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Install Squad server mods with SteamCMD and the Steam Workshop: download each Workshop item using Squad’s content app ID (393380), copy its numeric folder into SquadGame/Plugins/Mods/, configure loading if your server build requires it, then restart and verify the startup log. The dedicated server itself uses Steam app ID 403240. Stop the server before every download, replacement, or deletion.
What you need before installing a mod
Squad mods are Workshop content, not files installed through a separate retail mod installer. A dedicated server installation managed with SteamCMD provides the server binaries; SteamCMD then downloads Workshop items into a cache that you copy into the server’s plugin directory.
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- A Windows or Linux machine running the Squad dedicated server, or a Docker deployment that persists its data outside the container.
- SteamCMD installed and able to reach Steam.
- The server’s root directory and permission to write to it.
- The numeric Workshop ID for every mod you intend to use.
- A maintenance window during which the server can remain stopped while files are replaced.
| Purpose | App ID or path | Use |
|---|---|---|
| Squad dedicated server | 403240 |
Install and update the server package with SteamCMD. |
| Squad Workshop content | 393380 |
Tell SteamCMD that the requested Workshop item belongs to Squad. |
| Public Testing server | 774961 |
Use only when you intentionally run the Public Testing branch. |
| Workshop download cache | steamapps/workshop/content/393380 |
Temporary location where SteamCMD places downloaded mod folders. |
| Server mod destination | SquadGame/Plugins/Mods/ |
Location from which the dedicated server loads copied mods. |
| Server configuration | SquadGame/ServerConfig/ |
Contains files such as Server.cfg. |
Choose a deployment pattern
The installation logic is the same in every environment, but the place where you keep files and the way you repeat updates differs.
| Pattern | Best for | Advantages | Responsibilities |
|---|---|---|---|
| Native Windows | Administrators who use batch files and inspect files directly | Simple folder access and straightforward log inspection | SteamCMD updates, file replacement, firewall rules, and compatibility checks |
| Native Linux | Administrators already operating Linux services or shell scripts | Easy automation with shell scripts and scheduled maintenance | Permissions, service supervision, SteamCMD updates, and network configuration |
| Docker | Operators who replace containers or deploy from an image | Repeatable container creation | Bind-mounting persistent data and supplying the image’s documented mod settings |
| Managed hosting | Owners who do not want to maintain the operating system | Provider tooling can reduce administration and may automate Workshop updates | Confirm the provider’s supported Squad build, backup process, and mod-update behavior |
Do not mix the Public Testing app ID with the normal server package. A mod downloaded for the wrong game branch can appear to install correctly while failing at startup.
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Install or update the dedicated server with SteamCMD
Steam Support recommends SteamCMD for Steam game-server installation and updates. The normal Squad server uses app ID 403240.
Windows procedure
- Stop the Squad server process and close any updater that might still be writing into its folders.
- Open a Command Prompt or a batch script that can run SteamCMD.
- Set
%STEAMCMD%to the full path of your SteamCMD executable, or replace that variable in the command with the executable path. - Install or update the server into a fixed directory, for example
C:serverssquad_server:
%STEAMCMD% +login anonymous +force_install_dir "C:serverssquad_server" +app_update 403240 validate +quit
The validate option checks the installed server files while updating. Omit it when you only need a normal update and want to reduce the verification work, but run validation after an interrupted update or suspected file corruption.
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Linux procedure
Use the Linux SteamCMD executable and an absolute installation directory. The command structure is equivalent; change the executable and path to match your host:
/path/to/steamcmd.sh +login anonymous +force_install_dir /home/steam/squad-server +app_update 403240 validate +quit
Run the command as the same account that owns the server files, or correct ownership before starting the service. A server that can read files but cannot replace them will fail during later mod updates.
When to update the server first
Update the dedicated server before updating its mods after a Squad release. Mod authors may publish compatibility fixes only after the game build changes. Keep a note of the server build and the date of each mod update so you can identify which change introduced a failure.
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Find the correct Workshop ID
Open the mod’s page in the Squad Steam Workshop (app ID 393380). Workshop items can contain maps, factions, game modes, weapons, and other content. Record the numeric ID from the item URL or from the numeric folder created by SteamCMD.
- Use the item’s numeric Workshop ID, not its display name.
- Record every dependency listed by the mod author; a server may need those items downloaded as well.
- Check the item’s stated Squad version and last update before installing it on a production server.
- Do not assume a client subscription alone installs anything on a dedicated server. The server host must download and copy the content separately.
If you have already downloaded the item, the numeric directory beneath steamapps/workshop/content/393380 is another way to identify the ID.
