Modding a Conan Exiles server sounds like a file-management chore, and on most hosts it is: download workshop files, upload pak files, hand-edit a modlist. On SpillHosting the server does all of that itself. You give it the Steam Workshop IDs, and on the next start it downloads the mods, installs them, and writes the mod list for you. The whole job is copying numbers into one field.
Before you start
- Your Conan Exiles server in the game panel
- The mods you want, found on the Conan Exiles Steam Workshop
Step 1: Collect the Workshop IDs
Every Workshop item has a numeric ID at the end of its page URL. For example, in
https://steamcommunity.com/sharedfiles/filedetails/?id=880454836
the ID is 880454836. Open each mod you want and note its number. That number is all the server needs.
Step 2: Paste the IDs into the Mod List field
In the panel, open your server and go to the Startup tab. Find the Mod List field and enter your IDs separated by commas, no spaces needed:
880454836,1734383367,1113901982
Step 3: Restart the server
Stop and start the server. During startup it downloads each mod from the Workshop, copies the mod files into place, and generates modlist.txt automatically. The first start after adding large mods takes longer, which is normal: it is downloading them.
Load order matters
Mods load in the order the IDs stand in the field. Most mods do not care, but some explicitly tell you in their Workshop description to load them before or after others. When a mod page mentions load order, arrange your comma-separated list to match. Changing the order is just editing the field and restarting.
How players get the mods
Players need the same mods as the server. When someone joins a modded server, Conan Exiles shows them the mod mismatch screen where the game downloads and enables the server's mods for them, followed by a client restart. Players can also subscribe to the same Workshop items in advance to skip the wait on join.
Updating and removing mods
- Updates: mods are re-checked against the Workshop on every server start, so a restart picks up new mod versions.
- Removing: delete the ID from the Mod List field and restart. The startup routine rebuilds the mod folder and
modlist.txtfrom the current list on every boot, so removed mods leave nothing behind.
A word of caution before removing a mod your world depends on: buildings or items a mod added disappear with it. Take a backup first from the Backups tab.
If the server will not start after adding a mod
A broken or outdated mod can crash the server on boot. Remove the most recently added ID from the Mod List field and restart. If that fixes it, the mod itself is the problem, and its Workshop comments usually confirm it. Still stuck? Open a ticket from the support page and tell us which mods you added.