{"id":20531,"date":"2025-01-22T21:45:44","date_gmt":"2025-01-22T21:45:44","guid":{"rendered":"https:\/\/xgamingserver.com\/blog\/?p=20531"},"modified":"2026-06-15T18:33:29","modified_gmt":"2026-06-15T18:33:29","slug":"how-to-install-mods-on-a-dont-starve-together-dst-server","status":"publish","type":"post","link":"https:\/\/xgamingserver.com\/blog\/how-to-install-mods-on-a-dont-starve-together-dst-server\/","title":{"rendered":"How to install mods on a Don&#8217;t Starve Together (DST) server"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">Installing mods on a Don&#8217;t Starve Together dedicated server trips up more new server owners than almost anything else, and the reason is simple: there are <strong>two<\/strong> files involved, not one, and a mod only works when it appears in both. Get one file right and forget the other, and your mod silently does nothing. This guide walks through exactly how the system works on a self-hosted SteamCMD install, with the precise file paths and Lua syntax, so you can add, configure, and troubleshoot mods with confidence.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Don&#8217;t Starve Together server basics<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Don&#8217;t Starve Together (DST) is the multiplayer co-op survival game developed and published by <strong>Klei Entertainment<\/strong> \u2014 the standalone multiplayer companion to single-player <em>Don&#8217;t Starve<\/em>. The Steam game (the client you play) has App ID <strong>322330<\/strong>, but that is <em>not<\/em> what you install on a server. The DST dedicated server is a separate package with SteamCMD App ID <strong>343050<\/strong>, installed anonymously:<\/p>\n\n\n\n<pre class=\"wp-block-code\"><code>login anonymous\nforce_install_dir \/path\/to\/installation\/directory\napp_update 343050 validate<\/code><\/pre>\n\n\n\n<p class=\"wp-block-paragraph\">A DST server can optionally be split into two <strong>shards<\/strong> (worlds): a surface world called <strong>Master<\/strong> and an underground world called <strong>Caves<\/strong>, grouped together under a <strong>cluster<\/strong>. This shard structure matters a great deal for mods, because \u2014 as you&#8217;ll see below \u2014 each shard keeps its own copy of the file that enables mods. If you run a caves world, you&#8217;ll be editing two files instead of one.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">The two-file mod system (the core idea)<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Here is the single most important concept in this entire guide: DST dedicated servers use <strong>two separate files<\/strong> with two distinct jobs. One file <strong>downloads<\/strong> mods; the other <strong>enables<\/strong> them. Downloading a mod does not enable it, and enabling a mod that was never downloaded does nothing. A mod works only when it appears in both places.<\/p>\n\n\n\n<figure class=\"wp-block-table is-style-stripes\"><table><thead><tr><th>File<\/th><th>Job<\/th><th>Location<\/th><\/tr><\/thead><tbody><tr><td><code>dedicated_server_mods_setup.lua<\/code><\/td><td>Tells the server <strong>which Workshop mods to download\/update<\/strong> on startup<\/td><td>In the <strong>server install<\/strong> <code>mods\/<\/code> folder \u2014 NOT inside the cluster<\/td><\/tr><tr><td><code>modoverrides.lua<\/code><\/td><td>Tells the server <strong>which downloaded mods to enable<\/strong>, plus their configuration<\/td><td>In <strong>each shard folder<\/strong> of the cluster: <code>Master\/<\/code> and <code>Caves\/<\/code><\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">If you remember nothing else, remember this: <em>download in one file, enable in the other, and a mod needs both.<\/em> A huge share of &#8220;my mod isn&#8217;t loading&#8221; reports come down to a mod that&#8217;s listed in one file but missing from the other.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Where these files live<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">On a canonical self-hosted SteamCMD layout, the paths are:<\/p>\n\n\n\n<ul class=\"wp-block-list\"><li><strong>Download file:<\/strong> <code><DST_Server_directory>\/mods\/dedicated_server_mods_setup.lua<\/code> \u2014 inside the SteamCMD install directory&#8217;s <code>mods<\/code> folder.<\/li><li><strong>Enable file(s):<\/strong> under your save\/cluster directory, one per shard:<ul><li><code><save_folder>\/<cluster_folder>\/Master\/modoverrides.lua<\/code><\/li><li><code><save_folder>\/<cluster_folder>\/Caves\/modoverrides.lua<\/code> (if caves are enabled)<\/li><\/ul><\/li><\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">The save-folder root depends on your operating system: on Linux it&#8217;s <code>~\/.klei<\/code>, on Windows it&#8217;s <code>Documents\/Klei<\/code>, and on macOS it&#8217;s <code>~\/Documents\/Klei<\/code>.