Satisfactory Mods: How to Install Them With Satisfactory Mod Manager (Including Dedicated Servers)
Install Satisfactory mods with Satisfactory Mod Manager, then add them to your dedicated server over SFTP. Current 1.2 compatibility, sync and updates.
Satisfactory mods all come from one place: the Satisfactory Mod Repository at ficsit.app, installed with Satisfactory Mod Manager (SMM). SMM downloads each mod, its dependencies and the Satisfactory Mod Loader (SML) into the right folders, so you never unzip anything yourself. SMM can also connect to a dedicated server over SFTP, which means one app manages both your own game and your server.
This guide sets up mods on your own copy of the game first, then puts the same mods on your hosted Satisfactory server, then covers keeping the two in sync when the game updates. Mods are PC-only (Steam and Epic). Consoles cannot load them. For first boot and connecting, see Getting started with your Satisfactory server.
Before You Start: Are Mods Working on the Current Version?
Satisfactory mods break when the game changes underneath them, so check this first. As of 27 September 2026:
| Piece | Current version | Notes |
|---|---|---|
| Satisfactory | 1.2, latest patch v1.2.4.0 (11 August 2026) | Public and experimental branches are currently the same build, for both the game and the dedicated server |
| Satisfactory Mod Loader (SML) | 3.12.0 (6 June 2026) | "Satisfactory 1.2 (CL#491125) support", with Windows, Windows server and Linux server builds |
| Satisfactory Mod Manager (SMM) | 3.1.0 (6 June 2026) | Updates itself once installed |
So the mod scene is up to date with 1.2, and the most popular mods have 1.2 builds that include a Linux server version. Satisfactory runs on Unreal Engine 5.6.1 as of 1.2. After any big update there is a gap of days or weeks before SML and the larger mods catch up, so check the mod's page before you update your server.
Part 1: Mods on Your Own Game
Set up mods on your own game first. Then you can test your mod list in single-player before any of it reaches the server.
- Launch Satisfactory to the title screen once. SMM expects the game to have run at least once on that computer.
- Download SMM from
ficsit.app, or fromsmm.ficsit.app, which picks the right build for your operating system. On Windows you can runwinget install SatisfactoryModding.SatisfactoryModManagerinstead. On Linux the AppImage may needchmod +xbefore it will run. If your browser says the file "is not commonly downloaded", choose Keep. - Pick your install. SMM finds Steam and Epic installs on its own. If you have more than one, choose from the Install dropdown.
- Set the funnel filter to Compatible. Only mods that work with the selected install are listed.
- Click the download arrow next to a mod. SMM installs SML and any dependencies automatically.
- Play as normal. You do not have to launch through SMM. It writes the files into your game folder, so a normal Steam or Epic launch loads them too. To go back to vanilla, click Mods off in the top left. Don't delete files by hand.
Make one profile for the server
Profiles are named mod lists, and switching to one unloads the previous one. Create a profile named after your server and install your server's mods into it. Part 2 uses the same profile.
Part 2: Mods on Your Dedicated Server
SMM 3.0 and later can manage a remote server over SFTP. The server then shows up in the same dropdown as your own game, and you install mods to it the same way.
Step 1: Get your SFTP details
In the panel, open your server's Settings tab and find SFTP Details. You need the SFTP Server address, the SFTP Port (usually 2022) and the SFTP Username. The password is your panel password. How to upload files via SFTP explains each field.
Step 2: Stop the server
Stop the server from the Console tab. A running server keeps its mod files locked, so installs and removals fail. It also needs a restart to load mods.
Step 3: Add the server to SMM
- In SMM's left panel, under Other, click Manage Servers.
- Under Add a New Server, set the protocol dropdown to SFTP. Don't use FTP.
- Fill in the fields:
| SMM field | What to enter |
|---|---|
| username | Your SFTP Username from the panel |
| password | Your panel password |
| host | The SFTP Server address, without sftp:// |
| port | 2022, or whatever the panel shows. SMM assumes 22 if you leave this blank, and that will not connect |
| path | The server root, /. This is the folder that holds FactoryServer.sh, Engine/ and FactoryGame/. SMM's file browser can pick it for you |
- Add the server. If SMM reports no installations found, the path is wrong. Point it at the folder that contains
FactoryServer.sh.
Our egg launches the Linux server binary directly (Engine/Binaries/Linux/*-Linux-Shipping FactoryGame), but FactoryServer.sh is still in the server root, and that file is what SMM looks for.
These steps follow the Satisfactory Modding team's dedicated-server documentation and our SFTP setup, but we haven't yet run SMM against one of our Satisfactory servers ourselves. If SMM can't connect, can't find the installation, or the mods don't load after a restart, contact support and we'll help.
Step 4: Install the mods
Select the server in the install dropdown. With the funnel on Compatible, SMM lists only mods that have a dedicated-server build. On ficsit.app itself, a mod's Latest Version section shows a Server column, and a tick for Linux server means it will run on ours. Select your server profile, or install mods one by one. SMM uploads each mod with its dependencies and SML into FactoryGame/Mods/.
Most mods support dedicated servers, but not all of them. A mod without a server build is either client-only or not ported yet.
Step 5: Start and check
Start the server from the panel and watch the Console as it boots. Then join from a client that has the same mods.
Keeping Players and the Server in Sync
A client can only join if it has the same mods as the server. SML tries to explain a mismatch in the disconnect message, but it can't always.
The modding team's advice is to manage both your own game and the server from one SMM with the same profile. Then export the profile and send the file to your players. They import it, and their mod list matches yours.
