[{"data":1,"prerenderedAt":32},["ShallowReactive",2],{"doc-en-install-mods-7-days-to-die":3},{"path":4,"slug":5,"title":6,"description":7,"category":8,"subcategory":9,"icon":10,"date":11,"author":12,"order":13,"image":14,"tags":15,"keywords":20,"docGroup":29,"docGroupIcon":29,"link_fr":30,"bodyHtml":31},"\u002Fdocs\u002Fen\u002Fgaming\u002F7-days-to-die\u002Finstall-mods-7-days-to-die","install-mods-7-days-to-die","How to Install Mods on a 7 Days to Die Server","Install 7 Days to Die mods from the Winheberg game panel, with the correct Mods folder structure, ModInfo.xml, EAC setting and client synchronisation.","jeux","7-days-to-die","tabler:puzzle","2026-09-08","Winheberg",85,"\u002Fstatics\u002Fimages\u002Fdocs\u002Fen\u002Fgaming\u002F7-days-to-die\u002Finstall-mods-7-days-to-die.webp",[16,17,18,19],"7 Days to Die","Mods","Game panel","Game server",[21,22,23,24,25,26,27,28],"7 days to die mods","modlet","mods folder","modinfo.xml","eac 7 days to die","harmony","7 days to die server","pterodactyl","","\u002Fdocs\u002F7-days-to-die\u002Finstaller-mods-7-days-to-die","\u003Ch2>Context\u003C\u002Fh2>\n\u003Cp>7 Days to Die mods, known in the community as modlets, are plain folders dropped into the server&#39;s \u003Ccode>Mods\u003C\u002Fcode> directory. No installer, no command line, everything happens in the file manager of the Winheberg game panel.\u003C\u002Fp>\n\u003Cp>That simplicity hides two traps behind the vast majority of mods that never load, a malformed folder structure after unzipping, and a mismatch between the type of mod and the server&#39;s anti cheat configuration. This guide covers both, from uploading the archive to checking the console output.\u003C\u002Fp>\n\u003Cp>It applies to 7 Days to Die servers \u003Ca href=\"https:\u002F\u002Fwinheberg.com\u002Fen\u002Fgaming\u002F7-days-to-die\">hosted at Winheberg\u003C\u002Fa> and managed from \u003Ca href=\"https:\u002F\u002Fpanel.winheberg.com\u002F\">panel.winheberg.com\u003C\u002Fa>.\u003C\u002Fp>\n\u003Ch2>Requirements\u003C\u002Fh2>\n\u003Cul>\n\u003Cli>An active \u003Ca href=\"https:\u002F\u002Fwinheberg.com\u002Fen\u002Fgaming\u002F7-days-to-die\">7 Days to Die server\u003C\u002Fa> on the Winheberg game panel\u003C\u002Fli>\n\u003Cli>The mod archive, downloaded from a trusted source such as Nexus Mods or the official The Fun Pimps forum\u003C\u002Fli>\n\u003Cli>An SFTP client such as FileZilla or WinSCP if the archive is larger than 100 MB, the file manager upload limit\u003C\u002Fli>\n\u003Cli>Your SFTP credentials, shown in the server&#39;s \u003Cstrong>Settings\u003C\u002Fstrong> tab\u003C\u002Fli>\n\u003C\u002Ful>\n\u003Cdiv class=\"markdown-alert markdown-alert-warning\">\u003Cspan class=\"alert-icon\">\u003Csvg xmlns=\"http:\u002F\u002Fwww.w3.org\u002F2000\u002Fsvg\" width=\"16\" height=\"16\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"2\" stroke-linecap=\"round\" stroke-linejoin=\"round\">\u003Cpath d=\"M10.29 3.86L1.82 18a2 2 0 0 0 1.71 3h16.94a2 2 0 0 0 1.71-3L13.71 3.86a2 2 0 0 0-3.42 0z\"\u002F>\u003Cline x1=\"12\" y1=\"9\" x2=\"12\" y2=\"13\"\u002F>\u003Cline x1=\"12\" y1=\"17\" x2=\"12.01\" y2=\"17\"\u002F>\u003C\u002Fsvg>\u003C\u002Fspan>\u003Cdiv class=\"markdown-alert-body\">\u003Cp>A mod built for another game version can stop the server from booting. Back up your world before adding anything.