Download a Workshop mod with SteamCMD
With the server stopped, run a Workshop download command. This example uses the server directory from the Windows procedure and an illustrative variable for the numeric ID:
%STEAMCMD% +login anonymous +force_install_dir "C:serverssquad_server" +workshop_download_item 393380 {{WORKSHOP_ID}} +quit
Replace {{WORKSHOP_ID}} with the item’s digits. The command’s critical values are 393380 for Squad Workshop content and the mod’s own numeric ID. The downloaded files initially appear under:
C:serverssquad_serversteamappsworkshopcontent393380{{WORKSHOP_ID}}
On Linux, use the equivalent absolute path under the directory supplied to +force_install_dir:
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/path/to/steamcmd.sh +login anonymous +force_install_dir /home/steam/squad-server +workshop_download_item 393380 {{WORKSHOP_ID}} +quit
SteamCMD may print progress, warnings, or a nonzero result. Treat the operation as successful only when the expected numeric folder exists and contains the mod files. If SteamCMD cannot authenticate anonymously or cannot reach Steam, fix that failure before copying an incomplete directory.
Copy the mod into the server’s plugin directory
The server does not load the mod directly from the Workshop cache. Copy the numeric folder into SquadGame/Plugins/Mods/.
Windows copy sequence
- Stop the running server and confirm that its process has exited.
- Open the server root, then navigate to
SquadGamePluginsMods. Create the directory if the installation does not already contain it. - Delete the existing directory with the same Workshop ID. Removing the old copy prevents obsolete files from remaining after an update.
- Copy the freshly downloaded numeric directory from
steamappsworkshopcontent393380intoSquadGamePluginsMods. - Check that the resulting path is one level of numeric directory below
Mods, rather than an accidental extra nesting such asMods{{WORKSHOP_ID}}{{WORKSHOP_ID}}.
A batch-file pattern can make the operation repeatable, but test it on a non-production copy before scheduling it. The important order is delete the old ID directory, copy the refreshed Workshop directory, and only then restart the server.
Linux copy sequence
- Stop the service or screen/tmux session that runs Squad.
- Remove the old ID directory under
/home/steam/squad-server/SquadGame/Plugins/Mods/(adjust the root to your installation). - Copy the new directory from
steamapps/workshop/content/393380into the samePlugins/Modsdirectory. - Ensure the server account can read every copied file and traverse each parent directory.
- Inspect the final path and restart only after the copy has completed.
rm -rf /home/steam/squad-server/SquadGame/Plugins/Mods/{{WORKSHOP_ID}}
cp -a /home/steam/squad-server/steamapps/workshop/content/393380/{{WORKSHOP_ID}} /home/steam/squad-server/SquadGame/Plugins/Mods/
Warning: the removal command is destructive. Confirm the server root and numeric ID with pwd and ls before running it, and keep a backup if you may need to roll back.
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Configure mod loading in Server.cfg
The server configuration directory is SquadGame/ServerConfig/. Some hosting documentation uses Server.cfg entries named Mods= to declare Workshop IDs. The exact syntax can change with the Squad server build, so compare your file with the configuration example shipped for that build before adding several IDs.
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A single-entry template looks like this, with the variable replaced by digits:
Mods={{WORKSHOP_ID}}
Use the current build’s documented form for multiple entries; do not assume that commas, spaces, repeated keys, or a particular ordering are interchangeable. If the server starts but does not list a modded map, check the configuration spelling and then inspect the startup log rather than adding random separators.
Copying files into Plugins/Mods and declaring IDs in configuration are related but not identical operations. The files must exist first; a configuration entry cannot download a missing Workshop item.
Use Docker without losing configuration
Containers are replaceable, so keep the refined Squad configuration on the host. The documented container path is /home/steam/squad-dedicated/; bind-mount a host directory there when creating the container. Without a persistent mount, replacing the container can erase Server.cfg, map rotations, and copied mod files.
- Create a host directory dedicated to the Squad server data.
- Bind-mount that directory to
/home/steam/squad-dedicated/in the container. - Let the image install or update the server and download mods inside that persistent path, according to its documentation.
- Back up the host directory before changing the image or removing a container.
- After recreation, verify that
SquadGame/Plugins/Mods/andSquadGame/ServerConfig/still contain the expected files.
One documented container setup exposes a bash array named MODS. Supply numeric IDs in that array using the image’s documented environment or configuration mechanism. IDs can be taken from Workshop URLs or from numeric directories under steamapps/workshop/content/393380. Do not assume that an image’s MODS setting has the same syntax as Server.cfg; these are separate interfaces.
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Start the server and verify the installation
- Start the server with the same service, script, or container command you use for an unmodded deployment.
