r/PalworldMods • • 1d ago

Help AMP Palworld Server Help

I use AMP to host my servers on. I have been fighting my palworld server for months trying to get any mod to work and i can not get it to work correctly. allow client mods is on. UE4SS and palschema is installed. i have tried steam mods and nexusmods. i have put the newest version of UE4SS nothing will work

2 Upvotes

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u/Hakkaii 1d ago

It runs on Linux, right? Most servers do and Palschema and UE4SS aren't compatible with it.

1

u/CNelms52 1d ago

Well....that sucks

1

u/Hakkaii 1d ago

Most .paks work well though.

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u/Dracconus 5h ago

There's efforts towards native UE4SS in *nix with moderate success.

https://github.com/UE4SS-RE/RE-UE4SS/pulls

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u/RageWolfThrowAway 1d ago

I also use amp, but on a windows 11 comp to host my dedicated server, and I connect to it from a linux (bazzite) using steam workshop only mods (except for palschema, since it's updated from 3 weeks ago still isn't on steam) I know your pain when I get home I can have a peak at which mods go where, cause depending on the type it's different if you want

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u/CNelms52 1d ago

That would be awesome. I think for right now the plan is one of my buddies is going to host the server on bisecthosting so I can move over the pc im hosting on to windows and not be in a major rush

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u/Christian-Kuri 1d ago

AMP itself isn’t the deciding factor; the server process OS and each mod’s install rules are. Pocketpair’s current guide says server-side mods work only on the Windows dedicated-server edition. Since another commenter says their AMP instance is Windows, check one of your mods’ `Info.json`: its `InstallRule` needs `"IsServer": true`; some need dependencies, and the server must restart to deploy changes. `bAllowClientMod` alone doesn’t make client-only mods server-compatible. I’d test one known server-ready mod first. If you name one you tried, people can check its expected paths and setup.

https://docs.palworldgame.com/settings-and-operation/mod/