList=ExampleCore
ActiveModList=ExampleServerRules
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04Official runtime map

Where server InstallRules deploy

Rule typeServer deployment targetRuntime requirement
UE4SSMods/NativeMods/UE4SSThe native core package
LuaMods/NativeMods/UE4SS/Mods/{PackageName}Compatible UE4SS core
PalSchemaMods/NativeMods/UE4SS/Mods/PalSchema/mods/{PackageName}UE4SS and PalSchema
LogicModsPal/Content/Paks/LogicModsCompatible UE4SS core
PaksPal/Content/Paks/~WorkshopMods/{PackageName}No framework unless the package declares one
05Operations

Update, disable, and remove without surprises

To update, stop the server, replace the staged package, preserve or change the PackageName intentionally, and restart. The official loader uses the manifest Version to decide ordinary redeployment; package authors must increment it. Back up first because a new package can also migrate or invalidate persistent world content.

For emergency isolation, launch with -NoMods to disable all packages without rewriting the active list. For a planned removal, follow the author’s cleanup steps, remove its ActiveModList entry, restart and validate a copied world, then remove its staging folder only when no active dependency still needs it.

06Diagnosis

Server starts but the mod is absent

  • Global switch is true

    bGlobalEnableMod=true is under the correct settings section and the running instance reads that file.

  • Identity matches manifest

    ActiveModList contains PackageName, not ModName, Workshop title, folder name, or numeric Workshop ID.

  • Rule is server-enabled

    The intended InstallRule contains IsServer: true and uses a supported rule type.

  • Minimum revision satisfied

    The server revision is not below the package MinRevision value.

  • Dependencies active

    Every manifest dependency is staged, listed, compatible, and loaded before evaluating the top-level mod.

  • Deployment target exists

    Inspect the loader-created runtime location after startup instead of copying directly into it first.

07Continue

Operate and publish correctly

08Verification

Research sources

The claims in this guide were checked against these current references. Primary sources are marked first.

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FAQ

Frequently asked questions

Are Palworld 1.0 server mods supported on Linux?

Not by Pocketpair’s current official server mod-loader documentation. The supported server path is Windows dedicated server; community Linux experiments should be treated as separate, unsupported systems.

What goes in ActiveModList?

The exact PackageName from each root Info.json, one repeated ActiveModList line per package. Do not use the display ModName, staging folder, Workshop title, or Steam item ID.

Do players need the same mods?

It depends on the package. A server-only rule can work without client files, while custom assets, UI, scripts, or shared logic may require a corresponding client package. The author must document and test the side requirements.

How do I start once with no mods?

Use the official `-NoMods` launch argument. It is useful for emergency isolation, but it does not undo modded world data or remove staged packages.

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