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
- Open each mod's Steam Workshop page.
- The number at the end of the address is the workshop ID.
2. Create modconfig.lua
- Stop the server in the Game Panel.
- 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. - Create a file called
modconfig.luawith this shape:
modLocation = ""
forceEnabling = false
mods = {
{workshopid = "123456789"},
{workshopid = "987654321"}
}
allowed = {
}
- 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.





