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Server-side mods run in the Vintage Story server process and normally do not need to be installed by every player. Client-side mods run only in an individual player’s game client, so that player installs them locally. Universal (both-side) mods run in both processes and can become part of the server’s required mod set. The distinction matters because the server owns shared world rules and saved data, while the client owns local presentation such as HUDs, controls, camera behavior and rendering. A mod that appears fine in single-player can still fail on a real multiplayer connection when the wrong side reads its settings.

The three mod categories

Server-side mods

A server-side mod is loaded by the dedicated server (or the server process embedded in a single-player session). It changes shared simulation: world rules, blocks and items that must exist for everyone, automation, permissions, commands, economy logic or other authoritative behavior. Players generally do not install a separate copy merely to connect; the server performs the work and sends the resulting game state.

“Server-side” does not mean a mod can never contain client code. It is a practical label for a mod whose required execution is on the server. Read the mod’s listing and supported-version notes instead of inferring its category from the name.

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Client-side mods

A client-side mod runs only in one player’s game. Typical examples alter a HUD, key bindings, camera, graphics, sounds, map display or other presentation that does not need to change the shared world. Each person who wants that feature installs it in the normal client Mods folder. The server does not automatically provide every client-only utility.

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Universal or both-side mods

A universal mod has code that must run on the server and on each participating client. It is therefore part of the server’s required mod set. A server may make the matching client files available when a player joins a modded game, but the client still has to load a compatible copy. If the server and client versions disagree, the connection can fail even when the file names look correct.

Why the distinction matters

Vintage Story creates one instance of a mod’s ModSystem on the server and another instance on each client. In single-player, those contexts run on the same computer and share a data path, which can conceal an incorrect assumption about where configuration or game state is being read. In multiplayer, the server and every client are separate processes with separate responsibilities.

  • Shared state belongs on the server. If a change must be identical for all players or must be saved in the world, it needs server authority.
  • Local presentation belongs on the client. A personal HUD, camera aid or key binding can remain client-only.
  • Both sides are required when code crosses the boundary. A universal mod may use the server for authoritative data and the client for rendering or input.

The Vintage Story Wiki’s server/client guidance was last verified for Vintage Story 1.19.8. Its broader “1000 or more player-made modifications” figure describes the size of the ecosystem on a page accessed in 2026; it is not a dated market count. With that many projects and mixed architectures, the side label and version requirements on the individual mod page are more reliable than a category guessed from its feature list.

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Server-side versus client-side: a practical comparison

Question Server-side Client-side Universal / both-side
Where does it execute? Only in the server process. Only in one player’s client process. In the server and in each client.
Must every player install it? Normally no; the server supplies the behavior. Only players who want the local feature install it. Yes, a matching client component is required for players joining the modded server.
What does it control? Authoritative rules, simulation and persisted world state. HUD, controls, camera, rendering, audio and other local presentation. Shared behavior plus the client code needed to display or operate it.
Can the server distribute files? There is no client copy to distribute for a purely server-side mod. Do not assume a server will distribute a client-only utility. Since Vintage Story 1.16, joining a server that offers a modded game can automatically set up the server-specific client files.
What compatibility matters? The mod must support the server’s exact Vintage Story version. The mod must support the player’s exact client version. The server, client and mod builds must all be compatible.
What happens if it is removed? Removing content that supplied blocks, items, entities or world generation can affect an existing world. Usually only that player loses the local feature, unless the mod also has a server component. Removing it can affect both saved world content and the ability to join until every side is consistent.

How to identify a mod’s side before installing it

  1. Check the supported Vintage Story version. A mod built for a different game release can refuse to load, crash or prevent a connection.
  2. Read the listing’s side label. Look for “server-side,” “client-side,” “universal,” “both,” or an explicit client/server requirement. If the listing is unclear, treat it as mixed until the author’s instructions say otherwise.
  3. Map the feature to ownership. A rule that changes everyone’s world is likely server or universal; a personal display or key-binding change is likely client-only. This is a check, not a substitute for the author’s label.
  4. Read installation and dependency notes. Some projects package server and client files together, while others publish separate downloads. Install exactly what the author specifies.

