---
title: "Factorio, Project Zomboid and Valheim mods: install them from your server page"
description: "Search, add and remove Factorio, Project Zomboid and Valheim mods from your console, dependencies included. A mod blocks a start? We tell you which one."
url: https://tickserv.com/news/mods-one-click
site: "TickServ (https://tickserv.com)"
lang: en
published: 2026-10-26
games: [factorio, project-zomboid, valheim]
---
Installing mods on a game server usually goes like this: find the mod on a website, download an
archive, guess its dependencies, copy everything by hand, restart, and find out one was missing. Since
26 October 2026, **Factorio, Project Zomboid and Valheim** servers have a **Mods** tab in their
console that does that work for you.

## What you do, game by game

- **Factorio.** You link your factorio.com account once (the mod portal only lets the account that
  owns the game download, so TickServ does it with yours). Then you search for a mod, see the list of
  dependencies that will come with it, and install. You can also upload your whole local `mods` folder
  with no account: the server gets the same mods and the same mod settings as your own game.
- **Project Zomboid.** Steam Workshop search, dependency plan, add and remove. The tab’s list is the
  one in the “Steam Workshop mods” settings field: the two always stay identical. A badge tells you
  whether the mod is made for Build 41 or Build 42.
- **Valheim.** Thunderstore search, no account needed. The plan adds the dependencies, and when you
  remove a mod, the ones nothing else needs leave with it. A banner reminds you that your players need
  the same mods on their side.

Mods are applied **at the next start**: the tab says so, and a server that is already running has to
be restarted to load them.

## Your factorio.com token stays with us

The token you give for Factorio is stored encrypted, is only used to download mods when you ask, and
is never sent to the game server. You can unlink your account at any time from the tab. TickServ is
not affiliated with Wube Software.

## When a mod blocks the start: we tell you which one

A mod that breaks the start is where people lose the most time. We now name the culprit in the
console:

- **Minecraft (NeoForge, Forge)**: a mod requires another mod that isn’t in your list, the start is
  cancelled and the missing dependency is named.
- **Factorio**: after the switch to 2.1, mods left on version 2.0 are refused by the game. The start
  is cancelled, the list of mods to update is shown, your world is not modified and nothing is
  billed. The tab also shows “Update” next to an out-of-date mod: it uploads the current version and
  removes the old ones.
- **Valheim**: when a BepInEx mod could not load, we tell you which one.

## What this doesn’t fix

- **Factorio, Project Zomboid and Valheim only.** The other games keep their usual mods field or folder.
- **No mod without a compatible version.** If no version of a mod matches your server’s game
  version, the tab says so and doesn’t install it: it’s up to you to check whether its author has
  updated it since.
- **Factorio needs a factorio.com account** that owns the game, unless you import your `mods` folder.
  Mods that require Space Age need Space Age turned on in the settings.
- **Valheim: ValheimPlus and BepInExPack aren’t offered** in the tab.
- **We don’t judge a mod’s quality.** Two mods can each be compatible and still clash with each other:
  the tab checks dependencies, not the game under real conditions.

[Create your Factorio server](https://tickserv.com/games/factorio) · [Project Zomboid](https://tickserv.com/games/project-zomboid) · [Valheim](https://tickserv.com/games/valheim)
