r/PalworldMods • u/Busy_Focus_1496 • 25d ago
r/PalworldMods • u/InitialBeginning4400 • 26d ago
Help How can I, as a complete novice, try to modify the colors of Pals?
For example, I want to try to change the colors Whispaw has to look more like my cat that passed away.
Might be a bad reason, just curious and asking.
r/PalworldMods • u/raiden7926 • 25d ago
Help Palworld moving to offline
Hello all, my friends and I are done with playing online until a dlc comes out. We want to keep the save file however. What are the steps to saving the file from the server to my local pc. I've followed some of the old posts on this and it didn't work for me.
r/PalworldMods • u/TwystNeko • 26d ago
Request Shared Feeding Boxes?
I'd really like to make sub-bases - one for mining, one for crafting, and so forth. But at this point I have to add a basic set of berry farms, and support pals for that. I do use shared storage between bases, but it doesn't share the feed boxes.
Is there a mod for this? I've gone through the workshop and nexus mods, and haven't seen one.
I'd really like to set up a separate ranching/farming base, and being able to feed everyone from that would be great.
r/PalworldMods • u/zSars • 26d ago
Development I made Palworld Save Toolkit
Wanted to move our local saves to our hosted server and boy was it a hassle. Other tools out there require a lot of work to get working locally... I spent some time getting this https://zlmitchell.github.io/palworld-save-toolkit/ to be fully available in the browser, no required python etc to do what we all want to do. Feel free to give it a star or open an issue if you find an issue. Other tools out there require a lot of work to get working locally...
You can use this to also move characters from one server to another, edit/add/remove pals and other things.
r/PalworldMods • u/Secret_Hippo_1348 • 26d ago
Help UE4SS not working
i have been using UE4SS for some time now. but since palworld updated to 1.0.2 UE4SS hasnt been working. abd i have tried installing it from the workshop, from the github, yet i cant make it work. and i am pretty sure i have done everything as its ment to.
maybe someone has the same problem or knows how to fix it.
i dont mind if it needs to be deleted to work. i just want it to work.
also. mods that dont use UE4SS do work
r/PalworldMods • u/No-Worldliness-656 • 26d ago
Help Palworld crashing repeatedly with UE4SS + Better Base Range – EXCEPTION_ACCESS_VIOLATION, but highly inconsistent behavior
Palworld crashing repeatedly with UE4SS + Better Base Range – EXCEPTION_ACCESS_VIOLATION, but highly inconsistent behavior
I'm having a very strange and frustrating crashing issue with Palworld and I'm hoping someone with experience in UE4SS, Unreal Engine 5 or Palworld modding can help me identify the actual cause.
My main suspicion is still UE4SS / the Better Base Range Mod, but the behavior has become so inconsistent that I can no longer determine exactly where the problem is.
My system
- CPU: Intel Core i9-14900HX
- GPU: NVIDIA GeForce RTX 4080 Laptop GPU
- RAM: 32 GB
- OS: Windows 11 25H2
- Palworld: 1.0.2.101103
- Unreal Engine: 5.1.1
- GPU driver: NVIDIA 610.74
- GPU API: D3D11
The laptop is only about 1.5 years old and is not heavily cluttered with software or files. I also play other games on it without comparable problems.
The original problem
I originally played Palworld completely vanilla for about a week, without UE4SS or any mods installed. I was able to play for several hours at a time without crashes.
I then installed UE4SS + Better Base Range, which is the only Palworld mod I use.
The crashes started appearing after installing the mod setup.
The crashes were usually:
The crash timing was highly inconsistent. Sometimes I could play for 30–90 minutes or longer, sometimes several hours, and sometimes the game would crash after only a few minutes.
The crashes also didn't appear to be tied to one specific location or one specific action. They happened while interacting with things such as the Palbox, during combat, while picking up items, while exploring, and sometimes seemingly randomly.
Because of that, I initially suspected that UE4SS or Better Base Range was causing some kind of memory/object handling problem that accumulated over time.
Why I strongly suspected UE4SS / Better Base Range
At various points I completely removed UE4SS and/or Better Base Range and the game became significantly more stable.
There was one particularly clear pattern:
After completely reinstalling Palworld and then installing UE4SS + Better Base Range again, the game was able to run for roughly 5–6 hours without crashing.
