Adding mods to a Satisfactory dedicated server is far easier than it used to be. Since SMM 3.0, the Satisfactory Mod Manager connects straight to your server over SFTP and pushes the Satisfactory Mod Loader (SML) plus your chosen mods into the right folder for you — no manual file juggling required. This guide covers the recommended SMM route, the manual SFTP fallback, the difference between server-side and client mods, why version matching matters, and how to dig yourself out when a mod crashes the server.
What you need before you start
- Satisfactory Mod Manager (SMM) 3.x — download the latest release from the official SatisfactoryModManager GitHub releases page. Remote server management requires SMM 3.0.0 or newer.
- SFTP credentials for your server (host, username, password, and port). Your host provides these in the file/SFTP section of the control panel.
- The ability to stop the server — always stop the server before installing or changing mods to avoid file conflicts.
- SML, the Satisfactory Mod Loader — SMM installs this automatically. SML versions are tied to the game version (for example, the SML 3.11.x series targets Satisfactory 1.1), so you don’t pick it manually in most cases.
Server-side vs. client mods (read this first)
Mods in Satisfactory fall into three rough buckets, and this is the single most important concept to understand before you install anything:
| Mod type | Where it must be installed | Example use |
|---|---|---|
| Server-side / both | Server and every connecting player | New machines, recipes, world content |
| Client-side only | Only the local player who wants it | UI tweaks, camera, HUD overlays |
| Dependency (library) | Wherever the parent mod runs | Shared code other mods require |
When you point SMM at a dedicated server, switch the mod list filter to Compatible. This hides client-side-only mods that can’t run on a headless server, so you won’t accidentally install something that does nothing or refuses to load. Content mods that change gameplay generally need to be on the server and on every player’s game.
Method 1: Install mods with SMM over SFTP (recommended)
- Stop your server from the control panel before doing anything.
- Open SMM, and in the left panel under Other choose Manage Servers.
- Select SFTP and enter your host, username, and password. Put the port (commonly 2022, but it varies by host) in the dedicated port field — don’t append it to the host. Click Add.
- Under Select Game Installation, choose the server you just added.
- Set the mod list filter to Compatible, then download and enable the mods you want. SMM resolves and installs ficsit dependencies automatically, so you don’t have to chase down required libraries by hand.
- SMM uploads SML and your mods to the server’s
FactoryGame/Modsfolder. When it finishes, start the server again.
To confirm it worked, browse to FactoryGame/Mods/ in your file manager — it should now exist and contain folders for SML and each mod. If you want a clean, screenshot-by-screenshot walkthrough for our panel specifically, see the Satisfactory server documentation.
Method 2: Manual SFTP upload (fallback)
If SMM can’t reach your server (firewall, locked-down host, or you just prefer manual control), you can transfer files with an SFTP client like FileZilla or WinSCP. The catch is that you become responsible for the parts SMM normally handles for you:
- Install the matching SML version and upload every mod — plus each mod’s dependencies — into the
FactoryGame/Modsdirectory. - Make sure every mod was built for your exact game version. SMM normally filters this for you; manually, a single mismatched file can stop the server from booting.
- Re-do the whole process by hand on every game update.
For most people the manual route is more error-prone than it’s worth — SMM exists precisely to avoid this. Treat it as a backup, not the default. A reliable, low-latency host makes either method smoother; our dedicated Satisfactory hosting plans expose SFTP access out of the box so SMM connects without fuss.
Matching mod versions across players
Satisfactory mods come in three scopes: required-on-both, server-side-only, and client-side-only. To join a modded server, every player must install — with matching versions — only the mods marked as required on both client and server. Server-side-only mods do NOT need to be installed by joining players, and client-side-only mods don’t need to be on the server. The simplest way to keep a group in sync is SMM’s profile export/import: one person sets up the profile that matches the server, exports it to a file, and everyone else imports it. That guarantees identical mod lists and versions without anyone hand-picking entries.
Players connect by selecting their local game installation in SMM, toggling mods on, and launching. If you’re also wrestling with players not finding the server at all, that’s a separate issue covered in our server not showing up / can’t join guide.
Troubleshooting mod crashes
- Server won’t start after a game update. Mods built for the previous version commonly break. Update SML to the version matching the new game build, then update each mod. If a mod hasn’t been updated yet, disable it temporarily — one incompatible mod can stop the entire server from launching.
- Isolate the bad mod. Disable mods one at a time (or in halves) until the server boots, then leave the culprit off until it’s patched.
- Nuclear option. Removing the entire
FactoryGame/Modsfolder and reinstalling through SMM clears out stale or half-uploaded files. - Read the logs. Dedicated server logs live under
FactoryGame/Saved/Logs(exact location can vary by host). SMM’s “generate debug info” feature bundles game, SML, and manager logs together — useful when asking for help. - Client can’t join. Nearly always a mod or version mismatch — re-import the shared profile so the client matches the server exactly.
After any mod change it’s worth backing up your world before restarting — see the save file location & backup guide so a broken mod never costs you your factory.
Frequently asked questions
Do all players need the same mods as the server?
Yes for content/server-side mods. In short: match versions on any mod that is required on both sides; server-only and client-only mods are scoped automatically and don’t need installing on the other end. Use SMM’s profile export/import to keep everyone identical. Purely client-side mods (UI, camera) are the exception — those are personal and don’t need to match.
Does SMM install ficsit dependencies automatically?
Yes. When you enable a mod, SMM resolves its dependencies from the ficsit catalogue and installs the required libraries and the correct SML version for you. This automatic handling is the main reason the SMM route is recommended over manual SFTP uploads.
Why does my server crash right after a Satisfactory update?
Mods are built against a specific game version and frequently break when the game updates. Update SML to the matching version first, then update each mod; temporarily disable any mod that hasn’t been updated yet, since one incompatible mod can prevent the whole server from starting.
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