You install Factorio mods on a server by placing the mod ZIP files from the official mod portal into the mods/ folder, maintaining the mod-list.json properly, and getting all players onto identical mod versions. The key points are a stopped server, unchanged ZIP files, and a short connection test after the restart.
Requirements
Before you change mods, you should have access to the server files, a running Factorio server, and a way to restart it. With a rented game-serverhosting server, you typically handle uploads, restarts, and file checks through the management interface or via file/SFTP access, depending on the environment you booked.
Before making larger mod changes, create a backup of your save and the existing mods/ folder. Large mod packs in particular change recipes, technologies, and map progress. Removing them later can make a save unplayable or at least require manual cleanup.
Use the official Factorio mod portal as your primary source for mods: mods.factorio.com. There you will find mod files, versions, and dependency notes. Do not use renamed or extracted ZIP files if the server expects the regular mod structure.
Installing Mods from the Mod Portal
- Find mods on mods.factorio.com
- Download them (
.zipfile) - Upload them to the
mods/folder on the server - Restart the server
Make sure the mod version matches your server's Factorio version. If you install multiple mods, also check the dependencies in the mod portal. Required dependencies must be present, while optional dependencies can unlock additional features but are not always strictly required.
Stop the server before uploading. Uploading while the server is running can cause the server to keep using old files or read an incomplete file on the next start. After the upload, restart the server and check the log for notes about missing dependencies, incorrect versions, or disabled mods.
Editing mod-list.json
Factorio controls active mods through the mod-list.json. The file is located in the mod directory and contains the enabled mods. The base mod must remain enabled.
{
"mods": [
{"name": "base", "enabled": true},
{"name": "Krastorio2", "enabled": true},
{"name": "space-exploration", "enabled": true}
]
}
The name must match the internal mod name, not necessarily the nice display name. If you are unsure, use the filename of the downloaded ZIP or the information in the mod portal as a guide. Only set enabled to true for mods that are actually in the mods/ folder.
After changes to the JSON file, make sure the syntax is valid: commas only between entries, double quotation marks, and no comments. A small JSON error is enough to prevent Factorio from reading the list correctly.
Mod Sync with Players
All players must have the same mods and versions!
Recommended process:
- Install mods on the server
- Share the mod list with players
- Players install the same mods locally
- Factorio automatically checks whether mods match
For stable sessions, it makes sense to send players a short change note after every mod change: mod name, version, and whether an existing save is affected. If players see a mismatch when connecting, they should not install some newer version, but use exactly the server version.
If you run several modded survival or building servers, a consistent process can help: backup first, then upload, then version list, then test join. You can find similar sync topics for other games too, for example in the guide to installing Satisfactory mods with SMM or for Project Zomboid Workshop mods on the server.
Popular Mod Packs
| Pack | Description | Difficulty |
|---|---|---|
| Krastorio 2 | Expanded endgame | Medium |
| Space Exploration | Space colony | High |
| Bob's + Angel's | Complex chains | Very high |
| Industrial Revolution | Steam-based tier | Medium |
| Nullius | Completely different | Very high |
This table is meant as guidance, not as a performance or stability promise. Large packs significantly increase complexity and can require longer planning, more coordination, and more careful updates. For a new group, it is better to start with just a few mods and only expand once the server is running stably.
Mod Order and Dependencies
Factorio handles dependencies automatically:
- Required dependencies are marked
- Optional dependencies work if present
- Incompatibilities are displayed
Even so, you should not ignore error messages. A missing required dependency often prevents startup or disables affected mods. Incompatibilities can still matter even if the server starts, but recipes, technologies, or in-game interfaces appear broken.
Headless Servers and Mods
factorio --start-server save.zip --server-settings server-settings.json
Mods must be in the mods/ folder next to the executable.
If you run a headless server manually, also check the working directory from which Factorio is started. On startup, the server must see the same mods/ folder that you uploaded the files to. In hosting setups, this path logic is usually predefined; with self-management, it is a common source of errors.
Checking the Result
After the restart, connect with a local client. If Factorio lets you onto the server without a mod mismatch and the save loads, the installation is generally successful. Then check in-game whether mod content such as recipes, technologies, items, or interfaces is present.
Also open the server log and look for mod warnings. A session can appear to start even though optional components are missing or individual mods were disabled. Record the final mod list so later updates remain traceable.
Troubleshooting
Server Does Not Start After Mod Upload
First check whether all uploaded files are complete .zip files and whether the mod-list.json contains valid JSON. As a test, remove the most recently added mods or set them to enabled: false until the server starts again.
Players Cannot Join
Compare the mod list and versions between server and client. Even one differing version can prevent joining. Give players the exact list and have them adjust their local mod versions accordingly.
A Dependency Is Missing
Open the mod page in the official mod portal and check the listed dependencies. Download missing required dependencies, place them in the mods/ folder as well, and enable them in the mod-list.json if needed.
Mod Content Does Not Appear In-Game
Check whether the mod is really enabled and whether the loaded save was started or migrated with this mod. Some content only appears after research, map generation, or certain in-game events.
Checks, Limits, and a Safe Rollback Path
The guide "Installing Factorio Mods on the Server - Guide" applies to the server type described in the article and the version state visible at the time of review. Menu names, available versions, mod or plugin compatibility, and required resources may differ after updates. So do not apply values to another game, loader, or server version without checking them first.
Before making changes to a world, save, configuration, or extensions, create a backup of the affected files. Then change only one related step at a time and test it with the same client and server version you want to play with later.
| Checkpoint | Expected Result | Abort and Rollback |
|---|---|---|
| Server start | The server reaches the ready state without any new error message. | If startup errors occur, revert the change and restore the latest 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 permissions 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 single test is not a performance or availability guarantee. World size, mods, plugins, player count, network route, and concurrent load can change the result. Document the version, change, and test result so you can trace later deviations.
FAQ
Do I Need to Extract Factorio Mods?
No. For the usual server installation, place the downloaded .zip files unchanged into the mods/ folder.
Can Players Use Different Mods Than the Server?
For multiplayer, the relevant mods and versions must match. Factorio checks for differences when connecting and reports conflicts.
Can I Add Mods to an Existing Save Later?
Often yes, but it is not risk-free. Create a backup first and check the notes for the respective mod, especially with large overhaul packs.
What Should I Do First with Large Mod Packs?
Install all required dependencies first, start with a test save, and document the versions. Only after that should you continue a production save with the group.
How Do I Keep Mod Updates Controlled?
Do not update during an active play session. Stop the server, back up the save and mod folder, update deliberately, and test joining before you release the session.