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The safest way to choose a Palworld server plugin is to treat it as a server-side mod package, not as a conventional Workshop add-on. Pocketpair’s current documentation says these packages are supported on a dedicated server running the Windows edition, and only packages built for server use can load. Mods can corrupt saves or crash a server, so the practical definition of “best” is a package with an explicit server install rule, clear dependencies, a compatible revision, useful documentation, and a tested rollback plan.
What Palworld calls a server plugin
Palworld’s official terminology is server-side mod or package. Community pages often say “plugin,” but the installation system is package-based: every package has an Info.json manifest, a package name, version information, dependencies, and one or more installation rules. The loader reads that manifest and deploys the files to the runtime location required by the package type.
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Platform support and the Linux limitation
Pocketpair’s current guide states: “At this time, server-side mods work only on the dedicated server with Windows edition.” It also warns that “Only mods that are built to run on servers will work on the server.” A Linux dedicated server can still be installed and launched, but official server-side mod support does not extend to that edition. A community guide likewise summarizes the limitation as: “Official Linux server mods are not supported.”
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Do not confuse the ability to run PalServer.sh on Linux with the ability to load the official package system. If server-side mods are a requirement, use a Windows dedicated server and verify the package documentation before moving a production world. A managed Windows Palworld host can be considered when you do not want to administer Windows yourself, but check its current game version, mod policy, backup controls, and terms before committing a world.
How to define “best” when no universal ranking exists
No authoritative source provides a verified ranking of individual Palworld server plugins. A package that is excellent for administration may be irrelevant to a progression-focused co-op world, while a content package may create more save risk than a quality-of-life change. Evaluate each candidate against the same evidence instead of trusting a popularity label.
| Evaluation axis | What to verify | Why it matters |
|---|---|---|
| Dedicated-server support | The manifest includes an InstallRule with IsServer:true. |
A client-only package has no valid server deployment path. |
| Loader and runtime type | Whether the package uses UE4SS, Lua, PalSchema, LogicMods, or Paks. | The loader places each type in a different destination and a missing runtime dependency prevents loading. |
| Revision and version | Required MinRevision, package Version, and the date or status of maintenance. |
An old package can fail silently or break after a server update. |
| Dependency chain | Every entry in Dependencies, including the dependency’s own revision and server rule. |
Activating only the visible package is insufficient when a framework package is required. |
| Client requirements | Whether players must install matching files locally. | A server can start while clients are unable to connect or see the intended behavior. |
| Save and rollback risk | Backup instructions, removal behavior, and whether the package changes world data. | Disabling a loader does not reverse data already written to a world. |
| Documentation quality | Clear install paths, expected logs, known conflicts, and recovery steps. | Good documentation shortens diagnosis when a package does not load. |
| Useful outcome | A measurable administration, quality-of-life, progression, or content improvement for your server. | “Popular” is not the same as suitable for your player group. |
Choose by the job your server needs
| Server goal | Questions to ask before installing | Evidence of a good fit |
|---|---|---|
| Administration | Does it clearly document server deployment, permissions, and recovery? | An IsServer:true rule, explicit dependencies, and logs or commands you can test on a copied world. |
| Quality of life | Does the feature work for the whole server or require every player to install a client package? | A stated client requirement and a testable behavior that survives save, shutdown, and reload. |
| Progression changes | Does it alter rules or world data that may persist after removal? | Clear rollback instructions and a backup made before the first modded launch. |
| New content | Which runtime type does it use, and what other packages does it require? | Compatible revision, complete dependency list, and a documented destination under the loader map. |
There is no fixed package price or universal performance score to use as a shortcut. Judge the package by compatibility evidence and the benefit it provides to your particular server. If a listing omits its server rule, minimum revision, dependencies, or client requirement, treat that missing information as a deployment risk rather than assuming the package is server-ready.
Loader types and what they imply
- UE4SS: the base Unreal runtime is deployed under
Mods/NativeMods/UE4SS. - Lua: scripts are deployed under
Mods/NativeMods/UE4SS/Mods/{PackageName}. - PalSchema: packages are placed under
Mods/NativeMods/UE4SS/Mods/PalSchema/mods/{PackageName}. - LogicMods: files are deployed to
Pal/Content/Paks/LogicMods. - Paks: files are deployed to
Pal/Content/Paks/~WorkshopMods/{PackageName}.
