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To install a Steam Workshop item on a Killing Floor 2 dedicated server, subscribe the server to the item’s numeric Workshop ID in PCServer-KFEngine.ini, enable the Steam Workshop download manager, and let the server finish downloading before you stop it. Custom maps then need a map-summary section and a map-cycle entry; mutators usually need their own startup parameter and configuration files.
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What you need before adding a Workshop item
This procedure applies to a self-hosted Killing Floor 2 dedicated server installed with SteamCMD. You need access to the server’s files, permission to edit its INI files, and the numeric ID of each Workshop item you want to use.
- A Windows or Linux Killing Floor 2 dedicated-server installation.
- SteamCMD for installing or updating the server files.
- The Workshop page URL for each mod, map or mutator.
- The server’s configuration directory, including
PCServer-KFEngine.iniandPCServer-KFGame.ini. - A maintenance window long enough for the server to download each item and generate any first-run configuration files.
SteamCMD is a command-line downloader and updater for dedicated servers; it is not a separate physical product. Install or update the server before editing its configuration so that the required folders and base INI files exist.
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Install or update the dedicated server with SteamCMD
Windows installation command
On Windows, open a command prompt in the directory containing steamcmd.exe and run:
steamcmd.exe force_install_dir C:KF2Server login anonymous app_update 232130 validate quit
The application ID 232130 is the Killing Floor 2 dedicated-server app used by this command. Change C:KF2Server only if you want the server in another directory. The validate option checks the downloaded files; it can take longer than a normal update.
Run the server once before mod configuration
- Start the dedicated server using the launch method supplied with your installation.
- Allow it to complete initial startup, then stop it cleanly.
- Confirm that the
KFGameConfigdirectory contains the server INI files, especiallyPCServer-KFEngine.iniandPCServer-KFGame.ini.
This first run creates configuration files that do not exist in a fresh installation. On Linux, use the equivalent SteamCMD installation and launch process, then locate the generated server engine and game INI files in the Linux installation’s configuration directory. File names and section names remain the important parts of the procedure even when the absolute path differs.
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Edit the engine configuration
Stop the server before editing its files. On Windows, open:
C:KF2ServerKFGameConfigPCServer-KFEngine.ini
Use the corresponding engine INI file in your Linux installation. Find the [IpDrv.TcpNetDriver] section and add this line:
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DownloadManagers=OnlineSubsystemSteamworks.SteamWorkshopDownload
If the section already contains several DownloadManagers= entries, place the Steam Workshop entry first. The download manager is what allows Workshop content to be obtained and delivered to clients; a subscription line without this manager can leave an item downloaded incompletely or unavailable to players.
Keep the INI syntax intact
- Use the exact section name, including capitalization and punctuation.
- Do not put the entry under
PCServer-KFGame.ini; it belongs in the engine INI. - Do not add quotation marks around the value.
- Retain other download-manager entries unless the mod’s documentation specifically tells you to remove one.
Subscribe the server to a Workshop item
Get the numeric Workshop ID
Open the item’s Steam Workshop page and read the number in its URL. The number is the item’s Workshop ID. Use the number itself, not the item title, creator name or the entire URL.
Add the subscription entry
In the same engine INI, find or create this section:
[OnlineSubsystemSteamworks.KFWorkshopSteamworks]
Add one line for every item the server must subscribe to:
ServerSubscribedWorkshopItems=123456789
ServerSubscribedWorkshopItems=987654321
Replace each example number with the real numeric ID. Keep one entry per line. Do not combine IDs with commas, spaces or the Workshop URL.
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Start the server and wait for completion
- Save
PCServer-KFEngine.ini. - Start the Killing Floor 2 server.
- Watch the startup output and disk activity while the server obtains the subscribed items.
- Leave the process running until the downloads finish.
- Stop the server cleanly only after the content has been downloaded, then restart it for normal operation.
Stopping the process immediately after adding the subscription can interrupt the download. A server restart is appropriate after the first download, but it should not replace the wait required for the initial transfer.
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Add a downloaded custom map to rotation
Downloading a map does not automatically make it a playable map or add it to the server’s rotation. You must define a map summary and add the map name to the map cycle.
Create the map-summary section
Open KFGameConfigPCServer-KFGame.ini on Windows, or the equivalent game INI on Linux. Add a section matching the map’s package name. For a map named KF-CustomMap, the section has this form:
[KF-CustomMap KFMapSummary]
The exact summary properties depend on the map and its published instructions. The key requirement is that the section name matches the map package name exactly.
Add the map to the cycle
Add the map’s package name to the server’s map-cycle configuration. Use KF-CustomMap, not KF-CustomMap.kfm; omit the .kfm extension from MapName.
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A typical workflow is:
- Subscribe the server to the map’s numeric Workshop ID.
- Start the server and wait for the Workshop download to finish.
- Stop the server and edit
PCServer-KFGame.ini. - Add the matching
KFMapSummarysection. - Add the extension-free map name to the map cycle.
- Restart the server and select the map through the normal voting or rotation process.
If the map files exist but the map is absent from voting or rotation, check the summary section and map-cycle entry before re-downloading the Workshop item.
Enable a Workshop mutator
Mutators are not configured like maps. A subscription downloads the files, but the mutator normally needs an item-specific startup parameter and one or more configuration files. Read the instructions attached to the particular Workshop item before choosing its launch syntax.