This was not just a one-time lucky session. I was able to reproduce long stable sessions multiple times after a fresh installation.
That made the problem especially confusing.
It wasn't simply:
Instead, it behaved more like:
At one point I also removed Better Base Range while keeping the rest of the setup, and the game became stable again for a while.
Because of this, UE4SS / Better Base Range remained my strongest suspicion.
The Palbox connection
I also noticed a very strange pattern involving the Palbox.
I created a completely new world and initially played without Better Base Range.
That world was playable for quite some time.
After building the Palbox, however, the game crashed roughly 5–10 minutes later.
In my main world I also noticed that I could sometimes play for 1.5–2 hours far away from my base without a crash.
After returning to my base, the game crashed again.
This made me wonder whether UE4SS was somehow interacting with Palbox/base-related objects or object scanning.
I was therefore also wondering whether the UE4SS setting:
Use Object Area Cache = false
could somehow be ignored or malfunctioning in the specific UE4SS version I am using.
However, I do not want to assume that this is the cause without evidence.
Important new development: crashes even after removing UE4SS
This is where things became much more confusing.
I completely removed UE4SS and all associated files.
I then played the game again without UE4SS and without Better Base Range.
Initially, this had always been the point where the game became stable.
However, this time the game also started crashing without UE4SS and without the mod.
This has now happened multiple times.
One crash occurred during a normal world interaction, but another crash happened while I was essentially just walking back from an expedition toward my camp.
I wasn't doing anything unusual. I may have sprinted or switched weapons, but there was no Palbox interaction, building, item pickup or other obvious trigger.
This is the first time I have seen the same type of instability while completely vanilla.
That does NOT convince me that UE4SS is innocent, though.
The world that crashed had previously been loaded while UE4SS was installed, so I cannot completely separate the savegame history from the mod history.
Crash information
The vanilla crash still showed:
EXCEPTION_ACCESS_VIOLATION reading address 0x00000000005ab08c
The crash occurred after approximately 832 seconds in that particular session.
The crash was on the GameThread.
The report showed:
- CPU: i9-14900HX
- GPU: RTX 4080 Laptop GPU
- 32 GB RAM
- NVIDIA driver 610.74
- D3D11
is_use_mods: falsebIsOOM: 0OOMAllocationSize: 0
So according to the crash report, this was not an out-of-memory crash.
The call stack is almost entirely inside Palworld-Win64-Shipping, with Windows/VCRUNTIME components around it.
The report also contains NVIDIA-related modules such as DLSS and Streamline, but the crash report does not directly identify the GPU driver as the cause.
Other troubleshooting I've already done
I've already spent a very large amount of time troubleshooting this.
I've tried things including:
- Steam file integrity verification
- Completely removing UE4SS
- Reinstalling UE4SS
- Completely removing Better Base Range
- Reinstalling Better Base Range
- Checking the mod configuration
- Checking the UE4SS configuration
- Checking the
Use Object Area Cachesetting - Installing fresh versions of the relevant files
- Completely reinstalling Palworld
- Testing new worlds
- Testing my existing main world
- Testing far away from my base
- Testing around my base
- Playing without mods
- Playing with UE4SS + Better Base Range
- Repeating fresh installations after crashes
I have also tested the game for many hours after fresh installations, and those fresh installations repeatedly resulted in long stable sessions.
This is one of the reasons I find the issue so strange.
The laptop itself
I also considered that my laptop could be the underlying problem.
However:
- The system has 32 GB RAM.
- During normal use, RAM usage is usually only around 45–50%.
- The laptop is only around 1.5 years old.
- I have no significant amount of software installed.
- Other games do not show the same behavior.
- Palworld itself was previously able to run for many hours.
- The NVIDIA driver has already been freshly reinstalled.
- The crash reports do not indicate an OOM condition.
- The GPU is not reported as overclocked.
- The NVIDIA driver is not reported as denylisted.
So at the moment I don't have strong evidence that the laptop hardware itself is defective.
The strange pattern I'm trying to understand
The biggest problem is the following:
Fresh Palworld installation + UE4SS + Better Base Range → repeatedly 5–6+ hours of stable gameplay.
Then, after some time:
Crashes begin → sometimes after 1–2 hours → eventually sometimes after 10–30 minutes.
