Use three levels of confirmation
- Enabled for this world: from the Load Game screen, select the save, choose More, and review its Mods list. The main-menu list alone may not reflect an older save.
- Loaded without dependency errors: check the pause-menu Mods list and the startup section of
console.txtor the server console for “not found,” missing required items, or red entries. - Function verified: reproduce one feature the mod promises. For an item mod on a server, an administrator can check the Item Spawner; for a map or event mod, use a new test world and the author’s stated test conditions.
- Read the mod’s Workshop description for the supported build, required items, multiplayer support, and known incompatibilities.
- Enable the mod for the specific save or server, not only in the global Mods menu.
- Restart the game or server after Workshop downloads finish.
- Review the console startup messages for the Mod ID and any missing dependency.
- Test one obvious feature on a new save. If many mods are installed, repeat with half the list until the failure is isolated.
If the mod is red or missing
Open its Workshop page and install every required item, confirm the Mod ID and Build compatibility, then restart. If the same problem remains, inspect console.txt. For a large mod list, reproduce the problem on a new save and use a half-at-a-time test to isolate the conflict.
Sources
The Indie Stone support: verifying whether mods loaded — Official administrator guidance for server console and Item Spawner checks.
PZwiki: Resolving problems with mods — Official-wiki workflow with an older-version warning.
Community discussion: enabling mods for an existing save — Build 41 community example.