These are deployment categories, not quality grades. A small Lua quality-of-life package may be safer than a large Pak content change, but the manifest, revision requirement, dependencies, and save behavior decide the actual risk. Do not manually copy files into one of these destination folders unless the package’s documented install rule calls for it; the package loader is intended to create and manage those deployments.
What you need before installing
- A dedicated Palworld server. Pocketpair documents installation through Steam or SteamCMD.
- A Windows edition server if you intend to use the official server-side package system.
- The package archive and its complete folder contents, including the root
Info.json. - Access to the live server directory and permission to edit configuration files.
- A copy of the world saves,
PalWorldSettings,PalModSettings, and the staged package set stored outside the live directory. - A test copy of the world so you can connect, save, shut down, and reload before changing production data.
An external hard drive or SSD is a sensible place for the backup set. The important property is separation from the live server tree: a backup inside the directory that may be deleted or overwritten is not a reliable rollback. Keep the backup associated with the exact package versions that were active when it was created; otherwise, a later rollback can leave you unsure which files belong with the save.
Install a Palworld server package step by step
1. Deploy the dedicated server
Install through Steam or SteamCMD. SteamCMD downloads the dedicated server with app ID 2394010. On Windows, the executable is PalServer.exe. On Linux, the launcher is PalServer.sh; launching it does not change the official Windows-only limitation for server-side mods.
steamcmd +login anonymous +app_update 2394010 validate +quit
Use the command in the directory and account arrangement appropriate to your SteamCMD setup. The key requirement is that the dedicated server files complete installation before you add packages. Record the server revision after installation so you can compare it with each package’s MinRevision.
2. Launch once, then stop cleanly
Start the server without packages and allow it to finish its first initialization. This creates Mods/PalModSettings.ini. Stop the process through the normal server shutdown path and confirm that the process has exited before editing files. Copying or replacing package files while the server is running can leave a partial deployment or a save in an inconsistent state.
This first clean launch also gives you a known baseline. If the server cannot start before any package is staged, solve that dedicated-server problem first; otherwise, a later failure will be difficult to attribute to a package.
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3. Back up the world and configuration
Before enabling any package, copy the world saves, PalWorldSettings, PalModSettings, and the current package folders to an external location. Keep at least one known-good backup that was made before the first modded launch. This is required because Pocketpair warns that mods may cause save-data corruption or crashes, and removing a package later does not undo world data it already changed.
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4. Stage one package per folder
Create the directory Mods/Workshop if it does not already exist. Put each package in its own child folder. The folder name is only for organization; it is not the activation identity.
Mods/
└── Workshop/
├── AdminToolsFolder/
│ └── Info.json
└── ServerRulesFolder/
└── Info.json
Info.json must sit directly inside the package folder. If the archive adds an extra wrapper directory, move the contents so the manifest is at the package root. A layout such as Mods/Workshop/AdminToolsFolder/AdminToolsFolder/Info.json will not satisfy the expected package structure.
Keep packages separated even when they share a framework. Separate folders make it possible to identify the correct manifest, compare versions, and remove one package without accidentally deleting another package’s files.
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5. Validate every manifest before activation
Open each package’s root Info.json and check these fields:
PackageName: copy it exactly, including capitalization.Version: record the installed version so you can identify updates and rollbacks.MinRevision: confirm that the server revision meets the package’s minimum.Dependencies: stage and activate every required dependency, not only the top-level package.InstallRule: confirm that at least one intended rule containsIsServer:true.
A package without an IsServer:true rule is not designed for server deployment. Some packages also require matching client files; note that requirement before asking players to connect. Read the dependency manifests too: a dependency can have its own minimum revision, server rule, and further dependencies.
Do not substitute a Workshop title, numeric ID, download directory name, or a shortened spelling for PackageName. The activation value is a manifest field, and it is case-sensitive.