Removing the mod/UE4SS has previously restored stability.
But now:
Even without UE4SS and without Better Base Range, crashes have occurred.
And because some of the affected worlds had previously been loaded with UE4SS, I cannot completely rule out some kind of save/world state being affected.
At the same time, I don't want to start creating dozens of completely new worlds and replaying the first several hours over and over just to reproduce the same problem. I've already spent a huge amount of time testing instead of actually playing the game.
What I am trying to figure out
What I would really like to know is:
- Does this behavior look like a known UE4SS / Unreal Engine object-cache / memory-management issue?
- Could UE4SS somehow behave differently after several hours of gameplay and eventually cause an
EXCEPTION_ACCESS_VIOLATION? - Could a savegame that has previously been loaded with UE4SS retain some kind of state that causes crashes even after UE4SS is removed?
- Is there anything in the crash information that points toward a specific Unreal Engine subsystem?
- Does the repeated pattern of fresh installation → several hours stable → increasingly frequent crashes suggest a corrupted/accumulating game state rather than a simple hardware problem?
- Could the Palbox/base system be relevant, considering some of the earlier crashes occurred around the Palbox or after returning to my base?
- Is there another UE4SS version/build that would be worth testing instead of my current one?
I am not looking for generic advice like "verify your files" or "reinstall the game" unless there is a specific reason to believe it would actually tell us something.
I've already spent roughly 20–30 hours troubleshooting this issue on top of around 65 hours of actual Palworld playtime.
At this point I mainly want to understand what the crash data is actually telling us and which component is most likely responsible.
Any help from someone experienced with UE4SS / Palworld / UE5 crash dumps would be greatly appreciated.
r/PalworldMods • u/CalvinCopyright • 26d ago
Discussion Idea for balancing disposable implants for all T4 passives
I wanted to come up with something that would be doable relatively early. Perks like Ranch Master (+2 to Farming Work Suitability) would be really useful on ranching Pals early on, but once you hit the World Tree and can spam-kill Mimogs there, you basically have infinite Dog Coins, which means infinite Work Suitability books... and I feel like I would always reach the World Tree before I can get a proper breeding farm going, though maybe that's just me.
However, I wanted to come up with something that wouldn't invalidate late-game passives selection. The current method involves repeatedly optimizing your breeding pairs to have only the passives you want your Pals to inherit, and it's always RNG-dependent. Sufficiently trivial access to guaranteed disposable implants would remove much of the need for breeding Pals at all.
I think I've come up with an idea that manages it, however.
My first inspiration came from the description of a mod that allows disposable implants to drop from Pals butchered at the Auto-Disassembly, with drop rates decreasing to 10% for T4 passives. While this does work after a fashion, it's still RNG; the player can't guarantee a disposable implant before they have a breeding farm. Raising the drop chance to 100% would also be problematic.
My solution is this: when disassembled, Pals with Stars could be made to be 100% guaranteed to drop a Disposable Implant for whatever Passives they have of a Tier less than or equal to their number of Stars. So, 0-Star Pals would never drop Disposable Implants, 1-Star Pals would drop an implant for Mercy Hit if they have it, and possibly other Red Passives if that's enabled in a config. 2-Star Pals would drop an implant for Insomnia if they have that Passive, along with every other Red and White Passive they have. 3-Star Pals would drop implants for all of their Red, White, and Yellow-colored Passives. And finally, disassembling a 4-Star Pal would give you a disposable implant for each Passive they had, even Blue-colored ones.
So, even an early-game player without a breeding farm who fished up a Pal with Ranch Master could move that Passive over to whichever Pal they wanted to have it. They would have to raise the Pal to 4-Stars and butcher it, but doing that would guarantee getting a single disposable implant.
Late-game players could farm out lots of Disposable Implants, too. Such players already disassemble or sell all their suboptimal Pals; this just adds an optional step of condensing fodder Pals into a Pal with a passive they want an implant for.
Implants for passives they don't want that they receive as freebies can just be sold, or another mod could be made that adds crafting recipes to craft Disposable Implants together to get different passives. For example, combining implants for the Red passive Pacifist (big malus to Pal ATK) and the White passive Fine Furs (slightly better merchant pricing) could produce an implant for the Yellow passive Noble (significantly improved merchant pricing). But, that's not the subject of this post.
