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For a supported setup, install mods on a Windows-edition Palworld dedicated server, choose either the official Workshop package system or one manual UE4SS installation, then place each mod in the directory that matches that loader. Enable Workshop packages in Mods/PalModSettings.ini; place manually installed UE4SS mods in PalBinariesWin64ue4ssMods. Never install both UE4SS distributions: a Workshop copy and a hand-installed copy can load together and crash the server.

Pocketpair states that server-side mods currently work only on the Windows edition of the dedicated server and warns that mods can corrupt save data or crash the game. Back up your world and stop the server before changing files.

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What must be true before you install anything

Pocketpair’s Palworld Server Guide (version 1.0.4) says, “At this time, server-side mods work only on the dedicated server with Windows edition.” A Linux host, console server, or a host that does not expose the Windows game directory cannot follow these procedures as documented.

The same guide says, “Only mods that are built to run on servers will work on the server.” A mod intended only for a local client is not made compatible by copying its files into a server folder. For Workshop packages, inspect the package’s Info.json and verify that its InstallRule includes "IsServer": true. Read the mod author’s dependency list before starting the server.

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There are two mutually exclusive ways to provide UE4SS:

Approach Source and updates UE4SS mod directory Server-package rules Main risk Removal or rollback
Official Workshop package path Packages are read from a Workshop directory; changing the package version and restarting lets the server replace the old deployment. ModsNativeModsUE4SSMods after deployment Uses each package’s Info.json and InstallRules. A package can be enabled with the wrong PackageName, lack IsServer, or miss a dependency. Remove its PackageName from ActiveModList and restart; delete the Workshop folder if desired.
Manual UE4SS path You copy one compatible UE4SS distribution into the server’s binaries directory and update files yourself. PalBinariesWin64ue4ssMods Uses the hand-installed loader’s folder rather than Workshop deployment. Installing a second Workshop UE4SS causes two loaders to start. Stop the server, remove the manual mod or restore the backed-up UE4SS files, then restart.

The PalworldServerLauncher FAQ gives the critical rule: “Don’t have both copies at once. A Steam Workshop UE4SS plus a hand install in PalBinariesWin64 means the server loads two copies of UE4SS and crashes on launch, so pick one.” See the launcher FAQ for that warning.

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Prepare the server safely

  1. Stop the dedicated server. Do not replace loaders or mod files while the process is writing saves.
  2. Back up the world and configuration. Keep a copy outside the live server directory so a failed mod can be removed without losing the previous save.
  3. Confirm filesystem access. You need to edit the directory containing the dedicated-server executable and restart the process after configuration changes.
  4. Choose one UE4SS distribution. Decide now whether the server will use Workshop-delivered UE4SS or a hand installation. Do not install the other copy “just in case.”
  5. Collect prerequisites. A server mod may require other mods or libraries. Install those documented dependencies before treating a startup failure as a loader problem.

Pocketpair’s official warning is explicit: “Use mods at your own risk. They may cause save-data corruption or crashes.” Keep the backup until the server has started successfully and you have confirmed that the world loads.

Install UE4SS through the official Workshop package system

This route is appropriate when a mod is distributed as an official Palworld Workshop package with an Info.json. The server reads the package metadata, decides which files belong in which target directory, and records the deployment in an install manifest. It is a metadata-driven process: the folder name helps the server find the package, but the package’s declared name and rules determine whether it is enabled and where its files go.

1. Generate the server’s mod settings file

Start the dedicated server once with no new mod changes. The server creates Mods/PalModSettings.ini. Stop the server before editing the file. If the file is missing, check that you started the dedicated-server executable itself and that you are looking in the same server directory you intend to use for the Workshop root.

2. Place each Workshop package in the expected root

Inside the directory containing the server executable, create or use Mods/Workshop. Put each Workshop item in its own folder. The item’s Info.json must sit directly under that item folder, not in an extra nested directory. For example, the metadata should be at a path shaped like Mods/Workshop/SomeFolder/Info.json. If an archive extracts as SomeFolder/SomeFolder/Info.json, move the inner folder up one level so the metadata is directly reachable.

