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Random freezes, missing sound and display glitches usually trace back to one bad driver. Find and replace yours safely.Free scan · under a minuteServer-side mods run in the server process and normally do not need to be installed by every player. Client-side mods run only in an individual player’s game client, so that player installs them separately. Mods that run on both sides synchronize server rules with client presentation and are usually part of the server’s required mod set.
This distinction explains why a mod can work in single-player yet fail in multiplayer, where the server and each client are separate environments. The sections below show how to identify a mod’s side, where to place its ZIP file, how automatic per-server downloads work, and how to troubleshoot mismatched or stale installations.
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1Clear out junk files and repair common Windows errors2Fix the driver behind crashes, sound loss and screen glitches3Repair Windows errors before they cause bigger problemsThe three mod categories
Vintage Story’s dedicated-server documentation separates mods by where their code executes. The category determines who installs the file and what the mod is allowed to control.
Server-side
A server-side mod loads only in the dedicated server process. It is appropriate for shared rules and world data: mechanics that must be authoritative for everyone, server administration, permissions, and systems that write blocks, items, entities, inventories, or other persistent state. Players generally do not need to copy a server-only ZIP into their own normal Mods folder.
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The server can offer the files required for a modded session, but that does not make every server-side file a client mod. A player’s game only needs a client copy when the mod’s listing says that client code is required.
Client-side
A client-side mod loads only in one player’s game. It can change that player’s HUD, controls, camera, rendering, key bindings, or other local presentation without changing the shared world. Each player who wants the feature installs the mod in the normal client Mods folder. The server does not automatically provide every client-only utility.
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Universal or both-side
A universal mod has code for the server and the client. It is used when a feature changes shared rules or data and also needs a local interface, rendering component, or other client response. In multiplayer, these files can be part of the server-required mod set, so joining players may receive the matching client files through Vintage Story’s per-server mod mechanism.
Do not infer a category from a mod’s name. Some projects combine server and client code, and their listing may call them “universal,” “both,” or use a side-specific label. Always read the listing and its required game-version information before installing.
Why the distinction matters
The practical rule is ownership: the server owns shared world state and rules; the client owns an individual player’s local presentation. If a feature gives everyone the same new block or changes how the world simulates, the server must know about it. If it only changes how one player sees information or operates the interface, it can remain client-only.
| Comparison | Server-side mod | Client-side mod | Universal/both-side mod |
|---|---|---|---|
| Where it executes | Dedicated server process | One player’s game client | Server and every client that uses it |
| Must every player install it? | Normally no | Only players who want the feature | Yes, when the server requires the client component |
| Primary responsibility | Shared rules, simulation, and persisted world state | HUD, controls, camera, rendering, and other local presentation | Coordinated server state plus a client interface or visual component |
| Can the server distribute it? | The server can include it in its required mod set, but a client copy is not always needed | Not automatically in the general case; install it yourself unless the project identifies it as a required shared component | Yes, matching client files can be set up for a modded server |
| Version requirement | The server version and the mod’s supported Vintage Story version must match | Your client version and the mod’s supported version must match | Server, client, and both-side mod versions must be compatible |
| Risk when removed | High if it added blocks, items, entities, or world-generation data | Usually limited to the local feature, unless it is part of a shared mod set | Potentially high because server content may be persisted in the world |
What happens in single-player and multiplayer
Single-player runs the server and client together on one machine. That shared data path can conceal an incorrect side assignment. A mod may appear to work because a server thread happens to read a setting that, in a real multiplayer session, should have been read by the client thread.
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In multiplayer, the server and each player’s client are distinct. A server-side instance cannot directly provide a client-only interface, and a client-side instance cannot authoritatively change the shared world. Vintage Story creates one instance of a mod’s ModSystem on the server and an additional instance on each client. Code that assumes those instances share files, settings, or memory can therefore fail after you move from single-player to a dedicated server.
A reliable local split test
You can reproduce a multiplayer environment on one computer instead of guessing from a single-player session.
