"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 tab labelled Mods is not a mod catalogue. It is a narrow file uploader that does exactly four things:
- It accepts
.zip, .pak, .ucas and .utoc files.
- 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.
- It flattens what it keeps to the bare filename, discarding any folder structure the archive had.
- 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 the Mods tab needs the file-management permission, and why it disappears while a server is sleeping, archived or restoring.
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 on the Mods tab
Open your server, go to the Mods tab, and pick the mod's zip or its loose 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 file appears in the list on that tab with its size. 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. Use the Restart button on the server page — the hint under the mod list says the same thing: Restart the server to load newly installed mods. Every player needs the same mod files installed locally. 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 happened | How you tell |
|---|
| No restart after upload | The file is listed on the Mods tab, and the server has been running since before you uploaded |
Files landed nested, not directly in ~mods | Only possible if you uploaded through the Files tab by hand — the Mods tab flattens for you |
| The mod is client-side, or needs a Windows loader | Its page mentions a loader, an injector, or an .exe |
| Linux server simply does not load it | Everything 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 tab, 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
- — running one yourself, and what it costs either way
- — where the tabs, the restart button and the console live
- — mods add memory pressure to a game that is already hungry