Run plugin mods on a Stationeers dedicated server: BepInEx hooks in before the game starts, and your mod list loads in the same order every boot.

Select from our wide range of optimized game servers. Each server is configured for maximum performance and comes with DDoS protection.





Compare recommended use, plan hardware and monthly prices.
| Plan | Recommended for | Hardware | Monthly price |
|---|---|---|---|
| Gold 8GB | 2–4 players, a few QoL pluginsThe 8 GB floor plus a short plugin list; fine while mods stay lightweight. | 4 vCore Ryzen 9950X · 8 GB DDR5 6000MHz · 70 GB NVMe SSD Samsung 990 PRO | ₺440.00/mo |
| Platinum 10GB | 4–6 players, content modsPlugins that add machines and items raise memory use, and this tier absorbs it. | 4 vCore Ryzen 9950X · 10 GB DDR5 6000MHz · 100 GB NVMe SSD Samsung 990 PRO | ₺530.00/mo |
| Diamond 12GB | 6–8 players, long mod listSafer headroom when dozens of plugins load alongside a big base. | 4 vCore Ryzen 9950X · 12 GB DDR5 6000MHz · 110 GB NVMe SSD Samsung 990 PRO | ₺617.50/mo |
| Emerald 16GB | 8–12 players, modded megabase16 GB and 6 vCores for mod-heavy servers where simulation work piles up. | 6 vCore Ryzen 9950X · 16 GB DDR5 6000MHz · 120 GB NVMe SSD Samsung 990 PRO | ₺840.00/mo |
| Xtreme 32GB | Beyond most modded Stationeers servers12 vCores and 32 GB; more than a modded world normally uses, kept for edge cases. | 12 vCore Ryzen 9950X · 32 GB DDR5 6000MHz · 200 GB NVMe SSD Samsung 990 PRO | ₺1520.00/mo |
A setup that makes loading plugins, syncing a mod list and recovering from patch-day breakage straightforward.
The server boots through BepInEx's Doorstop preloader; plugins patch game code in memory without touching the original files, so removing one returns you to a clean game.
Each plugin writes its settings to BepInEx/config after the first start; edit them in the file manager and restart instead of recompiling anything or poking at save files.
BepInEx records which plugins loaded, in what order and which ones threw errors, so a mod broken by a game patch shows up in one file.
Enable mods in your own game, use Export Mod Package, then upload the resulting modconfig.xml and mods folder next to the server executable to mirror your list exactly.
Plugins that add machines, recipes or logic stack extra work on top of atmospherics; fast Ryzen 9 9950X cores and DDR5 absorb it better than a vanilla-sized budget would.
RocketWerkz updates can break plugins compiled against the old version; back up saves, BepInEx and mods before updating, and roll back if the log fills with errors.
Modded Stationeers hosting costs ₺440.00 ($11.00) per month to start, and all 5 plans, 8 GB through 32 GB, sit on a Ryzen 9 9950X with DDR5 and NVMe storage. This edition launches the Linux dedicated server through BepInEx 5, the Unity modding framework, so code plugins in BepInEx/plugins load before the first simulation step. Mod loaders such as StationeersLaunchPad run on top of it and read the modconfig.xml and mods folder you export from your own game. Hosted in İstanbul, it is built for crews in Türkiye and nearby regions who have outgrown the vanilla feature set.
Pick this edition if your group wants code plugins that add mechanics, interface changes or machines the base game does not have. Mods like these ship as DLL files and load through BepInEx rather than through Stationeers' own mod handling. A closed friend group, an agreed mod list and players willing to spend a few minutes on setup is the ideal scenario.
The cost is on the player side: BepInEx and StationeersLaunchPad are not on the Steam Workshop, so every player installs them on their own client by hand. For a public server where strangers should be able to drop in and play immediately, the vanilla Stationeers edition is the better fit.
Both editions run the same game, but saves do not always move cleanly between them. A save containing modded items or structures may not load properly without those mods. Settling your list before you start a modded world is far less painful than having to strip mods out of it later.
