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Install Arma 3 Workshop mods on a dedicated server in four stages: install or update the dedicated-server files with SteamCMD, download each Workshop item by its numeric ID, place or link the downloaded folders below the Arma 3 server directory, and list those folders in the startup command. Use -mod for content the server and connecting players must load, and use -servermods only for server-side components when the mod documentation calls for it. Players still need matching versions on their own computers; the game does not silently download missing content during a normal join, although the Arma 3 Launcher can prepare required mods before launch.
The procedure is the same in principle on Linux and Windows, but paths, service accounts and startup scripts differ. Stop the server before changing any mod directory, keep a written list of Workshop IDs and folder names, and update the server and clients from the same Workshop items.
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What do I need before installing Workshop mods?
Prepare the server host, a SteamCMD installation and a separate Arma 3 server directory before downloading content. Bohemia Interactive identifies Steam app ID 233780 as the dedicated-server package. You do not need to buy the regular Arma 3 client for that package.
- A SteamCMD directory: Keep SteamCMD separate from the game files so updates, credentials and permissions are easier to manage.
- An Arma 3 server directory: This is the directory containing
arma3server_x64and the configuration files used by your service. - A dedicated service account: Run the server and SteamCMD under a non-root account on Linux or a non-administrator service account on Windows. Do not run a public game service as root or as a full-time local administrator.
- Workshop item IDs: You need the numeric value after
id=in each Workshop URL. - Write access and storage: The account must be able to create and replace files in the SteamCMD download area and in the Arma 3 directory.
- The mod’s documentation: Check dependencies, required load order and whether a component belongs in
-modor-servermods.
Use the same separation on Windows: keep SteamCMD outside the Steam desktop client’s installation and keep the dedicated server in its own folder. A hosted control panel can hide most filesystem work, but you still need the Workshop IDs, the required mod list and a way to set the server command line.
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Should I use SteamCMD myself or a hosted control panel?
Choose self-managed SteamCMD when you need direct control over files, symlinks, update timing and logs. Choose a managed panel when you prefer a form for Workshop items or collections and do not want to maintain shell scripts or FTP transfers.
| Decision area | Self-managed server | Managed panel |
|---|---|---|
| Access | Shell, filesystem and startup scripts | Web interface with provider-defined fields |
| Automation | Your own SteamCMD commands, scripts and scheduled jobs | Panel workflow for individual items or collections |
| Update control | You decide when to stop, validate and restart | Provider tools determine when and how updates run |
| Debugging | Direct command-line output and server logs | Panel logs and whatever filesystem access the provider exposes |
A panel commonly exposes fields named -Mods and -servermods. Those labels correspond to the same startup parameters described below, but the panel may rename folders, install collections into a provider-specific location or update them on its own schedule. Confirm the actual folder names and generated command line before troubleshooting a missing mod.
How do I install or update the Arma 3 dedicated server with SteamCMD?
Install the dedicated-server package first, then treat Workshop content as a separate operation. The official workflow uses force_install_dir, a Steam login, and app_update 233780 validate.
Linux installation
- Create a directory for SteamCMD and another for the server, then switch to the non-root service account.
- Start SteamCMD and select the server directory with
force_install_dir. - Log in and install or validate the dedicated server with the following command sequence:
steamcmd +force_install_dir /data/arma3 +login anonymous +app_update 233780 validate +quit
Replace /data/arma3 with the directory used by your service. Public dedicated-server files commonly permit anonymous login; if Steam requests authentication in your environment, use the separate Steam account created for server automation rather than a personal account.
Windows installation
Run the equivalent SteamCMD batch command from the SteamCMD directory and point force_install_dir at the dedicated server folder. Keep the server files separate from the desktop Steam client installation. A scheduled task or service can run the resulting startup script under a dedicated account.
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After installation, verify that the server executable and configuration files are in the directory you intend to use. Updating a running installation is unsafe because the process can hold files open while SteamCMD replaces them.
How do I find the Workshop ID for each mod?
Open the mod’s Steam Workshop page and copy the number in its URL after id=. That number is the Workshop item ID used by SteamCMD and, later, by meta.cpp for server-browser pairing.
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For example, a URL ending in ?id=123456789 identifies item 123456789. Record the ID, the folder name you plan to expose to the server, its dependencies and whether the author specifies client-and-server loading or server-only loading. Do not substitute the mod’s display name for the numeric ID; SteamCMD requires the number.