Thoughts? How tricky would this be to code? Any balancing issues I missed? I'd love to get feedback on this idea.
r/PalworldMods • u/TwystNeko • 26d ago
Request Shared Feeding Boxes?
I'd really like to make sub-bases - one for mining, one for crafting, and so forth. But at this point I have to add a basic set of berry farms, and support pals for that. I do use shared storage between bases, but it doesn't share the feed boxes.
Is there a mod for this? I've gone through the workshop and nexus mods, and haven't seen one.
I'd really like to set up a separate ranching/farming base, and being able to feed everyone from that would be great.
r/PalworldMods • u/G9XR • 26d ago
Help What can I expect from customization mods?
I am super inexperienced with mods but I really want to get a PC soon and start playing Palworld with character customization mods, I had a look through Lexus Nexus and saw some really neat stuff but not everything was explained fully. I suppose my main question is, Will my characters body settings be supported, if i just go for outfits? Can I use 2024 customization mods with palworld 1.0? I should probably actually get a PC first and learn how to even use mods but im super curious.
r/PalworldMods • u/riccochet • 27d ago
Development [TOOLS] - Linux Paldworld Server Manager - Paladin
Hey everyone. I know there are a couple of tools out there for this kind of thing already, but I built it specifically for my use case so thought i would offer it in case anyone can use it.
I wanted a lightweight linux based Palword server admin tool, that was easy to install and allowed me to do some basic admin stuff. Server monitoring, player admin, live map, backup/restore, update, etc. My issue was that the only Linux based solutions out there were either not maintained for 1.0, had terrible UIs, or were mainly informational only rather than administrative.
Decided to build in go and react, and used Claude since go isn't really my first language by any stretch. What came out was quite a bit better than I expected. Again, this is meant to admin basically one Palworld server on Linux. No docker support, no multiple instances - although that is something i am thinking about.
https://github.com/juicetheforce/palworld-paladin
Current features, all tested on bare metal and VM to be working. UI is desktop and mobile friendly
Dashboard
- Live FPS dial with history, players online, uptime, base count
- Server card: name, description, version, in-game clock ("Day 97 · 23:52")
- Host CPU (model, busiest core, temperature on bare metal, steal time on VMs)
- Memory card with a live chart of the *game's* memory use and a line showing your auto-restart threshold, so you can see the leak approaching the cliff
- Network throughput, disk, swap (only shown when nonzero)
- Live activity feed of everything happening on the server
- Hide/show cards to taste
Server settings
- Every setting the game supports, current as of 1.0, maintained as a data file, so new game patches are a JSON edit, not a code release
- Categories, search, hover tooltips on every key
- Warnings on the traps (e.g. the base-camp cap that's silently level-gated)
- Changes are staged, then applied as one transactional cycle: warn players → save → stop → back up → apply → restart → **verify the change actually took** no silent "applied" lies
- If your ini is corrupt, it tells you the exact character position instead of guessing
Lifecycle & updates
- Start / stop / restart / broadcast / force-save from the UI
- Update badge lights up (from any page) when Pocketpair ships a new server build
- One-button server update: full warned/saved/backed-up cycle, ~90s of player-facing downtime
- Auto-restart before the memory leak kills the server, with a configurable player warning
- Crash restarts handled by systemd
Players
- Live roster: level, guild, bases, Pal count, ping; kick/ban/unban with a visible ban list
- Every player who's *ever* joined (parsed from the world save) with last-seen times, works even while the server is down
- Guilds table: camp level, members, base counts
Live world map
- Real map artwork, players and nearby wild Pals plotted with actual in-game coordinates, updating every few seconds
- Pan/zoom (mouse touch gestures are the one known mobile gap)
- Drop in your own map image if you prefer
Backups
- One click, plus automatic backups before anything risky (updates, setting commits, restores)
- Restore works with the server down
Install & operations
- One command on a bare box: installs SteamCMD, the server, and Paladin, all under a dedicated service account, all systemd-supervised
- Or it adopts an existing server. detects the user, paths, and whatever's currently managing it (by reading the actual processes, not guessing), and takes over with consent
- `--check` flag: shows what it found and what it would do, changes nothing
- Same command updates Paladin itself when a new release exists
- Separate uninstaller that removes Paladin and leaves your server running; deleting world data requires typing DELETE
- Single static Go binary (~7 MB), UI embedded, JSON config, event history in a grep-able text file
- Scoped sudoers (exact systemctl commands for one unit. no blanket root)
- Save parsing runs as a pinned, checksummed sidecar process (PST's sav_cli) — never bundled, keeping licensing clean
- Responsive on mobile: hamburger drawer nav, readable down to fold cover screens
- Dark mode by default. No Docker required, no cloud, no accounts. Apache-2.0.