\u003C\u002Fp>\n\u003C\u002Fdiv>\u003C\u002Fdiv>\n\u003Ch2>1. Locate the Mods folder and its default content\u003C\u002Fh2>\n\u003Cp>In the \u003Cstrong>Files\u003C\u002Fstrong> tab, the \u003Ccode>Mods\u003C\u002Fcode> folder sits at the server root, between \u003Ccode>logs\u003C\u002Fcode> and \u003Ccode>Steam\u003C\u002Fcode>.\u003C\u002Fp>\n\u003Cimg src=\"\u002Fstatics\u002Fimages\u002Fdocs\u002Fen\u002Fgaming\u002F7-days-to-die\u002Finstall-mods-7-days-to-die-1793564643352-0c30bb207a53435162a5e0f6.webp\" alt=\"Files tab of the Winheberg panel with the Mods folder circled in red at the root of the 7 Days to Die server\" width=\"800\" \u002F>\n\n\u003Cp>It is never empty on a fresh installation, since the 7 Days to Die dedicated server ships with three official folders.\u003C\u002Fp>\n\u003Cimg src=\"\u002Fstatics\u002Fimages\u002Fdocs\u002Fen\u002Fgaming\u002F7-days-to-die\u002Finstall-mods-7-days-to-die-1793564157487-dd81548ac19041b2fee2cbf9.webp\" alt=\"Content of the Mods folder with the three official folders 0_TFP_Harmony, TFP_CommandExtensions and Xample_MarkersMod, and the Upload button circled in red\" width=\"800\" \u002F>\n\n\u003Cdiv class=\"md-table md-table--info md-table--striped\">\u003Cdiv class=\"md-table__caption\">Folders shipped with the dedicated server\u003C\u002Fdiv>\u003Cdiv class=\"md-table__scroll\">\u003Ctable>\n\u003Cthead>\n\u003Ctr>\n\u003Cth>Folder\u003C\u002Fth>\n\u003Cth>Purpose\u003C\u002Fth>\n\u003C\u002Ftr>\n\u003C\u002Fthead>\n\u003Ctbody>\u003Ctr>\n\u003Ctd>\u003Ccode>0_TFP_Harmony\u003C\u002Fcode>\u003C\u002Ftd>\n\u003Ctd>Official Harmony loader from The Fun Pimps, used by mods that ship compiled code\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>\u003Ccode>TFP_CommandExtensions\u003C\u002Fcode>\u003C\u002Ftd>\n\u003Ctd>Extra console commands bundled with the dedicated server\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>\u003Ccode>Xample_MarkersMod\u003C\u002Fcode>\u003C\u002Ftd>\n\u003Ctd>Example mod tied to the dedicated server web dashboard\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003C\u002Ftbody>\u003C\u002Ftable>\n\u003C\u002Fdiv>\u003C\u002Fdiv>\n\u003Cdiv class=\"markdown-alert markdown-alert-caution\">\u003Cspan class=\"alert-icon\">\u003Csvg xmlns=\"http:\u002F\u002Fwww.w3.org\u002F2000\u002Fsvg\" width=\"16\" height=\"16\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"2\" stroke-linecap=\"round\" stroke-linejoin=\"round\">\u003Ccircle cx=\"12\" cy=\"12\" r=\"10\"\u002F>\u003Cline x1=\"12\" y1=\"8\" x2=\"12\" y2=\"12\"\u002F>\u003Cline x1=\"12\" y1=\"16\" x2=\"12.01\" y2=\"16\"\u002F>\u003C\u002Fsvg>\u003C\u002Fspan>\u003Cdiv class=\"markdown-alert-body\">\u003Cp>Do not delete these three folders. Without \u003Ccode>0_TFP_Harmony\u003C\u002Fcode>, no mod containing a \u003Ccode>.dll\u003C\u002Fcode> file will load.\u003C\u002Fp>\n\u003C\u002Fdiv>\u003C\u002Fdiv>\n\u003Ch2>2. Stop the server\u003C\u002Fh2>\n\u003Cp>Open the \u003Cstrong>Console\u003C\u002Fstrong> tab, click \u003Cstrong>Stop\u003C\u002Fstrong> and wait for the state to switch to \u003Cstrong>Offline\u003C\u002Fstrong>.