How do I download an Arma 3 Workshop mod with SteamCMD?
Use SteamCMD’s Workshop command with Arma 3’s Workshop application ID, 107410, and the item ID. A documented command is:
steamcmd +force_install_dir /data/arma3 +login anonymous +workshop_download_item 107410 <workshop-id> validate +quit
Replace <workshop-id> with the numeric ID. Run the command once for every required item, or place the commands in a script that records the list explicitly.
SteamCMD stores the downloaded content in:
steamapps/workshop/content/107410/<workshop-id>/
The exact absolute path depends on your SteamCMD installation and force_install_dir. Public items commonly allow anonymous download, but Steam may require an authenticated account for some content or account states. If the command reports an authentication or permission error, log in with the dedicated automation account and do not put that account’s password in a world-readable script.
validate asks SteamCMD to verify the downloaded files. It does not resolve a mod’s gameplay dependencies or decide whether a folder belongs in -mod or -servermods; those decisions come from the mod’s documentation and your server configuration.
How do I make the downloaded folder visible to the Arma 3 server?
Arma 3 loads a mod only when the server can reach its folder below the Arma 3 directory and the startup command names that folder. You can copy the Workshop folder or create a symbolic link. Symlinks avoid duplicate storage and make it easier to point a stable @ name at a newly downloaded version.
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Copy the folder
Copy the item directory from steamapps/workshop/content/107410/<workshop-id>/ into the Arma 3 directory and give it a clear name such as @MyMissionMod. Preserve the mod’s internal files, including its addons directory and metadata. On Windows, copy the folder with Explorer or a command-line copy tool; on Linux, use a file-copy command while preserving ownership and permissions.
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Create a symbolic link
On Linux, a link below the server directory can point to the Workshop download:
ln -s /path/to/steamapps/workshop/content/107410/123456789 /data/arma3/@MyMissionMod
On Windows, an administrator command prompt can create a directory junction or symbolic link. Use a stable target name in the server command, and make sure the service account can follow the link. If a link points outside the server’s accessible volume or its target is removed during an update, the mod will disappear until the link is repaired.
Do not update or replace a folder while the server is running. Stop the process first, download or validate the new content, check the resulting path, and then start the server again.
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What should I put in -mod and -servermods?
Use relative paths below the Arma 3 directory, separated by semicolons. Put mods that the server and clients must load in -mod. Put a component in -servermods only when its documentation identifies it as server-only.
-mod=@CBA_A3;@ace;@MyMissionMod;
The trailing semicolon is accepted in common startup examples, but the important details are the exact folder names and semicolon separators. Paths are relative to, or below, the Arma 3 installation; do not point -mod at an unrelated absolute directory when a link or folder below the installation will work.
A typical startup command also includes a configuration file, for example:
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Add -servermods=@ServerOnlyComponent; separately when required. A server-only component should not be placed in -mod merely because its folder is available; clients may then be asked to load content they do not need. Conversely, moving a client-required dependency to -servermods can leave players with missing content. Follow the author’s dependency and load-order instructions, then keep the final command line in a version-controlled script or documented service setting.
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How do I make the Launcher pair a server mod with its Workshop item?
Create a file named meta.cpp in the root of the exposed mod folder. It must contain the protocol declaration and the exact numeric Workshop ID:
protocol = 1;
publishedid = 123456789;
Replace 123456789 with the item’s real Workshop ID. The file belongs in the mod root, alongside the mod’s main directories, not inside its addons folder. Bohemia documents this identifier-based pairing for the Launcher and server browser. If pairing does not appear, check the filename, spelling, protocol value and ID, and verify that the server is actually loading the same folder in its command line.
How do clients get the same required mods?
Clients need the same required Workshop items and compatible versions. The game itself cannot download mods while joining a non-official server; it reports what is missing. Joining through the Arma 3 Launcher can download required mods before launch.
- Subscribe to every required Workshop item.
- Allow Steam to finish downloading or updating the content.
- Open the Launcher’s Mods tab and check the displayed state and dependency notices.
- Enable the set required by the server and launch the game through the Launcher.