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If your files must live elsewhere, set an absolute path in the [PalModSettings] section:

WorkshopRootDir=C:absolutepathtoWorkshop

You can also launch the server with -workshopdir="C:absolutepathtoWorkshop". Use one location consistently so the path in the configuration and the files you edit are not accidentally different. An absolute path is especially useful when a server manager starts the executable with a working directory you do not control.

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3. Enable the packages by metadata name

Open Mods/PalModSettings.ini and set:

bGlobalEnableMod=true

Add one line for every package you want enabled:

ActiveModList=PackageNameA
ActiveModList=PackageNameB

Use the exact PackageName value from each package’s Info.json. It is not necessarily the same as the Workshop folder name. A correctly copied package remains inactive if its metadata name is absent from ActiveModList. Conversely, a misspelled name does not select the folder you intended; correct the line to match the metadata exactly.

4. Verify that the package is server-compatible

Open the package’s Info.json. Its installation rule must declare "IsServer": true for server use. Also check every dependency named by the package and install those prerequisites in the order required by the mod documentation. Do not infer compatibility from a package’s title, screenshots, or the fact that it works in a local game. The server flag and the documented dependencies are the relevant checks.

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Read the complete InstallRules section as well. The official deployment system can route UE4SS, PalSchema, LogicMods, and Paks files to different target directories. That is why manually dragging every extracted file into one folder can produce an incomplete installation even when the archive itself looks correct.

5. Restart and let the server deploy the files

Start the dedicated server again. On restart, it creates:

Mods/ManagedMods/<PackageName>/InstallManifest.json

The manifest records the package deployment and gives you a concrete place to check when a package appears enabled but its files are not where expected. The server uses the package’s InstallRules to route UE4SS, PalSchema, LogicMods, and Paks files to their respective target directories. Do not manually move deployed files while troubleshooting; first correct the package metadata or source folder and restart so the deployment can be reproduced.

Install UE4SS manually

Use this route when you have a compatible UE4SS release intended for a hand installation rather than a Workshop package. Follow that release’s own installation instructions for the loader files; the Palworld-specific placement is the server’s PalBinariesWin64 directory.

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1. Stop and back up

Stop the process and copy the world before changing the binaries directory. A loader or mod can prevent startup or damage a save, and a clean backup is the fastest recovery. Keep the backup outside the live directory and label it with the change you are about to make so you know which state is known-good.

2. Install one UE4SS build

Copy the chosen UE4SS distribution into the dedicated server’s PalBinariesWin64 directory, preserving the folder structure specified by that build. Do not add the Workshop UE4SS package as a second loader. If a previous manual build is present, decide whether you are replacing it or restoring it before copying new files; leaving remnants from multiple builds makes the result difficult to attribute.

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3. Copy mods to the hand-installed loader tree

Place each manual UE4SS mod under:

PalBinariesWin64ue4ssMods

Keep the mod’s own folder structure and follow its documentation for configuration files or enable flags. A mod placed only under the Workshop deployment path ModsNativeModsUE4SSMods is not read by the hand-installed loader. The two paths are not interchangeable aliases, so checking the visible presence of a file is not enough; it must be under the tree used by the active loader.

4. Start and check the result

Start the server and inspect its logs or the mod’s documented in-game or log indicator. Add one manual mod at a time when diagnosing a failure; this sequencing makes it possible to identify which addition changed the result, but it is an operational troubleshooting method rather than a published success statistic. If the loader starts but a feature is absent, verify the mod’s own activation instructions before reinstalling the loader.

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Know which folder is authoritative

The two systems deliberately use different trees. Use this quick map before copying a file:

File or setting Workshop package installation Manual UE4SS installation
Package source ModsWorkshop<item>Info.json Not applicable; files come from the UE4SS release and mod folders.
Enable switch ModsPalModSettings.ini, with bGlobalEnableMod=true and ActiveModList=... Loader and mod settings documented by the selected UE4SS build or mod.
Deployed UE4SS mods ModsNativeModsUE4SSMods PalBinariesWin64ue4ssMods
Deployment record ModsManagedMods<PackageName>InstallManifest.json after restart No Workshop install manifest is created for the manual copy.

