xgaming.tools

Arma 3 Mod List Builder

Paste Steam Workshop URLs or numeric IDs and build the exact -mod=@x;@y; startup string + an Arma 3 Launcher .html preset, plus ready-to-run Windows .bat and Linux .sh launchers. Live Steam Workshop metadata fetch (titles, file sizes, last-updated). Detects wrong-game IDs (consumer_app_id check) and supports per-entry -mod= vs -serverMod=.

Add mods

Mods (0)

No mods yet. Paste Workshop URLs or IDs above to start.

// Add at least one mod to generate startup string

Turn Steam Workshop links into a working Arma 3 server mod load order

Arma 3's mod-loading is fundamentally a startup-flag problem: the engine accepts a single -mod=@a;@b;@c string of folder names and a parallel -serverMod=@x;@y; for server-only mods (signature verification skipped). Building that string by hand from a list of Steam Workshop URLs is error-prone — you have to look up each ID, find the friendly mod name, mind the Windows-vs-Linux escape rules for semicolons, and keep client-only mods out of the serverMod set. This tool does it in one paste.

Workflow: paste a list of Steam Workshop URLs (or just the numeric IDs) into the bulk-add box. The tool calls Steam's keyless ISteamRemoteStorage/GetPublishedFileDetails endpoint via our server proxy (CORS prevents direct browser calls) and fetches every mod's title, file size, last-update timestamp, subscription count, and consumer_app_id. Mods whose app_id is anything other than Arma 3's 107410 get flagged red — you can paste DayZ or CS Workshop links by mistake and the tool catches it before you ship a broken startup line.

Output: four formats. A copy-paste -mod=@CBA_A3;@ace;@RHSAFRF; startup string (with the right quote rules per OS). A drag-and-drop Arma 3 Launcher .html preset that imports straight into the official Launcher's mods tab. A Windows arma3server_x64.exe .bat with the full command. A Linux ./arma3server_x64 .sh with backslash-escaped semicolons inside quoted -mod= so the shell doesn't split it. Every form is downloadable.

Per-entry knobs: each mod has an editable friendly folder name (defaults to the Workshop title sanitized into @MyMod form) and a serverOnly toggle that moves it into the -serverMod= bucket. Reorder entries with drag handles — load order matters for some mods (CBA must come first, modular mods like ACE must come after their core). Refresh-all repulls every mod's metadata in case a mod was updated since you last opened the tool.

Deploy guidance: SteamCMD is the standard download path (+login anonymous +workshop_download_item 107410 <ID> +quit per mod), and the downloads land in steamapps/workshop/content/107410/<numeric ID>/. You typically symlink each numeric folder into your server root with the matching @FriendlyName so the -mod= flag finds them. If you host on XGamingServer, the panel can run SteamCMD for you on each restart so the mods stay current.

Arma 3 Mod List Builder — FAQ

Where do I put the mod folders?

Inside your Arma 3 server directory — /path/to/arma3server/. Each mod folder must match the name in -mod=. SteamCMD downloads them as numeric IDs (e.g. steamapps/workshop/content/107410/450814997/); you typically symlink or rename to the friendly @CBA_A3 form before launch.

What's the difference between -mod= and -serverMod=?

-mod= mods are seen by both the server AND clients — clients must have the same mods or signature verification kicks them. -serverMod= mods only run on the server (e.g. headless-client mods, RCon helpers, AI mods that don't change client gameplay). Signatures aren't checked against clients for serverMods.

Does the .html preset format work in the Arma 3 Launcher?

Yes — this is the same shape the Launcher itself exports. Drag the downloaded .html file onto the Launcher window to import.

My mod shows "(not Arma 3)" — is something wrong?

The Steam Workshop ID belongs to a different game (we check the consumer_app_id from Steam against Arma 3's 107410). Double-check the URL — easy to copy a CS or DayZ workshop link by mistake. Remove and re-add the right one.

Can I import a Steam collection?

Not yet — paste the individual mod URLs from the collection page for now.

How do I get the mods onto my server?

Use SteamCMD: +login anonymous +workshop_download_item 107410 <ID> +quit. Anonymous login works for public Workshop items. Loop the command for each ID. The downloaded folders end up under steamapps/workshop/content/107410/<ID>/ — symlink each into your server root with the matching friendly name.

You might also need

Arma 3 server admin docs

Read the full Arma 3 server docs →

Step-by-step guides for installing mods, configuring your server, joining, troubleshooting, and admin commands.

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