You install mods for Don't Starve Together on a dedicated server in two steps: First, you let the server download the desired Workshop mods using their IDs, then you activate and configure them in the matching modoverrides.lua. It is important to handle the Master and Caves shards separately and always check a restart after making changes.

Requirements

You need access to your Don't Starve Together server's configuration files and should stop the server before making changes. With game-serverhosting, the sensible workflow is: edit files, save the change, restart the server, check the log, and only then add more mods. This keeps it clear which mod is responsible if problems occur.

The official reference for dedicated server operation is the Klei guide in the manufacturer's forum: documentation at forums.kleientertainment.com. For mods, the relevant Steam Workshop page also matters because it lists the mod author, Workshop ID, dependencies, and notes about server or client usage.

If you are setting up the server itself first, the internal guide Rent and set up a Don't Starve Together server is a good fit. For similar mod workflows in other games, Install Factorio mods on the server and Install V Rising mods with BepInEx are good comparison points.

Finding Workshop IDs

Every Steam Workshop mod has a numeric ID. You can find it in the Workshop page URL, usually as the value after id=. Example: In a URL like steamcommunity.com/sharedfiles/filedetails/?id=378160973, 378160973 is the Workshop ID.

Only note down mods that you really want to use on the server. Many convenience mods are purely client-side and do not belong in the server configuration. Other mods change the world, balance, interface, or inventory and must be activated server-side. So always check the mod description and the author's notes.

Setting Up Mods via the Workshop

Add the mods that the server should download to dedicated_server_mods_setup.lua. This file is the download list. It does not activate the mods in your world yet; it first ensures that the dedicated server knows the Workshop content.

-- Mods that should be downloaded
ServerModSetup("378160973")    -- Global Positions
ServerModSetup("462434129")    -- Wormhole Marks
ServerModSetup("458587300")    -- Season Clock
ServerModSetup("375850593")    -- Extra Equip Slots

Pay attention to clean quotation marks, no additional spaces in the ID, and no duplicate entries. Comments after the lines are helpful because later you can immediately see which ID belongs to which mod.

Activating and Configuring Mods

Mods are activated in modoverrides.lua. This file defines which downloaded Workshop mods are active in the world. On a server with Caves, you need the configuration for Master and Caves because both shards can use their own settings.

In modoverrides.lua (for Master and Caves):

return {
  ["workshop-378160973"] = { enabled = true },
  ["workshop-462434129"] = { enabled = true },
  ["workshop-458587300"] = {
    enabled = true,
    configuration_options = {
      clock_style = "analog"
    }
  }
}

The key consists of workshop- plus the Workshop ID. enabled = true activates the mod. If a mod supports its own options, they belong in configuration_options. Which options are valid is not universal; it depends on the specific mod. So only use options that appear in the Workshop description, in existing example configurations, or in a configuration generated by the game.

Popular Mods

The following table preserves the existing example mods. It is not a recommendation list with performance or stability promises, but a practical starting point for commonly used mod types.

Mod Workshop ID Description
Global Positions 378160973 See players on the map
Wormhole Marks 462434129 Marks wormholes
Geometric Placement 351325790 Precise placement
Extra Equip Slots 375850593 More equipment slots
Health Info 375859599 HP display for mobs

Add new mods one at a time and test after every restart. Mods that change inventory, combat, world generation, or the user interface in particular can affect each other. A step-by-step process saves a lot of time when conflicts occur.

Client Mods vs. Server Mods

  • Server mods: Must be installed on the server
  • Client mods: Must be installed by the player
  • Both sides: Must be installed on both

Most mods are used on both sides – players download them automatically when connecting. Still, you should not assume that every mod works without further action. Some mods require specific client settings, while others are only meant for local convenience features and should not be placed in the server files.

Checking the Result

Restart the server after the change and watch the startup process. A clean test consists of three parts: The server starts without Lua errors, the world is reachable, and a player can connect without getting stuck in a mod download or error loop.

Then check in-game whether the desired function is actually active. With Global Positions, for example, you should see whether player positions appear on the map as expected. For Caves, also test switching between the surface and caves because an error often only becomes visible in one shard.

Troubleshooting

  • Mods do not load: Check Workshop IDs
  • Crash: Disable mods one by one
  • Caves mods: modoverrides.lua in BOTH shard folders!

If the server no longer starts after a new mod, first remove the most recently changed line from modoverrides.lua and start again. If the error remains, also check dedicated_server_mods_setup.lua, especially brackets, quotation marks, and commas in Lua tables.

If players get stuck while connecting, a mod may be outdated, a dependency may be missing, or a client component may be required. Then open the mod's Workshop page and check the author's notes. If you added several new mods, do not disable them all permanently; instead, halve the list for testing until the cause is narrowed down.

For Caves problems, the most common cause is a different configuration between the Master and Caves shards. Do not copy settings blindly; check whether the mod is intended for both shards. World generation mods often belong in a different category than pure interface or convenience mods.

Verification, Limits, and a Safe Rollback Path

The guide “Installing Don't Starve Together Mods – Server & Client” applies to the server type described in the article and the version status visible at the time of verification. Menu names, available versions, mod or plugin compatibility, and required resources can differ after updates. So do not transfer values to another game, loader, or server version without checking them first.

Before making changes to the world, savegame, configuration, or extensions, create a backup of the affected files. Then change only one related step at a time and check it with the same client and server version you want to play with later.

Checkpoint Expected Result Abort and Rollback Path
Server startup The server reaches the ready state without a new error message. If startup errors occur, revert the change and restore the last backup.
Connection test A test account can connect using the address shown in the panel. If version or connection errors occur, compare the version, port, and releases again.
Function test The specifically changed function works without damaging existing world or game data. If side effects occur, stop the server and restore the backed-up files.

A successful individual test is not a guarantee of performance or availability. World size, mods, plugins, player count, network route, and simultaneous load can change the result. Document the version, change, and test result so you can trace later differences.

FAQ

Do I have to restart the server after every mod change?

Yes. Changes to dedicated_server_mods_setup.lua and modoverrides.lua only take effect reliably after restarting the server.

Where do I enter the Workshop ID?

The plain download list goes into dedicated_server_mods_setup.lua. The mod is then activated in modoverrides.lua using the key workshop-ID, for example workshop-378160973.

Do I need the same modoverrides.lua for Caves?

If your server uses Caves, you need to account for the mod configuration for both shards. Many setups need one modoverrides.lua in the Master folder and another one in the Caves folder.

Do players download server mods automatically?

With many two-sided mods, the client automatically downloads the required content when connecting. But that does not replace checking whether the mod is current, matches the server, and has no additional notes from the mod author.

What should I do if a mod crashes the server?

First disable the most recently added mod and restart the server. If several mods were changed at the same time, test them individually or in small groups until the conflict is clear.