Do not use the table as a reason to mix systems. The folder you choose must match the loader you installed, and only one UE4SS distribution should be active.

Understand what the server changes on restart

A restart is part of the installation process, not merely a way to test whether a file copied successfully. For Workshop packages, the server reads the active package list, evaluates each package’s InstallRules, deploys the files, and writes the corresponding InstallManifest.json. Until that restart occurs, changing PalModSettings.ini or adding a Workshop folder has not completed deployment.

This also explains why editing a deployed file is a poor long-term fix. The source package and its rules remain authoritative; a later restart can deploy the source state again. Correct the source folder, metadata, version, or enable list, then restart and inspect the resulting manifest. For a manual installation, there is no managed manifest, so the authoritative state is the UE4SS distribution and the contents of its ue4ssMods directory.

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Update, disable, or remove a Workshop package

Update

Stop the server if your management setup requires it, change the package’s Version in Info.json as instructed by the package publisher, and restart. The official server process removes the old version and deploys the new one according to the package’s install rules. Keep the previous world backup until the updated package has started and the world loads normally.

Disable temporarily

Remove that package’s exact PackageName line from ActiveModList and restart. Leave the Workshop folder in place if you expect to re-enable it later. Removing only the folder while leaving an active list entry creates an inconsistent configuration and makes it harder to tell whether the package is disabled or simply missing.

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Remove permanently

Remove the package from ActiveModList, restart so the server stops treating it as enabled, and then delete its Workshop folder if you no longer need the source files. Keep your backup until you have confirmed that the world opens without the package. For a manual mod, stop the server, remove only the mod being tested from PalBinariesWin64ue4ssMods, and restart; if the loader itself is suspect, restore the backed-up UE4SS files instead of combining another distribution with it.

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Troubleshoot a crash or a mod that does nothing

The server crashes immediately after UE4SS was added

  • Check for two distributions. Remove either the Workshop UE4SS package or the hand-installed files; never leave both present.
  • Confirm that the manual loader is in PalBinariesWin64, not a parent directory or a second copy of the game.
  • Confirm that the host is running the Windows edition of the dedicated server, which is the edition covered by Pocketpair’s server-side mod guidance.
  • Restore the pre-mod backup if the server still fails, then add only the selected loader before testing individual mods.
  • Review documented dependencies before blaming UE4SS. A missing prerequisite can make an otherwise valid package fail.

The Workshop package is ignored

  • Confirm bGlobalEnableMod=true in Mods/PalModSettings.ini.
  • Check that every enabled line uses the package’s metadata PackageName, not the visible folder name.
  • Verify that Info.json is directly inside the item folder under Mods/Workshop, or that WorkshopRootDir/-workshopdir points to the actual root.
  • Confirm the package is intended for server use and has "IsServer": true in its install rule.
  • Restart after each configuration correction; deployment and the InstallManifest.json record occur on restart.

The mod files are present but have no effect

  • Inspect Info.json and confirm "IsServer": true for a Workshop package.
  • Read the mod’s prerequisites and install missing dependencies.
  • Check that the files are in the loader tree that matches your installation. The hand-installed loader does not read Workshop-delivered files under ModsNativeModsUE4SSMods, and the Workshop deployment is not a substitute for a hand-installed loader.
  • Check the package’s PackageName and active-list entry character for character.
  • Consult the mod’s own documentation for required configuration or activation indicators.

The world will not load after a mod change

Stop the server, remove or disable the last package or manual mod added, and test with the backed-up world. If the save remains unusable, restore the known-good backup rather than repeatedly launching against a potentially corrupted file. Pocketpair’s documentation does not guarantee save safety when mods are used.

