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Workshop mod by Spetterino

Monumental Structures Arma Reforger Mod

** WIP & RESOURCE INTENSIVE ** Seven interactive buildings sets for Arma Reforger. Every room enterable and furnished, every door opens. Lights, CCTV, gates, cell locks and alarms work in SP & MP.

01DE12B69F22A6A5
Monumental Structures preview

Ranking

Rising#211361.1
2Serversrunning this mod
3Observed players nowon servers reporting this mod
19Estimated player-hours (partial)Partial 7-day data (5% coverage)
DeploymentTop 37%63.0ahead of 63% of tracked mods by servers running it
Activity39th39.5ahead of 39% of tracked mods by play on those servers (partial 7-day data)
Popularity53.6deployment and activity combined (partial 7-day data)
How those 2 installs happen100% traced
  • Not identified as a dependency2
Last 30 days
Servers, last 30 days
2 latest2 peak, 16:05 UTC0 low, 00:08 UTC

Servers reporting the mod in each hourly observation. Covers 24 hours of the last 30 days.

Daily values
Servers, last 30 days, one row per day (UTC)
DayLastPeakLowObs.
18 Oct1113
19 Oct22022
Observed players, last 30 days
3 latest8 peak, 22:03 UTC0 low, 21:01 UTC

Sampled player counts on servers reporting the mod; not unique players. Covers 24 hours of the last 30 days.

Daily values
Observed players, last 30 days, one row per day (UTC)
DayLastPeakLowObs.
18 Oct1803
19 Oct33022

Calculated Oct 19, 2026, 9:10 PM UTCDerived from observed server and mod activity. Trend positions describe recent observed change, not future adoption.

Summary

** WIP & RESOURCE INTENSIVE ** Seven interactive buildings sets for Arma Reforger. Every room enterable and furnished, every door opens. Lights, CCTV, gates, cell locks and alarms work in SP & MP.