\u003C\u002Fp>\n\u003Cimg src=\"\u002Fstatics\u002Fimages\u002Fdocs\u002Fen\u002Fgaming\u002F7-days-to-die\u002Finstall-mods-7-days-to-die-1793564159210-d53d603569159c69d4ff3285.webp\" alt=\"Console tab of the Winheberg panel with the Start and Stop buttons circled in red, server shown as Offline\" width=\"800\" \u002F>\n\n\u003Cp>The game only reads the \u003Ccode>Mods\u003C\u002Fcode> folder during startup. A mod added to a running server stays invisible, and writing files while a save is loaded exposes it to corruption.\u003C\u002Fp>\n\u003Ch2>3. Upload the mod into the Mods folder\u003C\u002Fh2>\n\u003Cp>Open the \u003Cstrong>Files\u003C\u002Fstrong> tab, enter the \u003Ccode>Mods\u003C\u002Fcode> folder, then click \u003Cstrong>Upload\u003C\u002Fstrong>. The menu offers three ways to send the mod.\u003C\u002Fp>\n\u003Cimg src=\"\u002Fstatics\u002Fimages\u002Fdocs\u002Fen\u002Fgaming\u002F7-days-to-die\u002Finstall-mods-7-days-to-die-1793564158055-81dbc268cfda05babb74dbd6.webp\" alt=\"Upload menu of the file manager with the Upload Files, Upload Folders and Upload from URL options circled in red\" width=\"800\" \u002F>\n\n\u003Cul>\n\u003Cli>\u003Cstrong>Upload Files\u003C\u002Fstrong> for the mod&#39;s \u003Ccode>.zip\u003C\u002Fcode> archive, the most common case\u003C\u002Fli>\n\u003Cli>\u003Cstrong>Upload Folders\u003C\u002Fstrong> to send the mod folder already extracted on your PC\u003C\u002Fli>\n\u003Cli>\u003Cstrong>Upload from URL\u003C\u002Fstrong> to paste the direct download link of the archive, the server fetches it itself without going through your connection\u003C\u002Fli>\n\u003C\u002Ful>\n\u003Cp>Once the transfer finishes, the \u003Cstrong>⋯\u003C\u002Fstrong> menu at the end of the archive&#39;s row gives access to the \u003Cstrong>Unarchive\u003C\u002Fstrong> action, which extracts the content in place.\u003C\u002Fp>\n\u003Cp>For large archives, overhauls in particular, use \u003Ca href=\"https:\u002F\u002Fwinheberg.com\u002Fen\u002Fdocs\u002Fsftp-gaming-server\">SFTP\u003C\u002Fa> with FileZilla or WinSCP. The SFTP server address and your username are displayed in the \u003Cstrong>Settings\u003C\u002Fstrong> tab, the password is your panel password, and the \u003Cstrong>Launch SFTP\u003C\u002Fstrong> button opens your client directly.\u003C\u002Fp>\n\u003Cimg src=\"\u002Fstatics\u002Fimages\u002Fdocs\u002Fen\u002Fgaming\u002F7-days-to-die\u002Finstall-mods-7-days-to-die-1793564643870-23a66e92d9b7ee740dfd09c8.webp\" alt=\"Settings tab of the Winheberg panel with the SFTP Details block and the Launch SFTP button circled in red\" width=\"800\" \u002F>\n\n\u003Cdiv class=\"markdown-alert markdown-alert-tip\">\u003Cspan class=\"alert-icon\">\u003Csvg xmlns=\"http:\u002F\u002Fwww.w3.org\u002F2000\u002Fsvg\" width=\"16\" height=\"16\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"2\" stroke-linecap=\"round\" stroke-linejoin=\"round\">\u003Ccircle cx=\"12\" cy=\"12\" r=\"10\"\u002F>\u003Cpath d=\"M12 16v-4\"\u002F>\u003Cpath d=\"M12 8h.01\"\u002F>\u003C\u002Fsvg>\u003C\u002Fspan>\u003Cdiv class=\"markdown-alert-body\">\u003Cp>Delete the \u003Ccode>.zip\u003C\u002Fcode> archive once the mod is extracted, the game never reads it.