Every Grounded mod guide lists the same mods and leaves you guessing about co-op. None of them tell you whether the mod crashes your session if only the host has it installed, or which ones become genuinely worth it after you’ve beaten Dr. Wendell Tully and hit New Game+.
All ten mods below were selected for post-game and co-op viability. Each entry includes a co-op install verdict (host-only, both machines, or client-only) and a “When NOT to use” callout so you don’t waste an install on the wrong playthrough. Mechanics verified against Grounded 1.4.7 — check each mod’s Nexus Mods page for version notes if a patch drops.
How Co-op Modding Works in Grounded
Most Grounded mods run through UE4SS — a scripting framework that loads Lua mods into the game engine. In single-player, UE4SS auto-injects when you launch. In co-op, auto-injection crashes the session every time.
The fix is manual DLL injection: launch Grounded, start the multiplayer session, wait until all players have loaded in, then inject UE4SS using an external injector tool targeting Maine-Win64-Shipping.exe. Inject before your friends load and you will crash. Inject after and it works cleanly.
The other thing every guide misses: mods do not disable Steam achievements in Grounded. The mod developer for the most popular QoL mod confirmed this, and multiple players have tested it directly. What does disable achievements is Obsidian’s Custom Game mode — that’s a separate system. The Achievement Enabler mod (number 9 below) patches that back in.
Co-op rule of thumb across all mods below: UI mods (minimap, compass) are client-side — only the player who wants them needs to install. Gameplay mods that change number values (mutations, hauling, smoothie duration) work best when every player in the session installs the same version. Host-only installs for gameplay mods often work, but inconsistencies appear when client-side stats diverge from host calculations.
All 10 Mods at a Glance
| Mod | Best for | Co-op install | Post-game value |
|---|---|---|---|
| orax QoL | Everything | Both machines | ★★★★★ |
| More Active Mutations | Build theorycraft | Both machines | ★★★★★ |
| More BURG.L Quest Rewards | NG+ grinders | Host (benefits all) | ★★★★★ |
| Better Status Effects | Long sessions | Both machines | ★★★★☆ |
| A New Hauling Master | Base builders | Each player | ★★★★☆ |
| Build Anywhere | Creative builds | Host | ★★★★☆ |
| Yet Another Cheat Mod | Post-game sandbox | Host | ★★★★☆ |
| ZipUp | Large bases | Client-only | ★★★☆☆ |
| Minimap | Co-op navigation | Client-only | ★★★☆☆ |
| Achievement Enabler | Custom mode users | Host | ★★★☆☆ |
1. orax QoL — The Starting Point for Every Modded Run
If you install one mod, install this one. orax QoL is a fork and merger of the original Configurable QoL mod by TheLich, expanded with additional options. It covers player walk speed, sprint speed, swim speed, Handy Gnat speed, zipline speed, hauling capacity, storage stack sizes, max mutation slots, perfect block window width, max production per crafting station, build-anywhere toggle, AoE item pickup radius, infinite item power, and remote storage access from anywhere on the map.
Every value is set in a plain text config file before you launch the game. Want 3x storage stacks but vanilla movement speed? Edit two lines. Post-game, the build-anywhere and remote storage features alone justify the install — once your base spans multiple zones, walking back to a specific storage container for every crafting session is friction, not gameplay.
Co-op: Install on both host and client machines. Client-side stat values (speed, mutations) only apply to the player with the mod. Host-side values (storage, build placement) apply session-wide.
When NOT to use: First playthrough. orax QoL makes the resource loop frictionless to the point where early-game decisions lose meaning.
2. More Active Mutations — Post-Game Build Optimization
Grounded’s base mutation system gives you 5 active slots. This mod changes that to 8 (the recommended option) or 35 (effectively unlimited). Eight hits the balance point: you can run a combat + support + movement hybrid simultaneously — something like Coup de Grâce, Meat Shield, Juicy, Grass Master, and three combat modifiers — without removing the tradeoff between specializations entirely.
The mod author specifically notes it’s compatible with anything not affecting the survival player state, and confirms co-op works on both client and host. That’s the cleanest multiplayer compatibility note of anything on this list.
Co-op: Install on each player’s machine individually. Each player’s slot count is independent.
When NOT to use: Early-game or new-player runs. Having 35 slots removes the meaningful mutation prioritization decisions that define the mid-game.
3. More BURG.L Quest Rewards — The NG+ Grind Fix
New Game+ uses BURG.L quests as its primary progression loop. The quests themselves don’t change — you’re repeating the same kill and gather objectives for Raw Science to buy upgrades you’ve already purchased once. At vanilla reward rates, this compounds into repetitive sessions fast. This mod multiplies BURG.L rewards by 2x, 4x, 6x, or 10x.
