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To configure a modded tModLoader server, create the mod list in a tModLoader client, export its Workshop mod pack, and place the pack’s install.txt and enabled.json files in the server’s Mods folder. The first file supplies Workshop IDs for downloading; the second tells the server which internal mod names to load. Add a serverconfig.txt so startup is non-interactive, and make sure every player and the server use the same tModLoader build.
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What the server actually needs
A tModLoader server does not decide its active mod set from the names you see in the Workshop interface. Its mod configuration has two separate jobs:
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- Download list:
install.txtcontains Steam Workshop IDs, one per line. A server-management setup can pass those IDs to SteamCMD to obtain the files. - Load list:
enabled.jsoncontains the mods’ internal names. Only the names in this JSON list are enabled when the server starts.
Both files belong in the server’s Mods folder. Having a .tmod file in that folder is not, by itself, enough: if the mod is absent from enabled.json, the server will not load it. Local, non-Workshop mods also need an entry in enabled.json.
The safest way to create these files is to build a mod pack in the tModLoader client. The Workshop does not provide a reliable server-ready list by display name, while the client’s Mod Packs section produces the two files the server tooling expects.
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Before you configure anything
Match the tModLoader build
Install the same tModLoader build on the server and on every client that will connect. Matching the Terraria version alone is insufficient; a client and server on different tModLoader builds can reject the connection even when their underlying Terraria versions match.
Decide where the server data will live
Use the tModLoader server directory supplied by your installation method. Docker-based and management-script layouts commonly place Mods and Worlds directories inside the main tModLoader directory. Identify that directory before copying files so you do not update a client’s folder by mistake.
Gather the mods on a client
Open the tModLoader client that uses the build you intend to run. Subscribe to or otherwise install the required Workshop mods, then confirm that the client can see them. Do not use a list of display names as a substitute for the generated pack files; internal names and Workshop IDs are different identifiers.
Create the mod pack in the client
- Start tModLoader on the client.
- Open the Workshop menu and go to Mod Packs.
- Create a new mod pack and include the mods you want on the server.
- Use the Mod Packs interface to open the pack’s folder.
- Confirm that the folder contains
install.txtandenabled.json.
The pack folder is the authoritative hand-off point between the client and the server. Keep the two files together while transferring them; copying only one creates a different failure mode. install.txt can tell a downloader what to fetch, but it does not tell the server what to enable. Conversely, enabled.json can name mods, but it does not provide Workshop IDs for an automated download.
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Understand the two configuration files
| File | What it contains | How the server uses it | Important limitation |
|---|---|---|---|
install.txt |
Steam Workshop IDs, one per line | A management script can use the IDs with SteamCMD to download the corresponding Workshop content | It is a download list, not the enable list |
enabled.json |
A JSON list of internal mod names | Determines which installed mods tModLoader loads at server startup | Display names and Workshop IDs are not substitutes for internal names |
Keep the file formats intact. In install.txt, preserve the one-ID-per-line structure. In enabled.json, preserve valid JSON and the internal names generated by tModLoader. Do not rename a mod to match the text shown in the Workshop, and do not assume that a file’s presence enables it.
Why internal names matter
A mod can have a friendly display title, a Workshop ID, an on-disk .tmod filename and an internal name. The server’s enabled list uses the internal name. If you type a display title into enabled.json, the file may still look syntactically correct, but the server will not find the requested mod.
Local mods
Mods that are not downloaded from the Workshop do not appear in the Workshop-ID list. Place their mod files where the server installation expects them and add their internal names to enabled.json. The same loading rule applies: a local file that is not named in the JSON list remains disabled.
Copy the pack into the server
- Stop the tModLoader server if it is running, so it cannot overwrite or hold files while you transfer them.
- Open the server’s tModLoader directory and then its
Modsfolder. - Copy the mod pack’s
install.txtinto thatModsfolder. - Copy the matching
enabled.jsoninto the same folder. - If your setup already has files with those names, back them up before replacing them. The incoming pair represents the complete mod list you intend to run.
Docker and other managed layouts still follow this separation: the server’s Mods and Worlds directories live under the tModLoader directory, while the pack files belong specifically under Mods. A common mistake is putting the files beside the server executable or in a client-only directory; the server then starts without the intended configuration.
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Download Workshop content on the server
Using a Linux management script
On Linux, manage-tModLoaderServer.sh can install tModLoader and download the Workshop mods listed in install.txt. Place the pack files in the server’s Mods directory before using the script’s installation or update workflow. The script reads the Workshop IDs and uses SteamCMD to obtain the corresponding mods; it does not infer the list from the names in enabled.json.
After the download step, verify that the expected mod files are present in the server’s mod storage and that the same mods are named in enabled.json. A successful download does not automatically mean every downloaded mod will be enabled.
Manual or managed-host installations
Other server setups may provide their own Workshop-download mechanism. The file contract remains the same: install.txt is the source of Workshop IDs and enabled.json is the source of enabled internal names. Follow the installation method’s documented download step, then inspect the server console rather than relying only on a file listing.