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">One honest caveat: many managed control-panel hosts (Nodecraft and others) flatten or relocate these paths inside their own panels, so the exact <em>folder names<\/em> may look different on a managed host. The two-file <em>logic<\/em> is always identical \u2014 you&#8217;ll still have a download file and a per-shard enable file \u2014 but don&#8217;t be surprised if a panel labels them differently. The paths above are the canonical self-hosted SteamCMD layout. If you&#8217;d rather skip the file-shuffling entirely, a managed <a href=\"https:\/\/xgamingserver.com\/dont-starve-together-server-hosting\">Don&#8217;t Starve Together server hosting<\/a> plan handles the install and exposes these files through a file manager.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">File 1 \u2014 dedicated_server_mods_setup.lua (download)<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">This file lists the Workshop mods the server should download and keep updated. You add one line per mod using <code>ServerModSetup<\/code>, passing the numeric Steam Workshop ID <strong>as a string<\/strong> \u2014 the quotes are required:<\/p>\n\n\n\n<pre class=\"wp-block-code\"><code>ServerModSetup(\"378160973\")  -- mod name here so you remember it\nServerModSetup(\"378160971\")  -- Mod 1\nServerModSetup(\"378160972\")  -- Mod 2<\/code><\/pre>\n\n\n\n<p class=\"wp-block-paragraph\">The function signature is <code>ServerModSetup(\"<workshopID>\")<\/code> \u2014 a single string argument, the numeric Workshop ID. To pull in an entire Workshop <strong>collection<\/strong> at once, use <code>ServerModCollectionSetup(\"<collectionID>\")<\/code>, which installs every mod in that collection:<\/p>\n\n\n\n<pre class=\"wp-block-code\"><code>ServerModCollectionSetup(\"123456789\")  -- installs all mods in this collection<\/code><\/pre>\n\n\n\n<p class=\"wp-block-paragraph\">A few rules to keep this file working:<\/p>\n\n\n\n<ul class=\"wp-block-list\"><li>The double dash <code>--<\/code> begins a Lua comment. Never start a mod line with <code>--<\/code>, or the server will ignore that mod entirely.<\/li><li>The server downloads and updates everything listed here automatically on startup \u2014 unless you launch it with <code>-skip_update_server_mods<\/code>.<\/li><li>This file lives only in the install <code>mods\/<\/code> folder. It is not duplicated per shard.<\/li><\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">File 2 \u2014 modoverrides.lua (enable and configure)<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Once the mods are downloaded, you have to switch them on. That&#8217;s the job of <code>modoverrides.lua<\/code>. This file <code>return<\/code>s a single Lua table keyed by <code>workshop-<ID><\/code> \u2014 note the literal <code>workshop-<\/code> prefix and the square-bracket quoted-string key:<\/p>\n\n\n\n<pre class=\"wp-block-code\"><code>return {\n    [\"workshop-378160971\"] = { enabled = true }, -- Mod 1\n    [\"workshop-378160972\"] = { enabled = true }, -- Mod 2\n    [\"workshop-378160973\"] = { enabled = true }  -- Mod 3 (no trailing comma on the last)\n}<\/code><\/pre>\n\n\n\n<p class=\"wp-block-paragraph\">The formatting rules here are strict, and a single mistake can prevent the whole file from loading:<\/p>\n\n\n\n<ul class=\"wp-block-list\"><li>Each mod key is <code>[\"workshop-<ID>\"]<\/code> \u2014 square brackets, a quoted string, and the literal <code>workshop-<\/code> prefix.<\/li><li>Each value is a table written with <strong>curly braces <code>{ }<\/code>, not parentheses<\/strong>.<\/li><li>Put a comma after every entry <strong>except the last one<\/strong>.<\/li><li>The file must <code>return<\/code> the table.<\/li><\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">Configuring a mod&#8217;s options<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Many mods expose settings \u2014 drop rates, durations, crafting modes, and so on. You set them inside the mod&#8217;s table using <code>configuration_options<\/code>:<\/p>\n\n\n\n<pre class=\"wp-block-code\"><code>[\"workshop-378160972\"] = {\n    enabled = true,\n    configuration_options = { crafting = \"normal\", duration = 3500 }\n}<\/code><\/pre>\n\n\n\n<p class=\"wp-block-paragraph\">The configuration keys must match <strong>exactly<\/strong> the option names defined in that mod&#8217;s <code>modinfo.lua<\/code> (specifically the <code>data =<\/code> values inside its own <code>configuration_options<\/code>). If you guess at a key name or get the spelling wrong, that setting is ignored and the mod falls back to its default. When in doubt, open the mod&#8217;s <code>modinfo.lua<\/code> in its downloaded folder and copy the exact option names.