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Guides / Palworld
Palworld

Mods on a Palworld server — what the uploader does, and what the publisher actually documents

Last updated September 30, 2026

Short answer

uniz.host gives your Palworld server a mod uploader: pick a mod's .zip (or its loose .pak/.ucas/.utoc files) and it drops those files straight into the game's Pal/Content/Paks/~mods folder. That is a file operation, not a supported feature — Pocketpair's own mod documentation says server-side mods work only on the Windows edition of the dedicated server, and our servers run Linux. So treat every Palworld mod here as unsupported and not guaranteed: it may simply not load, and the publisher warns that mods can corrupt save data. What is certain: mods only take effect after a restart, every player needs the same mod files on their own PC, files nested inside subfolders will not load, and whatever is in ~mods survives archive and restore.

Steps at a glance
  1. Get the mod's files, not its Windows installer
  2. Upload the files in the Content tab's Mods section
  3. Restart the server so the game re-reads the folder
  4. Check whether the mod actually loaded
On this page · 6 sections
What Pocketpair actually documentsWhat the uploader on uniz.host mechanically doesInstalling a mod, if you want to tryWhy a mod silently does nothingWhat we can promise, and what we cannotRead next

"Can I put mods on my Palworld server?" is one of the most common questions we get, and it deserves an honest answer rather than a comfortable one. uniz.host ships a mod uploader for Palworld servers. The publisher documents server-side mods as a Windows-only feature. Both of those are true at the same time, and this article explains exactly what each one means so you can decide whether to spend an evening on it.

What Pocketpair actually documents

Pocketpair's server guide has one page about mods, and it opens with this sentence:

At this time, server-side mods work only on the dedicated server with Windows edition.

The same page adds three more things worth carrying with you: only mods built to run on servers will work on a server at all; the dedicated server reads its mods from a folder next to the server executable; and — in the publisher's words — "Use mods at your own risk. They may cause save-data corruption or crashes." There is also a launch argument, -NoMods, documented as forcibly disabling all mods.

Our Palworld servers run on Linux. So there is no official documentation saying that any mod, in any format, loads on the kind of server you rent here. Anyone telling you otherwise — including a hosting company — is going beyond what the publisher has published.

What the uploader on uniz.host mechanically does

Now the part we can state precisely, because it is our own code.

On a Palworld server, the Content tab has one section, Mods, and it is not a mod catalogue. It is a narrow file uploader that does exactly four things:

  1. It accepts .zip, .pak, .ucas and .utoc files.
  2. If you hand it a .zip, it opens the archive, keeps only the entries ending in .pak, .ucas or .utoc, and throws away everything else — readmes, screenshots, installers.
  3. It flattens what it keeps to the bare filename, discarding any folder structure the archive had.
  4. It writes those files into Pal/Content/Paks/~mods on your server's disk.

The ~ in ~mods is not decoration: Unreal Engine mounts loose pak files from that folder after the game's own paks, which is how a pak can override base content. Everything below the uploader is the ordinary file manager — the same upload, list and delete calls the Files tab uses. That is also why a Palworld server's Content tab needs the file-management permission, and why, while the server is archived or restoring, the uploader is replaced by the line File management isn't available while the world is archived.

Nothing in that chain asks the game whether it will honour the files. It is a copy operation with a fixed destination. Whether Palworld's Linux dedicated server then loads them is outside our code and outside the publisher's documentation.

Installing a mod, if you want to try

Take a backup first. Every step below assumes you accept that the result may be nothing at all.

Get the mod's files, not its Windows installer

Download the mod and look inside the archive before you upload it. You want the .pak file, plus its .ucas and .utoc companions when the mod ships all three. If the download is an .exe, or the instructions tell you to install a loader into the game folder first, stop here — that is the Windows-loader shape, and the uploader has nothing it can use. It will tell you so: No .pak/.ucas/.utoc files found in what you picked.

Upload the files in the Content tab's Mods section

Open your server, go to the Content tab, and drop the mod's zip or its loose files onto the Drop mod files here, or choose files box, or press Choose files. Uploading a zip is safer than unpacking it yourself, because the flattening step is what saves you from the single most common failure: a mod whose files end up one folder deep inside ~mods is invisible to the engine, and nothing anywhere reports an error. When the upload finishes, the mod appears under Installed mods below the box. An empty list reads No mods installed.

