Abiotic Factor Mods on a Dedicated Server (mod.io, Update #5)
Quick answer: Official mod support arrived with Community Update #5, "The Modding Update", on 26 October 2026 (version 1.5.0). Mods come from mod.io. A dedicated server loads them from a launch parameter, -Mods=, followed by the mod IDs separated by semicolons. Add -ModioToken= with a mod.io personal access token so the server keeps its downloads and fetches missing dependencies. Players who join a modded server are shown its mod list and download it with one click.
How official mods work since 1.5.0
- Distribution is mod.io. The title screen has a Mod Browser linked to the Abiotic Factor category on mod.io, where players view, rate, download and manage mods without restarting the game.
- Mods belong to a save. You can enable mods on a new world or an existing one when you load or host it. Disabling a mod later removes its content from the save, and Deep Field warns that stability is not guaranteed when you do that; usually items and deployables just disappear.
- Joining is automatic. A player joining a modded server sees which mods it runs and is prompted to download and install them with a single click.
- "Local Only" mods stay on the client. Cosmetic mods such as personal outfits can be enabled on your own client and brought into any server. Other players see your default look unless they run the same mod.
- Mods carry a version. After a game update, a mod built for the previous version stays disabled until its author updates it. Expect a short gap after every patch.
- Unofficial mods still exist, but on their own. UE4SS and other hand-installed mods do not appear in the Mod Browser, every player must install them manually, and Deep Field expects nearly all of them to break with 1.5.0.
- Making mods. The Abiotic Factor Mod Editor is a separate application on the Epic Games Launcher.
Launch parameters for a modded dedicated server
Deep Field documents these in the official dedicated server guide's launch parameter reference, updated for 1.5.0 on 26 October 2026. The 1.5.0 server build we ship contains each of them.
| Parameter | What it does | Notes |
|---|---|---|
-Mods= | The mods the server runs, by mod.io ID | Separate IDs with semicolons, for example -Mods=6472275;6472552;6456360. The ID is the number shown on each mod's mod.io page. |
-ModioToken= | Your mod.io personal access token | Optional. Without it the server downloads every mod again on each start and does not pull in mods that the listed ones depend on. Never share it. |
-ModsDir= | Folder the mods download to | Only works together with -ModioToken=. Default AbioticFactor\Saved\mod.io. |
-ModInstallTimeout= | How long the server waits for mod downloads before it fails | Raise it for a long mod list or a slow first download. |
-OverrideModWarnings | Starts the server despite mod warnings that would otherwise stop it | Use only when you know the warning is harmless. |
-SideloadMods | Mounts mods already on disk instead of downloading them from mod.io | -Mods= is still required to name them. The folder is -SideloadModsPath=, default AbioticFactor\Mods. |
Setting it up on a self-hosted server
- Update the server to 1.5.0. Official mod support starts with that build.
- Create a mod.io access token. Log in at mod.io, open the personal access token page in your profile settings, generate a token and copy all of it.
- Collect the mod IDs. Copy the ID from each mod's mod.io page.
- Edit the launch line. In
RunServer.bat(or your service's start command) add-ModioToken=<token>with no space after the equals sign, then-Mods=<id>;<id>. - Start the server and read the log. A clean start reports
Server mods ready, N mounted.When something is wrong it reportsServer mod setup finished with N errorsinstead; an entry in-Mods=that is not a number is reported as "not a mod id". - Join with a client. The game lists the server's mods and offers to download them before you connect.
Back up first. Enabling a mod writes its content into the world save, and removing it later can leave gaps. Copy the save before you add or remove mods on a world you care about. See the save backup guide.
Mods on a Supercraft server
The panel's Config tab has a Mods (mod.io) section. Paste the Mod IDs (semicolons or commas both work), add your mod.io access token if you want the downloads kept between restarts and dependencies fetched for you, and restart the server. The same section holds the mod download timeout, Allow local cosmetic mods and Ignore mod warnings. The token field is masked in the panel. Players who join get the usual download prompt.
Want a modded world without touching launch lines? Host an Abiotic Factor server with Supercraft: mods from the panel, automatic backups and server updates handled for you.
Related Abiotic Factor Guides
Frequently asked questions
Does Abiotic Factor have official mod support?
Yes. Community Update #5, "The Modding Update", added official mod support through mod.io on 26 October 2026 (version 1.5.0), with an in-game Mod Browser and a separate Mod Editor on the Epic Games Launcher.
How do I add mods to an Abiotic Factor dedicated server?
Add the launch parameter -Mods= followed by the mod.io IDs separated by semicolons, for example -Mods=6472275;6472552. Add -ModioToken= with a mod.io personal access token so the server keeps its downloads and fetches dependencies. Then restart the server and check the log for "Server mods ready".
Do players have to install the server's mods themselves?
No. When a player joins a modded server, the game shows the server's mod list and downloads the mods with one click before connecting. Only unofficial mods, such as UE4SS ones, still need a manual install on every client.
Is the mod.io token required?
No, but without it the server downloads every mod again on each start and does not fetch the mods that your listed mods depend on. Keep the token private.
Can I remove a mod from an existing world?
Yes. Disabling a mod removes its content from the save. Deep Field says stability is not guaranteed when you do this, so back up the save first.
Why did my mods stop loading after a game update?
Official mods carry a version number. After an update, a mod made for the previous version stays disabled until its author publishes an update for the new one.