Install mod.io mods
Core Keeper has official mod support through mod.io, available from within the game. On a dedicated server, mods are installed by uploading their files to the server. Before installing anything, you need to understand where each mod has to run.
Server mods vs client mods: what you need to know
| Mod type | Examples | On the server | For players |
|---|---|---|---|
| Client-only | Interface, display, visual comfort, minimap | No: useless, and can even cause errors | Yes, for those who want it |
| Shared content | New items, blocks, enemies, recipes | Yes | Yes, on the same version |
| Server-only | Gameplay settings enforced by the server | Yes | No, if the author says so |
Some mods are client-side only and aren't meant for a dedicated server. Check each mod's mod.io page before installing it: the author usually states whether it supports dedicated servers, whether players need to install it, and which dependencies it requires.
When in doubt, remember this: a mod that adds content (items, blocks, creatures) almost always has to be present both on the server and for every player, on the same version.
Getting a mod's files
Two options, depending on the mod:
- From the mod's mod.io page, when a manual download is offered
- From your PC, after subscribing to the mod in the game: mods downloaded by Core Keeper are stored in a
mod.iofolder on your PC (on Windows, usually underC:\Users\Public\mod.io\). Each mod has its own subfolder
Also mind the dependencies: many mods require a shared library (CoreLib, for example) that must be installed as well, on the server and for players.
Where to install mods on the server
Mods go into the Mods/ folder of the server data, usually:
CoreKeeperServer_Data/StreamingAssets/Mods/
├── MyMod/
│ └── ...
└── CoreLib/
└── ...
Create the Mods/ folder if it doesn't exist. Each mod has its own subfolder. The exact location may vary with the game version: follow the mod author's instructions first.
An extracted archive often gives Mods/MyMod/MyMod/.... One extra folder and the mod may be ignored with no visible error. Make sure the mod's files sit directly in Mods/MyMod/.
Installation steps
- Check on mod.io that the mod supports dedicated servers and your version of Core Keeper
- Log in to your Game Panel: game.yorkhost.fr
- Select your server and stop it
- Take a backup from the Backups tab (see Backups)
- In the Files tab, open (or create) the
Mods/folder - Upload the mod folder and its dependencies: upload the
.ziparchive then extract it, or transfer the folder over SFTP (credentials under Settings → SFTP Details, see SFTP extension for VSCode) - Start the server and watch the Console
- Ask your players to install the same mods, on the same version (subscribe on mod.io from within the game)
Checking that the mod is loaded
At startup, the server usually lists the mods it loads in the console, along with any loading errors. Look for your mod's name in the startup lines. If there's an error, note the exact message: that's the information to pass on to the mod author or to our support.
Then check the effect in game (new item, new recipe…).
Uninstalling a mod
- Stop the server
- Delete the mod's folder in
Mods/ - Start the server
Removing a mod that adds items or blocks can make things already placed or stored in the world disappear, or even stop the world from loading. Back up first, and for big changes, consider starting a new world.
Good practices
- Add mods one at a time and start the server after each one: you'll know right away which one causes trouble.
- After a game update, check each mod's compatibility before restarting: a mod that hasn't been updated yet can prevent startup.
- Mods increase RAM usage: for a modded server, an Octarine or Galaxite plan is recommended (see Getting started).