The Tool Desk
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What an Arma 3 server mod manager actually needs to solve
A dedicated Arma 3 server does not have the same convenient mod workflow as a player’s launcher. The server process reads folders and startup parameters. If those folders change without the startup line changing, or if the server updates while clients keep an older build, players see missing-content errors, signature failures, or failed joins.
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A useful manager therefore performs four jobs:
- Inventory: records every Workshop item and local mod path, including whether the mod is client-visible or server-only.
- Synchronization: downloads or updates the actual files before launch and keeps each server instance’s folders consistent.
- Configuration: generates a readable command line with
-mod,-serverMod,-keysFolder, and-port. - Validation: checks that Workshop metadata, dependencies, signing keys, ports, and the selected game branch agree before the process starts.
You can implement those jobs with a small script, a web administration panel, or a managed host. The tooling changes, but the underlying model does not: one canonical manifest, one synchronized file set, and one generated launch configuration.
Choose a management approach
| Approach | Control over files and parameters | Workshop synchronization | Multiple instances | Logs and generated commands | Maintenance burden |
|---|---|---|---|---|---|
| Manual scripts | Highest; you control every path, flag, and update step. | Requires SteamCMD commands or your own synchronization script. | Good when each instance has its own manifest and port range. | Fully visible if scripts save the rendered command and logs. | You maintain scripts, permissions, backups, and error handling. |
| Web administration panel | Usually high, but limited by the panel’s supported options. | Can scan Workshop and local directories, register changes, copy .bikey files, and create symlinks. |
Useful when one machine hosts several servers. | Often exposes logs and generated startup scripts in one interface. | You also depend on the panel’s updates, security, and compatibility. |
| Managed hosting | Varies by provider; verify access to SteamCMD, persistent storage, and startup parameters. | May be integrated, but confirm how updates, pinning, and rollbacks work. | Depends on the plan and control panel. | Confirm that raw logs and the complete command are available. | Lower server administration effort, but less control and an additional service dependency. |
A panel can remove repetitive folder and key-management work, but it cannot make incompatible mods compatible. Before adopting one, verify that it is maintained, supports your operating system, exposes the actual command it generates, and lets you recover when an update fails.
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Prepare the dedicated server
Keep server data separate
Install the official dedicated-server package through SteamCMD and, where practical, keep its data separate from a desktop Arma 3 installation. Separation prevents a client cleanup or beta-branch change from silently altering the server. Record the game branch and build used by each instance; clients must be able to use a compatible branch.
Provide persistent storage and permissions
Workshop downloads can be large and updates can temporarily require additional disk space. Give the service account read access to the game and mod directories and write access to its logs, configuration, download cache, and keys directory. A manager that creates symlinks also needs permission to create them on the target operating system.
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Every instance needs its own game port. The related Steam, voice-over-network, and BattlEye ports must also be allowed through the host firewall and any upstream firewall. For multiple instances, allocate separate, documented ranges instead of letting two processes compete for the same ports.
Install or update Arma 3 with SteamCMD
Run updates during a maintenance window and stop the server before replacing files. A typical SteamCMD sequence is:
force_install_dir /srv/arma3/server
login anonymous
app_update 233780 validate
quit
The dedicated-server application ID and branch options should be confirmed against the current official server documentation for your installation. If you use a non-default branch, specify it consistently in both the update process and your records. Do not assume that a client on a different branch can load the same server content.
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- Stop the Arma 3 process and any launcher or administration tool that may have files open.
- Run SteamCMD against the server’s dedicated directory.
- Apply the intended branch and update operation, using validation when you need SteamCMD to check installed files.
- Save the resulting build information beside the mod manifest.
- Start the server only after the synchronization and preflight checks finish.
Close Arma 3, the launcher, and related tools before expecting Steam to apply a multi-file Workshop update. An active application can keep files locked and leave a mixture of old and new files.