6. Enable the global loader and package list
Edit Mods/PalModSettings.ini and set the global switch to true. Add one ActiveModList line for each package, using the exact manifest value:
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[PalModSettings]
bGlobalEnableMod=true
ActiveModList=ExampleCore
ActiveModList=ExampleServerRules
Replace the examples with the real case-sensitive PackageName values. Do not enter a Workshop title, a numeric Workshop ID, or the child-folder name. Dependencies should be listed as separate active entries as well. If a dependency is staged but absent from ActiveModList, the main package may fail to deploy.
After saving the file, check for accidental spelling changes, duplicate edits in another configuration file, or a disabled global switch. Make configuration changes only while the server is stopped, then restart once so the result is easy to inspect.
7. Restart and inspect the generated deployment
Start the server again. On a successful deployment, the loader creates Mods/ManagedMods/{PackageName}/InstallManifest.json and installs files according to the package rules. Inspect that managed directory and the server logs rather than assuming that a clean process start means the package loaded.
Use the runtime map below to verify that the destination matches the package type:
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| Package type | Expected destination |
|---|---|
| UE4SS | Mods/NativeMods/UE4SS |
| Lua | Mods/NativeMods/UE4SS/Mods/{PackageName} |
| PalSchema | Mods/NativeMods/UE4SS/Mods/PalSchema/mods/{PackageName} |
| LogicMods | Pal/Content/Paks/LogicMods |
| Paks | Pal/Content/Paks/~WorkshopMods/{PackageName} |
The generated InstallManifest.json is useful deployment evidence. If it is absent, first verify the global switch, package identity, manifest location, and server install rule before changing runtime files manually.
8. Test on a copied world
- Start the copied server and watch for startup errors.
- Connect with a test client and confirm whether matching client files are required.
- Exercise the package’s advertised behavior rather than checking only that the process starts.
- Save, shut down normally, restart, and confirm that the world and package state persist.
- Keep the test results and logs before enabling the package on the production world.
Test one package or one dependency group at a time. If several packages are introduced together, a startup failure, missing feature, or client connection problem cannot be attributed reliably to one manifest or dependency.
Updating and removing packages safely
Updating a package
When the Version in Info.json changes, restart the server after staging the new files. The loader redeploys the new version and removes the old deployment. Keep the previous package and a pre-update world backup until the new version has passed the copied-world test.
Recheck MinRevision and dependencies during every update. A package that worked on the previous server revision may require a newer revision after an update, and a dependency may have changed even when the visible package name has not.
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Remove that package’s PackageName from ActiveModList and restart. Do not immediately delete its staged folder if another active package lists it in Dependencies. Remove files only after confirming that no active package requires them and that the world opens correctly without the package.
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Keep the disabled package archive until the copied-world and production checks are complete. Removing the activation line prevents a new deployment, but it is not a data rollback and does not erase changes already written to the world.
Emergency startup with -NoMods
Use the -NoMods launch option when the server cannot start normally or you need to isolate a package conflict. This disables all packages for that launch; it does not delete staged packages, repair a corrupted save, or reverse world-data changes. Once the server is accessible, restore from the last known-good backup if the world was altered or will not load correctly.
Because -NoMods disables the complete package set, it is an isolation step rather than a way to identify a single package automatically. After confirming that the clean server starts, re-enable packages deliberately and test the copied world before returning to production.
Why a package is not loading
Check the following in order. Changing several variables at once makes the cause harder to identify.
- Global switch: verify that
bGlobalEnableMod=trueappears under[PalModSettings]. - Identity: compare every
ActiveModListvalue character-for-character withPackageNamein the rootInfo.json, including case. - Manifest location: confirm that
Info.jsonis directly inside the package folder beneathMods/Workshop. - Server rule: confirm that an applicable
InstallRulecontainsIsServer:true. - Revision: compare the server revision with
MinRevision; an older server cannot satisfy a newer package requirement. - Dependencies: stage every dependency, add each dependency’s exact package name to
ActiveModList, and verify compatible versions. - Platform: if the server is Linux, remember that official server-side mod support is not provided even though the dedicated server itself can run.
- Deployment evidence: inspect
Mods/ManagedMods/{PackageName}/InstallManifest.json, the expected runtime destination, and the server logs. - Client files: if the package requires a matching client package, install the same compatible version for each player.