- Create a separate data directory for a test server, such as
C:VS-TestServer. - Launch
VintageStoryServer.exe --dataPath "C:VS-TestServer". The separate data path gives this server its own configuration, worlds, andModsfolder. - Put server-side or universal test copies in the test server’s
Modsfolder. Keep client-only files in your normal client data path. - Start the server and connect to
localhostfrom the regular Vintage Story client. - Read both the server log and the client log. A feature that worked only because single-player combined the contexts will usually reveal which side is missing a setting, dependency, or code path.
This test is especially useful for mod authors, but it also helps players diagnose a configuration that behaves differently online.
How to identify the correct side before installing
Use the mod’s listing as the authority. Look for a side label, supported Vintage Story version, dependency list, and multiplayer instructions. Treat a missing label as a reason to investigate, not as proof that the mod is client-only.
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- Check what the feature changes. Shared mechanics and world content point to server involvement; HUD, rendering, keybinds, and camera changes point to client involvement.
- Read installation notes. Some projects package both components in one ZIP and rely on the game to load the appropriate side.
- Confirm the exact Vintage Story version. A side label does not override an incompatible game-version requirement.
Where to put Vintage Story server mods
For a dedicated server, place the downloaded mod .zip in that server instance’s Mods folder. The folder belongs to the server’s data path, not automatically to the client’s normal data directory. If you launched the server with a separate --dataPath, use the Mods folder inside that directory.
- Stop the server before changing its files.
- Confirm that the mod supports the server’s exact Vintage Story version and that its listing identifies it as server-side or universal.
- Copy the downloaded
.zipinto the server data path’sModsfolder. - Leave the ZIP intact unless the mod’s own instructions explicitly say otherwise. Vintage Story’s adding-mods guidance says not to extract the mod ZIP.
- Start or restart the server.
- Read the startup log for the mod name, dependency errors, version warnings, or load failures before asking players to join.
A server-only mod does not have to be duplicated in every player’s normal client Mods folder. A universal mod may require matching client code; whether those files arrive automatically depends on how the server advertises its required mod set.
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Where players install client and universal files
Client-only mods
Install a client-only ZIP in the normal client data directory’s Mods folder. On Windows, the standard location is %AppData%RoamingVintagestoryDataMods. The official adding-mods instructions are intentionally simple: download the mod and drag it to the game’s Mods folder, without extracting the ZIP.
Only the player who wants the local feature needs the file. Other players can join without it unless the server’s rules or a dependency make a client component mandatory.
Universal mods supplied by a server
Starting with Vintage Story 1.16, joining a modded multiplayer server can automatically create a server-specific client folder under %AppData%RoamingVintagestoryDataModsByServer. This keeps files for different servers separate from the normal client Mods folder and allows the game to set up the required client side of a supported modded server.
Automatic setup applies to the files the server offers as part of its modded game. It is not a general delivery mechanism for every optional client-only mod. If a listing describes a feature as local-only, install it yourself in the normal client folder.
Version matching is a hard requirement
Check two versions before troubleshooting anything else: the Vintage Story version running on the server or client, and the version range declared by the mod. Hosting guidance and the official wiki both stress that the game and mod versions must match. A mod that loads on one game release may fail, refuse a connection, or behave unpredictably on another.
For a universal mod, all three pieces must line up: the dedicated server’s game version, the client’s game version, and the mod build intended for that release. Do not “fix” a mismatch by copying an older ZIP into a newer server or by assuming that a filename with the same mod name represents the same build.
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Troubleshooting common failures
Nothing loads after copying the file
- Verify that the ZIP is in the intended server or client
Modsfolder, especially if the server was started with a custom--dataPath. - Confirm that the file is still a ZIP and is not nested one level too deep inside another folder.
- Recheck the side label and dependencies.
- Restart the affected process; many mods are read only during startup.
- Inspect the log for the mod’s actual filename and a dependency or version error.