\u003C\u002Fp>\n\u003C\u002Fdiv>\u003C\u002Fdiv>\n\u003Ch2>4. Check the mod folder structure\u003C\u002Fh2>\n\u003Cp>This is the step that matters most. Each mod lives in its own folder directly under \u003Ccode>Mods\u003C\u002Fcode>, with its \u003Ccode>ModInfo.xml\u003C\u002Fcode> file at that folder&#39;s root.\u003C\u002Fp>\n\u003Cpre>\u003Ccode class=\"language-text\">Mods\u002F\n├── 0_TFP_Harmony\u002F\n├── TFP_CommandExtensions\u002F\n├── Xample_MarkersMod\u002F\n└── MyMod\u002F\n    ├── ModInfo.xml\n    └── Config\u002F\n\u003C\u002Fcode>\u003C\u002Fpre>\n\u003Cp>Two mistakes come up again and again.\u003C\u002Fp>\n\u003Cul>\n\u003Cli>\u003Cstrong>The duplicated folder.\u003C\u002Fstrong> If extraction produces \u003Ccode>Mods\u002FMyMod\u002FMyMod\u002FModInfo.xml\u003C\u002Fcode>, the author zipped the parent folder. Move the content up one level so that \u003Ccode>ModInfo.xml\u003C\u002Fcode> sits inside \u003Ccode>Mods\u002FMyMod\u002F\u003C\u002Fcode>.\u003C\u002Fli>\n\u003Cli>\u003Cstrong>The grouping folder.\u003C\u002Fstrong> Creating \u003Ccode>Mods\u002FMyMods\u002F\u003C\u002Fcode> to tidy several mods together does not work, the game only looks one level below \u003Ccode>Mods\u003C\u002Fcode>.\u003C\u002Fli>\n\u003C\u002Ful>\n\u003Cp>The \u003Ccode>ModInfo.xml\u003C\u002Fcode> file follows the structure below.\u003C\u002Fp>\n\u003Cpre>\u003Ccode class=\"language-xml\">&lt;?xml version=&quot;1.0&quot; encoding=&quot;UTF-8&quot; ?&gt;\n&lt;xml&gt;\n    &lt;Name value=&quot;MyMod&quot; \u002F&gt;\n    &lt;DisplayName value=&quot;My Mod&quot; \u002F&gt;\n    &lt;Version value=&quot;1.0.0&quot; \u002F&gt;\n    &lt;Description value=&quot;Mod description&quot; \u002F&gt;\n    &lt;Author value=&quot;Mod author&quot; \u002F&gt;\n    &lt;Website value=&quot;&quot; \u002F&gt;\n&lt;\u002Fxml&gt;\n\u003C\u002Fcode>\u003C\u002Fpre>\n\u003Cdiv class=\"markdown-alert markdown-alert-note\">\u003Cspan class=\"alert-icon\">\u003Csvg xmlns=\"http:\u002F\u002Fwww.w3.org\u002F2000\u002Fsvg\" width=\"16\" height=\"16\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"2\" stroke-linecap=\"round\" stroke-linejoin=\"round\">\u003Ccircle cx=\"12\" cy=\"12\" r=\"10\"\u002F>\u003Cline x1=\"12\" y1=\"16\" x2=\"12\" y2=\"12\"\u002F>\u003Cline x1=\"12\" y1=\"8\" x2=\"12.01\" y2=\"8\"\u002F>\u003C\u002Fsvg>\u003C\u002Fspan>\u003Cdiv class=\"markdown-alert-body\">\u003Cp>A folder without \u003Ccode>ModInfo.xml\u003C\u002Fcode> is silently ignored by the game, with no error in the console.\u003C\u002Fp>\n\u003C\u002Fdiv>\u003C\u002Fdiv>\n\u003Ch2>5. Match the configuration to the mod type\u003C\u002Fh2>\n\u003Cp>Mods do not all need the same treatment. The folder content tells you immediately which case you are in.\u003C\u002Fp>\n\u003Cdiv class=\"md-table md-table--info md-table--striped\">\u003Cdiv class=\"md-table__caption\">What each mod type requires\u003C\u002Fdiv>\u003Cdiv class=\"md-table__scroll\">\u003Ctable>\n\u003Cthead>\n\u003Ctr>\n\u003Cth>Mod type\u003C\u002Fth>\n\u003Cth>Folder content\u003C\u002Fth>\n\u003Cth>What to do\u003C\u002Fth>\n\u003C\u002Ftr>\n\u003C\u002Fthead>\n\u003Ctbody>\u003Ctr>\n\u003Ctd>XML modlet\u003C\u002Ftd>\n\u003Ctd>Only \u003Ccode>.xml\u003C\u002Fcode> files inside \u003Ccode>Config\u002F\u003C\u002Fcode>\u003C\u002Ftd>\n\u003Ctd>Nothing