---
title: "Soulmask Mods: Install Workshop Mods on a Dedicated Server"
description: "Add Soulmask Workshop mods to a dedicated server with Mod IDs, keep players in sync, and pick mods that still work after 1.0."
url: "https://www.gameserverkings.com/knowledge-base/soulmask/soulmask-mods/"
category: "Soulmask"
category_url: "https://www.gameserverkings.com/knowledge-base/soulmask/"
published: "2026-09-28T03:14:09.224Z"
updated: "2026-09-28T03:14:09.224Z"
source_format: "markdown"
site: "GameServerKings"
---

# Soulmask Mods: Install Workshop Mods on a Dedicated Server

Soulmask mods come from the official Steam Workshop. The developers opened it in September 2024 and released their own modding tool, Soulmask Modkits, to everyone in December 2024. Workshop mods are `.pak` files built with that kit. That shared source keeps modding simple: the server downloads the same Workshop items your players subscribe to, and one list of Mod IDs keeps everyone in sync.

This guide covers finding mods that still work after 1.0, adding them to a dedicated server through the **Mods** field on our panel, getting players connected, and the update and removal traps. The current game version is 1.0 (Patch #20, 17 September 2026, after the "Beyond Gravity" update).

## How Soulmask Mods Work

- **Built with Modkits.** Modkits is a free Unreal Engine 4.27 editor from the Epic Games Store. Mods can replace or add models, items, recipes, buildings, creatures, spawn data and even maps.
- **Distributed on the Steam Workshop.** Each mod gets a numeric **Mod ID**, the number at the end of its Workshop URL after `?id=`. For example, `https://steamcommunity.com/sharedfiles/filedetails/?id=3324057706` is Mod ID `3324057706`.
- **The server and every player must match.** The official Modkits guide says that if a player's mods don't match the server, they're refused and prompted to subscribe to the right ones.
- **On your PC, mods live in** `<Soulmask install>\WS\Mods\`. You enable them from the **Mods** button on the main menu.

The Workshop also hosts ship Blueprints. Those are shared building designs you load in-game, not mods, and they don't go in the server's mod list.

## Choose Mods That Survived 1.0

Soulmask 1.0 (10 April 2026) broke a large share of older mods. The developers' post-launch update said most crash reports were mod-related, and they updated Modkits so creators could rebuild. The game now warns about an incompatible mod and disables it automatically.

Before adding a mod to a server, open its Workshop page and check **Updated**. A date after 10 April 2026 means the author rebuilt it for 1.0. Many popular Chinese-language mods add 『适配正式版』 ("adapted for the release version") to the title when they've been rebuilt.

The most-subscribed Workshop mods on 28 September 2026:

| Mod ID | Title (translation) | Current subscribers | Last updated |
|---|---|---|---|
| `3325143163` | 更大的箱子 (Bigger Chests) | 63,232 | 12 Apr 2026 |
| `3325592770` | 更好的营火 (Better Campfire) | 54,514 | 12 Apr 2026 |
| `3350047118` | 1万叠加 (10,000 stack size) | 52,833 | 12 Apr 2026 |
| `3400177243` | Fantasy Romance | 49,141 | 24 May 2026 |
| `3325034091` | 更好的传送门 (Better Portals) | 44,300 | 16 May 2026 |
| `3326990719` | 删除负面天赋 (Remove negative talents) | 31,618 | 12 Apr 2026 |
| `3337606257` | 传送面板 (Teleport panel) | 26,456 | 12 Apr 2026 |
| `3356669189` | Boss可招募 (Recruitable bosses) | 21,301 | 13 Apr 2026 |
| `3324454107` | 熟练度上限150 (Proficiency cap 150) | 18,008 | 12 Apr 2026 |
| `3324057706` | SoulMask Extreme | 5,735 | 13 Apr 2026 |

Mods not updated since 1.0 are a gamble. The **Tasty** framework and admin mods, which the developers featured in December 2024, were last updated in January 2025. Read the comments on their Workshop pages before using them on a 1.0 server.

## Add Mods to Your GameServerKings Server

Our Soulmask servers load mods from the **Mods** variable on the **Startup** tab. The panel passes it to the server as `-mod="<your list>"`, which is the startup argument the official Modkits guide specifies.