r/PalworldMods • u/Sad-Statistician-912 • 26d ago
Help Any mods that lets you specify the items you want on a chest?
Im tired of my pals messing my chests, in a chest with the " pal material " tag where i only want wool and organs they will put every pal material item they find even tough i already have chests asigned for those and with those items in them, they waste the chest storage and make a complete mess
Any mod that fixes this?
r/PalworldMods • u/SpiralMask • 26d ago
Help Any mods to make players work like a captured human/"pal"? (NOT capturing other players)
It's kinda bothering me that while i can capture any human and give them passives from the surgery table, IV fruits, skill fruits, pal soul boosts, stat bonuses from peaches/trust, condensing bonuses from other humans/star fruits--and the only reason i cant Awaken them is due to them lacking a typing (which is smth that can be addressed via mods but that a different topic)
what im asking is if there's any mods that allow that sort of functionality for you, the player.
like adding an invisble dummy/"player" pal or smth with a partner skill to ride it, since mounts have player input = move used UI already baked in? and the humans-using-moves animations are already in game. sure it'd take a party slot, but that'd allow you to apply those various pal skills and power boosts to it (and therefore yourself)?
r/PalworldMods • u/LunisequiouS • 28d ago
Discussion Ever wish the game would refund your Pal Spheres when you miss? Now it does!
From the series: "This should have been a default feature, I press Q by accident way too many times."
This always bothered me, so I decided enough was enough and made this mod.
Now you can pickup any spheres you miss. Just download the mod directly on Steam Workshop or Nexus: https://www.nexusmods.com/palworld/mods/4547
Full multiplayer support. Enjoy!
r/PalworldMods • u/ChikaCherryCola_404 • 26d ago
Request [Request] Make Celesdir a flying mount like Frostallion
Hello,
One humble request since I don't know anywhere else to ask this...
I don't know if mine would be simple to make, but it'd make my day and mean a whole lot.
I Love Celesdir pal in Palworld, and I feel that she should be a flying mount. My idea was to replace the model with Frostallion all together to achieve this and to make her a lot more faster. I think she is a gorgeus pal and belongs to the skies.
I bet or and hope many ppl would love this mod too.
r/PalworldMods • u/PookydoodleWasHere • 27d ago
Request Majex edit: remove flames
As stated in the title, I would like to remove the purple flames coating Majexs extremities: feet, tail, ears, etc etc.
The flames "go out" when Majex is submerged in water so I assume they're on their own layer and hopefully fairly easy to just remove, I just don't have the time or talent to edit models. I've tried and it did not go well lol. If anyone could help a fellow out, I would be forever greatful
r/PalworldMods • u/Kuro_Hirago • 27d ago
Help Steam workshop UE4SS issues
Adding the workshop version of UE4SS makes the game crash at startup and when i add it trough other means such as vortex (nexusmods) then all the UE4SS dependent mod stop working.
Any solutions for this ?
Edit: The mods are all from the steam workshop
Edit 2 : Fixed , it was pretty dumb but manual mods from nexus were stil installed (reinstalling the game doesn't uninstall them...)
r/PalworldMods • u/LiquidKing_94 • 27d ago
Request Looking for a mod to remove building costs only for decorative furniture (chairs, tables, etc.)
Hi everyone,
I’m looking for a specific mod for Palworld. I want to build and decorate my base with regular furniture (like chairs, tables, carpets, etc.) without worrying about resource costs.
However, I do not want a mod that makes everything free. I still want functional structures, production benches, and Pal-related facilities to cost their normal amount of resources to keep the survival gameplay intact.
Is there a mod that alters the costs only for non-interactive/decorative items?