extra, EAC can stay enabled\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>Mod with compiled code\u003C\u002Ftd>\n\u003Ctd>One or more \u003Ccode>.dll\u003C\u002Fcode> files\u003C\u002Ftd>\n\u003Ctd>Set \u003Ccode>EACEnabled\u003C\u002Fcode> to \u003Ccode>false\u003C\u002Fcode> in \u003Ccode>serverconfig.xml\u003C\u002Fcode>\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>Full overhaul\u003C\u002Ftd>\n\u003Ctd>Config, assets, icons, compiled code\u003C\u002Ftd>\n\u003Ctd>Same EAC change, plus an identical install on every client\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003C\u002Ftbody>\u003C\u002Ftable>\n\u003C\u002Fdiv>\u003C\u002Fdiv>\n\u003Cp>To turn the anti cheat off, open \u003Ccode>serverconfig.xml\u003C\u002Fcode> at the server root from the \u003Cstrong>Files\u003C\u002Fstrong> tab, find the \u003Ccode>EACEnabled\u003C\u002Fcode> property around line 46, set its value to \u003Ccode>false\u003C\u002Fcode>, then click \u003Cstrong>Save Content\u003C\u002Fstrong>. The full procedure, server side and player side, is in \u003Ca href=\"https:\u002F\u002Fwinheberg.com\u002Fen\u002Fdocs\u002Fdisable-eac-7-days-to-die\">How to Disable EAC on a 7 Days to Die Server\u003C\u002Fa>.\u003C\u002Fp>\n\u003Cimg src=\"\u002Fstatics\u002Fimages\u002Fdocs\u002Fen\u002Fgaming\u002F7-days-to-die\u002Finstall-mods-7-days-to-die-1793564771003-ccad5773038d73d4c9897fa6.webp\" alt=\"File editor of the Winheberg panel on serverconfig.xml with the EACEnabled line and the Save Content button circled in red\" width=\"800\" \u002F>\n\n\u003Cdiv class=\"markdown-alert markdown-alert-important\">\u003Cspan class=\"alert-icon\">\u003Csvg xmlns=\"http:\u002F\u002Fwww.w3.org\u002F2000\u002Fsvg\" width=\"16\" height=\"16\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"2\" stroke-linecap=\"round\" stroke-linejoin=\"round\">\u003Cpath d=\"M12 22c5.523 0 10-4.477 10-10S17.523 2 12 2 2 6.477 2 12s4.477 10 10 10z\"\u002F>\u003Cpath d=\"M12 8v4\"\u002F>\u003Cpath d=\"M12 16h.01\"\u002F>\u003C\u002Fsvg>\u003C\u002Fspan>\u003Cdiv class=\"markdown-alert-body\">\u003Cp>7 Days to Die does not push mods to players. A modlet that only changes server side values such as loot or spawns can stay installed on the server alone. As soon as a mod adds or changes items, blocks, recipes, UI or localisation, every player has to install exactly the same folder on their machine.\u003C\u002Fp>\n\u003C\u002Fdiv>\u003C\u002Fdiv>\n\u003Ch2>6. Restart and confirm the mod loads\u003C\u002Fh2>\n\u003Cp>Go back to the \u003Cstrong>Console\u003C\u002Fstrong> tab and click \u003Cstrong>Start\u003C\u002Fstrong>. During the startup sequence, the server prints the list of mods it loads. Yours should appear with the name declared in its \u003Ccode>ModInfo.xml\u003C\u002Fcode>.\u003C\u002Fp>\n\u003Cp>If the server reaches the game ready state and your mod shows up in that list, the installation is done.