Restart the server so the game re-reads the folder

The running server has already read its paks. Press Restart now on the bar that appears after the upload, or Restart in the server's header — the amber line at the top of the Mods section says the same thing: Palworld mods must be the same on the server and on every player's machine — send your friends the same files before they join · Restart the server after installing to load them. Uploading changes nothing until that restart happens.

Check whether the mod actually loaded

There is no green tick anywhere that means "mod loaded", so check the effect instead. Watch the console while the server boots; a mod that breaks something usually says so there, and a crash loop right after adding a mod is your answer. Then join and look for whatever the mod is supposed to change. If the server boots cleanly and the world is unchanged, the honest conclusion is that the mod did not load — which is the outcome the publisher's Windows-only sentence predicts.

Why a mod silently does nothing

Four causes, and only the first two are yours to fix:

What happenedHow you tell
No restart after uploadThe mod is listed under Installed mods, and the server has been running since before you uploaded
Files landed nested, not directly in ~modsOnly possible if you uploaded through the Files tab by hand — the Content tab's Mods section flattens for you
The mod is client-side, or needs a Windows loaderIts page mentions a loader, an injector, or an .exe
Linux server simply does not load itEverything above checks out, the boot is clean, and nothing in-game changed

There is also a toggle called Allow Client Mods in the Palworld settings form, which maps to the server's ALLOW_CLIENT_MOD setting. We expose it and pass it to the game; what the game does with it is not something the publisher's documentation explains, so do not treat it as a switch that makes server mods work. Like every other value in that form, it applies on the next restart.

What we can promise, and what we cannot

We can promise the file handling. Your uploaded mods live on your server's own disk, they are yours to delete from the same Mods section, and they survive an archive-and-restore cycle: the archive skips the game's base paks by extension at the Paks/ level, and that pattern cannot reach into Paks/~mods, so your files come back with the world.

We cannot promise that Palworld loads them. Not because we have not tried hard enough, but because the only official statement on the subject says server-side mods are a Windows-edition feature, and we do not publish claims that contradict a publisher without evidence. If mods are the reason you are renting a server, size that expectation honestly before you top up.

Read next

  • Palworld dedicated server — running one yourself, and what it costs either way
  • Dashboard tour — where the tabs, the restart button and the console live
  • Game server RAM — mods add memory pressure to a game that is already hungry

Frequently asked questions

Can I install mods on my Palworld server on uniz.host?

You can upload them — whether the game loads them is a different question. The Mods section of the Content tab puts .pak/.ucas/.utoc files into the server's Pal/Content/Paks/~mods folder, which is where Unreal mounts loose paks from. But Pocketpair documents server-side mods for the Windows edition of the dedicated server only, and our servers are Linux, so nothing about this is supported or guaranteed. Try it on a server you can afford to break, and take a backup first.

I uploaded a mod and nothing happened. Why?

Four common reasons, in the order worth checking. The server was not restarted — the game reads the mods folder at boot, never while running. The mod ships an installer or a Windows loader instead of plain pak files, so there was nothing for the uploader to take. The mod is client-side only and does nothing on a server. Or the mod genuinely does not work on a Linux dedicated server, which is the case the publisher's documentation points at.

Is there CurseForge or Modrinth integration like the Minecraft servers have?

No. Palworld carries an empty feature list in our game registry, so there is no browse-and-install catalogue — the Mods section of the Content tab is a plain file uploader that takes the place of one. The reason recorded in our code is that the Palworld mod loaders distributed through those platforms are Windows-only, which lines up with the publisher documenting server-side mods for Windows only.

Do my friends need the mod files too?

Yes, and this is not optional. The amber line at the top of the Mods section says it outright — Palworld mods must be the same on the server and on every player's machine. A mod present on the server but missing on a player's PC (or the other way round) is a mismatch, and a mismatch is one of the most likely reasons someone cannot join or gets thrown out on load.

Do my mods survive archiving and restoring the world?

Yes. When a stopped server is archived, the game's own base pak files are excluded so we do not ship ~15 GB of Steam-installed binaries per server, but those exclusions are written per file extension at the Paks folder level and cannot match anything one directory deeper. Files inside Paks/~mods are therefore packed with the archive and come back on restore.

Can a mod damage my save?

The publisher's own mod page says so in one sentence — use mods at your own risk, they may cause save-data corruption or crashes. Since none of this is supported on a Linux server anyway, take a backup before you install anything, and take another before you remove a mod that has already been running: content a mod added can leave references behind in a world that no longer has the mod.

Sources

  • Installing Mods on a Server | Palworld Server Guide (link checked August 14, 2026)

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