- Follow the startup log from the beginning rather than checking only whether the process remains running.
- Confirm that the log prints the standard maps and then the added modded maps or other mod content.
- Join with a client that has the required Workshop items and test the affected map, faction, weapon, or game mode.
- Record the server build, mod IDs, and result of the test.
A successful process launch is not proof of a successful mod installation. Missing dependencies, incompatible binaries, or an incorrect configuration entry can leave the process alive while the mod is unavailable. The startup log is the first place to distinguish “copied but not loaded” from “loaded and ready.”
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Repeatable update workflow
- Announce maintenance and stop the server.
- Run the SteamCMD
+workshop_download_item 393380 {{WORKSHOP_ID}}command again. - Check the updated timestamp and contents of the Workshop cache directory.
- Delete the old numeric directory under
SquadGame/Plugins/Mods/. - Copy the refreshed numeric directory into
Plugins/Mods. - Update the configuration only if the mod list changed, then restart and inspect the log.
Safe removal
Stop the server, remove the mod’s numeric directory from SquadGame/Plugins/Mods/, and remove its Mods= declaration or container-list entry if one exists. If a map rotation or game mode still references the removed content, edit that rotation before restarting. Keep a dated backup until the server has completed a normal start.
After a Squad update
Recheck every mod against the new Squad version. A mod that worked yesterday may be incompatible after a server update. Remove stale copies before reinstalling so old files cannot be mistaken for the refreshed release. If only one mod fails, roll back that mod while leaving the server build unchanged; if every mod fails after a server update, test the unmodded server first.
Troubleshoot common failures
| Symptom | Likely cause | Action |
|---|---|---|
| No mod folder appears after SteamCMD exits | Wrong app ID, wrong Workshop ID, failed download, or unexpected install directory | Confirm 393380, inspect the exact steamapps/workshop/content/393380 path, and review SteamCMD output. |
| Server starts but shows no modded maps | Files were copied to the wrong directory or the configuration syntax is invalid | Verify SquadGame/Plugins/Mods/{{WORKSHOP_ID}}, check the current Mods= syntax, and read the startup log. |
| Server fails immediately after adding a mod | Version incompatibility, missing dependency, corrupt copy, or stale files | Stop the server, remove the mod directory, download it again, verify dependencies, and test against the current Squad build. |
| Clients are prompted for content or cannot join | Clients lack the required Workshop item, or the server is advertising content they do not have | Confirm the client-side subscription/download and that the server’s mod list matches the intended release. |
| Update script deletes or copies the wrong files | Incorrect server root or an unsafe variable in a batch/shell script | Run the script manually with logging, print the resolved paths, and test in a disposable directory before automation. |
| Container restart loses mods or settings | No bind mount for persistent server data | Mount a host directory to /home/steam/squad-dedicated/, restore the backup, and verify both configuration and plugin directories. |
| Local clients cannot connect while internet clients can | NAT loopback is not supported or enabled on the local network | Use the server’s appropriate local address for testing, or enable NAT loopback on the network equipment if available. |
Networking checks after the files work
Mod installation and network reachability are separate problems. An otherwise correct server can be unreachable because its host firewall blocks the configured game and query traffic or because the router does not forward the required ports. Apply the port-forwarding and firewall rules required by your server configuration and hosting environment; the exact port values depend on that configuration.
When the server and client are on the same network, NAT loopback may be required for a public address to work from inside the network. Test from an external connection as well as from the local network so a local routing limitation is not mistaken for a mod failure.
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- Keep the dedicated server on app ID
403240unless you intentionally run Public Testing app ID774961. - Use Workshop app ID
393380for Squad Workshop downloads. - Stop the server before SteamCMD downloads, deletions, and copy operations.
- Delete the old numeric mod directory before copying a refreshed version.
- Back up
SquadGame/ServerConfig/and any custom map or rotation files. - Persist Docker data with a bind mount to
/home/steam/squad-dedicated/. - Keep a manifest of mod names, numeric IDs, dependencies, and the Squad build tested with each one.
- Read startup logs after every change and test at least one affected map or game mode.
- Revalidate compatibility after every Squad server update.
Which installation method should you use?
Manual SteamCMD plus a scripted delete-and-copy sequence gives the most direct control and the clearest filesystem evidence. Configuration-driven or managed approaches reduce repetitive work, but their syntax and update behavior are provider- or image-specific. Docker is convenient only when persistent storage is designed first. Whichever pattern you choose, the non-negotiable facts are the same: download the Workshop item with app ID 393380, place it under SquadGame/Plugins/Mods/, stop the server while changing files, and verify the resulting startup log.
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