Abiotic Factor Mods: What Works Today, Server Installs and Community Update #5
Abiotic Factor mods today: Nexus pak and UE4SS mods, which go on the server vs clients, how to install them on a dedicated server, and what mod.io changes.
Abiotic Factor mods exist today, but not the way most guides describe them. Right now there is no official mod support: every mod is an unofficial file from Nexus Mods that you copy into the game folder yourself, at your own risk. Official support through mod.io, with an in-game mod browser and a free Mod Editor, has been announced for Community Update #5. Deep Field Games has not given it a release date.
That leaves server owners in an awkward spot. You can mod a dedicated server today, but the developer expects almost every current mod to break when the official system arrives. This guide covers what works now, which mods go on the server and which go on each player's PC, how to install pak mods on your Abiotic Factor server, why UE4SS server mods don't run on our servers yet, and what Deep Field has actually said about Community Update #5.
State checked on 27 September 2026
The live build is v1.4.0.28206, the Community Update #4 hotfix of 27 July 2026. Steam shows no newer build for the game or the dedicated server. Community Update #5 has been announced but has not shipped, and it has no date.
Official vs unofficial Abiotic Factor mods
| Unofficial mods (today) | Official mods (Community Update #5) | |
|---|---|---|
| Status | Available now | Announced, no release date |
| Where you get them | Nexus Mods (about 250 mods listed) | mod.io, through an in-game browser on the main menu |
| How they install | By hand: files copied into the game folder | Automatically, by subscribing in-game |
| Platforms | PC only | PC, Xbox and PS5, per Deep Field |
| Developer support | None. Deep Field's own words: "use mods at your own risk" | Official |
| Multiplayer sync | Every player has to install the same files by hand | Deep Field says clients will download a modded server's mods automatically when they join |
Deep Field's patch notes carry the same warning with every hotfix: "While Abiotic Factor does not currently have official mod support, you're always still free to mod, but use mods at your own risk. We offer no support or protection if you break your game or world saves with mods." If the game throws a Fatal Error crash, their first instruction is to uninstall your mods.
The two kinds of mod you'll find on Nexus
Community modders describe two ways to mod the game, and they install in different places.
Pak mods are Unreal content files: a set of three files ending in .pak, .ucas and .utoc, with _P at the end of the name so they load as patches over the game's own content. They change data tables and assets, such as backpack slots, storage sizes, movement speeds or sandbox slider ranges. Two pak mods that edit the same table will conflict, and mod authors usually say which tables theirs touch.
UE4SS mods are Lua scripts run by UE4SS, a script injector for Unreal games. They can do things a pak can't, such as a cheat console, resource multipliers or instant fishing. Every UE4SS mod depends on the community "UE4SS for Abiotic Factor" bundle being installed first.
| Mod type | Folder, relative to the game or server root | Needs UE4SS? | On a GSK server today |
|---|---|---|---|
| Pak mod | AbioticFactor/Content/Paks/ |
No | Yes, uploaded by hand |
| UE4SS itself | AbioticFactor/Binaries/Win64/ (next to the game executable) |
— | Doesn't load (see below) |
| UE4SS mod | AbioticFactor/Binaries/Win64/ue4ss/Mods/<ModName>/ with the Nexus bundle |
Yes | No |
The Mods folder moves with the UE4SS build. The community "UE4SS for Abiotic Factor" bundle on Nexus puts it in Win64/ue4ss/Mods/. The stable upstream UE4SS release (v3.0.1) puts dwmapi.dll and a Mods/ folder straight into Win64/, with no ue4ss/ subfolder. On your own PC, follow the instructions of the bundle you downloaded. A UE4SS mod folder should contain a Scripts folder and an enabled.txt file.
Server, client or both? Check each mod's page
A dedicated server doesn't make a mod multiplayer-ready on its own. Each mod author says where their mod has to be installed, and the answers vary. Here are some of the most-endorsed mods on Nexus, with each author's own instructions:
| Mod | Type | Where it goes, per the author |
|---|---|---|
| Better Backpacks (for 1.4) | Pak | Works on the server alone, but clients see the wrong backpack descriptions. Install it on the server and every client for correct text |
| ResourceMultiplier | UE4SS | On the server: "or the server has the mod for dedicated servers". Not possible on a GSK server today, because UE4SS doesn't load there |
| Infinite Leyak Containment | UE4SS | Only works for the host, or with UE4SS on the dedicated server (not possible on GSK today) |
| Instant Fishing | UE4SS | Client only. "Don't install the mod on a dedicated server" |
If a mod page says nothing about multiplayer, assume every player needs the same files and version as the server. That's the safe default.
Server-side limits can override a mod
"Better Sandbox Setting Ranges" widens the in-game sandbox sliders, for example Enemy Spawn Rate from 0 to 20. One server owner reported on Deep Field's dedicated-server tracker that their server still held values to the vanilla maximum, even with the mod installed and the modded value in
SandboxSettings.ini. The report has had no reply. Don't count on out-of-range sandbox values working on a dedicated server until you've tested them.
Installing pak mods on your GSK server
Pak mods are the simple case, because they are only files.
- Take a backup from the panel's Backups tab. See How to create a backup.
- Stop the server from the Console tab.
