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To run a Workshop mod on a Don’t Starve Together dedicated server, complete two separate jobs: download it in dedicated_server_mods_setup.lua, then enable and configure it in modoverrides.lua. The first file tells the server which Workshop items to obtain; the second tells each world shard which downloaded items may run. A mod present in only one file will not work.

The exact folders differ between a self-hosted installation, a SteamCMD server and a managed host, so confirm the paths exposed by your installation. The file names and Lua structure below are the common arrangement described by GGServers, Nodecraft and the DST dedicated-server guide.

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How the two-file system works

DST separates obtaining a mod from permitting it to run. This is deliberate: a server can download several Workshop items while enabling only a selected set in a particular shard.

File Job What you add Where it applies
dedicated_server_mods_setup.lua Downloads server mods during startup ServerModSetup("WORKSHOP_ID"), or ServerModCollectionSetup("COLLECTION_ID") The server installation’s main mods directory
modoverrides.lua Enables and configures already-downloaded mods A ["workshop-ID"] entry with enabled = true and optional settings Each shard directory, normally Master and, if used, Caves

The distinction is confirmed in configuration guides from XGamingServer and the Klei forum syntax discussion. Downloading alone does not activate a mod; the corresponding shard must list it in modoverrides.lua.

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Prepare the server before editing

Stop the server and make a backup

Shut down the dedicated server before changing either Lua file. Copy the complete cluster folder, especially the Master and Caves directories, to a safe location. A malformed Lua file can prevent the process from starting, while a bad mod configuration can stop a shard from loading. A backup lets you restore the previous working files without touching world data.

Identify your cluster and shard folders

A cluster normally contains a Master shard and may contain a Caves shard. Locate the cluster’s modoverrides.lua files rather than assuming a single global file. A mod enabled in Master is not automatically enabled in Caves; enter the same entry in every shard where that mod should run.

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Installations place the files differently. Some guides describe a game-installation mods folder, while SteamCMD layouts and control panels expose different paths. The Steam dedicated-server guide and the simple setup guide show alternative layouts. Use your host’s file manager or startup configuration to identify the actual cluster and main mods directory.

Collect Workshop IDs

Open each mod’s Steam Workshop URL and copy the number following ?id=. For example, in https://steamcommunity.com/sharedfiles/filedetails/?id=123456789, the ID is 123456789. Use the number as a quoted string in ServerModSetup and prefix it with workshop- in modoverrides.lua. Do not copy the mod’s display name, the entire URL or a collection’s item ID when you intend to install an individual mod.

Download mods with dedicated_server_mods_setup.lua

Add individual Workshop items

Open (or create) dedicated_server_mods_setup.lua in the server’s main mods directory. Add one line per Workshop item:

ServerModSetup("123456789")
ServerModSetup("987654321")

Keep the quotation marks and use the numeric ID exactly as it appears after ?id=. The server reads this file at boot and downloads the listed items, as described by Nodecraft and GGServers.

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Install a Workshop collection

If the mods are maintained as a Steam Workshop collection, add the collection ID instead:

ServerModCollectionSetup("246813579")

The collection ID is the number in the collection’s Workshop URL. A collection line is an alternative to listing every member individually; use the approach that matches how you maintain the mod set. Check the resulting startup log to verify that the expected items were downloaded.

Save as real Lua

The filename must end in .lua, not .lua.txt. On Windows, enable file-name extensions in Explorer before renaming so a text editor does not silently append .txt. Use plain text and preserve the ASCII quotation marks in the examples. Do not wrap the code in Markdown fences inside the actual file.

Check syntax before restarting

Every function call needs matching parentheses and quotes. A missing quote, an extra comma in the wrong place or an accidental rich-text character can stop startup. After saving, restart once and watch the console. The Steam mod-installation guide specifically recommends checking the console after editing because setup-file syntax errors can prevent the server from booting.

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Enable and configure mods with modoverrides.lua

Use the required entry shape

In each shard folder, create or edit modoverrides.lua. The basic entry is:

return {
  ["workshop-123456789"] = {
    enabled = true,
  },
}

The key combines the literal prefix workshop- with the Workshop ID. It must match the ID downloaded by ServerModSetup. The outer return { ... } is required; without it, the game cannot read the table.

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Add configuration options

Many mods expose optional settings through a configuration_options table:

return {
  ["workshop-123456789"] = {
    enabled = true,
    configuration_options = {
      option_name = "value",
      another_option = 2,
    },
  },
}

Option names and accepted values are mod-specific. Open that mod’s modinfo.lua, find its configuration_options definition and copy the names and value types exactly. Do not invent a setting based on the label shown in a Workshop description. The modoverrides configuration guide describes this method and the syntax expected by DST.

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Lua values are typed: quoted text is a string, an unquoted number is numeric, and true or false are booleans. Preserve commas between options and do not put quotes around a boolean or number unless the mod’s own modinfo.lua uses a string value.

Configure several mods in one file

Place entries side by side inside the single returned table:

return {
  ["workshop-123456789"] = {
    enabled = true,
  },
  ["workshop-987654321"] = {
    enabled = true,
    configuration_options = {
      show_timer = true,
    },
  },
}

Each key must be unique. A missing comma between entries, a missing closing brace or a duplicate key can make the file invalid or cause one entry to replace another. Keep a readable layout so you can compare every key with the setup file.

Repeat entries for Master and Caves

If your cluster has both shards and the mod should operate in both, copy the complete entry into both shard-level modoverrides.lua files. If it is intended only for the surface world, leave it out of Caves; if it is intended only for caves, do the reverse. This per-shard choice is why a correctly edited Master file does not prove that the mod is active underground.

