Before you mod

Modding your server —
read this first.

We don't limit what you run. On Palworld we install Workshop mods for you with one click; on every other modded game we install the loader and you add the mod files. But mods are somebody else's code running inside your game, and sometimes they break things. Here is exactly what we cover, what stays yours, and the two checks that fix most "my mods didn't work" tickets.

Who owns what.

Stated up front, so it's never a surprise in a ticket.

We own thisYou own this
The boxThe server boots, has the RAM you paid for, and stays reachable. If we break that, we fix it and refund or prorate the affected time.
The mod loaderInstalled, running, and reporting. UE4SS, BepInEx, a game's own mod system — if the loader itself doesn't come up, that's ours.
The modsOn Palworld we fetch and place the Workshop mods you pick; elsewhere we install and run the loader and you supply the files. Either way we'll help you work out what went wrong.Which mods you run, whether they work, and whether they get along. We didn't write them and can't test them against your world.
Your worldBest-effort backups, and the tools to restore or download one whenever you like.Taking a backup before you change mods. One click, and it's the difference between "undo" and "start over."

Two things that follow from that table and are worth saying out loud. A mod appearing in our catalogue means "this generally runs on a dedicated server" — not "this is safe for your world", and not that it gets along with the other nine mods you're running. And a mod will not get your server suspended unless it is harming other people: your RAM and CPU are a hard, walled-off slice, so a mod can only really wreck your own server. If one ever did threaten the host, we'd talk to you before doing anything drastic.

The short version. If we break it, we make it right — refund, credit, prorate, whatever fits. If a mod breaks it, we'll still help you fix it, but it isn't a refund. That's not us dodging: a host that promised otherwise would have to either ban mods or charge everyone for the risk, and we'd rather do neither. Full wording in the Terms, sections 5.5, 9.7 and 9.8.

The two checks that fix most of it.

Before you open a ticket, these two account for the overwhelming majority of "the mods aren't working."

01

Everyone needs the same mods

A player without the mods your server is running usually can't connect at all. Same list, same versions, everybody.

02

Subscribing isn't enough

Several games now have their own in-game mod screen where each player switches each mod on. Palworld is the big one. Nothing looks broken — the mods just quietly don't apply.

03

Read the mod's own page

Conflicts, load order and "doesn't work since the update" are usually answered there already, by the author or by someone who hit it last week.

04

Then open a ticket

Tell us the game, your mod list, and what you were doing when it went wrong. We'll get in and help you get it running.

Game updates, and why your build is pinned.

Mods are built against a specific version of a game. When the game updates, mods break until their authors catch up — that's true everywhere, and it's the single most common way a working modded server stops working overnight. So when you turn mods on with us, we pin the game build your server is already running. An update cannot land under your mods while you sleep.

The trade is that a modded server updates manually. Your Mods tab shows the pinned build and tells you when a newer one is available, with an Update now button. You press it when your mod list is ready — not before, and never us on your behalf.

If that's not how you want to live, there's a switch for it. Auto-update keeps the server on the newest build on its own — we update it overnight and restart it, no button, no email. Plenty of people would rather be current than careful, and that's a perfectly reasonable way to run a server. It's off by default and yours to flip either way.

💾 Take a backup before you install, change, or remove mods. One click on the Backups tab. Every mod problem is recoverable with one and painful without one.

How you'll know a mod broke. (Often: you won't.)

This is worth its own section because it catches experienced people. Mods used to break loudly — a crash on boot, a stack trace, something obviously wrong. Modern mods mostly fail silently. The server starts, it's joinable, the console looks clean, the players get in — and the mod simply doesn't apply. Nothing anywhere says so.

So "the server is up" is not the test. Three things that actually are:

  • The mod count on your Mods tab — we count what's really on disk, not what you asked for.
  • The Console tab at boot — most loaders announce themselves and list what they started.
  • The thing the mod changes. Go and look at it in game. It's the only test that can't lie.
🔎 And that is the whole argument for the pin. A silent failure you didn't ask for, on a night you weren't watching, is a much worse day than pressing an Update button when you're ready.

Keep reading

Stuck on something specific? That's a different page.