Satisfactory mods on a dedicated server
By Benjamin D. · PDG
· 2 min read

Contents
Satisfactory has a mature modding ecosystem and a dedicated manager. On a server the rule is stricter than in single player: the server and every client must carry exactly the same mods at the same versions.
How it is organised
The mod manager installs files on the client side. On the server, the same mods must sit in the dedicated folder. There is no automatic download by players as in some games: everyone installs on their side, and the lists must match.
That is what makes a written list indispensable. A modded server with no shared reference list becomes unmanageable after three updates.
What breaks
- A player on a different version. The connection is refused, usually with an unhelpful message.
- A game update. It often invalidates the mods all at once, and you wait for each author to catch up. On a community server that means unplanned downtime.
- A removed mod. A save created with a mod that adds buildings will no longer load without it. Removing a mod from a mature factory is not a reversible operation.
That last point deserves understanding before you start: adding a content mod to a server is a long-term commitment.
A method that holds
- Keep a list of mods and versions, available to every player.
- Only add mods at the start of a run, not to a factory already built.
- Back up before any change to the list, and keep that backup separately.
- After a game update, wait until every mod has caught up before restarting the server.
Whether to mod at all
For a stable group playing a long time on one factory, mods add a lot and the upkeep dilutes. For a server welcoming people passing through, every mod is one more barrier to entry.
Either way you need file access on the server. Our Satisfactory hosting provides it over WebFTP, so mods can be installed and removed without depending on an interface.
