How to Install uMod (Oxide) on a Hurtworld Server
Install uMod on a Hurtworld server: extract the uMod build over the server files, add .cs plugins to oxide/plugins, grant permissions and fix it after updates.
Updated Oct 7, 2026 · 5 min read
On this page
To install uMod on a Hurtworld server, stop the server, download the Hurtworld build from the uMod website, extract the zip into the server's root folder so it overwrites the existing files, and start the server again. A new oxide folder appears. Plugins are .cs files you upload to oxide/plugins, and the server compiles and loads them on its own. uMod is the same framework that used to be called Oxide, which is why every path and command still says "oxide".
uMod is the reason Hurtworld servers still feel different from each other. The base game has few server options, so teleports, kits, stack sizes and vehicle rules all come from plugins.

Before you start
- Take a backup. uMod patches the game's own files. It cannot be cleanly removed except by reinstalling the server files, so you want a copy of the world first.
- Match the server's platform. uMod offers builds per platform. A Linux server needs the Linux build, a Windows server the Windows one. The wrong one starts without uMod or not at all.
- Download only from umod.org. Mirrors and old Oxide archives are often out of date and break on the current game build.
Step 1: Install the framework
- Stop the Hurtworld server.
- Download the Hurtworld build from the uMod site.
- Extract the zip on your PC. Its folders mirror the server install, including the game's
Hurtworld_Datafolder. - Upload everything to the server's root folder, allowing it to overwrite existing files. Do not put it in a subfolder.
- Start the server.
Step 2: Check that it loaded
Watch the console while the server starts. uMod logs its version and lists each plugin it loads. In the server folder you should now have:
| Folder | What lives there |
|---|---|
oxide/plugins |
Plugin .cs files |
oxide/config |
One .json config per plugin, created on first load |
oxide/data |
Plugin data such as saved homes and kit cooldowns |
oxide/lang |
Plugin messages, editable for translations |
oxide/logs |
uMod and plugin logs |
If the oxide folder is not there after a restart, the files went to the wrong place. The most common mistake is uploading the zip's top folder instead of its contents.
Step 3: Add plugins
- Find the plugin on the Hurtworld section of uMod and download the
.csfile. - Upload it to
oxide/plugins. - Watch the console. uMod notices new files and compiles them without a restart. You will see a "loaded plugin" line, or a compile error with a line number.
- Edit the plugin's settings in
oxide/config/PluginName.json, then runoxide.reload PluginNameto apply them.
Popular picks for Hurtworld are teleport plugins, stack size changes, vehicle managers and admin map tools. Read each plugin's page for its commands and permissions.
Step 4: Grant permissions
Most plugins do nothing for players until you grant a permission. uMod has two built in groups: default (every player) and admin. Run these in the server console:
oxide.grant group default teleportation.use
oxide.grant user 76561198000000000 vehiclemanager.admin
oxide.group add vip
oxide.usergroup add 76561198000000000 vip
oxide.grant group vip kits.vip
| Command | What it does |
|---|---|
oxide.grant user <id> <perm> |
Gives one player a permission |
oxide.grant group <group> <perm> |
Gives a whole group a permission |
oxide.revoke user <id> <perm> |
Takes a permission away |
oxide.group add <name> |
Creates a group |
oxide.usergroup add <id> <group> |
Puts a player in a group |
oxide.show perms |
Lists every registered permission |
oxide.plugins |
Lists loaded plugins |
oxide.reload <name> |
Reloads a plugin and its config |
The permission names come from each plugin's page. A typo is silently accepted and does nothing, so copy them exactly or check oxide.show perms.
Admin rights in the game itself (from addadmin or the owner SteamID) are separate from uMod groups. Some plugins check one, some the other, so set both up for your staff.
After a Hurtworld update
Because uMod patches game files, a game update replaces those files and uMod stops loading. Plugins then silently do nothing, which players notice before you do. The fix:
- Check uMod for a build that matches the new game version.
- Stop the server and upload the new build over the files, exactly like the first install.
- Start it and check the console for the uMod version line.
If the game updates often enough to be annoying, consider updating on your own schedule: let the game update, then install uMod straight after, before players log in. Since Hurtworld updates are rare these days, this mostly matters after a reinstall.
Common problems
| Problem | Fix |
|---|---|
No oxide folder after restart |
Files were uploaded into a subfolder. Upload the zip's contents to the root |
| Plugin does not load | Read the compile error in the console. It is often a plugin written for another game or an outdated version |
| Plugin loads but commands do nothing | Missing permission. Grant it with oxide.grant |
| Config changes ignored | Run oxide.reload PluginName after editing |
| Everything stopped after an update | Reinstall the matching uMod build |
uMod on a hosted server
On a GamezServers Hurtworld server you do the same steps through the file manager or SFTP: upload the uMod files to the root, drop plugins into oxide/plugins, and run oxide.grant in the live console. One click backups before installing make the "it cannot be uninstalled" warning a non issue. The panel's Server Owner Guid field gives you in game owner rights from the first boot. New to running Hurtworld? Start with our Hurtworld server setup guide, and see our general modded server guide for how plugin frameworks work across games.

FAQ
Is uMod the same as Oxide?
Yes. Oxide was renamed uMod. The folders and console commands still use the oxide name.
Where do Hurtworld plugins go?
In oxide/plugins inside the server folder. Their configs appear in oxide/config after the first load.
Do players need to install anything?
No. uMod and its plugins run only on the server. Players join with the normal game.
Why did my plugins stop working?
Usually a game update replaced uMod's patched files. Upload the latest uMod build for Hurtworld again and restart.
Skip the setup. Your own Hurtworld server.
Then $9.99/mo. Just trying it? $2.50 for 3 days