Installing server-side and universal mods

1. Prepare the server

Confirm the server’s Vintage Story version, make a current world backup, and ensure you can stop and restart the process. A controlled restart is necessary because a mod is normally loaded when the server starts, not while a world is already running.

2. Put the archive in the server Mods directory

Place the downloaded .zip in the server’s Mods directory—the directory inside the server data path used by your dedicated server. Keep the archive intact unless the mod’s own instructions explicitly require another format. The official adding-mods guidance says to place the ZIP in the Mods folder and not extract it.

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3. Restart and inspect the log

Stop the server cleanly, add or update the file, then start it again. Read the startup log for the mod name, dependency errors, duplicate files and version warnings before announcing that the server is ready. If the server does not start, remove the last change and restore the backup rather than repeatedly adding more files.

4. Tell players what they must have

For a purely server-side mod, players normally need no additional installation. For a universal mod, tell them that a matching client component is required; on supported versions the game can create the per-server client folder automatically when they join.

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Installing client-only mods

Install a client-only mod in the normal client data location, not in the dedicated server’s folder. On Windows, the standard location is %AppData%RoamingVintagestoryDataMods. Put the downloaded ZIP there without extracting it, launch the game, and check the client log if the feature does not appear.

A client-only mod is optional from the server’s point of view. Other players can join without it, and the server cannot be expected to send it to them. If a listing calls a mod “client and server,” placing it only in this folder is insufficient: the server copy and the client copy must both be installed or supplied through the server’s mod workflow.

What happens when you join a modded server

Starting with Vintage Story 1.16, joining a multiplayer server that offers a modded game can automatically create a per-server client directory under %AppData%RoamingVintagestoryDataModsByServer. This keeps files associated with one server separate from the ordinary client Mods folder and helps the game use the server’s required versions.

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Automatic setup is not a license to ignore compatibility. The server still has to offer a mod that supports the game release you are running, and any client-only additions you choose remain your responsibility. If a server administrator replaces a file with a corrected build under the same filename, an old per-server copy can remain cached. Leave the server, delete that server’s subfolder under ModsByServer, and reconnect so the files are downloaded again.

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Matching versions and dependencies

Version matching has three parts: the Vintage Story version installed by the player, the version used by the server, and the range declared by each mod. A server update that changes the game version can invalidate an otherwise working mod set. Universal mods add a fourth practical check: the server-side and client-side portions must come from compatible builds.

  • Record the exact game version before selecting downloads.
  • Read every mod’s required or supported version, including dependency and load-order notes.
  • Update a small group at a time, restart, and inspect logs after each change.
  • Keep the previous ZIPs and a world backup until the new combination has been tested.

Why single-player can work when multiplayer fails

Single-player runs a server and a client on one machine. A mod can appear functional because the server thread reads a configuration file or performs an operation that, in multiplayer, should have been handled by the client thread. The shared location makes an ownership mistake look harmless.

A reliable local split test

You can reproduce the separation without renting a remote server:

  1. Create a separate, empty data directory for the test server so it cannot reuse the normal single-player data.
  2. Launch VintageStoryServer.exe --dataPath <separate-folder>. Replace <separate-folder> with the path you chose.
  3. Place server-side or universal test copies in the Mods directory under that separate data path.
  4. Keep client-only copies in the normal client data path, including the usual %AppData%RoamingVintagestoryDataMods folder.
  5. Start the test server, connect to localhost, and exercise the feature as a real client.

If the feature fails only in this split test, inspect which side owns its settings, assets and event handlers. A fix that merely makes the single-player server read a client preference has not solved the multiplayer design.