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">The caves \/ shard rule<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">This is where two-shard servers catch people out. If your cluster runs <strong>both<\/strong> a Master and a Caves shard, you must place a <code>modoverrides.lua<\/code> in <strong>each<\/strong> shard folder. For mods that should affect the entire server, the <em>same<\/em> <code>modoverrides.lua<\/code> content needs to go in <strong>both<\/strong> <code>Master\/<\/code> and <code>Caves\/<\/code>. Put it in only one shard, and the mod will be active only in that world \u2014 for example, a mod enabled in <code>Master\/<\/code> but missing from <code>Caves\/<\/code> won&#8217;t run underground.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The simplest reliable approach: get your <code>modoverrides.lua<\/code> exactly how you want it, then copy that identical file into both shard folders. Note that <em>enabling caves itself<\/em> \u2014 the <code>shard_enabled = true<\/code> setting in <code>cluster.ini<\/code> plus a matching <code>cluster_key<\/code>\/token \u2014 is a separate topic from mods; this guide assumes your caves shard is already set up.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">End-to-end workflow<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Putting it all together, here&#8217;s the full process from start to finish:<\/p>\n\n\n\n<ol class=\"wp-block-list\"><li><strong>Find the Workshop IDs.<\/strong> Open each mod&#8217;s Steam Workshop page; the numeric ID is the number at the end of the URL, after <code>?id=<\/code>.<\/li><li><strong>Add download lines.<\/strong> Add a <code>ServerModSetup(\"<ID>\")<\/code> line per mod (or one <code>ServerModCollectionSetup(\"<collectionID>\")<\/code> for a whole collection) to <code>mods\/dedicated_server_mods_setup.lua<\/code>.<\/li><li><strong>Start the server once<\/strong> so it auto-downloads the listed mods into the <code>mods\/<\/code> folder.<\/li><li><strong>Enable and configure.<\/strong> Add each mod to <code>modoverrides.lua<\/code> in <code>Master\/<\/code> (and <code>Caves\/<\/code> if you run caves) with <code>enabled = true<\/code> and any <code>configuration_options<\/code> you want.<\/li><li><strong>Restart the server<\/strong> to apply the changes.<\/li><\/ol>\n\n\n\n<p class=\"wp-block-paragraph\">That restart at the end is non-negotiable \u2014 DST reads these files at startup, so edits made while the server is running won&#8217;t take effect until it cycles. For a fuller walkthrough of cluster setup, shard configuration, and panel-specific file locations, see the <a href=\"https:\/\/xgamingserver.com\/docs\/dont-starve-together\">Don&#8217;t Starve Together documentation<\/a>.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Troubleshooting common mod problems<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">The overwhelmingly common failure is a mod present in one file but not the other. Every mod enabled in <code>modoverrides.lua<\/code> should have a matching <code>ServerModSetup()<\/code> line in <code>dedicated_server_mods_setup.lua<\/code>, and vice-versa. When a mod won&#8217;t load, check these in order:<\/p>\n\n\n\n<ul class=\"wp-block-list\"><li><strong>Both files match.<\/strong> Confirm the same Workshop ID appears in <code>dedicated_server_mods_setup.lua<\/code> (as <code>ServerModSetup(\"ID\")<\/code>) and in <code>modoverrides.lua<\/code> (as <code>[\"workshop-ID\"]<\/code>).<\/li><li><strong>Quotes and prefixes.<\/strong> The download file uses the bare numeric ID in quotes; the enable file uses the <code>workshop-<\/code> prefix inside square brackets. Mixing these up is a frequent error.<\/li><li><strong>Comma discipline.<\/strong> A stray trailing comma after the last entry, or a missing comma between entries, can break the whole <code>modoverrides.lua<\/code> table.<\/li><li><strong>Caves coverage.<\/strong> On a two-shard cluster, make sure the mod is enabled in both <code>Master\/<\/code> and <code>Caves\/<\/code> if it should run server-wide.<\/li><li><strong>Curly braces, not parentheses.<\/strong> Mod values in <code>modoverrides.lua<\/code> are tables \u2014 <code>{ enabled = true }<\/code>, never <code>( enabled = true )<\/code>.<\/li><li><strong>You actually restarted.<\/strong> Edits only apply after a full server restart.