Add serverconfig.txt for unattended startup
The official tModLoader documentation recommends a serverconfig.txt file so the server can start without waiting for answers at an interactive prompt. Without this file, the server must be configured interactively each time it starts, which is especially unsuitable for a container, service, or remote host.
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Create serverconfig.txt in the location expected by your server start command and put one key=value setting on each line. The commonly used keys are:
| Key | Purpose and required detail |
|---|---|
world |
Points to the world file. Use the .wld file, not the .twld file. |
worldpath |
Identifies the directory in which the world is stored. |
autocreate |
Controls automatic world creation when the configured world is not available, according to the server’s accepted setting. |
difficulty |
Sets the world difficulty value used by the server. |
maxplayers |
Sets the player-capacity limit. |
port |
Sets the network port on which the server listens. |
password |
Sets the password required to join when one is configured. |
motd |
Sets the message of the day shown to joining players. |
Use paths that exist from the server process’s point of view. A world setting that points to a .twld file, or a worldpath that does not contain the named .wld file, prevents the intended world from loading even if the mods are configured correctly.
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- Start the server with the same tModLoader build used to create the pack.
- Watch the server console during startup.
- Check the console’s list of mods found and enabled.
- Confirm that every required internal name appears as enabled, and investigate any name reported as missing or skipped.
- Only after the server reports the expected mod set should players connect.
The console is the authoritative first check. A server can have downloaded files while loading none of them, or it can enable only part of the intended set if enabled.json is incomplete. Client-side menus and the presence of .tmod files do not replace the startup report.
Troubleshoot mods that do not load
| Symptom | Likely cause | Fix |
|---|---|---|
| The server starts with no mods enabled | enabled.json is missing, invalid, in the wrong folder, or empty |
Copy the client-generated enabled.json into the server’s Mods folder, preserve valid JSON, and restart while watching the console |
| Mod files exist, but specific mods are skipped | The JSON uses display names instead of internal names, or the internal name is misspelled | Regenerate the pack in the client and copy its enabled.json; use the internal names supplied by tModLoader rather than Workshop titles |
| The download step obtains nothing | install.txt is absent, is in the wrong directory, or does not contain Workshop IDs one per line |
Copy the pack’s install.txt to the server’s Mods folder and check its line structure before rerunning the download workflow |
| Workshop mods download, but remain disabled | The download list was used without the matching enable list | Install or download the files, then copy the corresponding enabled.json and verify the console’s enabled list |
| A local mod is ignored | Its file is present, but its internal name is absent from enabled.json |
Add the local mod’s internal name to the JSON list and restart the server |
| The expected world does not open | world points to a .twld file or the path does not match the actual .wld location |
Correct world to the .wld file and make worldpath point to its directory |
| Players cannot join despite matching Terraria versions | The client and server run different tModLoader builds | Install and launch the same tModLoader build on both sides before testing the connection again |
| The server waits for questions during startup | No usable serverconfig.txt was supplied to the start process |
Create the key-value configuration file in the location expected by the server command and start again |
Use the console before changing files at random
When a mod fails, first read the startup output. It tells you whether the server found the mod, enabled it, or failed to resolve the requested name. This narrows the problem to downloading, file placement, JSON naming, or build compatibility. Replacing files without checking that distinction can hide the original cause.
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Updating an existing mod set
For a controlled update, change the mod pack in the client, save the revised pack, and transfer the resulting install.txt and enabled.json together. Use the server’s download workflow to obtain newly listed Workshop IDs, then restart and inspect the console. Removing a mod requires both sides of the configuration to change: remove its Workshop ID from the installation list and remove its internal name from the enabled list, then ensure the server no longer loads its file.
Have players update their clients to the same mod set and tModLoader build before they join. A server-side update alone does not make an older client compatible.
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Manual files versus the Linux management script
| Approach | What you manage | Where it helps |
|---|---|---|
| Manual server setup | Copying install.txt and enabled.json, obtaining the listed Workshop content, and checking startup output |
Useful when your host or operating system does not provide the Linux management script |
manage-tModLoaderServer.sh on Linux |
The same pack files, with the script handling tModLoader installation and Workshop downloads through SteamCMD | Reduces repetitive download work while retaining the same separation between installation IDs and enabled internal names |
The script changes how files are installed, not what the server considers enabled. In either approach, enabled.json, the tModLoader build, and the server console remain decisive.
Final configuration checklist
- The client and server run the same tModLoader build.
- The client mod pack was created from the Workshop menu’s Mod Packs section.
install.txtis in the server’sModsfolder and contains Workshop IDs one per line.enabled.jsonis in the same folder and contains internal mod names, including any local mods.- Workshop content has been downloaded through the server’s supported workflow.
serverconfig.txtuses onekey=valuesetting per line.- The
worldsetting points to a.wldfile, whileworldpathpoints to its directory. - The startup console lists the expected mods as found and enabled.
Once those checks pass, the server’s mod configuration is reproducible: the pack records what to download, the JSON records what to load, and the server configuration supplies the world and startup settings without interactive prompts.
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