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Multiplayer and Servers

Which mod has to run on the server, which on the other players' side and which everywhere, with a table of all mods.

Last changed: Oct 14, 2026

Short version: If a mod adds new devices or items, the server and all players need it, in the same version. The exceptions are pure helpers that only run on your side, and mods that only change the game logic on the server.

Overview of all mods

ModServer / hostOther playersNote
Power Engineering (Stromtechnik)yesyesnew devices
Steam Power (Dampfkraft)yesyesnew devices
Electric Smelteryesyesnew device
World Mapfor shared markerswhoever wants to see the mapplayers without the mod can join
BMA Fire Alarm Systemyesyesnew devices
IC10 Editor Tabletnoonly whoever uses itpurely client-side
Electric Furnace T1 & T2yesyesnew devices
Barren Stacks (Ingot Stacks)yesyesthe server sets the stack size
Ice Generatoryesyesnew device
Gas Freezeryesyesnew device
Deep Miner Iceyesnoruns only on the host or server
Furnace Modyesnot neededXML mod, the recipe list comes from the server
Air Conditioningyesyesnew devices
Fluix Lineyesyesnew parts
RTGyesyesnew devices
Pipe Cooleryesyesnew devices
Extreme Cableyesyesnew parts
Power Cable+yesyesnew parts
Nuclear Power Plantyesyesnew devices
Power Regulatoryesyesnew device
Deep Wellyesyesnew device
Substationyesyesnew devices
Control Stationyesyesnew devices, dedicated server from 1.0.2
Modular Consolesyesyesnew devices, dedicated server from 1.0.2
Signs & Decalsyesyesnew devices, the server shares own images
Square & Cylinder Tanksyesyesnew parts, the server calculates the display
Creative Mode+yesnot neededonly active in creative worlds, the server calculates
Explorationyesyesnew sites, the server creates and fills them
Drag Buildrecommended, then it checks every dragwhoever wants to dragplayers without the mod can join
Multi-Toolyesyesnew items
Filter Recyclingyesyesnew devices
Lights & Lampsyesyesnew devices and items, night vision only works for the wearer
Cargo Liftyesyesnew parts, the server calculates travel and safety
Utility Busyesyesnew parts, the server calculates the strands
Banking Systemyesyesnew devices, the server books and checks the PIN
Roleplay & Permissionsyesyesthe server decides every permission, money via the Banking System

Why new devices are needed everywhere

A device from a mod only exists in the game if the mod is loaded. If a player doesn't have it, their game simply doesn't know those parts. So that this doesn't blow up only when the first generator comes into view, LaunchPadBooster checks on connecting whether server and player have the same mods in exactly the same version. If they don't match, the server rejects the player.

In practice this means:

  • Everyone updates at the same time. When an update comes out, have everyone restart Steam before the next session together.
  • Everyone has the mod in the active mod pack.
  • The version is shown in LaunchPad's mod list.

The special cases

World Map: The game provides the player positions anyway, so the server doesn't need the mod for that. Shared markers, however, are managed and saved by the server. Without the mod on the host there are only private markers. Players without the mod can still join, they just don't see a map. Versions 1.x are compatible with each other.

IC10 Editor Tablet: Runs only on your side. The server and the other players don't need it. In LaunchPad you can mark it as a client-side mod, then it comes along on other people's servers too. Writing to a chip uses the same path as the game's own editor and therefore also works in multiplayer.

Deep Miner Ice: Only changes what the Deep Miner spits out, and that is decided by the server. The other players don't need the mod.

Barren Stacks: The server and all players need the mod. The stack size is set by the server: everyone gets its value when joining, changes during a running game go out to everyone immediately.

Furnace Mod: Pure XML mod. In multiplayer the server sends its recipe list to the clients, so the server's recipes are what counts. If you want to be on the safe side, install it everywhere anyway.

Creative Mode+: Only the server needs the mod. It calculates building, deconstruction and the suit and decides with its settings. Players who have the mod also skip the placement wait of large structures. In worlds without creative mode the mod changes nothing.

Drag Build: Players without the mod may join, only whoever wants to drag needs it. If the server has Drag Build, a drag goes to it as one message and it checks everything itself: kit in hand, material per part, reach, count and the game's build rules. Without the mod on the server, Drag Build sends every part as the game's normal build message, so nothing that wouldn't work click by click. Server owners switch dragging off with MitspielerErlaubt and limit it with MaxTeile and MaxAbstandMeter.

Banking System: The server and all players need the mod. Players only send requests, the server checks PIN, rights and the distance to the device and then books. The accounts are stored as Bankensystem.json in the server's save, interest, fees and loans are set in the server's settings.

Roleplay & Permissions: The server and all players need the mod, the server decides every permission. The host is always admin. On a dedicated server you add the admins to AdminSteamIds or set an AdminPassword in the server's setting.xml, then they log in with rp login. In single player protection is off, for testing there is rp testmode on.

Host or dedicated server

  • Host: One player starts the game and invites the others. Their computer is the server. It needs BepInEx, LaunchPad and every mod from the table with yes in the Server column.
  • Dedicated server: BepInEx and LaunchPad have to be installed there as well, otherwise no code mod loads. There are no packs on the dedicated server. Instead, LaunchPad creates a server package with the mods and a modconfig.xml that is extracted next to rocketstation_DedicatedServer.exe (slp modpkg in the console or in the LaunchPad window). All mods are tested on a dedicated server. Mods with windows need at least Control Station 1.0.2, Modular Consoles 1.0.2, Signs & Decals 1.0.1, World Map 1.0.1 and IC10 Editor Tablet 1.3.2. Banking System, Roleplay & Permissions, Cargo Lift, Utility Bus and Lights & Lamps run there from 1.0.0, the FAS overview monitor from 0.7.0. The windows only exist for the players, the server calculates and saves.

Settings in multiplayer

The device logic is calculated by the server, so for power output, consumption, limits and the like it is the server's settings in BepInEx\config\<ModID>.cfg that count. Anything that only affects the display, everyone sets up for themselves: keys and minimap of the World Map, language and font size of the tablet.

Console commands in multiplayer

The test commands of Power Engineering, Steam Power, Electric Smelter and BMA (console F3) change the world and therefore only run on the host or server, or in single player. On a client you get a message saying that this only works there. The status commands work everywhere.

Checklist before the first evening together

  1. Everyone has BepInEx 5.4.23.5 and LaunchPad 1.0 installed.
  2. Everyone has subscribed to the same mods and has them in the active pack.
  3. Everyone has restarted Steam once so the mods are up to date.
  4. The host has a fresh backup of the save.
  5. Watch for messages from LaunchPad on the first connection. Rejected? Then a version doesn't match.
Found a mistake? Let us know. Support
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