Example: Server Extension
The documented Server Extension setup uses this startup parameter:
?Mutator=ServerExtMut.ServerExtMut
That example also creates or configures:
KFServerExtMut.iniKFxMapVote.iniKFServerExt.ini
- Add the item’s numeric Workshop ID under
[OnlineSubsystemSteamworks.KFWorkshopSteamworks]. - Enable
OnlineSubsystemSteamworks.SteamWorkshopDownloadunder[IpDrv.TcpNetDriver]. - Add the documented
?Mutator=...parameter to the server’s startup command or shortcut. - Start the server once so the mutator can generate its configuration files.
- Stop the server, edit the generated INI files, and set the options described by the mutator author.
- Restart the server and verify the mutator in the startup log and in-game behavior.
Some mutators depend on first-run configuration generation. The Server Extension instructions warn that an UnrealScript default-value initialization bug can produce random settings or missing configuration files. If that item documents a workaround, explicitly initialize its version or configuration values instead of relying on defaults.
Understand where Workshop files are stored
Knowing the storage locations helps distinguish a configuration error from a stale or duplicate download. The documented Windows locations for the Server Extension example include:
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BinariesWin64steamappsworkshopcontent232090
KFGameCache
The numeric directory under content is the game’s Workshop content area; individual item folders beneath it use their own Workshop IDs. The cache directory can contain older copies or temporary files. Linux installations use their corresponding server directories rather than the Windows path shown above.
Troubleshoot missing or unusable Workshop content
The item never downloads
- Check that the subscription value is the numeric Workshop ID, not a URL or title.
- Verify that
DownloadManagers=OnlineSubsystemSteamworks.SteamWorkshopDownloadis present in[IpDrv.TcpNetDriver]. - Make sure the Steam Workshop entry is first when multiple download managers are listed.
- Start the server long enough for the download to finish before shutting it down.
- Check that the server account can write to its Workshop content and cache directories.
The files downloaded but the map does not appear
- Confirm that the map’s package name matches the
[... KFMapSummary]section. - Check that the map is in the map cycle.
- Remove the
.kfmextension from theMapNamevalue. - Restart after saving the game INI so the server reloads the map list.
The mutator does not activate
- Check the mutator’s required startup parameter; a subscription alone does not enable most mutators.
- Verify the class name and package spelling in the
?Mutator=...parameter. - Start once to generate the mutator’s INI files, then configure and restart.
- Look for duplicate copies in the Workshop content directory and
KFGameCache.
Conflicting or duplicated versions remain
When an update leaves incompatible files behind, the Server Extension instructions recommend clearing the server’s Workshop and cache directories, then restarting so the subscribed item is downloaded again. Stop the server first, preserve a backup of any settings you need, remove only the stale mod content, and allow a complete fresh download before testing. Do not delete the entire server installation unless you intend to rebuild all configuration and content.
Settings change randomly or a configuration file is missing
This can occur when a mutator relies on UnrealScript default-value initialization during its first run. Re-run the documented first-start procedure, explicitly initialize the version or configuration values required by that mutator, and restart after saving the generated files.
Manual INI editing versus a third-party administration tool
You can perform the entire setup manually, or use a utility such as KF2ServerTool as a convenience layer. The tool does not remove the need to understand the native configuration: verify every generated subscription, map entry and redirect setting before deploying it.
| Consideration | Manual configuration | KF2ServerTool |
|---|---|---|
| Control and transparency | You edit the native INI files and can review every line before startup. | The utility automates edits; inspect the resulting files to confirm the values. |
| Workshop setup | Copy each numeric ID into ServerSubscribedWorkshopItems and manage downloads through the server. |
Can browse or accept a Workshop URL, download the item and add the subscription. |
| Map management | Add the map summary and map-cycle entry yourself. | Can add map entries and map-cycle entries for you. |
| Redirects and hosting | Configure redirects and server files directly. | Can configure redirects and manage Windows or Linux installations. |
| Maintenance risk | Depends mainly on Killing Floor 2’s native configuration and the mod’s own instructions. | Adds a third-party software update as another compatibility and maintenance consideration. |
Use manual editing when you need auditable, repeatable configuration or are troubleshooting a failed startup. A tool is useful when you manage several installations or want assisted map and Workshop entry handling, but check its current release and review its output before relying on it for production changes.
Deployment checklist
- SteamCMD installed or updated the dedicated server with app ID
232130. - The server was started once and generated its configuration files.
DownloadManagers=OnlineSubsystemSteamworks.SteamWorkshopDownloadis present under[IpDrv.TcpNetDriver].- Every Workshop item has a numeric
ServerSubscribedWorkshopItems=...entry under[OnlineSubsystemSteamworks.KFWorkshopSteamworks]. - The server remained running until each initial download completed.
- Each custom map has a matching
KFMapSummarysection and an extension-free map-cycle entry. - Each mutator has its documented startup parameter and generated configuration files.
- Duplicate or stale copies were removed when a mod update caused conflicts.
- The server was restarted after all INI changes were saved, then tested with a client.
With those entries in place, Workshop content is downloaded by the dedicated server, maps are exposed through the map cycle, and mutators start only when their own launch and configuration requirements are satisfied.
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