What "Mod Support" Means on a Game Server Host (5 Levels)
Game server hosts mean very different things by mod support. The five levels, from a fixed list to full file access, and how to check before you buy.
Updated Oct 7, 2026 · 5 min read
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When a game server host says "mod support", it can mean anything from a short list of mods they chose for you to full file access where you can install anything the game allows. The level you need depends on the game and how far you want to go: a few popular plugins work on almost any host, but a big modpack, a custom map or a framework like Oxide needs real file access and the right server type. Before paying, find out which level a host offers for your specific game.
The five levels
Level 1: A fixed list
The host shows a menu of mods and you tick the ones you want. Easy, but you only get what is on the list, and it is often out of date after game updates. Fine for a casual server, frustrating once you want something specific.
Level 2: Workshop or mod IDs in a setting
You paste Workshop or mod portal IDs into a setting, and the server downloads them on start. This is how many games are designed to work:
- DayZ: Workshop IDs with an @ in front, like @1559212036 for Community Framework.
- ARK: Survival Ascended: CurseForge project IDs, comma separated with no spaces.
- Arma Reforger: mod entries in config.json.
- Project Zomboid: Workshop IDs and Mod IDs in the server .ini file.
This is good mod support for those games, as long as the host exposes the setting and lets you edit the config.
Level 3: A loader or server type you can pick
Some games need a modded server build. A host at this level lets you switch to it:
- Minecraft: Paper or Purpur for plugins, Fabric, Forge or NeoForge for mods.
- Rust: Oxide or Carbon for plugins.
- Terraria: tModLoader for mods, TShock for admin plugins.
- Valheim: BepInEx for most mods.
- V Rising: BepInEx.
If the host cannot run the loader your mods need, no amount of uploading will help. Check that the exact one is available. Our comparison of Paper vs Spigot vs Purpur vs Fabric vs Forge explains the Minecraft choices.
Level 4: Full file access and SFTP
You get a file manager and SFTP, so you can upload any mod, plugin, map or config file the game accepts. This is what you need for:
- Custom modpacks or packs from CurseForge and Modrinth.
- Plugins that are not on any host's list.
- Custom maps and save files.
- Editing mod configs.
Level 4 includes levels 2 and 3 in practice, as long as the server type is available. This is what most people should demand. See what SFTP is and how to use it.
Level 5: Full control of the server process
Custom start commands, extra programs alongside the game, your own binaries. That is VPS territory, and you take on the admin work with it. Very few groups need it. Game server hosting vs a VPS compares the two.
Why claims vary so much between games
Mod support is shaped by the game more than the host:
| Game | How server mods work | Players need the mods too |
|---|---|---|
| Minecraft Java (Paper plugins) | Upload .jar files to plugins/ | No |
| Minecraft Java (Fabric, Forge, NeoForge) | Upload .jar files to mods/ | Yes, for most content mods |
| Rust (Oxide, Carbon) | Upload .cs plugins | No |
| Valheim (BepInEx) | Upload to BepInEx/plugins | Usually yes |
| ARK: Survival Ascended | CurseForge IDs in a setting | Downloaded automatically |
| DayZ | Workshop IDs, bikeys in keys/ | Yes, via the launcher |
| Terraria (tModLoader) | Mods folder or enabled.json | Yes, synced on join |
| Satisfactory | Mods on the server and client | Yes |
Some games barely support mods on dedicated servers at all, and a few block them for crossplay. 7 Days to Die needs Easy Anti-Cheat off for most mods, and crossplay servers cannot run mods.
So "full mod support" on a host page means the most that game allows, not that every mod will work.
Questions to ask before buying
- Can I upload my own files through a file manager and SFTP?
- Is the server type my mods need available (Fabric, Forge, NeoForge, Oxide, Carbon, BepInEx, tModLoader)?
- Can I set Workshop or mod IDs for this game, and do they update on restart?
- Can I edit the start up settings and config files the mods need?
- Is there a RAM recommendation for modded servers?
If the answer to the first question is no, mod support is limited to whatever the host chose.
RAM matters more with mods
Mods are the main reason a server outgrows its plan. A modpack with a few hundred mods can need double the memory of vanilla. Our guides on how much RAM a game server needs and how to host a modded game server cover sizing and setup.
Signs a host's mod support will let you down
- Only a mod menu, no file access.
- The mod list has not been updated since the last big game patch.
- No way to choose a game version or branch for mods that lag behind updates.
- Extra charges per mod or for "modded" plans that are the same RAM.
What we offer
Every GamezServers server has a file manager and SFTP, so you can upload mods, plugins, maps and configs yourself. The panel exposes the settings from each game's server template, including Workshop and mod ID settings where the game uses them, and you can switch server type from the panel for games that have more than one, like Paper, Fabric, Forge and NeoForge for Minecraft. We do not offer one click mod installs: you add mods the same way the game's own docs describe, with backups one click away if something breaks. Look at modded Minecraft server hosting or browse all games.

FAQ
Does every game server host support mods?
Most say they do, but the meaning varies from a short list of preselected mods to full file access. Check for SFTP and the server type your mods need.
Can I install any mod on a hosted server?
If the host gives file access and the game supports server side mods, generally yes. Some mods are client only and do nothing on a server, and some games limit mods on crossplay servers.
Do my friends need the same mods as the server?
Depends on the game. Plugins on Paper or Oxide are server only. Content mods on Forge, Fabric, BepInEx or tModLoader usually need matching versions on every player's game.
Why did my mods stop working after a game update?
Mods are built for a specific game version. After a big update, they need updating by their authors. Until then, either remove them or keep the server on the older version if the game allows it.
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