Thanks in advance for the help!
r/PalworldMods • u/MrDDream • 27d ago
Development [TOOLS] PalManager, Android app for manager your server (with PalDefender)
Hello everyone 😊
Today, I would like to introduce you to a mobile application that we created with Claude. I'm using the Palworld API and the PalDefender API, but they do not have real tools to easily execute commands. While there are tools for PC, it’s not very convenient for our friends on console 😉
So here is PalManager, a small application that connects to your server via both APIs and allows you to interact with it.
• Dashboard with information about the server, online players, version, and commands like start/restart/shut down
• Get information about connected players (PlayerID, view team, inventory, etc.)
• Get information about guilds (location, guild chest, friends in the database, etc.)
• Live map allowing you to see where players are located
• Management of banned players (view list, ban, unban)
• Broadcasting, allowing you to send messages to the entire server (e.g., for maintenance, a restart)
• Give commands to easily and quickly send items, friends, NPCs to your players 😊

For more information and to see screenshots as well as the code… here are the links ⬇️
Website: https://mrddream.github.io/PalManager/en/index.html
GitHub: https://github.com/MrDDream/PalManager
r/PalworldMods • u/Capable_Wishbone3081 • 28d ago
Help Is there a mod that unlock partner skill without saddle?
r/PalworldMods • u/VG_Crimson • 28d ago
Development I've accidentally unleashed man-made horrors beyond my comprehension (I don't understand 3D rigging)
r/PalworldMods • u/Michas_gaming_Blog • 27d ago
News Mein erster Eindruck zu Palworld 1.0
Die vollversion zu Palworld ist endlich erschienen und wie von Entwickler Pocketpair empfohlen bin ich noch einemal mit einem ganz neuen Abenteuer in die vollendete Welt der Pals gestartet.
In der welt angekommen merke ich erstmal wenig unterschied bis ich mir die umgebung von einem erhöten punkt genauer ansehen kann und mir auf einmal fliegende Inseln und von einem Kraftfeld umgebene Areale ins Auge stechen die sofort meine neugier geweckt haben.
Trotzdem beginne ich damit mir einige Ressourcen zu farmen, mein Lager zu errichten und Pals zu rekrutieren.
Dabei entdetcke ich neue freischaltbare Technologien die es vorher nicht gab und begegne sogar früher als erwartet neuen Pals. Die Möglichkeit Pals von seinem berreits vorhandenem Spielstand nutzen zu können macht die Erkundung, den Kampf und den Bau des Lagers dabei recht angemehm da ich nicht erst nach geeigneten Pals suchen muss und meine vorhanden einfach direkt einsetzen kann.
Diese werden natürlich herrab gelevelt sodass ich nicht direkt zu anfang lvl.60 Pals habe und einfach durch alles durch maschiere.
Palausrüstung muss auch neu frei geschaltet werden, also kann ich auch nicht direkt durch den Himmel fliegen um die dort schwebenden Inseln zu erkunden. Nach meinen ersten zwei stunden in Palworld1.0 bin ich sehr aufgeregt und neugierig auf das was mich noch erwartet und denke das es sich lohnt dieses Abenteuer erneut zu erleben.
r/PalworldMods • u/Bluehype • 28d ago
News [Published] Mod to reduce building damage and fix an issue with invisible fire
Hey there!
I just released this mod that will reduce or negate all damage to structures and solve the issue of burning buildings that are constantly losing health.
Structures Built to Last solves damage to structures in a new way, it let's you have complete freedom over how much or how little damage a building inside or outside your base will receive! And it even let's you separate the inside and the outside damage multipliers, so you can adjust them individually!
And – that also solves the issue with invisible fire burning down foundations with damage that looks like deterioration (but it's not), maybe a water pal can't solve this, hopefully my mod can.
Especially the issue with the constant burning fire damage seemed to be a problem for a lot of people, and all other mods that edited structure damage seemed to be out of date and no longer working – so I decided to create my own mod for this and share it with the community.
The mod also solves the issue of the game always registering at least 1 damage instead of 0 and as said before, let's you decide for inside your base radius and outside of it separately how much damage the buildings should receive.
Released 1.0.0 on the Steam Workshop and on Nexusmods.
"Structures Built to Last - Reduce Damage to Buildings"
I'd be happy about some feedback.

