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How to install mods on your Avorion server

AvorionUpdated Sep 24, 20263 min read

An Avorion server downloads its own mods from the Steam Workshop. You list the IDs in a file called modconfig.lua and the server does the rest.


1. Collect the workshop IDs

  1. Open each mod's Steam Workshop page.
  2. The number at the end of the address is the workshop ID.

2. Create modconfig.lua

  1. Stop the server in the Game Panel.
  2. Open the Files tab and go into your galaxy folder, the one containing server.ini. If it does not exist yet, start the server once and stop it again.
  3. Create a file called modconfig.lua with this shape:

modLocation = ""
forceEnabling = false
mods = {
  {workshopid = "123456789"},
  {workshopid = "987654321"}
}
allowed = {
}

  1. Save the file and start the server.

3. Watch the first start

  • The server downloads each mod into a workshop folder inside the galaxy folder. A large mod makes the first start slow.
  • The Console lists the mods it loaded. Anything missing from that list did not download, and the ID is usually wrong.
  • Every mod listed in the file is enabled. To turn one off, comment out its line with two dashes at the start.

4. What your players need

  • Players subscribe to the same mods in the Steam Workshop and let them download before joining.
  • Some mods run on the server only and need nothing from the client. The mod page will say.
  • After a workshop update everyone updates, and the server picks up the new version on its next start.

5. Before you change the list

  • Take a copy of the galaxy folder first. Removing a mod that added ships or systems affects the save.
  • Add mods a few at a time and start in between, so a failed boot points at one mod.
  • Mods belong to the galaxy. A new galaxy needs its own modconfig.lua.

If a mod downloads but does nothing in game, check the mod page for the game version it supports, then open a ticket with your modconfig.lua and the console output.

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