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Use the in-game Mods tab to generate settings

Hand-copying a long option table is error-prone. An alternative described by XGamingServer is to launch the server or world, open its Mods tab, enable the mod and choose its settings through the interface, then copy the generated modoverrides.lua from the cluster folder. This is useful when a mod has many options or uses values that are not obvious from its Workshop page. After copying, stop the server before making manual edits and retain a backup of the generated file.

Restart and verify that the mod is actually running

  1. Stop the server completely after saving both files.
  2. Start it again so the setup file can download missing Workshop content and the shard files can be read.
  3. Watch the console for download messages, Lua errors and mod-initialisation lines. The first start after adding a mod can take longer while files are obtained.
  4. Join the server and check the feature the mod is supposed to provide. A successful download message is not proof of activation; the shard still needs an enabled entry.
  5. If the server has multiple shards, test each one or inspect each shard’s startup output separately.

For a second set of eyes on the expected startup sequence, compare your setup with the Steam dedicated-server discussion about enabling server mods. Community instructions are older than the current 2026 date, so treat your host’s current panel labels and logs as authoritative when they differ.

Self-hosted server versus managed hosting

Self-hosted or SteamCMD installation

You normally edit the files directly with a text editor or through the account that runs the server. The important locations are the installation’s main mods directory for dedicated_server_mods_setup.lua and the cluster’s shard directories for modoverrides.lua. If the server runs under a service account, that account must be able to read the files and write downloaded mod data.

Managed control panels

Managed hosts may provide a “Mods,” “Workshop,” or file-manager page instead of exposing the installation tree. Their guides can place the setup file in a panel-specific directory and may provide a button that writes the same Lua line for you. Use the panel’s file browser to confirm where it saved the file, then inspect the resulting text. The underlying requirements do not change: the Workshop ID must be downloaded, and each target shard must have an enabled workshop-ID entry.

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Check startup scripts for file replacement

One forum-style report describes a hosting launch script that rewrites dedicated_server_mods_setup.lua as an empty file at startup. This is a low-confidence, host-specific report, but it explains a common symptom: your edits appear to vanish after every restart. If that happens, inspect the startup command, panel automation and scheduled tasks, then disable the overwrite or place your mod list in the host’s supported configuration field.

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Troubleshooting mods that do not load

The server will not start after editing

  • Open the newest console or log output and look for a Lua syntax error.
  • Temporarily restore the backed-up file, then re-add one line or one entry at a time.
  • Check matching quotes, parentheses and braces, and ensure the file begins with return { where required.
  • Confirm the editor saved plain UTF-8 text with the exact .lua extension.

The mod downloads but has no effect

Compare the ID in ServerModSetup("ID") with the key in modoverrides.lua. The setup file uses only the number, while the override key uses workshop- plus that number. Then verify enabled = true and confirm you edited the shard that is running. A downloaded-but-unlisted mod does not run.

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The mod works in Master but not Caves

Copy the exact entry into the Caves shard’s modoverrides.lua, save it as real Lua and restart. Do not assume the game shares one override file between shards.

Options are ignored or cause errors

Reopen the mod’s modinfo.lua and compare every option name, capitalization and value type. Remove an option that is not declared there, then restart. If the mod generated a configuration through the in-game Mods tab, use that generated table as the baseline instead of combining it with a hand-written example.

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The setup list disappears after restart

Check whether a panel or launch script recreates the file, as described above. Also verify that you edited the active server installation rather than a second copy used by SteamCMD or a host panel.

Paths in an online guide do not exist

Do not create a random duplicate directory. Different guides describe different installation layouts, and the sources themselves disagree about whether the relevant folder is under the game installation or a SteamCMD tree. Locate the cluster named by your startup command, use the panel’s file browser if applicable, and confirm the path by finding the existing Master shard and server logs.

A new world behaves differently from an existing world

There is an uncorroborated community report that new worlds may be populated from dedicated_server_mods_setup.lua while existing worlds do not automatically receive a modoverrides.lua. Do not rely on automatic creation: explicitly create or edit the shard override file, save it, and restart. This removes ambiguity regardless of world age.

Updating, disabling and removing a mod

Update a mod

Leave its Workshop ID in dedicated_server_mods_setup.lua, stop the server, start it so the Workshop copy can refresh, and review the console for download or compatibility errors. If the author changed configuration names, update the corresponding configuration_options table from the current modinfo.lua.

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Disable without deleting the download

Set enabled = false in the relevant shard entry, or remove that entry while leaving the setup line in place. The first approach documents that the mod is intentionally disabled; the second keeps the file shorter. Restart the server before testing.

Remove completely

Stop the server, delete the mod’s workshop-ID entry from every shard where it appears, remove its ServerModSetup line (or remove the collection reference that supplies it), then restart. Keep a backup until the world opens normally. Removing an entry from only one of two shards can produce confusing differences between Master and Caves.

Practical checklist

  • Server is stopped and the cluster is backed up.
  • Workshop ID was copied from the number after ?id=.
  • dedicated_server_mods_setup.lua contains one correct setup line per mod, or a deliberate collection line.
  • The setup file is in the active server’s main mods directory and remains present after restart.
  • Every target shard has a valid modoverrides.lua entry keyed as ["workshop-ID"].
  • Each enabled entry uses enabled = true; options match the mod’s modinfo.lua.
  • Files are saved with the real .lua extension.
  • Console output was checked after the first restart.
  • Master and Caves were tested separately when both are enabled.

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