At 4x, progression through NG+ stays substantive without collapsing it. At 10x, two quest runs unlock everything — fine for co-op sessions where people have different availability. Since BURG.L is server-side, the host’s reward multiplier applies to everyone in session automatically.
Co-op: Host installs only. All players in session receive the multiplied Raw Science drops.
When NOT to use: First playthrough. The Raw Science economy is calibrated around vanilla rewards and teaches you what upgrades to prioritize.
4. Better Status Effects — Smooth Buff Uptime
Two targeted changes: smoothie buffs last 5 minutes instead of approximately 90 seconds, and bandage healing is doubled. At vanilla duration, keeping smoothie buffs active during extended exploration or base defense means crafting a new smoothie every minute and a half — which becomes a resource and inventory management tax on top of whatever you’re actually doing. At 5 minutes, you apply the buff and play the game.
Post-game, where smoothie-based builds amplify already-strong late-game stats, the extended duration makes powerful combinations genuinely sustainable rather than a burst mechanic.
Co-op: Install on each player’s machine for the buff extension to apply individually. Host-only install means only the host gets extended duration.
When NOT to use: Survival challenge or resource-management runs where the smoothie crafting loop is an intentional constraint.
5. A New Hauling Master — Base Building Without the Trips
Default Grounded lets you carry 5 planks or stems. This mod raises that to 50, with options for 100 and 999 if you want to eliminate the mechanic entirely. The practical impact depends heavily on your base scale. For a small early-game shelter, the vanilla limit is fine. For a multi-wing post-game complex spanning a third of the yard, carrying 5 stems per trip while you need several hundred is the primary bottleneck — not gathering, not crafting, just hauling.
Co-op: Each player needs their own install for the personal carry bonus. The host’s install doesn’t extend to other players.
When NOT to use: If the resource gathering loop is what you find enjoyable — this mod is a time-saver, not a quality improvement for players who like the loop.
6. Build Anywhere — Post-Game Creative Freedom
Vanilla Grounded blocks structure placement on steep slopes, near water edges, and in specific biome boundaries. These restrictions make sense for preventing clipping exploits early in development and guiding new players toward flatter build sites. In post-game, they become arbitrary blockers when you’re trying to build over water features, along cliff faces, or at biome edges for aesthetics or strategic positioning.
Build Anywhere removes those placement restrictions. On Nexus, the version specifically noted for 1.4.6 compatibility has the most active community posts confirming stability.
Co-op: Host installs. Unlocked placement applies to all players in session — no individual install needed.
When NOT to use: Challenge or immersive playthroughs where base location constraints are design features, not bugs.
7. Yet Another Cheat Mod (YACM) — Post-Game Sandbox
Where orax QoL gives you preset sliders, YACM gives you the raw property sheet. It’s a Lua script that exposes in-game property values directly — god mode, item spawning, stat manipulation, timescale adjustment. The practical limit is whatever properties the game exposes to UE4SS, which is most of them.
YACM released v0.1.0 in November 2024 and is the most capable mod for post-game experimentation. Want to test a specific build combination against a boss without running the full resource acquisition loop? Spawn the gear, test the fight, reset. That’s the use case.
Co-op: Host installs. Everything activated through YACM (spawned items, god mode, stat changes) applies to the shared session — coordinate with co-op partners before enabling anything drastic.
When NOT to use: Any playthrough you care about. YACM removes internal economy constraints and makes meaningful progression impossible if used from the start. Save it for post-game experimentation sessions.
8. ZipUp — Fast Travel for Large Bases
Ziplines in Grounded are fast downhill. Going back up is noticeably slower — the game’s way of making you think about zipline network design. In early and mid-game, that friction is relevant. In late-game with a sprawling base, it compounds. ZipUp increases zipline ascent speed significantly (community reports describe 2–3x faster, though the mod page doesn’t publish an exact multiplier).
This mod’s value scales directly with base complexity. Small base on a flat section of yard? You won’t notice the difference. Three-level base spanning a rock face with a dozen ziplines? ZipUp saves real time per session.
Co-op: Fully client-side. Each player installs independently, no host dependency, no effect on other players.
When NOT to use: Small or compact bases where zipline travel time is already negligible.
9. Achievement Enabler — For Custom Mode Sessions
Standard mods in Grounded do not disable Steam achievements — this is confirmed by the QoL mod developer and tested by community members. The problem is Custom Game mode, which Obsidian designed to disable most achievements. If you’re combining QoL mods with custom difficulty settings (adjusting insect aggression, resource rates, or other custom sliders), you trigger Custom mode’s achievement lockout.