<\/li><\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">One more clarification worth making, because older host guides sometimes confuse it: you may see references to enabling mods via <code>modsettings.lua<\/code> or a &#8220;force enable&#8221; line. For a <strong>dedicated server<\/strong>, the authoritative Klei method is <code>modoverrides.lua<\/code> \u2014 that is the file you should use. The <code>modsettings.lua<\/code> force-enable mechanism is primarily a <em>client-side<\/em> tool and is not the canonical way to enable mods on a dedicated server. Stick with <code>modoverrides.lua<\/code> and you&#8217;ll be on the supported path.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Frequently asked questions<\/h2>\n\n\n\n<h3 class=\"wp-block-heading\">Why isn&#8217;t my mod loading even though I subscribed to it on Steam?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Subscribing in your Steam client only affects your own game, not the dedicated server. The server downloads mods exclusively from the IDs you list in <code>dedicated_server_mods_setup.lua<\/code>, and it enables them only when they&#8217;re listed in <code>modoverrides.lua<\/code>. You need both entries on the server, regardless of what you&#8217;ve subscribed to.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Do I really need to edit two different files for one mod?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Yes. <code>dedicated_server_mods_setup.lua<\/code> downloads the mod; <code>modoverrides.lua<\/code> enables and configures it. Downloading alone does not turn a mod on, so a working mod must appear in both files.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Where do I find a mod&#8217;s Workshop ID?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Open the mod&#8217;s Steam Workshop page and look at the URL \u2014 the numeric ID is the number after <code>?id=<\/code>. That&#8217;s the value you pass to <code>ServerModSetup(\"...\")<\/code> and the same number you use in the <code>[\"workshop-...\"]<\/code> key.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">How do I add a whole collection of mods at once?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Use <code>ServerModCollectionSetup(\"<collectionID>\")<\/code> in <code>dedicated_server_mods_setup.lua<\/code> to download every mod in a collection. You still enable each one individually in <code>modoverrides.lua<\/code> with its own <code>[\"workshop-<ID>\"] = { enabled = true }<\/code> entry.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Do mods need to be in both the Master and Caves folders?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">If your cluster runs both shards and you want a mod active across the whole server, yes \u2014 the same <code>modoverrides.lua<\/code> content must be in both <code>Master\/<\/code> and <code>Caves\/<\/code>. A mod is only active in the shard where it&#8217;s enabled.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">How do I change a mod&#8217;s settings, like drop rates or durations?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Add a <code>configuration_options = { ... }<\/code> table inside that mod&#8217;s entry in <code>modoverrides.lua<\/code>. The keys must match exactly the option names defined in the mod&#8217;s <code>modinfo.lua<\/code>; otherwise the setting is ignored and the default is used.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Installing mods on a Don&#8217;t Starve Together dedicated server trips up more new server owners than almost anything else, and the reason is simple: there are two files involved, not one, and a mod only works when it appears in both. Get one file right and forget the other, and your mod silently does nothing. [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":20533,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[112],"tags":[],"class_list":["post-20531","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-dst"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO Premium plugin v24.5 (Yoast SEO v26.7) - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>How to install mods on a Don&#039;t Starve Together (DST) server - XGamingServer<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/xgamingserver.com\/blog\/how-to-install-mods-on-a-dont-starve-together-dst-server\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"How to install mods on a Don&#039;t Starve Together (DST) server\" \/>\n<meta property=\"og:description\" content=\"Installing mods on a Don&#8217;t Starve Together dedicated server trips up more new server owners than almost anything else, and the reason is simple: there are two files involved, not one, and a mod only works when it appears in both. 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