We are currently experiencing issues with email delivery; this is being resolved as quickly as possible.

stationeers.de Mod workshop · Dominik1199
DE Sign in
  1. Home
  2. Wiki
  3. Getting started
  4. Mod Packs in StationeersLaunchPad 1.0

Getting started

Mod Packs in StationeersLaunchPad 1.0

How the packs in LaunchPad 1.0 work, why new mods don't load by themselves and how to fix the typical errors.

Last changed: Oct 7, 2026

StationeersLaunchPad 1.0 has been out since 5 October 2026, and with it one thing has changed fundamentally: mods are managed in packs. Anyone who used to simply subscribe and start playing now wonders why the new mod doesn't show up. This page explains why.

What is a pack?

A pack is a list of mods that are loaded together. You choose the pack before loading in the LaunchPad window.

  • Only what is in the active pack gets loaded. Everything else stays off.
  • That also applies to newly subscribed Workshop mods and newly copied local mods. They don't end up in the pack by themselves.
  • LaunchPad saves changes to the mod list to the pack that is currently active ("Changes in the mod list save to the active pack").
  • Packs can only be switched while no mods are loaded yet. If you want to switch in the middle of a game, you have to restart.

The default pack is called My Mods and is stored as a file here:

Documents\My Games\Stationeers\profiles\my mods.xml

It contains one line per mod with name, source (Workshop or local), folder, Workshop ID and ModID. You don't have to edit the file by hand, but it is handy for checking what is really in it.

On top of that, LaunchPad comes with two fixed packs:

PackContents
Vanillathe game without any mods
Vanilla+the game with only your client-side mods (see below)

Adding a new mod

  1. Subscribe to the mod in the Workshop and wait until Steam has downloaded it.
  2. Start Stationeers. The LaunchPad window appears on the loading screen.
  3. Find the mod in the mod list and tick the checkbox at the start of the row.
  4. Let it load. From now on the mod is part of the pack and loads on every start.
Tip

Updating a mod changes nothing about the pack. A mod that is in once stays in, even when Steam fetches a new version.

Load order

LaunchPad sets the order itself: alphabetically by name, dependencies first. My mods don't depend on each other, so the order doesn't matter for them.

Client-side mods

Some mods only run on your side: interfaces, helpers, convenience features. You can mark those as client-side in LaunchPad, with the + at the end of their row in the mod list. Client-side mods load in every pack except Vanilla, even on servers that don't have them.

Of my mods, this only fits the IC10 Editor Tablet. Anything with new devices does not belong in this list: a mod that the server needs as well causes rejected connections there, or a game that drifts out of sync.

Typical errors

SymptomCauseFix
Mod subscribed, but nothing of it visible in the gameMod not in the active packTick the checkbox at the start of the row, reload
Save does not load, message The specified type was not recognized: name='stromgeneratorsavedata' (or another name with savedata)A mod whose devices are in the save is missing from the packPut the mod back into the pack, restart the game
LaunchPad stops while loading and reports missing modsThe pack contains mods that are no longer installed (unsubscribed, folder deleted)Subscribe to the mods again or remove them from the pack
TargetException: Object does not match target type in the logThe same mod is active twice: local copy from Documents\My Games\Stationeers\mods\ and Workshop versionKeep only one of the two in the pack
Workshop mod stays on an old versionSteam has not updated it yetRestart the game and Steam; if that doesn't help: unsubscribe, wait a moment, subscribe again and add it to the pack again
Pack switched, but nothing changesPacks only switch before loadingRestart the game completely
Danger

The name in the error message tells you which mod is missing: stromgeneratorsavedata belongs to Power Engineering (Stromtechnik). Do not keep playing and saving without the mod, fix the pack first. Making a backup beforehand never hurts.

Local test copies

If you test a mod yourself or get a test version from me, put it in Documents\My Games\Stationeers\mods\. It has to go into the pack as well, and at the same time the Workshop version of the same mod has to come out. Both share the same ModID, and two mods with the same name don't get along.

Sharing packs and servers

  • Share code: LaunchPad can export a pack as a code that lists the Workshop mods by ID. Whoever pastes the code into their LaunchPad gets the same pack, missing mods are downloaded. Local mods don't carry over this way.
  • Server packs: If a host shares their mod list (LaunchPad setting ShareModList), LaunchPad offers to save the server's mods as a pack of your own when joining.
  • Dedicated server: There are no packs there. LaunchPad can zip a pack into a server package (mods plus modconfig.xml) that is extracted next to rocketstation_DedicatedServer.exe. The server then loads exactly these mods. In the console this also works with slp modpkg.

Which of my mods are needed where is described under Multiplayer.

Found a mistake? Let us know. Support
Esc
↑ ↓ selectEnter open/ opens search anywhere