Mods are what turn a vanilla Arma 3 server into a milsim overhaul, a PvP mod pack, or a full campaign built around content like RHS or CBA_A3. Like DayZ, Arma 3 servers don't pull Steam Workshop mods in automatically, they need to be added to the server manually. On MintServers, you have two ways to do this: uploading a modlist exported straight from the Arma 3 Launcher, or uploading and configuring mod files by hand.
Method A: Using An Exported Modlist (Recommended)
This is the simplest option if you've already built your mod collection in the Arma 3 Launcher.
- In the Arma 3 Launcher, subscribe to and enable all the mods you want on your server. If you're managing a lot of mods, save them as a Preset first.
- From the Launcher's Mods or Preset screen, use the export option to save your modlist as an HTML file.
- Log into your MintServers panel and open the Files tab.
- Upload the exported HTML file to your server's root directory.
- Open the
Arma Settingstab and confirm theModlist Filefield matches the filename you uploaded (this defaults tomodlist.html). - Save your settings and start your server.
Method B: Manual Mod Upload
Use this method for mods you've downloaded outside the Launcher, or if you want full control over exactly what's loaded.
- Subscribe to your mods on the Arma 3 Steam Workshop and launch the game once so Steam downloads them locally as
@ModNamefolders. - On the MintServers panel, open the Files tab and upload each
@ModNamefolder into your server's root directory. - Inside each mod folder is a
keys(orKeys) folder containing a.bikeyfile. Copy every one of these into your server's ownkeysfolder. - Open the
Arma Settingstab and list your mod folders in theAdditional Modsfield, separated by semicolons. - Save your settings and start your server.
@ and often capital letters (for example, @CBA_A3). Rename your uploaded folders to fit this rule before listing them, or your server may fail to find the mod.
Common Gotchas
- Dependency order: Community Base Addons (
@CBA_A3) is a requirement for most major mods and needs to be listed first. - Missing keys: If a mod's
.bikeyfile isn't in your server'skeysfolder, the signature check will reject any player using that mod. - Mods uploaded from Windows not loading: If a mod seems to be missing or failing to load after uploading it, folder and file names copied from a Windows machine can end up with casing that Linux servers treat as a different name entirely. Check whether your panel has a "make mod files lowercase" repair option.
- Server-only mods: Some setups support a separate server-side-only mod list, for mods that don't need to be verified against connecting clients. Check your Arma Settings tab for an advanced field along these lines before assuming every mod needs the same treatment.
What Players Need To Do
Every player connecting to a modded server needs to be running the exact same mods, in the exact same versions. When a player tries to join through the Arma 3 Launcher, it will prompt them to subscribe to and download any mods they're missing, so this is usually a one-click step on their end rather than something they need to configure manually.
🛠️ Troubleshooting Mod Issues
Server rejects every player after adding a mod:Almost always a missing.bikeyfile in your server'skeysfolder.Server fails to start:Check your mod load order. Dependencies like Community Base Addons need to be listed before the mods that require them.A mod updated and now breaks the server:Re-download and re-upload the mod, or the exported modlist, whenever the author pushes an update.Players can't find the server, or it disappears from their list:Signature or key issues can cause a modded server to drop off the public browser. Double-check every mod has a matching key installed.
Once your mods are uploaded and your server starts cleanly, you're ready to build the exact Arma 3 experience you're going for. If you run into any trouble getting mods installed correctly, no worries! Just open a support ticket and our team will gladly jump in and help.