v1.0.4: Check Mod Files After Removal

Pocketpair mentions a fix for mod files not deleted correctly on Steam in the Update v1.0.4 from September 7, 2026. Still, when narrowing down a mod error, don't rely solely on the visible toggle in the mod menu.

After removing a mod, check the actual load path and then the startup log. Keep the old file outside the active mod directory. Match server and client, and test first without the affected extension. The fix is not a blanket compatibility clearance for old mods.

Here you'll learn how to fully inventory old Palworld mods from before and after v1.0, remove them from the load path, and test them back one at a time. For the server/client update, world check, and current version, use Palworld 1.0 Server Update to v1.0.4.

Update note verified on September 8, 2026: Palworld v1.0.4. Pocketpair warns in the official 1.0 notes that mods can cause crashes, unexpected behavior, and corrupted or lost save data. That's why "disabled" is only sufficient if the files are guaranteed not to load anymore.

Create a Mod Inventory Before Migrating

Note the following for each extension:

  • Name and version,
  • Source: Steam Workshop, manual upload, or another tool,
  • Required server-side, client-side, or on both sides,
  • File path and dependencies,
  • Last confirmed Palworld build,
  • Responsible person and rollback path.

A mod list based only on visible Workshop subscriptions is incomplete if manual loader, DLL, pak, or configuration files also exist. For the regular installation, use the Palworld Mod Guide.

Back Up World and Mod State Separately

Authenticate as admin, run /Save, and stop the server cleanly. Then create two separate backups:

  1. The world and the active PalWorldSettings.ini as a clean fallback base.
  2. The complete previous mod/loader inventory, for analysis and possible restoration only.

Don't copy the old mod structure back into the new system without checking it first. The backup is an archive, not an installation instruction.

Remove Old Files Completely from the Load Path

Remove mods from all active sources. With Workshop mods, a toggle isn't always enough if old files remain locally. Move manual mod, loader, and configuration files into a separate, unloaded archive. Never delete your only backup; what matters is that the server no longer finds any old code during the baseline test.

Then check the startup parameters, bAllowClientMod, and any notes in the startup log. The first successful test must work without mods.

Run a Clean Baseline Test

Start the updated server without mods and check:

  • the correct world loads,
  • an unmodified client can join,
  • bases, Pals, guilds, and inventories are visible,
  • /Save works,
  • the startup log contains no old loader or mod path.

If this test fails, the cause is not a restored mod. In that case, address the update, world path, or configuration in the update guide first.

Bring Mods Back One at a Time, on Both Sides

Only bring back a mod whose maintainer supports the Palworld build you're using. Install its dependencies first, then the mod itself on all required sides. Restart and test its exact function using a world copy or a controlled maintenance window.

Document after each step:

Check Expectation Rollback
Startup log no new loader/dependency warning Remove the mod from the load path again
Join required clients can connect fully Align client/server versions and mod files
World bases, Pals, and inventories stay consistent Stop and use the backed-up world copy
Function only the expected change is active Revert the last mod and configuration

Only move on to the next mod after a successful test. This way, a defect can be clearly attributed.

Distinguish Between Client and Server Mods

A purely client-side mod doesn't automatically belong on the server. Conversely, a server-side extension may in turn require a matching client version. Follow the classification given by the respective maintainer, and check the hash, version, and dependencies. An identical name doesn't prove an identical file.

Troubleshooting

The Server Loads Old Components Despite "Disabled" Mods

Search the startup log for file paths and loader names. Remove any remaining files from all active mod directories and restart. The archive should be located outside the load path.

Unmodified Clients Can Connect, Modified Ones Can't

Compare the Palworld build, mod version, dependencies, and whether the mod needs to be installed on both sides. Test exactly one mod.

The World Is Inconsistent After a Mod

Immediately stop any further write operations. Remove the most recently added mod and test a copy of the last clean world backup. Don't blindly restore over the currently corrupted state.

A Mod Isn't Yet Approved for Your Patch Version

Keep it out of your production system. An old file doesn't become compatible just because the server starts. Wait for a confirmed version, or run a separate test setup.

Primary Sources

FAQ

Is It Enough to Disable Workshop Mods in the Menu?

Only if it's guaranteed that no old file gets loaded afterward. Check the actual mod path and the startup log.

Should I Update All Mods at the Same Time?

No. Start with a clean server and add dependencies and mods one at a time, testing after each restart.

Am I Allowed to Delete the Old Mod Structure?

Keep an external archive for analysis and rollback, but remove the files from the active load path. Never delete your only backup.

When Should I Start a New World Instead?

If an essential mod writes to world state and offers no safe migration path, test a new world separately. Only decide after comparing, not based on guesswork.