Stationeers is a Unity game, and BepInEx is the general-purpose framework for loading code into Unity games. On Linux the server is started through a small preloader called Doorstop, which brings in BepInEx.Preloader before the game itself runs; BepInEx then loads plugins and patches the game methods they target in memory. The original game files stay untouched.
The folder layout is simple. BepInEx/core holds the framework, BepInEx/plugins holds plugins, and BepInEx/config holds the settings files plugins generate on first start. Each boot is logged to BepInEx/LogOutput.log. Dropping a single DLL into plugins is often enough, but the Stationeers community distributes most mods through a mod loader.
The older of those loaders is StationeersMods; the newer one, built to replace it, is StationeersLaunchPad. They do the same job and cannot be installed together, and running both causes problems. Before moving to StationeersLaunchPad, check BepInEx/plugins for a StationeersMods folder and remove it if you find one.
The practical route is to build the list on your own PC and carry it to the server as a package. Install BepInEx 5 and StationeersLaunchPad in your game, enable the Workshop or local mods you want and arrange the load order. In the LaunchPad window on the game's loading screen, the Export Mod Package button on the configuration tab exports the enabled mods and their config as a single zip.
On the server, extract StationeersLaunchPad's server release into BepInEx/plugins. Then unpack your exported zip into the server root, where a modconfig.xml file and a mods folder should appear next to rocketstation_DedicatedServer. You can do all of this through the file manager or over SFTP.
Restart the server and confirm in LogOutput.log that the mods loaded. StationeersLaunchPad also supports mod profiles, and a profile made only of Workshop mods can be shared as an SLP1 code. Send that code to your players and their LaunchPad downloads any missing Workshop items and applies the same load order.
For code plugins, usually yes. A plugin that adds items, machines or interface elements has to exist on both server and client, or the player cannot join or sees something different from what the server simulates. Every player needs BepInEx 5 and the same mod loader as the server in their own game folder, and the Steam Workshop does not do that step for them.
Lightweight Workshop mods that only change XML data, such as recipe or item values, reach players with far less friction. Checking each mod's Workshop page for a BepInEx or StationeersLaunchPad requirement before you add it tells you up front what players will need to install.
A short setup note plus your SLP1 profile code in the server description or your Discord channel heads off most support questions. Keep versions in step as well: a mod updated on the server but not on a player's client can cause disconnects or inconsistencies.
Stationeers updates regularly, and because plugins patch specific game methods, they can throw errors when those methods change. If the server will not start or behaves oddly after an update, LogOutput.log is the first place to look; it will most likely name the plugin that failed.
Moving the offending plugin out of plugins or mods temporarily and restarting is the quick way to keep playing with the rest of the list, and you put it back when the author ships a fix. StationeersLaunchPad auto-updates mods by default; you can switch that off in its configuration, but then tracking updates is on you.
On memory, a modded server wants more than its vanilla twin. Our recommended floor is still 8 GB: a small crew with a few light plugins is comfortable on Gold 8GB, while content mods and a growing base call for Platinum or Diamond. A panel backup taken before every update means that even the worst case is a few minutes of restoring rather than a lost world.
Gold 8GB covers a small crew with a few light plugins; for mods that add machines and items, or a large base, look at Platinum or Diamond.
After payment the server installs automatically; start and stop it once so the BepInEx folders and config files are generated.
Install BepInEx 5 and StationeersLaunchPad on your PC, enable and order your mods, then export the package with Export Mod Package.
Put the StationeersLaunchPad server release into BepInEx/plugins and place the exported modconfig.xml and mods folder in the server root.
Start the server and check LogOutput.log to confirm every mod loaded without errors; move any failing plugin aside for now.
Share the BepInEx and StationeersLaunchPad install steps, your SLP1 profile code and the server address so everyone joins with the same list.
What people ask before running modded Stationeers: BepInEx, mod loaders, the player side and updates.
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