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To install RocketMod on an Unturned dedicated server, use the maintained RocketModFix module: stop the server, place the complete Rocket.Unturned folder directly in Modules, start the server once, and then place plugin DLLs in the generated Rocket/Plugins directory. The original RocketMod project stopped maintenance on December 20, 2019, so current instructions generally refer to RocketModFix or an LDM-compatible continuation.
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What you need before installing
Have a working Unturned dedicated server and access to its files, either through your operating system or a hosting control panel. You must be able to stop and start the server and replace files in its installation directory.
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- Stop the server completely before changing module files. Replacing a loaded DLL can leave a partial installation or lock files.
- Download RocketModFix from its official releases page and use the current
Rocket.Unturned.Module.zipasset. - Plan to disable BattlEye while using the module. The Unturned Wiki states that third-party modules cannot be loaded with BattlEye enabled.
- Do not look for RocketMod in Steam Workshop. Third-party modules are installed in the server’s
Modulesdirectory and are not distributed through Workshop for security reasons. - Keep a backup of the existing
Modules/Rocket.Unturnedfolder and your server configuration if you are upgrading an established server.
Which RocketMod package should you choose?
RocketModFix is a fork maintained by Unturned plugin developers. Its stated goal is to preserve compatibility with older Rocket plugins while continuing development after the original project ended. The release archive contains the normal module installer and an optional automatic installer.
| Option | How updates are handled | Control and rollback | Best fit |
|---|---|---|---|
| Standard module | You download and replace files manually when you choose. | Maximum control; you can archive a known-good folder and restore it directly. | Operators who test updates, run production servers, or need predictable change windows. |
| Auto-Installer | The project says it can update Rocket automatically after a restart. | Less manual work, but an update may arrive when the server restarts; retain backups if rollback matters. | Operators who prefer automatic replacement and accept less hands-on control. |
RocketModFix documentation recommends the Auto-Installer, but the standard method is easier to audit because every file change is explicit. Whichever method you select, install only one Rocket module folder at a time.
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Install the standard Rocket.Unturned module
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Stop the server
Use the server console, service manager, or hosting panel to shut the instance down. Wait until the process has exited and the panel reports it as stopped.
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Remove a stale module
In the server’s installation directory, check
Modules. IfModules/Rocket.Unturnedalready exists, delete it before installing the new release. Removing the old directory prevents obsolete DLLs from remaining beside newer files. If you made a backup, store it outsideModules.The Tool Desk
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Download the release archive
Open the RocketModFix releases page and download the asset named
Rocket.Unturned.Module.zip. Do not substitute a plugin archive or an unrelated continuation package. -
Extract the archive once
Unzip the downloaded file to a temporary location. Inside the extracted
Rocket.Unturned.Moduledirectory, you should find a complete folder namedRocket.Unturned. -
Copy the complete folder into Modules
Copy the folder itself to the server’s
Modulesdirectory, producingModules/Rocket.Unturned/. Copying only the files inside it, or copying the outer extraction directory, creates the wrong layout. Replace files if the file manager asks.Rank #2
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Start and watch the console
Start the server normally. Keep the console visible during startup and look for the module-loading message or an entry in the server’s loaded-module list. A clean load confirms that the folder is in the expected location; plugin installation comes afterward.
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Use the Rocket.AutoInstaller instead
The automatic route uses a different folder and should not be installed alongside the normal module folder.
- Stop the server and wait for the process to exit.
- If an old
Modules/Rocket.Unturneddirectory is present, remove it or move it to a backup location. - Download
Rocket.AutoInstaller.zipfrom the RocketModFix releases page. - Extract the archive and open the resulting
Rocket.AutoInstallerdirectory. - Copy the complete
Rocket.AutoInstallerfolder intoModules, preserving that folder name and level. - Restart the server. According to the project documentation, the installer can obtain Rocket updates automatically after a restart.
Automatic updating does not remove the need for backups. If a new build causes a plugin compatibility problem, stop the server, restore the previous module directory, and test the older version before enabling automatic updates again.
What happens on the first successful boot
Rocket creates a server-specific directory under Servers/<ServerID>/Rocket/. The <ServerID> part is the identifier assigned to that Unturned server, so the literal text should not be typed as the directory name.
Allow at least one minute after the first start for the initial files to appear. Hosted documentation identifies Rocket.config.xml and Permissions.config.xml as files that should be generated there. Do not install plugins until this structure exists; it gives you a reliable indication that the module initialized rather than merely sitting in the Modules folder.
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Install Rocket plugins in the right directory
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Obtain a compatible release
Download the plugin’s release archive and read its documentation for the Rocket version, Unturned version, and any required dependency libraries. Compatibility is a property of the individual plugin; Rocket loading successfully does not guarantee that every older plugin will work.