1. Collect the Mod IDs of every mod you want.
2. **Stop** the server.
3. On the **Startup** tab, enter the IDs in **Mods**, separated by commas with **no spaces**:

   ```
   3325143163,3350047118,3325592770
   ```

   The field accepts only digits and commas. The order is the load order, so put framework or library mods before the mods that depend on them, as each mod's description instructs.
4. **Start** the server and watch the Console. The official Modkits guide says the server downloads Workshop mods itself when it starts, so the first boot with a large mod can take longer than usual.
5. Join once yourself to confirm the server lets you in with the same mods enabled.

We haven't tested the automatic download with every mod on our servers. If a mod doesn't load, use the manual method below, or contact support with the Mod ID.

> [!NOTE] Article 485 said to ask support to add the mod argument
> That's no longer necessary. The **Mods** field on the Startup tab does it.

### If a Mod Doesn't Download

The official fallback is manual: copy the mod's folder from your own PC's `WS\Mods\` (it appears there after you subscribe and launch the game) and upload it to `WS/Mods/` on the server through **File Manager** or SFTP. Keep its Mod ID in the **Mods** field too, because the startup argument is what tells the server to load it.

Mods from Nexus Mods or other sites aren't on the Workshop, so the server can't fetch them, and players can't be prompted to subscribe. Each player would have to install the same files by hand. On a public server, use Workshop mods only.

## Get Players Connected

Post the list of Mod IDs, or better, a Workshop **Collection** with exactly the server's mods, wherever your players will see it. Each player then:

1. Subscribes to every mod in the list on the Workshop.
2. Starts Soulmask, lets Steam finish downloading, and opens **Mods** on the main menu.
3. Enables the same mods and clicks **Apply**.
4. Joins the server.

A player whose mods don't match is turned away and prompted to subscribe to what's missing. If someone still can't join, compare their enabled list against the server's **Mods** field one ID at a time. The usual culprit is an extra client-side mod they forgot to disable.

## Updating and Removing Mods

**After a Soulmask patch.** Big updates such as 1.0 and Beyond Gravity can break mods until their authors rebuild them. On clients the game disables incompatible mods on its own. On a server, a broken mod can crash it during startup (the developers have patched mod-related crashes "during server loading and startup" before), and the start command keeps asking for that mod until you edit the list. Take a backup before a patch, and if the server won't start afterwards, remove the most recently updated mods from **Mods** first.

**After a mod update.** Restart the server so it loads the new version. Players' Steam clients update subscribed mods on their own, and a version mismatch between players and the server is the most common cause of "suddenly can't join" after a mod author pushes an update.

**Removing a mod.** Take a backup from the **Backups** tab first. Removing a mod that added items, buildings, creatures or tribesmen can leave those objects missing or broken in the save. Then delete its ID from **Mods** and restart.

## Mods Versus Server Settings

Some popular mods only change rates, and the server can already do that without mods. `WS/Saved/GameplaySettings/GameXishu.json` covers experience and gathering rates, crafting speed, day length, tribe and follower limits and decay (see [Getting started with your Soulmask server](/knowledge-base/soulmask/getting-started-with-your-server/)), and the GM tools are in [Soulmask Admin Commands and GM Access](/knowledge-base/soulmask/soulmask-admin-commands/). A native setting survives every patch, but a mod has to wait for its author after each one.

## FAQ

### Does Soulmask support mods on dedicated servers?

Yes. The official Modkits guide documents loading mods on a dedicated server with `-mod="ID1,ID2"`. On our panel that's the **Mods** field on the Startup tab.

### Where do I find a Soulmask Mod ID?

At the end of the Workshop page URL, after `?id=`. It's always a number.

### Do players need the mods too?

Yes, every player needs the same mods as the server. Mismatched players are refused and prompted to subscribe.

### Can I use Nexus Mods on a Soulmask server?

Only by uploading the files yourself and having every player install them manually. The server's automatic download and the join-time prompt only work with Steam Workshop mods.

### Why did my mods disappear after an update?

The game disables incompatible mods after a big patch. Wait for the author to update, then re-enable the mod from the Mods menu.

## What to Read Next

- [Getting started with your Soulmask server](/knowledge-base/soulmask/getting-started-with-your-server/)
- [Soulmask Admin Commands and GM Access](/knowledge-base/soulmask/soulmask-admin-commands/)

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