DayZ Server: How to Install Steam Workshop Mods
DayZ uses the Steam Workshop for mod distribution. Installing mods on a dedicated server is a four-step process: subscribe locally, copy mod IDs to the server, format them correctly in the launch config, restart. Clients must subscribe to the same mods or they can't join.
Step 1: Find the Mod IDs You Want
- Browse the DayZ Workshop at steamcommunity.com/app/221100/workshop.
- Click into a mod's detail page.
- The Workshop ID is the long number at the end of the URL:
...filedetails/?id=1559212036. - Note the mod's display name (you'll need it as
@ModName) plus the numeric Workshop ID.
Step 2: Install the Mod on the Server
Option A — Hosted Server with Workshop Button
Most providers (us included) expose a Steam Workshop button in the panel:
- Open your server panel and click Steam Workshop.
- Search for the mod by name or paste the Workshop ID.
- Click Install. The provider downloads the mod into the server's mod directory.
- Most panels expose a second view called Steam Workshop (installed) — verify the mod shows there.
Option B — Self-Hosted via SteamCMD
- Run SteamCMD with the DayZ server credentials.
- Use
workshop_download_item 221100 <workshop_id>. - Symlink or copy the resulting folder from
steamapps/workshop/content/221100/<id>into your DayZ server's root as@ModName. - Repeat per mod. (Hosted panels do this automatically.)
Step 3: Add Mods to Your Server Launch Config
Your server panel's Command Line Manager (or the equivalent start.sh / start.bat) has a Mods field. Format mod IDs as a semicolon-separated list of @ModName entries:
@CF;@Community-Online-Tools;@Dabs-Framework
Common gotchas:
- Each mod prefixed with
@— no spaces. - Separator is a semicolon — not a comma.
- Load-order matters. Framework/dependency mods first (e.g.
@CF,@Dabs-Framework), then dependents. - Capitalization in the mod folder name must match what you write here.
Step 4: Restart the Server
After saving the new mod string, perform a full restart, not a soft restart. The server only re-scans the mod list on cold boot.
Step 5: Tell Your Players to Subscribe
Critical: every player who wants to join must subscribe to the same mods through the Steam Workshop in their DayZ Launcher (the launcher, not the in-game menu). Mismatched mod sets cause connection failures with vague errors.
- Send your players the list of Workshop IDs (or links).
- They click Subscribe on each.
- In the DayZ Launcher, the mods appear under the Mods tab.
- They tick the mods, hit Play — the launcher merges mods into the game launch.
Updating Mods
Most server panels have a Steam Workshop (updates) button. Click it and run Update All. Most providers also auto-update Workshop mods on server restart, but a manual sweep is the safest default after a Steam mod-author push.
Common Mistakes
| Symptom | Fix |
|---|---|
| "Server starts but mods aren't active" | Mod IDs in launch config don't match folder names exactly. Capital-A vs lowercase-a kills the load. |
| "Server runs but clients get 'session lost' on join" | Client mod set doesn't match server's. They need to subscribe in the DayZ Launcher. |
| "After update, mods broke" | Workshop author pushed a breaking change. Roll back: in Steam Workshop, choose previous version, or wait for the mod's dependent mods to update. |
| "Comma-separated list doesn't work" | DayZ uses ; not ,. Replace. |
| "Mod folder is named differently than @ModName" | Rename the folder to exactly match — case-sensitive on Linux servers. |
Recommended Foundation Mods
| Mod | What It Does |
|---|---|
| @CF (Community Framework) | Dependency for many other mods. Load first. |
| @Community-Online-Tools | Admin teleport, ban, spawn-item UI. Essential for moderation. |
| @Dabs-Framework | Used by many large mods (BBP, FX, etc.). |
| @SchanaModParty | Group/party system for friend coordination. |
Run a modded community without launcher headaches. Host a DayZ server with Supercraft and one-click install Workshop mods from the panel.