\u003C\u002Fp>\n\u003Ch2>Troubleshooting\u003C\u002Fh2>\n\u003Ch3>❌ The mod never appears in the startup console\u003C\u002Fh3>\n\u003Cul>\n\u003Cli>Confirm that \u003Ccode>ModInfo.xml\u003C\u002Fcode> sits in \u003Ccode>Mods\u002FModName\u002F\u003C\u002Fcode> and not one level deeper\u003C\u002Fli>\n\u003Cli>Make sure no intermediate folder was created under \u003Ccode>Mods\u003C\u002Fcode>\u003C\u002Fli>\n\u003Cli>Check that the archive was actually extracted and is not still a \u003Ccode>.zip\u003C\u002Fcode>\u003C\u002Fli>\n\u003Cli>Confirm the server was fully restarted, not just reloaded\u003C\u002Fli>\n\u003C\u002Ful>\n\u003Ch3>❌ The server no longer starts after adding a mod\u003C\u002Fh3>\n\u003Cul>\n\u003Cli>Rename \u003Ccode>Mods\u003C\u002Fcode> to \u003Ccode>Mods_old\u003C\u002Fcode> and restart to confirm the mod is the cause\u003C\u002Fli>\n\u003Cli>Add the mods back one at a time to identify the culprit\u003C\u002Fli>\n\u003Cli>Check that the mod version matches the game version installed on the server\u003C\u002Fli>\n\u003Cli>Read the last console lines before the shutdown, they usually name the failing mod\u003C\u002Fli>\n\u003C\u002Ful>\n\u003Ch3>❌ Players can no longer join the server\u003C\u002Fh3>\n\u003Cul>\n\u003Cli>The mod most likely changes client side content, share the same archive with them\u003C\u002Fli>\n\u003Cli>Make sure everyone runs the same mod version, a single version gap is enough to refuse the connection\u003C\u002Fli>\n\u003Cli>If the mod ships a \u003Ccode>.dll\u003C\u002Fcode>, players must launch the game with the anti cheat disabled\u003C\u002Fli>\n\u003C\u002Ful>\n\u003Ch3>❌ Harmony errors show up in the console\u003C\u002Fh3>\n\u003Cul>\n\u003Cli>Confirm that the \u003Ccode>0_TFP_Harmony\u003C\u002Fcode> folder is still present in \u003Ccode>Mods\u003C\u002Fcode>\u003C\u002Fli>\n\u003Cli>Check that the mod was built for the game version you run, a major version gap produces this kind of error\u003C\u002Fli>\n\u003Cli>Remove any duplicate copy of the same mod sitting in two different folders\u003C\u002Fli>\n\u003C\u002Ful>\n\u003Ch2>Best practices\u003C\u002Fh2>\n\u003Cul>\n\u003Cli>Add mods one at a time and restart in between, conflicts surface far more quickly that way\u003C\u002Fli>\n\u003Cli>Keep a local copy of every archive you install, it saves hunting for the right versions after a reinstall\u003C\u002Fli>\n\u003Cli>Write down the exact version of each mod, that is always the missing detail when a game update lands\u003C\u002Fli>\n\u003Cli>After a major 7 Days to Die update, treat every mod as needing revalidation before reopening the server to players\u003C\u002Fli>\n\u003Cli>Stick to well known sources, a mod grabbed anywhere can ship code that runs on your machine\u003C\u002Fli>\n\u003Cli>Warn your players before adding a content mod, they will need to install it on their side to keep playing\u003C\u002Fli>\n\u003C\u002Ful>\n\u003Ch2>Need help\u003C\u002Fh2>\n\u003Cp>If the server refuses to start after a mod is added, or if what you observe does not match this guide, open a ticket with our support team from your \u003Ca href=\"https:\u002F\u002Fbilling.winheberg.com\">client area\u003C\u002Fa>, selecting the \u003Cstrong>Technical\u003C\u002Fstrong> department and filling the \u003Cstrong>Related Product\u003C\u002Fstrong> field with the server involved. Our team can go through the startup logs with you.\u003C\u002Fp>\n\u003Cp>Your modlets are in place, all that is left is to load the game. 📦\u003C\u002Fp>\n",1794353871320]