Achievement Enabler overrides that flag. Install it on the host and the session resumes normal achievement tracking regardless of custom settings active. The mod page also notes it works on worlds you’re not hosting — so joining someone else’s custom session with the mod installed on your machine provides no benefit; it has to be on the host’s machine.
Co-op: Host installs. Affects session-wide achievement tracking.
When NOT to use: Deliberate no-achievement challenge runs, or vanilla sessions where Custom mode isn’t involved.
Adds a minimap and compass rose to the HUD. Grounded’s stock navigation relies on the full map overlay and environmental landmarks — workable when the yard is unfamiliar, but a context-switching cost once you’re deep in post-game with dozens of marked waypoints and sub-bases. The minimap keeps orientation data visible without interrupting play.
This mod earns its place specifically in co-op sessions where team members are splitting across different zones. Everyone knowing which direction their teammate’s waypoint is without stopping to open the map reduces the “where are you?” communication overhead.
Co-op: Fully client-side. Each player installs independently.
When NOT to use: Immersive or navigation-challenge playthroughs where the stock landmark system is intentional. Also skip if you’re playing on Steam Deck — see our Grounded Steam Deck guide for HUD mod compatibility notes on that platform.
Starter Pack Recommendations
Don’t install all ten at once. Start with the stack that matches your situation.
Post-game solo: orax QoL + More Active Mutations + More BURG.L Quest Rewards. These three address the three biggest friction points in New Game+ without touching the core loop. Add YACM only once you’ve exhausted genuine progression goals.
Co-op session (4 players): Everyone installs orax QoL, More Active Mutations, Better Status Effects, and ZipUp individually. Host additionally installs More BURG.L Quest Rewards and Build Anywhere. One player installs Achievement Enabler on the hosting machine if you’re using any Custom mode settings. Minimap is optional per player.
Creative/sandbox (post-credits): orax QoL + Build Anywhere + YACM. This combination removes the three main creative constraints: stat caps, placement restrictions, and resource acquisition. Use in a dedicated creative save, not your progression save.
Player Type Recommendations
| Player type | Priority mods | Skip |
|---|---|---|
| Casual co-op (few hours/week) | More BURG.L Quest Rewards (host), ZipUp, Minimap | YACM — complexity isn’t worth it for short sessions |
| Hardcore optimizer | More Active Mutations (8 slots), orax QoL (tuned values), Better Status Effects | 10x BURG.L rewards — removes meaningful progression math |
| Base builder | Hauling Master, Build Anywhere, orax QoL (storage tweaks) | YACM early — spawning resources removes the gathering loop that funds base building |
| Completionist | Achievement Enabler, More Active Mutations, orax QoL | YACM — spawning items voids achievement integrity for personal satisfaction |
Frequently Asked Questions
Do Grounded mods disable Steam achievements?
No — mods alone do not disable achievements, and this has been tested directly by multiple players and confirmed by mod developers. The thing that disables achievements is Obsidian’s Custom Game mode, which is a separate system. If you’re not using custom difficulty sliders, your achievement list is unaffected by any mod on this list. If you are using custom settings, install Achievement Enabler on the host machine.
What happens if only the host installs a gameplay mod?
Depends on the mod. Host-side number changes (BURG.L rewards, build placement rules) apply session-wide. Player-specific stat changes (movement speed, mutation slots, smoothie duration) only apply to whoever has the mod installed. For full-session benefit from stat mods, every player needs their own install with the same version. Mismatched versions are the most common cause of co-op instability with these mods.
Are these mods compatible with the Xbox Game Pass version of Grounded?
Most mods on this list target the Steam version. Game Pass (Windows) runs through a different executable and directory structure that limits mod injection options. The orax QoL mod and Configurable QoL specifically work via a text config file that bypasses some of these restrictions, but UE4SS-dependent mods (YACM, Achievement Enabler) have more limited Game Pass compatibility. Check individual mod pages on Nexus Mods for the latest Game Pass compatibility notes.
Sources
- The 9 Best PC Mods For Grounded — TheGamer
- Best Mods for Grounded — GamerJournalist
- Mods disable achievements? — Steam Community Discussion
- YetAnotherCheatMod — GitHub (orax-Grounded-mods)
- orax QoL mod — nexusmods.com/grounded/mods/107
- UE4SS multiplayer workaround — nexusmods.com/grounded/articles/10
- More Active Mutations — nexusmods.com/grounded/mods/63
- Achievement Enabler — nexusmods.com/grounded/mods/171
I've been playing video games for over 20 years, spanning everything from early PC titles to modern open-world games. I started Switchblade Gaming to publish the kind of accurate, well-researched guides I always wanted to find — built on primary sources, tested in-game, and kept up to date after patches. I currently focus on Minecraft and Pokémon GO.