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Extract the archive
Unzip the plugin on your computer or in the host file manager. Identify the plugin DLL and every dependency file named by the plugin author.
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Copy files directly into Plugins
Place the DLL and required dependency files directly in
Servers/<ServerID>/Rocket/Plugins/, or the equivalentRocket/Plugins/path shown by your host. The DLL must not remain inside an extra directory such asPlugins/MyPlugin/MyPlugin.dll; move it up one level so the server can discover it. -
Configure permissions
Review the plugin’s documented permission nodes and assign the required nodes in the permissions configuration before testing commands in game. A loaded plugin can still deny every command when its nodes have not been granted to the relevant group or player.
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Restart and test
Restart the server after adding or replacing plugin files. Check the startup console for the plugin name, dependency errors, or stack traces, then test the documented command with an account that has the required permission.
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Verification checklist
Use this sequence after a fresh install or an upgrade:
- The server was fully stopped before module files were replaced.
- The intended module layout is present directly under
Modules, without an extra extraction level. - The startup console or module list reports Rocket as loaded.
- The server-specific
Rocketdirectory and its configuration files were generated after first boot. - Plugin DLLs and dependencies are directly inside the generated
Pluginsdirectory. - Each plugin’s documented permission nodes have been assigned before command testing.
- BattlEye is not enabled while the third-party module is expected to load.
Troubleshoot a module that is not detected
The folder is nested one level too deep
This is the most common extraction mistake. If the path looks like Modules/Rocket.Unturned.Module/Rocket.Unturned/, the server will not see the module at the documented destination. Move the complete Rocket.Unturned folder so it sits immediately under Modules, then restart.
Old and new files are mixed
Stop the server, remove the existing Rocket module directory, and copy a clean release rather than merging files over the top. Mixed versions can leave stale assemblies that prevent initialization.
BattlEye blocks the module
Third-party modules cannot load with BattlEye enabled. Change the server’s BattlEye setting in the launch configuration or hosting panel, restart fully, and confirm the console output again. Consider the security and moderation implications before opening the server to players without BattlEye.
The server was never restarted completely
A panel may show a quick restart while the old process is still shutting down. Wait for the process to terminate, start it again, and watch the complete startup sequence rather than relying on a cached status indicator.
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The plugin is missing after Rocket loads
Confirm that the DLL is directly in the generated Rocket/Plugins directory, not in a nested plugin-name folder. Check that every dependency listed by the plugin author is present and that the plugin targets a compatible Rocket and Unturned build.
The plugin loads but commands fail
Inspect the plugin’s permission documentation and add its nodes to the appropriate group in Permissions.config.xml or the host’s permissions editor. Reconnect or restart as required by the plugin, then test with a user who belongs to that group.
Configuration files have not appeared
Leave the server running for at least one minute after the first successful start, then inspect the server-specific Servers/<ServerID>/Rocket/ directory. If it remains absent, return to the module-path, BattlEye, and console checks rather than creating empty files manually.
Installing through a managed hosting panel
Some managed Unturned hosts expose an Install Rocketmod control. Stop the server if the panel requires it, run the installer, and allow the panel to complete its file operation before starting the instance. The panel may hide the physical path, but the resulting layout should still correspond to a Rocket module under Modules and plugin files under the generated Rocket/Plugins directory.
If the panel installer fails or leaves no module-load message, use its file manager to inspect the same folder levels described above. Contact the host with the exact console error and the server’s Unturned version; a generic “installed” status is not proof that the module initialized.
Updating, backing up, and rolling back
Before an update
- Stop the server and save a copy of the current Rocket module directory.
- Back up the server-specific Rocket configuration and plugin directory.
- Record the versions of Rocket and any plugins that are important to your community.
After an update
Replace the old module with one clean release, start the server, and verify module and plugin loading in the console before allowing players to connect. Test administrative commands and permissions because an apparently successful boot can still expose plugin-level incompatibilities.
When a rollback is needed
Stop the server, remove the failed module directory, restore the backed-up directory at the same level, and restart. If the problem began after an automatic update, switch to the standard module workflow until you have identified a compatible release.
Operational and security considerations
- Download modules and plugins only from their project release channels or a host’s trusted installer; treat unsolicited DLLs as executable code.
- Keep BattlEye disabled only if you understand the effect on server security and moderation.
- Apply file changes during a maintenance window and announce restarts to players.
- Keep the Rocket configuration and permissions files in your regular server backup schedule.
- Read each plugin’s permission list before granting nodes broadly; give administrative capabilities only to the groups that need them.
For operators who do not want to manage file paths, restarts, and backups, a managed Unturned server hosting plan can provide panel-based file access and installation controls. Confirm exactly what the host’s Rocket installer does, whether BattlEye can be configured, and whether you can download backups before committing to that workflow.
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