The Launcher displays states such as downloading or corrupted and can identify dependencies. If a client subscribed after the server was updated, have that player wait for Steam to finish, restart the Launcher if the state remains stale, and recheck the selected set before joining. Optional client-only mods should not be added to the server’s required list unless the mission or server documentation explicitly needs them.
How do I update Workshop mods without breaking the server?
Use a stop-update-validate-start sequence. This prevents a running process from seeing a mixture of old and new files.
- Stop the server cleanly. End the service or process and confirm that no
arma3server_x64process remains. - Update every required Workshop item. Re-run
workshop_download_item 107410 <workshop-id> validatefor each ID, or use the panel’s item or collection update action. - Check the exposed folders. Confirm that copied folders or symlinks still point to the intended download and that ownership and permissions are correct.
- Review dependencies and load order. A mod update can introduce a dependency or change a documented startup requirement.
- Record the change. Keep the date, Workshop IDs, folder names and command-line changes so you can roll back a problematic update.
- Start with the known command. Confirm that the process uses the expected
-modand-servermodsvalues, then load the intended mission or scenario. - Synchronize players. Tell clients to let Steam complete their updates before joining.
If an update introduces a failure, stop the server again and restore the previous copied directory or symlink target if you kept one. Do not delete the only known-good version before confirming that the new files load.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Why can players see the server but still be missing mods?
Server visibility and mod synchronization are separate. A player can discover the server while lacking one or more required Workshop items, while a server can have the correct files locally but advertise an incorrect or incomplete pairing.
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| Symptom | Likely cause | Action |
|---|---|---|
| Player sees the server but receives a missing-mod message | The client has not subscribed to, downloaded or enabled a required item | Have the player use the Launcher Mods tab, finish Steam downloads and launch with the required set |
| Server fails during startup after a mod update | Partial replacement, missing dependency or incorrect load order | Stop the server, remove the newest entry from the command temporarily, verify dependencies and retry with a minimal known-good set |
| Workshop download completes but the server cannot load it | The folder is outside the Arma 3 directory, the link is broken or the command uses the wrong name | Check the resolved path, permissions, link target and exact -mod spelling |
| Launcher or browser does not associate the mod with Workshop | Missing or invalid meta.cpp |
Place meta.cpp in the mod root and verify protocol = 1; and the exact publishedid |
| Only one machine reports a dependency error | That client’s Workshop content is stale, corrupted or incomplete | Inspect the Launcher state, allow Steam to update, then restart the Launcher and reselect the mod set |
For a controlled diagnosis, stop the server, keep only the base game and the smallest required dependency set, and add the newest mod back one entry at a time. This isolates a path, dependency or command-line error without changing unrelated content.
What should I document for future updates?
A short mod manifest prevents guesswork after a restart, host migration or staff change. Record the following for each item:
- Workshop display name and numeric ID
- Exposed folder name, including its leading
@if used - Whether it belongs in
-modor-servermods - Required dependencies and any documented load order
- Whether a
meta.cppfile is present and itspublishedid - Download location, symlink target or panel collection
- Date of the last validated update and the last known-good version
- Which players or missions require the item
Store the startup script and manifest where the service account can read them but ordinary users cannot alter them. This makes an update reproducible and gives you a clear rollback target when a Workshop author publishes a breaking change.
Frequently Asked Questions
Can I download Arma 3 Workshop mods anonymously with SteamCMD?
Many public Workshop items can be downloaded with +login anonymous, but Steam can require authentication for particular items or account states. If anonymous access fails, use the separate Steam account created for server automation and protect its credentials rather than embedding them in a publicly readable script.
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SteamCMD places an item under the Steam library’s steamapps/workshop/content/107410/<workshop-id>/ path. The absolute location depends on your SteamCMD and force_install_dir choices; the server will not load that folder unless it is copied or linked below the Arma 3 directory and named in the startup parameters.
Do players need the exact same mod folder name?
They need the same Workshop item and a compatible downloaded version, while the server needs the local folder name used in its command line. A server-side @ name can differ from the Workshop display name, but changing it requires updating the command and any links or panel settings that refer to it.
What happens if a Workshop author removes or hides an item?
SteamCMD may no longer be able to obtain a fresh copy, and clients may be unable to subscribe or update it. Keep a known-good server backup and a manifest of IDs, then review the mission’s dependency list before attempting a replacement; do not assume a similarly named item is compatible.
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