Official Workshop description

PERFORMANCE Frame rate lost with the whole site in view, at 60 m / 120 m (1080p). Measured against an empty field, which costs almost nothing: on a real map the share is smaller. Light - compact, fine among other buildings - Police station: 15 % / 8 % - Embassy compound: 19 % / 11 % Medium - large, or several buildings on one site - Row houses: 25 % / 12 % - Residence estate: 25 % / 18 % - Town hall: 27 % / 12 % - Prison: 28 % / 17 % Heavy - a centrepiece, give it open ground - Manor: 40 % / 23 % (about 500 pieces of furniture, 173 lamps) How the mod keeps it light - Simpler models with distance. Panes, furniture and decor are not drawn beyond 100 to 150 m, inner doors and lamp fittings beyond 50 m. - Furniture costs nothing seen from outside; indoors each furnished room adds some cost. - Indoor lamps start off, outdoor lamps burn only at night. Every lit room costs a little. Tips - Spread large sites out: one or two per area. - Not tested on console. BUILDINGS Embassy compound - Four floors, about 57 rooms: airlock, consular and secure zones, strongroom, cipher room, steel doors. - Armoured glass stops small arms up to 14.5 mm and grenades; RPGs, charges, mines and mortars break it. - 11 CCTV cameras. Gatehouse panel for gates and four rising bollards. Fence and gates can be breached. Ambassador's residence - Town house in a walled estate with guest house, gate lodge, shed and fountain. Gate opened from a panel. Manor - Louis XVI manor with Ionic order, grand dome and terrace court. - About 500 pieces of furniture, curtains, rugs and paintings: salons, ballroom, gallery, library, dining room, bedrooms, wine cellar, swimming hall with sauna. - 173 lamps. 10 outdoor CCTV cameras. - Grand Gate (triumphal arch) and secondary gate, by hand or from a panel. Railing in 6, 3 and 1.5 m modules. - Two ready estates: about 180 x 210 m and 130 x 140 m. Town hall - Council chamber with dais and council furniture, offices, archive. Clock tower shows the game's time. Police station (gendarmerie, about 1900) - Guard post, offices, armoury, four cells locked from a panel; a locked cell cannot be opened from either side. Yard gate opened from a panel. Prison - Walled 19th-century prison: 41 cells on galleries, dungeons, workshops, exercise yards, four guard towers with searchlights. - Sally port with gates and boom barrier. Control room locks the cells row by row; all locked at the start. - Alarm buttons switch a siren and emergency lamps. A tunnel and a culvert to crawl through. Row houses - Kit of five furnished town houses with shared party walls: build a row of any length. A row of five is included. Souterrain kitchen, three floors, mansard. FUNCTIONS Power and light - Every building has a main switch: off = all its lamps, screens and alarms dark. - A light switch beside every room's door. Indoor lamps are off at the start (Light is heavy). - Outdoor lamps burn from dusk to dawn. Lamps can be shot out. - Doors open into their own room, clear of the furniture. CCTV - A station shows every camera of its site within 150 m. Needs power. Cameras can be shot out. - Keys: A / D camera, mouse look, wheel or W / S zoom, R reset, N night vision, Q quality, Esc close. - Gamepad: shoulders camera, right stick look, left stick zoom, Y night vision, X quality, B close. Multiplayer - Power, switches, lamps, gates, locks and alarm are kept on the server; late joiners see the current state. Panels work their own site only. Destruction - Embassy, residence estate, police station and town hall collapse into ruins; manor, prison and row houses cannot be destroyed yet. FOR MISSION MAKERS - About 200 Game Master entries: buildings (furnished or not), estates, gates, walls, paving, CCTV, and about 100 pieces of furniture for your own buildings. - Lower the terrain under the prison 4.2 m and under the row houses 1.6 m. Their Game Master names say so. - Estates need flat ground. - Showcase world MST_Showcase (scenario list): everything side by side. ENGINE LIMITATIONS - The engine draws 16 to 22 lamp shadows. Indoors the mod stays within that, so far rooms may stay dark; outdoors, with many rooms lit, light shines through walls. - No bounced light at night: surfaces facing away from a lamp stay dark. - Indoor daylight comes from the engine's light probes, not real bounced sunlight. KNOWN POINTS - AI inside is not tested; expect trouble in large interiors and on stairs. - Fences and railings reach 0.8 m into the ground: fine on gentle slopes, gaps on steep ground. - Town Hall's circular service stairs is too small - Plant models are not good enough

Scenarios

1
Monumental Structures - ShowcaseGame Master · 16 players

The embassy compound and every part of Monumental Structures on a flat lawn, for previews, screenshots and tests. Whoever hosts is Game Master.

{2D02F87EEAC02328}Missions/MST_Showcase.conf

Servers running this mod

2

2 currently listed servers report Monumental Structures in its mod list. Showing the 2 with the most players.

Versions

1
published · approved · 290 MiB
0.0.2Game 1.8.0.13 · 290 MiB · Oct 18, 2026
Dependencies: 0Scenarios: 1PublishedApproved
No changelog text is available for this version.

config.json entry

{
  "modId": "01DE12B69F22A6A5",
  "name": "Monumental Structures",
  "version": "0.0.2"
}

Use Monumental Structures on your server

Add Monumental Structures to the game.mods array of your server config.json. The config generator builds the full file, the mod manager keeps the mod list and its dependencies organized, and the config validator checks an existing config. The adding mods guide and mod dependencies guide walk through it step by step.

Fetch this mod from the API

The same metadata is available as JSON. See the API quickstart, the V2 reference, or the V1 reference.

GET https://api.reforgermods.net/v2/mods/01DE12B69F22A6A5
GET https://api.reforgermods.net/v2/mods/01DE12B69F22A6A5/versions

Data is cached from Arma Reforger Workshop metadata and may be stale. reforgermods.net is independent and is not affiliated with Bohemia Interactive.