You may add a mod that only exists on one side, such as a client-only UI mod or a server-only admin tool. At that point you need two profiles, one for your game and one for the server, because the modding team says a client profile cannot always be applied to a server.
To pin a mod version, expand the mod in SMM and open Change version. Click the left side of an entry to lock that exact version, or the right side to lock that version or newer. Everyone on the same pinned version rules out mismatches caused by an update.
Mod settings on a server
SMM cannot change a mod's settings on a remote server. Configure the mod in your own game, then upload its config file to the same place on the server, FactoryGame/Configs/. Some mods misbehave if client and server configs differ.
Some mods have savegame settings that you can only choose when a save is created, and the Server Manager's save-creation screen does not show them. To use one, create the save in your own game with the settings you want, then upload it to the server as described in How to Upload Your Existing World.
Game Updates, Auto Update and Your Mods
Game updates are what break a modded Satisfactory server. On our panel, Automatic Updates in the Startup tab is on by default. With it on, every server start runs SteamCMD and pulls the latest build of the branch set in [Advanced] Branch Name. When Coffee Stain ships a patch, your server takes it at the next restart. That can happen before SML and your mods support it, and then the server either won't load the mods or players can't join.
For a modded server:
- Turn Automatic Updates off once the server is working. Mods stay on the build they support.
- When a game update comes out, check ficsit.app first. SML's page and each mod's page list the game builds they support. Once your mods are updated, turn Automatic Updates back on, restart once to take the update, update the mods in SMM, and turn it off again.
- Your players' Steam or Epic will update their game on its own schedule. If the server stays on an older build while clients update, they can't join until the server catches up, so don't leave updates off for long.
- Branch Name accepts
publicorexperimental. Server and clients must be on the same branch. Experimental builds are often what breaks mods first.
Back up before you validate
[Repair] Validate Server Files tells SteamCMD to check the game's own files at the next start. Take a backup from the Backups tab before using it on a modded server, and check that
FactoryGame/Mods/is still there afterwards.
Installing Mods Manually (Not Recommended)
Use SMM if you can. The modding team does not support manually installed servers, and a manual install is where most broken servers come from. If you have to:
- Never copy your own game's
Modsfolder to the server. Client builds don't work on a dedicated server and fail with vague errors. - On the mod's ficsit.app page, open Versions, choose a version whose game-version range includes your server's build, and use the Download dropdown to get the LinuxServer build.
- Open the
.upluginfile inside the download. IfGameFeatureistrue, the mod goes inFactoryGame/Mods/GameFeatures/. Otherwise it goes inFactoryGame/Mods/. - The mod's folder must have exactly the same name as its
.upluginfile. SML goes in a folder named exactlySML. - You have to install every dependency yourself, including SML, at the version the mod's page lists.
Mods arrive as .smod or .zip archives. Unzip them on your computer, then upload the folder over SFTP. The panel's File Manager cannot upload folders, but it can Unarchive a zip you upload.
Popular Server-Compatible Mods
All of these had a 1.2 build with a Linux server target on ficsit.app on 27 September 2026. Check each page before you install, because compatibility changes with every patch.
| Mod | What it does |
|---|---|
| Smart! | Building multitool for placing large layouts quickly, in a vanilla-friendly way |
| Refined Power | 30+ new power buildings |
| Infinite Zoop | Raises the zoop limit and zoops in two dimensions |
| Infinite Nudge | Finer nudging, scaling and rotation on any axis |
| Structural Solutions | 300+ extra buildable pieces |
| Modular Load Balancers | Snap-together load balancers |
| Efficiency Checker | Shows where production is starved of input |
| SatisfactoryPlus | Content overhaul and recipe rebalance |
| Ficsit Farming | Adds farming |
| Digital Storage | Networked storage |
| Storage Teleporter | Links storage across the map |
Two changes from older mod lists. Daisy chaining power is now part of the base game in 1.2 (the Upgraded Power Connectors MAM unlock), so you don't need a mod for it. Pak Utility Mod is a library that other mods depend on, and SMM installs it automatically when a mod needs it.
Common Issues
| Problem | Fix |
|---|---|
| SMM says no installations found when adding the server | The path is wrong. Point it at the folder containing FactoryServer.sh, which is the server root |
| SMM cannot connect | Protocol isn't SFTP, or the port was left at 22. Use the port from the panel, usually 2022, and your panel password |
| Installs or removals fail partway | The server is running and has the files locked. Stop it and apply again |
| Players cannot join after adding mods | Their mod list doesn't match the server's. Send them the exported profile. If it still fails, remove all mods from both sides, confirm a vanilla join works, then add mods back a few at a time |
| Mods stopped working after a restart | Automatic Updates pulled a new game build before your mods supported it. See the update section above |
| A mod isn't in SMM's list for the server | It has no dedicated-server build. Check the Server column on its ficsit.app page |
| Progress is there but mods are missing after a save upload | Mods aren't stored in the save. The server needs the same mods installed (uploading a save) |
| Server CPU stays high while paused | Disable mods one at a time to find the one causing it |
What to Read Next
- Getting started with your Satisfactory server for first boot and the basics
- Configuring your Satisfactory server for the INI files and which settings survive a restart
- Satisfactory Dedicated Server Commands, API and Settings for admin access and Creative Mode, the base game's built-in cheat options
- Satisfactory Console Commands and Cheats for the real cheat commands the Satisfactory Mod Loader unlocks
- How to Upload Your Existing World for moving a modded save onto the server
- Is Satisfactory crossplay?. Mods are PC-only, which is part of why console and PC players stay apart
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