- Rollback: launch with
-NoModsto isolate the loader, then restore the backup if the package changed or damaged world data.
A server that starts successfully can still have a broken package. Missing commands, unchanged rules, absent content, or client connection errors are functional failures even when the process log shows no obvious crash. Verify the advertised feature on the copied world, then perform a save and reload test.
Operational practices that prevent most failures
- Introduce one package at a time, so a failure has a known change window.
- Record package name, version, minimum revision, dependencies, and client requirements in a simple change log.
- Stop the server fully before changing package files or configuration.
- Keep the package archive and the prior working version with the corresponding world backup.
- Test updates on a copied world before production.
- Tell players when a matching client package or restart is required.
- Do not treat a successful boot as proof of compatibility; connect, use the feature, save, shut down, and reload.
- Review the active list after every update so a removed dependency is not left enabled or an active dependency is not accidentally deleted.
- Keep server logs from the clean baseline, the first modded launch, and each update for comparison.
Frequently asked questions
Can I install Palworld server plugins on Linux?
The dedicated server itself can run with PalServer.sh, but Pocketpair’s current guidance limits official server-side mods to the dedicated server with the Windows edition. Use Windows when the official package system is required.
Is a Workshop ID valid in ActiveModList?
No. Enter the exact, case-sensitive PackageName from the package’s root Info.json. A Workshop title, numeric ID, or organizational folder name is not a substitute.
Where should Info.json go?
Put it directly in each package folder beneath Mods/Workshop. An extra wrapper directory between the package folder and Info.json prevents the expected package structure from being recognized.
How do I know whether a package is server-compatible?
Inspect every InstallRule in Info.json. At least one intended rule must include IsServer:true. Also check MinRevision, Dependencies, and any stated client-file requirement.
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Why does the server start but players cannot use the feature?
The package may require matching client files, may not have been activated with the exact package name, or may have deployed to a different runtime than expected. Check the managed install manifest, runtime destination, logs, and the package’s client requirement.
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No. Removing its activation line and restarting stops a new deployment, but it does not reverse world data already written by the package. Restore a known-good backup if the world is damaged or behaves incorrectly.
What does -NoMods do?
It disables all packages for that launch. It does not delete staged packages, repair a corrupted save, or undo world-data changes. Use it to isolate a startup problem, then restore a backup when necessary.
Should I delete a package folder when disabling it?
Not immediately. Remove the package name from ActiveModList, restart, and confirm that no active package lists it as a dependency. Delete staged files only after the world opens correctly without them.
How should I test an update?
Back up the world and previous package version, stage the new version while the server is stopped, restart, and inspect the new managed deployment. On a copied world, connect, exercise the feature, save, shut down, reload, and review logs before updating production.
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Choose the package that demonstrably supports a Windows dedicated server, has an IsServer:true installation rule, meets your server’s MinRevision, documents every dependency, and explains whether clients need matching files. Install it with the manifest at the package root, activate the exact case-sensitive PackageName, verify the generated deployment, and keep an external backup. If those details are missing, the package is not a safe production choice regardless of how attractive its feature list appears.
Frequently Asked Questions
Can Palworld server plugins run on Linux?
The dedicated server can run on Linux, but official server-side mod support is limited to a dedicated server with the Windows edition.
What value belongs in ActiveModList?
Use the exact case-sensitive PackageName from the package’s root Info.json, not the Workshop title, folder name, or numeric ID.
Why is my package not loading?
Check bGlobalEnableMod=true, the exact PackageName, the root Info.json location, an IsServer:true rule, MinRevision, all dependencies, the platform, managed deployment, logs, and client-file requirements.
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Does -NoMods repair a corrupted save?
No. It disables packages for one launch but does not reverse world-data changes. Restore a known-good backup when the world has been damaged.
Do players need to install the same package?
Some packages require matching client files and others do not. Check the package manifest and documentation before asking players to connect.
The Bottom Line
For a safe Palworld server setup, use a Windows dedicated server, validate Info.json, activate exact case-sensitive package names, stage every dependency, test on a copied world, and keep external backups.
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