# Install SMAPI Mods on Your Stardew Valley Server (/docs/stardew-valley/mods)



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

Your server runs **SMAPI** (the Stardew Modding API), so it supports the same mods as a normal modded game. The server ships with SMAPI and the JunimoServer mod already installed.

> **Golden rule:** every player must have the **exact same mods** (and versions) installed on their own game as the server. Mismatched mods cause join failures or desyncs.

Add a mod [#add-a-mod]

<Steps>
  <Step>
    Download the mod [#download-the-mod]

    Get the mod from [Nexus Mods](https://www.nexusmods.com/stardewvalley) or [the SMAPI mod list](https://smapi.io/mods). You want the folder that contains a **`manifest.json`**.
  </Step>

  <Step>
    Upload it to the Mods folder [#upload-it-to-the-mods-folder]

    In the panel **Files** tab, open **`game/Mods`**. Create a folder for the mod and upload its files there (so you have `game/Mods/<ModName>/manifest.json`).

    {/* SCREENSHOT PENDING: /screenshots/stardew-valley/stardew-mods-folder.png (alt: Mods folder in the file manager) */}
  </Step>

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

    Restart so SMAPI loads the new mod. Check the **Console** — SMAPI lists each mod it loads and warns about any that fail.
  </Step>

  <Step>
    Match it on every client [#match-it-on-every-client]

    Each player installs the same mod the normal way (SMAPI in their own game) before connecting.
  </Step>
</Steps>

Notes [#notes]

* Don't remove **JunimoServer**, **Save Backup**, or **Console Commands** — they're required for the dedicated server.
* Server-only mods (that don't affect gameplay protocol) may not need a client copy, but when in doubt, match them.
* If the server won't start after adding a mod, remove it from `game/Mods` and restart — the Console log names the offending mod.
