Running Arma Reforger Server Mods
A modded server is easy to start and easy to destabilize. This guide explains downloads, dependencies, versions, and updates so your mod list stays understandable over time.
How mod loading works
At startup, the server reads game.mods from config.json, downloads any listed Workshop mods it does not have locally, and loads them. Players joining the server automatically download the mods the server marks as required. The mod list in the config is the source of truth.
Dependencies
Mods can depend on other mods. The dependency information shown on Workshop pages and mod detail pages tells you what else a mod needs. Keeping dependencies explicit in your own list makes load order and updates predictable.
The mod manager compares your list against Workshop dependency data and suggests anything missing.
Versions and pinning
By default, the server uses the latest published version of each mod. A mod entry may pin a version instead. Pinning trades freshness for stability: you avoid surprise updates, but you must update deliberately later.
When mods update
- A mod update can change or remove content that your scenario or other mods rely on.
- If a modded scenario is your
scenarioId, an update can rename or move the scenario file and stop startup. - Console compatibility can change, affecting who can join a cross-platform server.
Keeping the list healthy
- Keep
namefields so humans can read the list. - Remove mods you no longer run to reduce download time and update risk.
- Watch for duplicates after merging lists from different sources.
- Keep a known-good copy of
config.jsonso you can roll back quickly.