# How to Install Steam Workshop Mods on Your Project Zomboid Server (/docs/project-zomboid/mod-setup)





import { Tab, Tabs } from 'fumadocs-ui/components/tabs';
import { Step, Steps } from 'fumadocs-ui/components/steps';

XGamingServer includes a **built-in Mods tab** that browses the Steam Workshop and installs mods with one click — it fills in both the `WorkshopItems` and `Mods` values for you, so you never have to hunt down mod folder names by hand.

<Tabs items={['Via Panel Mods Tab (Recommended)', 'Manual Install']}>
  <Tab value="Via Panel Mods Tab (Recommended)">
    The Mods tab writes directly to your server config (`Pterodactyl.ini`) — no need to look up Workshop IDs or mod folder names separately.

    <Steps>
      <Step>
        Open the Mods tab [#open-the-mods-tab]

        In the [XGamingServer Panel](https://panel.xgamingserver.com), click **Mods** in the sidebar (visible on Project Zomboid servers).
      </Step>

      <Step>
        Browse and install mods [#browse-and-install-mods]

        On the **Steam Workshop** tab, search for mods by name and sort by **Trending**, subscribers, or most recent. Click **Install** on any mod card.

                <img alt="Project Zomboid Steam Workshop mod browser" src={__img0} placeholder="blur" />

        The panel adds the mod's **Workshop ID** to `WorkshopItems` and its **Mod ID** to `Mods` automatically — the two values Project Zomboid needs to load a mod. Installed mods show a green **Installed** state.
      </Step>

      <Step>
        Restart the server [#restart-the-server]

        Go to **Console** in the sidebar and restart. Mods load on startup.
      </Step>
    </Steps>

    Manage Installed Mods [#manage-installed-mods]

    Switch to the **Installed Mods** tab to see everything you've added, with a link to each mod's Workshop page and an **Uninstall** button. Removing a mod strips it from both `WorkshopItems` and `Mods`. Restart to apply.

    > **Map mods still need the map name.** Installing a map mod loads its content, but to actually spawn the map you must add it to the `Map=` line in your config — see [Map Mods](#map-mods) below.
  </Tab>

  <Tab value="Manual Install">
    If you prefer to edit the config yourself, Project Zomboid needs **two** values per mod.

    In `[servername].ini`:

    ```ini
    WorkshopItems=498441420;2297098490;2782891992
    Mods=Hydrocraft;Arsenal(26)GunFighter;Brita_2
    ```

    **Two settings needed:**

    * `WorkshopItems` = Workshop file IDs (from the URL `?id=XXXXX`)
    * `Mods` = Mod folder names (from the mod's Workshop description)

    Both are **semicolon-separated** — never commas.

    Finding Mod IDs [#finding-mod-ids]

    * **Workshop ID**: The number in the Steam Workshop URL
    * **Mod ID/name**: Listed on the mod's Workshop page description

    These are different values — you need both. (The Mods tab looks both up for you.)
  </Tab>
</Tabs>

Map Mods [#map-mods]

Also add the map name to the `Map=` line:

```ini
Map=Muldraugh, KY;Riverside, KY;BedfordFalls
```

This applies whether you installed the map via the Mods tab or manually.

Load Order [#load-order]

Order in `Mods=` matters. Load dependencies before the mods that need them. See [Mod Load Order](/docs/project-zomboid/mod-load-order).

Clients Must Match [#clients-must-match]

All players need the same mods subscribed. The game prompts missing mods on connect.

Related Guides [#related-guides]

* [Server Configuration](/docs/project-zomboid/server-config)
* [Mod Load Order](/docs/project-zomboid/mod-load-order)
