Skip to content

Soulmask Mods: Install Workshop Mods on a Dedicated Server

Add Soulmask Workshop mods to a dedicated server with Mod IDs, keep players in sync, and pick mods that still work after 1.0.

Updated September 28, 2026
Soulmask

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.

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), and the GM tools are in Soulmask Admin Commands and GM Access. 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.


Made with 💜 by GameServerKings

Need a Soulmask server?

Deploy an instantly-provisioned Soulmask server on high-clock hardware — DDoS protected, no contracts, cancel anytime.

From $32.00 /month