Design a canonical mod manifest
Store the manifest in version control or a dated, backed-up file. It should be readable without opening the server command line. At minimum, record:
| Field | Example value | Why it matters |
|---|---|---|
| Display name | Example terrain pack | Lets operators recognize the entry in logs and a control panel. |
| Source | Workshop or local | Determines whether SteamCMD synchronization or a local deployment step is required. |
| Workshop ID | The item’s published numeric ID | Allows Workshop pairing and deterministic downloads. |
| Folder name | @ExampleTerrain |
Becomes part of the startup path and must match the directory exactly. |
| Visibility | Client-visible or server-only | Determines whether it belongs in -mod or -serverMod. |
| Key requirement | Signed content and key filename | Provides a check that the matching .bikey is installed. |
| Version note | Build, date, or changelog reference | Makes a rollback or incident comparison possible. |
Keep Workshop IDs and local paths in the same manifest rather than maintaining a second, informal list in a chat channel. A restart should be reproducible from that one document.
Synchronize Workshop and local mod files
Fetch and scan before launch
Use SteamCMD or a management script to fetch and update Workshop content before the server starts. A synchronization routine should scan both the Workshop download location and the server’s local mod directory, then report additions, removals, and changed timestamps. Do not silently delete an unrecognized folder; flag it for review so an operator can determine whether it is a required local dependency.
Copy signing keys deliberately
Signed mods normally include one or more .bikey files. Copy the required keys into the keys directory used by that server instance. If several instances share a machine, either give each instance the keys it needs or use a clearly documented shared location supported by your layout. A manager project may automate copying keys and creating symlinks, but inspect the resulting paths rather than assuming the link points to the active instance.
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Render, then inspect, the command
The manager should generate the complete startup command from the manifest and save it with the launch log. This makes it possible to see whether a missing folder, an extra semicolon, or an incorrect instance path caused the failure. Treat the rendered command as an output to audit, not as a file that operators hand-edit after every update.
Pair a server mod with its Workshop item
For Workshop pairing, create a file named meta.cpp in the mod’s root directory. Its contents are:
protocol = 1;
publishedid = 1234567890;
Replace the numeric value with the mod’s actual published Workshop ID. Keep the file in the root that the launcher sees, not in a nested addons directory. A wrong ID, a misspelled filename, or a second level of nesting prevents the launcher from associating the local files with the Workshop item.
Pairing lets the Arma 3 Launcher Server Browser associate a server mod with its Workshop item. It can activate required mods before joining and offer subscription or download of missing items. Pairing does not remove the need to synchronize the server’s own files or to verify that the installed build is compatible with the server.
Understand -mod versus -serverMod
| Parameter | Use it for | What clients must do | Typical mistake |
|---|---|---|---|
-mod |
Content the server loads and broadcasts as part of the required player-facing mod set. | Install and load the same compatible mod, normally through the launcher or a paired Workshop item. | Putting a server-only extension here, forcing every player to install something they do not need. |
-serverMod |
Server-side, non-broadcast mods and extensions. | Do not load it as a client requirement unless its documentation explicitly says otherwise. | Putting a gameplay or asset dependency here when clients actually need its files. |
Classify by dependency, not by where you downloaded the file. A Workshop item can still be server-only, and a locally supplied folder can still be required by clients. If a mission references an asset, faction, map, or script that clients must read, it belongs in the client-visible list even when the server also uses it for logic.
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Build a safe startup command
Use explicit paths and flags. A Windows example is:
arma3server_x64.exe -port=2302 -keysFolder=keys -mod=@Core;@Terrain -serverMod=@ServerTools
On Linux, quote or escape the semicolon-separated values so the shell does not interpret each entry as a separate command:
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The official parameter reference defines semicolon-separated mod lists. The exact quoting required depends on the shell and whether a wrapper script expands variables, so test the generated command in the same service context that will run it. Keep the command in a script or service definition generated from the manifest; do not maintain separate Windows and Linux lists by hand without comparing them.
Use one instance-specific key folder and port
-keysFolder tells the server where to find the signing keys for that launch. -port sets the game port. Include both in every instance’s generated configuration, then map the related Steam, voice, and BattlEye ports in your firewall plan. A second instance should receive a separate port range and an independent manifest or an explicitly shared, immutable mod set.
Keep every player’s mod set aligned
For each client-visible entry, compare the exact folder name, Workshop ID, and installed build on the server and client side. A player can be subscribed to the correct Workshop item yet still fail if the server has an older or different file set. Ask players to let the launcher finish downloads before joining rather than copying folders from an unknown source.
