Palworld Server Mods: What Works on a Dedicated Server
Palworld mods on a dedicated server come in two groups: server-side mods that run on the server, and mods with a client-side part that every player must also have. Palworld 1.0 added an official server mod system that is configured in Mods/PalModSettings.ini, but Pocketpair's documentation says server-side mods work only on the Windows dedicated server and still labels the support experimental.
This guide explains what works, the risks, and how to plan a modded server safely. It was checked on 2026-11-15 against Pocketpair's quoted documentation and two host write-ups, which disagree in places and say plainly that they have not tested every setup. Before installing anything on a ChicagoServers server, ask support whether your server's build supports the mod type you want, and take a backup first.
- Pocketpair's documentation says server-side mods work only on the dedicated server with the Windows edition, and calls the support experimental.
- Mods with a client-side component must be on the server and on every player's game, with identical files. Purely cosmetic client mods affect only the player who installs them.
bAllowClientModinPalWorldSettings.inicontrols whether players running mods can join.- Game updates often break mods, and one guide reports 1.0 broke many early-access mods. Fully remove mods before a major update, not just disable them.
- Mods can change saves permanently. Take a backup on the Backups tab before you add or remove any.
On this page
Types of Palworld mods
| Type | Where it runs | Notes |
|---|---|---|
| Official server mods (Workshop) | Server, on the Windows build | Set up with Mods/PalModSettings.ini. Experimental. |
| PAK mods | Game files loaded by the game | A host guide gives the Windows server path PalServer\Pal\Content\Paks\~mods. They break most easily on updates. |
| UE4SS mods | Script loader for Windows | Not officially supported on Linux. A host article says Linux use needs Wine or Proton or an experimental fork. |
| Client-only mods | Player's own PC | Skins, UI, camera and textures. They do nothing on the server. |
A mod only affects the server if it says so. In the official system a mod's Info.json declares it as a server mod, and a host article describes the key as "IsServer": true.
The official mod system
Per a host article summarising Pocketpair's documentation, Palworld 1.0's server mod system uses a settings file, Mods/PalModSettings.ini, which is created after the server's first launch. It uses the keys bGlobalEnableMod, which switches mods on or off for the server, and ActiveModList, which lists the enabled mods. Steam Workshop support is flagged experimental and Windows-only.
Everyone needs the same mods
- A mod with a client-side part must be installed on the server and on every client, with the same files and versions.
- The server and clients must run the same game version and the same mods, or players get "connection timed out" errors. See our connection timed out guide.
- If a player sees "Palworld mods are not allowed on this server", the server has modding turned off or its enabled list does not include their mods. Have them remove the mod and reconnect, or enable it on a supported server and match every client.
bAllowClientMod in PalWorldSettings.ini controls whether modded clients can join: set to False, they are refused at connect. It is on the Configs tab under World settings (PalWorldSettings.ini), and every other key is covered in the server settings guide.
Risks to plan for
- Updates. A mod built for a different Palworld build is the most common cause of launch crashes. Wait for mod authors to update before you update a modded server, and expect to remove mods and add them back.
- Old mods. Early-access mods should be fully removed, not just disabled, before running 1.0. Pocketpair recommends deleting mods before a major update.
- Saves. Storage, base-radius and similar mods permanently change what players built while they were installed, and can corrupt a save even after removal. Take a backup first.
- Official servers. Pocketpair says enabling mods when connecting to official servers is strictly prohibited and lists account suspension as a possible consequence. Only use mods on your own server.
- Disruption. Pocketpair's guidelines say action may be taken on unofficial servers if disruptive behaviour is confirmed.
A safe way to add mods
- Ask support
Contact support and say which mod and mod type you want. We can tell you whether your server build supports it.
- Back up
On the Backups tab choose Whole server and click Back up now. Star it so it is kept.
- Add one mod at a time
Install the mod as its author describes, upload files with the Files tab or SFTP, and restart.
- Match the clients
Tell players exactly which mods and versions to install, and which game version you are on.
- Test, then add the next
Join, check the Console tab for errors, play for a bit, and only then add another.
Mod problems and fixes
| What you see | Likely cause |
|---|---|
| Server crashes at launch after an update | A mod built for an older game build. Remove it, or wait for an update. |
| Players time out when joining | Mismatched mods or game versions between server and client. |
| "Mods are not allowed on this server" | Modding is off, or the mod is not in the enabled list. |
| A mod has no effect | It is client-only, or it is not a server mod. |
| Progress looks wrong after removing a mod | Some mods permanently change saves. Restore your backup with Restore, Put it back. |
| Server lags after adding mods | See lag and crash fixes. |
Looking for a host for your world? See Palworld server hosting.
Frequently asked questions
Can you use mods on a Palworld dedicated server?
Yes, with limits. Pocketpair's documentation says server-side mods work only on the dedicated server with the Windows edition and calls the support experimental. Mods with a client-side part must also be installed on every player's game.
Do players need the same mods as the server?
For mods with a client-side component, yes: every player needs the same mods and versions. Purely cosmetic client mods affect only the player who installs them.
What does bAllowClientMod do in Palworld?
It controls whether players running mods can join. Set to False, modded clients are refused when they connect.
Can mods break my Palworld save?
Yes. Some mods, such as storage or base-radius mods, permanently change what was built while they were installed, and a save can be corrupted even after removal. Back up first.
Why does my modded Palworld server crash after an update?
A mod built for a different game build is the most common cause of launch crashes. Remove the mod or wait for its author to update it.