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HumanitZ Mods: How to Install .pak Mods on a Dedicated Server

HumanitZ Mods: How to Install .pak Mods on a Dedicated Server

HumanitZ has no Steam Workshop and no official mod tools, so mods do not install with a click from inside the game. What the community does publish are mods packed as Unreal Engine .pak files, and a HumanitZ dedicated server loads those the same way it loads the game's own content. This guide covers where they go, how to prove the server loaded one, and the catches. Paths and log lines are checked on the 1.1A Linux server build of 20 October 2026.

📦 One File per Mod

A HumanitZ mod is usually a single .pak file, often with _P at the end of its name. Download it, unzip it if it came in an archive, and keep the .pak.

👥 Players Need It Too

Most mods change content every player sees, so each player installs the same mod in their own game. A mod only works on the server alone when its author built it as server-side.

Where to Find Mods

The largest collection of HumanitZ mods is on Nexus Mods. Mod pages usually say whether a mod is for the client, the server or both, and some offer a separate server file. When a mod has one, use that file on the server.

Installing a Mod on a Dedicated Server

  1. Stop the server.
  2. Back up HumanitZServer/Saved. A mod that changes items or buildings can change what goes into the save.
  3. Put the .pak in HumanitZServer/Content/Paks/~mods/. Create the ~mods folder if it is not there yet. Leave the game's own HumanitZServer-LinuxServer.pak one level up untouched.
  4. Start the server.
HumanitZServer/
  Content/
    Paks/
      HumanitZServer-LinuxServer.pak    the game, do not touch
      ~mods/
        BetterLoot_P.pak                your mods

The server mounts every .pak under Content/Paks, the ~mods folder included. Keeping mods in ~mods separates them from the game's file, and a SteamCMD update with validate leaves them in place, because validate only checks files that belong to the game.

Check That the Server Loaded the Mod

After the start, search the server log, HumanitZServer/Saved/Logs/HumanitZServer.log, for the mod's file name. A loaded mod shows two lines like these, recorded on our test server:

LogPakFile: Display: Found Pak file ../../../HumanitZServer/Content/Paks/~mods/SupercraftPakTest_P.pak attempting to mount.
LogPakFile: Display: Mounting pak file ../../../HumanitZServer/Content/Paks/~mods/SupercraftPakTest_P.pak.

If the file is not mentioned at all, it is not in a folder under Content/Paks or does not end in .pak. If the server stops right after mounting it, the most likely cause is a mod built for a different game version.

After a Game Update

Mods are built against one version of the game, and a big update such as 1.1 can break them. If the server fails to start after an update, move the mods out of ~mods, start the server without them to confirm the game itself runs, then add them back one at a time from versions their authors updated for the new release. Players must update their copy of a mod at the same time as the server.

Removing a Mod

Stop the server, delete the .pak from ~mods and start it again. Before removing a mod that added items or buildings, check its page for what happens to a world that used it.

Keep the list short: every mod is one more thing that has to match the game version and every player's install. A small, well-maintained set is easier to keep running through updates than a large collection.

Professional Hosting

On Supercraft, upload a mod's .pak in the Pak mods section of your server's installation page. It is checked, placed in ~mods for you and loaded at the next restart, and you can remove it in the file manager under Game Files. Host your HumanitZ server with Supercraft.

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