- Connect over SFTP (How to upload files via SFTP) or open the File Manager, and go to
AbioticFactor/Content/Paks/. The game's ownpakchunk0-WindowsServerandglobalfiles are in the same folder. Don't touch them. - Upload all three files the mod ships with (
.pak,.ucasand.utoc), keeping the names exactly as they are, including the_Psuffix. - Start the server and watch the Console. It streams
AbioticFactor/Saved/Logs/AbioticFactor.log, so a mod that fails to load shows up there. - Have your players install the same files into their own
Steam\steamapps\common\AbioticFactor\AbioticFactor\Content\Paks\folder, if the mod needs to be on clients.
We've checked that this folder exists on our Abiotic Factor servers, but we haven't tested every mod on Nexus. If a pak mod doesn't seem to take effect on the server, contact support and tell us which mod and version you used.
To remove a pak mod, stop the server and delete its three files. Deep Field notes that uninstalled mods sometimes leave "sneaky files behind" on clients. If a player's game still misbehaves after removing a mod, Deep Field's advice is to clear the files completely and reinstall the game.
UE4SS server mods don't work on GSK servers yet
UE4SS is where most server-side mods are, and right now it doesn't load on our Abiotic Factor servers. Our servers run the Windows server build on Linux under Proton. The startup command is proton run ./AbioticFactorServer-Win64-Shipping.exe, launched from AbioticFactor/Binaries/Win64.
We tested this on a GSK Abiotic Factor server on 28 September 2026. We installed the stable UE4SS release (v3.0.1) into AbioticFactor/Binaries/Win64/, first as it comes and then with the DLL override WINEDLLOVERRIDES="dwmapi=n,b" added to the launch. Both times the server started normally, but UE4SS never loaded: it didn't write its UE4SS.log, so no UE4SS mod could run.
So, for now:
- Don't upload UE4SS or UE4SS mods to your server. They won't load, and leftover files only make later troubleshooting harder.
- Server-side UE4SS mods such as ResourceMultiplier aren't available on a GSK server. What the game itself lets you change is in
SandboxSettings.ini, covered in Abiotic Factor console commands: the honest answer. - Client-only UE4SS mods such as Instant Fishing run on each player's own PC, so players can still use them if the mod's author says they work in multiplayer.
If you need a specific server-side UE4SS mod, contact support and tell us which one. We'll update this page if that changes, and Community Update #5 is expected to replace this route with official mods anyway.
What Community Update #5 changes
Everything here comes from Deep Field's own announcements and their pre-release Modding FAQ, posted in September 2026.
- An in-game mod browser on the main menu, linked to mod.io. You subscribe to mods and the game downloads and installs them.
- Mods on every platform. PC, Xbox and PS5 players all get access.
- A free Mod Editor for Windows, released alongside the update. You don't need to own the game to download it.
- Automatic syncing. When you join a modded server, the client downloads and enables whatever mods that server needs.
- Mod collections from day one.
- Existing saves are compatible by default, although some mods may call for a new playthrough.
- Limits: mods can't add new levels or portal worlds or edit existing levels. They also can't add new sandbox settings, gameplay settings or keybindings, and mod localization isn't supported yet.
Your current mods will probably break
Deep Field's FAQ: "it's likely all existing mods will be completely broken when this update launches. As always, uninstall your mods when this update rolls around." Unofficial mods won't be blocked, but expect every pak and UE4SS mod to need an update from its author.
Deep Field hasn't yet said how a dedicated server will pick up mod.io mods: whether the server downloads them itself or a config file lists them. They've promised a more detailed FAQ and guide when the update ships, and we'll update this page then. Until then, treat anything you read about server-side mod.io setup as guesswork.
Preparing your server for the update
- Auto Update is on by default on the Startup tab (
[STEAM] Auto Update). When Community Update #5 lands, the next restart pulls it in. If you run mods, remove them first, or be ready to remove them straight after. - Back up before that restart. A mod that breaks after the update can take the world save down with it.
- Clean the client side too. Every player should remove their Nexus mods before joining the updated server.
Common questions
Does Abiotic Factor have mod support?
Not officially yet. Mods from Nexus Mods work, and many are kept up to date for 1.4, but Deep Field doesn't support them. Official support through mod.io is coming with Community Update #5, which has no release date yet.
Where do Abiotic Factor mods go?
Pak mods go in AbioticFactor/Content/Paks/, on the server and on a PC. UE4SS goes in AbioticFactor/Binaries/Win64/ on your own PC, and UE4SS mods go in AbioticFactor/Binaries/Win64/ue4ss/Mods/ with the Nexus bundle. On a Steam PC, those folders are inside steamapps\common\AbioticFactor\. On a GSK server, only pak mods work today.
Do my friends need the mods to join my modded server?
It depends on the mod, so check its page. Some only run on the server (ResourceMultiplier, which needs UE4SS and so can't run on a GSK server today), some only on each player's PC (Instant Fishing), and some work best on both (Better Backpacks). After Community Update #5, Deep Field says the game will sync a server's mod.io mods to joining players automatically.
Can console players use mods?
Not today, because Nexus mods are PC only. Deep Field says mod.io mods will reach Xbox and PS5 with Community Update #5.
Is there a mod that adds console commands?
There is an unofficial "Cheat Console Commands" mod, but it needs UE4SS, so it can't be installed on a GSK dedicated server today. The base game has none, as we explain in Abiotic Factor console commands: the honest answer.
What to Read Next
- Getting started with your Abiotic Factor server: first boot, ports and connecting
- Abiotic Factor console commands: the honest answer: admin access,
SandboxSettings.iniand the launch parameters the panel controls - How to create a backup: take one before every mod change
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