Mods on a Core Keeper Dedicated Server

Core Keeper mods are published on mod.io and run on the server as well as in the game. A modded server needs the mods in two places: on the server, and in every player's game.

On the server

The server loads mods from a Mods folder next to its executable (CoreKeeperServer_Data/StreamingAssets/Mods), one folder per mod with a ModManifest.json. The mods folder in the save path is only for the mods' configuration files.

On Flux, the Mods tab installs a mod from the .zip mod.io gives you, switches mods on and off, and keeps them on the data volume so they survive the server moving to another node.

In every player's game

A dedicated server does not send its mods to the players joining it: mods work as long as every player has the same mods installed, at the same versions (Pugstorm). Each player installs them in game (Mods, from the main menu) or from mod.io.

Libraries and versions

  • Many mods need a library mod, usually CoreLib. Install the library too, on the server and in the game.
  • A mod built for an older version of Core Keeper can stop the server from starting. Switch it off and restart; the server's log names the mod that failed.
  • Mods that only change what a player sees do nothing on a server.

Frequently asked questions

Where do Core Keeper server mods go?

In CoreKeeperServer_Data/StreamingAssets/Mods, one folder per mod. On Flux, upload the mod's .zip in the Mods tab.

Do players download mods from a Core Keeper server?

No. Every player installs the same mods themselves, from mod.io or in game.

Related Core Keeper guides