
The Workshop is the reason most people run a dedicated Arma Reforger server instead of using quickplay. The vanilla Conflict mode is solid, but the community has built hundreds of scenarios, maps, and gameplay mods that make the game worth revisiting. Here are the ones that stand out for server owners in 2026.
How Workshop Mods Work on a Server
Mods are added to the mods array in your server.json config file. Each mod has an ID and a name:
"mods": [
{
"modId": "YOUR_MOD_ID_HERE",
"name": "ModName",
"version": "1.0.0"
}
]
The server downloads mods automatically on startup. Players need the same mods installed through the in-game Workshop. If a player connects without the right mods, the game prompts them to download.
A few practical notes:
- Order matters. Some mods depend on others. Load dependencies first in the array.
- More mods means more RAM. Each mod adds to the server's memory footprint. Map mods can add several GB. Budget your RAM accordingly.
- Updates break things. When Bohemia patches Reforger, Workshop mods sometimes lag behind. Test after every game update before inviting players in.
Best Game Mode Mods
KingOfTheHill
The classic ArmA game mode, rebuilt for Reforger. Three factions fight over a central zone. The team holding the zone earns points. Simple, fast, and keeps servers populated because rounds are quick and the rules are obvious to new players.
Good for: public servers that want consistent traffic.
RAM impact: moderate. Player count is the main factor.
Capture and Hold
Multiple objective zones across the map, each worth points. Teams spread their forces between attack and defense. More strategic than KingOfTheHill, with longer sessions and more variety per round.
Good for: communities that want tactical depth without the commitment of full Conflict.
Combat Ops
Cooperative PvE missions where players fight AI together. The scenarios range from simple patrols to complex multi-objective operations. A good option for milsim-oriented groups that want structured PvE content.
Good for: smaller groups or milsim communities.
RAM impact: depends on AI count. Heavier missions push more RAM.
Best Map Mods
Community Maps
The Workshop has several community-made maps that offer terrain beyond the official Everon and Arland. These maps vary in scale and setting, from dense urban areas to open desert terrain.
Things to check before running a custom map:
- Size: larger maps need more RAM and longer load times.
- Compatibility: not all game modes work on all custom maps. Check the map's Workshop page for supported scenarios.
- Update frequency: a map that has not been updated in months may break on the next game patch.
Indoor CQB Maps
Smaller, focused maps designed for close-quarters engagements. Good for training sessions or competitive events. Low resource footprint, fast load times.
Quality-of-Life Mods
Admin Tools
Several mods add server administration features beyond the vanilla console: player management panels, real-time server statistics, ban lists with reasons, and logging. Running a public server without admin tools is asking for trouble.
Weapon and Equipment Packs
Community-made weapon packs expand the arsenal beyond the stock Cold War era selection. These are purely additive and do not replace vanilla content.
Be careful with compatibility: weapon mods sometimes conflict with each other or with game mode mods. Test combinations before deploying to your live server.
Vehicle Mods
Additional vehicles, from period-appropriate military hardware to utility vehicles. The impact on server performance scales with how many players are operating vehicles simultaneously. A server where 30 players are all in vehicles eats more CPU than one where most players are on foot.
Building a Mod List for Your Server
The temptation is to install everything. Resist it.
Start with 3-5 mods. A game mode, a map if you want one, and maybe one QoL mod. Test this combination, make sure it is stable, and let your players get used to it. Then add more gradually.
Track what your players actually use. If nobody in your community plays the extra weapon mod, remove it. Fewer mods means faster load times, fewer compatibility issues, and easier troubleshooting when something breaks.
Keep a version log. When you add or update a mod, note the date and the mod version. When something breaks after an update, this log tells you what changed.
Pin mod versions when possible. Some mods auto-update on the Workshop. If your server runs a tested combination, pinning to a known-good version prevents surprise breakages.
Server Resources Per Mod Count
A rough guide for RAM allocation based on mod complexity:
| Setup | RAM recommendation |
|---|---|
| Vanilla Conflict, no mods | 2-4 GB |
| 3-5 mods, standard map | 4-6 GB |
| 10+ mods, custom map | 8-12 GB |
| Heavy mod load, large custom map | 12+ GB |
These are guidelines, not rules. Actual usage depends on player count, AI activity, and the specific mods installed.
FAQ
Do all players need the same mods installed? Yes. The game checks mod compatibility when a player connects. Mismatched mods prevent joining.
Can I run Workshop mods on a Linux server? Yes. Reforger's server is a native Linux binary, and Workshop mod support works the same as on Windows.
Will mods work after a game update? Not always. Bohemia's updates sometimes break mod compatibility. Wait for your critical mods to confirm compatibility before updating the server after a game patch.
Where do I find mod IDs? On the Arma Reforger Workshop page for each mod. The mod ID is in the URL or listed on the mod's info page.
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