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Troubleshooting by symptom

Nothing loads

  • Confirm the ZIP is in the correct server or client Mods directory, not one level above or in a downloads folder.
  • Check that the archive was not extracted when the mod expects the original ZIP.
  • Verify the side label and restart the relevant process.
  • Read the server or client log for a missing dependency, malformed archive or unsupported game version.

The server starts, but joining fails or the game crashes

Compare the server’s Vintage Story version with the client’s version and with every mod’s supported range. Remove or replace incompatible files, restart the server, and test with the smallest required set. A universal mod with a mismatched client copy is a common cause of handshake or loading failures.

A corrected file with the same filename is not reaching the client

Disconnect from the server, delete that server’s subfolder under %AppData%RoamingVintagestoryDataModsByServer, and reconnect. This forces a fresh server-specific download instead of reusing the cached file.

The mod works alone but not on a populated world

Check whether the change touches saved blocks, items, entities or world-generation data. A mod can load successfully while an existing world contains content that the new version no longer understands. Restore the backup or test the update on a copy before changing the live world.

Only one player sees the problem

That points to a client installation, per-server cache or client-version difference rather than a server-wide rule. Have the affected player compare the game version, clear the relevant per-server folder when appropriate, and inspect the client log while another player tests the same action.

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Updating, removing and rolling back mods safely

  1. Announce maintenance. Ask everyone to leave and record the current game and mod versions.
  2. Back up the world and configuration. Keep the backup outside the live data directory so a failed rollback does not overwrite it.
  3. Change one coherent group. Update a dependency and the mods that require it together, but avoid unrelated changes in the same restart.
  4. Restart and read logs. Do not rely on a successful process launch alone; enter the world and test the affected feature.
  5. Rollback decisively if needed. Stop the server, restore the previous files and backup, then restart with the known-good combination.

Removing a mod is not always reversible. If it supplied blocks, items, entities or world-generation data, existing chunks or saves may depend on it. Test removal on a copy and follow the mod author’s migration notes before touching a production world.

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Choosing a host or server setup for modded play

Whether the server runs on your own machine or a hosting service, the operational requirements are the same. You need access to the server’s Mods folder, a way to select or verify the exact Vintage Story version, restart control, automated or manual backups, and readable startup logs. Without those controls, diagnosing a side or version mismatch becomes guesswork. Confirm those capabilities before moving an established world; the mod classification itself does not guarantee that a particular host exposes them.

For a hosted Vintage Story world, Godlike.Host provides a game panel, SFTP/FTP access and up to three free backups a day with restore, which can help manage modded server files.

A concise decision checklist

  • Does the feature change the shared world or rules? Install it on the server; if its listing says both-side, install the client component too.
  • Does it change only one player’s display, input, camera or sound? Treat it as client-side and install it in that player’s client Mods folder.
  • Does the listing require both sides? Use the server’s required mod set and keep versions synchronized.
  • Are you testing in single-player? Repeat the test with a separate data path and a localhost connection before declaring multiplayer support.
  • Are you changing a live world? Back up first, restart deliberately, inspect logs and consider the consequences for persisted content.

Frequently Asked Questions

Can players with different client-only mods join the same server?

Usually yes, when those mods are truly client-only and do not alter required networking or shared simulation. Every player must still have the server’s required universal files and a compatible game version.

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Will the server automatically install every mod a player needs?

No. Vintage Story can set up server-offered mod files for a modded multiplayer game, using the per-server ModsByServer folder from version 1.16 onward. Optional client-only mods are not guaranteed to be distributed.

Where exactly should a dedicated-server administrator look for server mods?

Use the Mods directory inside the data path configured for that dedicated server. If the server was started with --dataPath, use the Mods folder under that separate path rather than the normal single-player data directory.

Is extracting a Vintage Story mod ZIP required?

The official adding-mods guidance says no: keep the downloaded ZIP intact and place it directly in the appropriate Mods folder, unless that particular mod’s instructions explicitly say otherwise.

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