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When a required item is missing, the paired Workshop metadata can help the launcher activate it and offer a download. If the item is private, removed, unavailable in the player’s region, or replaced by a new Workshop ID, pairing cannot repair that availability problem. Record replacement IDs in the manifest and remove the obsolete entry from the generated command.
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- Announce a maintenance window and stop the server.
- Close Arma 3, the launcher, and administration tools that might hold mod files open.
- Back up the manifest, the generated command, and the current mod directories or their checksums.
- Run the Workshop or local synchronization step.
- Copy or link the matching
.bikeyfiles into the activekeysdirectory. - Regenerate the command and inspect every
-mod,-serverMod,-keysFolder, and-portvalue. - Start the server and test with an administrator account before reopening it to the community.
- If the update causes a failure, restore the previous manifest and mod files as a unit rather than mixing old and new folders.
Record the update date and the changed Workshop IDs. This turns a vague report such as “the server broke after mods updated” into a comparison between two known manifests.
Firewall and multi-instance planning
Open the game port and the related Steam, voice-over-network, and BattlEye ports required by your configuration. The exact set and relationship depend on the server’s networking settings, so use the official parameter and dedicated-server documentation when writing firewall rules. Test from outside the host network; a local connection alone does not prove that remote players can reach the server.
For multiple instances, reserve a block per instance, document it beside the manifest, and ensure the generated commands never reuse a port. Keep logs and process identifiers separate as well. A correct mod list cannot compensate for two servers binding the same port or for a firewall that allows only one of them.
Troubleshoot in a fixed order
The server will not start
- Read the generated command exactly as executed by the service account.
- Check that every folder in
-modand-serverModexists at the referenced path. - On Linux, verify that semicolons were quoted or escaped.
- Remove one recently changed entry at a time to identify a malformed or incomplete mod.
Players receive a signature or key error
- Confirm that the mod’s matching
.bikeyis in the instance’s activekeysdirectory. - Check that the server and clients have the same signed build, not merely the same folder name.
- Remove stale keys only after confirming that no still-required mod uses them.
The launcher says a required mod is missing
- Verify the Workshop ID in
meta.cppand in the manifest. - Make sure
meta.cppis in the mod root and containsprotocol = 1;and the correctpublishedid. - Check whether the Workshop item is available to the player and whether the server is pointing to a local copy with the same content.
A client is kicked after joining
- Compare the complete client-visible manifest, including dependency mods that may not be obvious from the mission name.
- Check game branch and build compatibility.
- Inspect the server log for a missing addon, wrong version, or signature rejection before changing the startup line.
Steam did not apply an update
- Stop every Arma-related application and rerun synchronization.
- Confirm that SteamCMD is updating the directory used by the server, not a separate client or cache directory.
- Record the downloaded build and compare the mod folder’s modified files before restarting.
Players cannot see or reach the server
- Confirm the configured game port and its related Steam, voice, and BattlEye ports.
- Check host and upstream firewall rules and verify that another instance is not using the same range.
- Only after networking is confirmed should you investigate Workshop or signature problems.
A practical preflight checklist
- Dedicated-server branch and build are recorded.
- Manifest lists every Workshop ID and local folder.
- Each entry is classified as client-visible or server-only.
- Workshop roots contain valid
meta.cppfiles where pairing is required. - All expected mod directories exist and have finished updating.
- Required
.bikeyfiles are present in the activekeysdirectory. - Generated command contains the intended
-modand-serverModlists. -keysFolderand-portpoint to this instance.- Firewall rules cover the game and related ports.
- Clients have the same required, compatible mod builds.
- Previous manifest and files are backed up before a multi-mod update.
How to decide whether a web manager is worth using
Choose a web panel when you operate several instances, frequently copy keys, or need a shared interface for operators who should not edit shell scripts. Choose a script when you need maximum transparency, minimal dependencies, or unusual startup parameters. Choose managed hosting only after confirming persistent storage, SteamCMD access, required UDP ports, raw logs, and a way to deploy or restore your own manifest.
Whatever interface you choose, retain the manifest and generated command outside the panel. A third-party tool can make synchronization easier, but your recovery plan should not depend on an unavailable dashboard or an undocumented database.
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