Other Game Mod Workflows
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A game supporting mods does not mean every archive has an automatic installation rule. Use Mod support & setup for the selected game, then Import ZIP / folder to inspect the source before choosing a destination.
These examples reflect the methods recorded in Synix's bundled mod-support catalog, reviewed September 14, 2026. Consult the linked game/loader documentation for your exact server version.
7 Days to Die
Use a complete mod folder/package with ModInfo.xml, supporting files, and required dependencies.
Synix has a built-in local package rule for the server Mods folder. Check the active user-data/mod location for your server version and launch configuration before applying the preview; a recognized server-root folder is not proof that the running game reads it.
If the actual location is outside the server installation and cannot be represented by a safe server-scoped import, use the game's supported deployment method. Do not choose another folder merely to make the import proceed.
- Stop and back up.
- Choose the package in Import ZIP / folder.
- Confirm ModInfo.xml was recognized and that the complete mod folder, not only the manifest, is included.
- Check the final Mods destination and any wrapper folders.
- Import, finish any author-required configuration, and test manually.
Check client requirements and game-version compatibility. A client-only package or a mod-loader installer is not automatically a ready server mod.
Reference: The Fun Pimps ModInfo.xml guidance.
BeamMP
BeamMP uses its configured ResourceFolder, with different layouts for server scripts and client content:
| Content | Game layout |
|---|---|
| Server Lua plugin | Server/<PluginName>, containing a top-level Lua script |
| Client mod | Keep each mod ZIP intact under Client |
| Custom map | Deploy the required content and configure the server's Map setting |
Determine the actual ResourceFolder first. Synix's generic ZIP import inspects/extracts an outer ZIP; that is not the same as copying a client mod ZIP intact. Do not flatten a BeamMP client archive into loose assets.
For a file-copy workflow, a reviewed folder containing the intact client ZIP can be used when the saved import rule permits it and the preview preserves the correct filename. Otherwise use BeamMP's documented procedure.
For server plugins, select the complete plugin folder, confirm the destination and folder depth, and then perform any required configuration. Choosing a destination does not automatically configure Map or other activation settings.
Reference: BeamMP server manual.
Conan Exiles
Local PAK files require both the files and the correct ordered ConanSandbox/Mods/modlist.txt. Clients must use compatible mod versions/order.
You can inspect a package and choose a confirmed server subfolder for supported file copying. Copying PAK files is not the complete activation workflow: review/update modlist.txt using the game's supported method.
Back up before changing order or removing a mod. Reopen the game log and test the expected client mod set. Do not assume a copied Workshop cache is automatically registered.
References: Official Dedicated Server Launcher discussion · Funcom mod installation guidance.
Valheim and BepInEx-style systems
Install the game-compatible loader first using its supported procedure. For Valheim, compatible server plugins commonly use BepInEx/plugins.
Use a confirmed server-scoped destination and inspect the complete package, dependencies, and configuration. A Thunderstore manifest alone does not prove that a mod is server-compatible, and a generic file import does not install BepInEx.
Some mods require client installation too. Follow the pack author's versions and dependency instructions rather than mixing unrelated DLLs.
Reference: Valheim BepInEx package.
Source/GoldSrc, other loaders, and provider content
Other catalog entries include SourceMod/Metamod, AMX Mod X, Workshop systems, native scripts, modded sessions, and community runtimes. These are not interchangeable.
A .smx, .amxx, .pak, .dll, or .lua extension does not identify the full installation/activation requirements. Verify the matching game-specific framework and server version.
Use the complete Game Mod Support reference for the methods and sources recorded for every built-in game. If it says Needs verification, that is an evidence gap, not a declaration that mods are impossible.
When to stop instead of guessing
Do not confirm an import if:
- The only evidence describes client mods, not the dedicated server.
- The preview points to the wrong data directory or strips a required wrapper/ZIP.
- The loader is missing or the package is for another game/edition.
- The method needs provider registration, load order, keys, or launch arguments you have not configured.
- The archive is source code or an installer rather than deployable server content.
Canceling the preview leaves server files unchanged. Report a missing method with the game/version, package layout, and authoritative instructions. Do not upload private/premium packages without permission.