Joining fails or the game crashes
Compare the server’s Vintage Story version with the client’s version and with every mod’s supported version. Remove or update incompatible files, restart the server, and have the client reconnect. If several mods changed at once, revert to the last known working set and add updates in a controlled group.
A corrected file with the same filename is not arriving
Vintage Story can retain a per-server copy under ModsByServer. Leave the server, delete that server’s corresponding ModsByServer subfolder, and reconnect so the files are downloaded afresh. Do not delete unrelated server folders unless you intend to clear their cached mod sets as well.
It works in single-player but not multiplayer
Assume a server/client ownership error first. Check whether the setting is supposed to be read by the server, the client, or both. Then run the separate-data-path local split test: launch VintageStoryServer.exe with its own --dataPath, place server files in that server’s Mods folder, keep client files in the normal path, and connect to localhost. The two logs usually show which context is missing the expected configuration or code.
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Players see different behavior
Determine whether the mod changes shared state or only local presentation. If the world rule is different for players, the authoritative logic may be missing from the server. If only one player sees a different HUD or visual effect, that is expected for a client-only mod and should be diagnosed in that player’s client installation.
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Mod changes can alter a world permanently. A mod that adds blocks, items, entities, or world-generation data may leave saved references behind even after its ZIP is removed. Removing it can make those references unavailable or damage the world’s expected content.
- Announce maintenance so players stop connecting during the change.
- Make a verified backup of the world and the server’s configuration before updating or removing anything.
- Change one mod or one coherent group at a time, rather than replacing the entire collection blindly.
- Restart the server and inspect the startup log.
- Join with a test account or visit a copy of the world before reopening the server to everyone.
- Keep the previous ZIP files and backup until the new combination has been confirmed.
For client-only visual or interface mods, the world-risk is usually lower, but version compatibility and crashes still justify a backup of the client configuration. For universal and server-side content mods, treat removal as a world-maintenance operation, not a simple file cleanup.
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What a hosted server must let you control
If the server runs with a hosting provider instead of on your own computer, the operational requirements are the same. You need access to the server’s Mods folder or an equivalent file manager, a way to select or confirm the exact Vintage Story version, restart control, backups, and readable server logs. Without those controls, diagnosing a side or version mismatch becomes guesswork.
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- File access: upload the ZIP to the server instance that actually runs the world.
- Version selection: verify the host is running the game release required by the mod.
- Restart control: apply changes during a maintenance window and restart cleanly.
- Backups: restore the world if a removed content mod leaves incompatible saved data.
- Logs: confirm that the server loaded the intended file and identify dependencies or errors.
A practical decision checklist
Use this sequence whenever you download a mod or investigate a multiplayer problem:
- Identify whether the listing says server-side, client-side, universal, or both.
- Decide whether the feature changes shared world state or only one player’s presentation.
- Check the exact Vintage Story version supported by the mod.
- Place the ZIP in the correct location: the dedicated server’s Mods folder for server content, the normal client Mods folder for client-only content, or the server-managed per-server area for files supplied by a modded server.
- Do not extract the ZIP unless the mod explicitly requires extraction.
- Restart the affected process and read its log.
- If single-player succeeds but multiplayer fails, test with a separate server data path and connect through
localhost. - Before updating or removing content that affects the world, announce downtime and make a backup.
How many mods does the ecosystem support?
The Vintage Story Wiki describes an ecosystem of 1,000 or more player-made modifications. That figure is a description of the available community catalogue, not a dated market survey, and it does not mean every mod supports every game release or multiplayer arrangement. Side labels, version requirements, dependencies, and installation notes remain the reliable way to choose a compatible file.
The wiki’s server-client guidance was last verified for Vintage Story 1.19.8. As the game evolves, labels and automatic-download behavior can change, so confirm the instructions shown for the specific mod and game release you are running.
The short answer
Put server-side and universal server files in the dedicated server’s Mods folder; put client-only files in the individual player’s normal Mods folder. Players do not normally need server-only mods, while client-only mods are not automatically supplied by the server. Universal mods bridge both contexts and may be installed automatically for a modded server, with matching versions required on every side.
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