How to Add Mods to an Arma Reforger Server
Mods are added by listing Workshop entries in the game.mods array of config.json. This guide shows the whole path: find the ID, write the entry, handle dependencies, then restart and verify.
1. Find the mod and its ID
Every Workshop mod has a 16-character hexadecimal ID, for example 5965550F24A0C152. Find mods and copy their IDs in the mod browser, or take the ID from the mod page URL on the official Workshop.
2. Write the mods entry
Add each mod as an object inside game.mods. A minimal entry only needs modId; names are useful for humans.
"game": {
"mods": [
{
"modId": "5965550F24A0C152",
"name": "WeaponSwitching"
}
]
}
modId- Required. The Workshop ID.
name- Optional and informational. It keeps the file readable but does not affect downloads.
version- Optional. Pins a specific mod version. Leave it out unless you have a reason to pin.
required- Optional. Together with
game.modsRequiredByDefault, it controls whether joining clients must run the mod. See the official documentation for exact behavior.
The mods array belongs inside the game object. A top-level mods array parses, but the server ignores it.
3. Add dependencies
Some mods require other mods. Check the dependencies section on the mod detail page in the mod browser. The mod manager can compare your list against Workshop dependency data and suggest anything missing.
4. Restart and verify
Restart the server after changing the mod list. On startup, the server log shows each mod being resolved and downloaded. A mod that cannot be found or downloaded is logged with its ID. First startup after adding large mods can take longer because the server has to download them.