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Operational checklist for future changes

  • Record whether the server uses Workshop or manual UE4SS before installing anything.
  • Back up the world before every loader or mod change.
  • Install one loader distribution only.
  • For Workshop packages, check the direct Info.json location, exact PackageName, IsServer flag, dependencies, and ActiveModList.
  • Restart after configuration, version, enable, or disable changes.
  • Keep the deployment manifest and logs available while diagnosing a failure.
  • Add one mod at a time when isolating a crash, and remove the last change first when recovering.
  • Do not delete the backup until the server has completed a clean start and the world has been verified.

What the supported setup means for clients

These instructions install server-side components. Whether players also need a client-side mod, a matching version, or no client files at all depends on the individual mod’s documentation. The server guide’s requirement is narrower: only mods built to run on servers can execute on the dedicated server. Do not assume that a mod marked for local play is server-compatible simply because UE4SS can load it on a client.

Tell players which client-side steps, if any, the mod author requires, but do not copy server binaries into player installations as a substitute for those instructions. A server can be correctly configured and still require a particular client setup for a given feature; that compatibility decision belongs to the individual mod documentation.

When to choose each installation route

Choose the official Workshop package path when the mod publisher supplies a valid package with Info.json, server install rules, and a declared version. Its strengths are a single active-package list, a deployment manifest, and a defined update path: change the version and restart, or remove the package name and restart to disable it. It also keeps UE4SS, PalSchema, LogicMods, and Paks placement tied to the package’s rules instead of relying on manual file sorting.

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Choose the manual path when you specifically have a compatible hand-install UE4SS release and the required Windows filesystem access. It gives you direct control over the loader and mod folders, but you are responsible for preserving the release’s folder structure, applying updates, and removing files during rollback. It does not create a Workshop manifest, and its mods must live under the hand-installed loader tree.

In either case, the decisive requirements are the same: Windows dedicated-server edition, a server-capable mod, documented dependencies, a restart after managed configuration changes, and a backup that can be restored. Neither route makes a client-only mod server-compatible, and neither route is safe to combine with the other UE4SS distribution.

Frequently Asked Questions

Can I install Palworld server mods on Linux or a console server?

Pocketpair’s official guide says server-side mods currently work only on the Windows edition of the dedicated server. These procedures therefore require a Windows server with access to the game files and restart control.

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Do I install the mod on the server, the client, or both?

The paths in this guide install server-side components. Whether players also need a client-side mod depends on the individual mod’s documentation. A client-only mod will not work on the server merely because its files were copied there.

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Where do manual UE4SS mods go?

Put them under PalBinariesWin64ue4ssMods for the hand-installed loader.

Where do Workshop-delivered UE4SS mods go?

After deployment, Workshop UE4SS mods use ModsNativeModsUE4SSMods. That directory is not read by a separate hand-installed loader.

Why does the server crash after I install UE4SS?

Check for duplicate loaders first. A Workshop UE4SS copy plus a hand installation in PalBinariesWin64 can load two copies and crash on launch. Remove one distribution, restore a backup if necessary, and test with one loader.

Why does my Workshop package do nothing?

Set bGlobalEnableMod=true, add the exact metadata PackageName as an ActiveModList line, keep Info.json directly under the item folder, and restart. Also verify "IsServer": true and install every documented dependency.

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Is the Workshop folder name the same as PackageName?

Not necessarily. The server enables the value in Info.json, so copy that exact PackageName into ActiveModList rather than relying on the visible folder name.

How do I update or disable a Workshop mod?

For an update, change the package’s Version in Info.json as directed by its publisher and restart; the server removes the old version and deploys the new one. To disable it, remove its exact PackageName from ActiveModList and restart.

What is InstallManifest.json used for?

After a Workshop deployment, the server creates ModsManagedMods<PackageName>InstallManifest.json. It is the deployment record to inspect when checking what the managed package installed.

The Bottom Line

Use a Windows-edition Palworld dedicated server, back up the world, and choose exactly one UE4SS distribution. For Workshop packages, place Info.json directly under ModsWorkshop, enable the exact PackageName in PalModSettings.ini, verify "IsServer": true, and restart. For a manual installation, keep UE4SS in PalBinariesWin64 and mods in its ue4ssMods folder. Never combine the two loaders.

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