[GH-ISSUE #4535] [Feature]: DayZ Workshop Auto-Update #2824

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opened 2026-02-27 03:05:39 +03:00 by kerem · 3 comments
Owner

Originally created by @int80x0 on GitHub (Mar 15, 2024).
Original GitHub issue: https://github.com/GameServerManagers/LinuxGSM/issues/4535

User story

would be cool if the dayz server gets support for workshop mods with autoupdates

Game

DayZ

Linux distro

Ubuntu 22.04

Command

command: mods-install, command: mods-update, command: mods-remove

Further information

Mods are currently not supported

Originally created by @int80x0 on GitHub (Mar 15, 2024). Original GitHub issue: https://github.com/GameServerManagers/LinuxGSM/issues/4535 ### User story would be cool if the dayz server gets support for workshop mods with autoupdates ### Game DayZ ### Linux distro Ubuntu 22.04 ### Command command: mods-install, command: mods-update, command: mods-remove ### Further information Mods are currently not supported
Author
Owner

@whytf commented on GitHub (Apr 7, 2024):

+1

<!-- gh-comment-id:2041455987 --> @whytf commented on GitHub (Apr 7, 2024): +1
Author
Owner

@whytf commented on GitHub (Apr 8, 2024):

For the time being i have scripted a simple version of this feature, at this time it only handles downloading, copying files & keys, however it could help in future development:

  • it assumes LGSM defaults
  • that the actual config used is common.cfg and that username and password are enclosed in ""
  • that steamcmd is installed in default location
  • that a modlist.txt is present in serverfiles directory
  • that each line in modlist.txt looks like this: "Mod_ID,@Mod_Name"
  • it doesn't handle putting all the mods inside common.cfg to be loaded
  • yes it is similar and based on windows version of this script that is written in .bat and used by some server owners, myself included
  • same as with windows version, if you plan on having many mods it is better to use new account with dayz as logging into steamcmd is rate limited and login happens once for every mod
  • old mod folder, for example @Mod_Name directory in serverfiles is deleted and replaced each time this script runs
  • has been tested only on debian 12
#!/bin/bash

MOD_LIST="$HOME/serverfiles/modlist.txt"
KEYS_DEST="$HOME/serverfiles"
STEAMCMD_EXE="$HOME/.steam/steamcmd/steamcmd.sh"
WORKSHOP_PATH="$HOME/.local/share/Steam/steamapps/workshop/content/221100"
steamuser=$(grep "steamuser" $HOME/lgsm/config-lgsm/dayzserver/common.cfg | cut -d'"' -f2)
steampass=$(grep "steampass" $HOME/lgsm/config-lgsm/dayzserver/common.cfg | cut -d'"' -f2)

if [ ! -f "${MOD_LIST}" ]; then
    echo "Error: modlist.txt not found."
fi

while IFS= read -r line || [[ -n "$line" ]]; do
    ID=$(echo "$line" | cut -d',' -f1)
    ${STEAMCMD_EXE} +login "${steamuser}" "${steampass}" +workshop_download_item 221100 "${ID}" +quit
done < "${MOD_LIST}"

while IFS= read -r line || [[ -n "$line" ]]; do
    ID=$(echo "$line" | cut -d',' -f1)
    ModName=$(echo "$line" | cut -d',' -f2)
    
    if [ -d "$HOME/serverfiles/${ModName}" ]; then
        rm -rf "$HOME/serverfiles/${ModName}"
    fi
   
    cp -r "${WORKSHOP_PATH}/${ID}" "$HOME/serverfiles/${ModName}"

    if [ -d "$HOME/serverfiles/${ModName}/keys" ]; then
        cp -r "$HOME/serverfiles/${ModName}/keys" "${KEYS_DEST}"
    fi
done < "${MOD_LIST}"

echo "Mod folders copied and renamed successfully."
<!-- gh-comment-id:2043460927 --> @whytf commented on GitHub (Apr 8, 2024): For the time being i have scripted a simple version of this feature, at this time it only handles downloading, copying files & keys, however it could help in future development: - it assumes LGSM defaults - that the actual config used is common.cfg and that username and password are enclosed in "" - that steamcmd is installed in default location - that a modlist.txt is present in serverfiles directory - that each line in modlist.txt looks like this: "Mod_ID,@Mod_Name" - it doesn't handle putting all the mods inside common.cfg to be loaded - yes it is similar and based on windows version of this script that is written in .bat and used by some server owners, myself included - same as with windows version, if you plan on having many mods it is better to use new account with dayz as logging into steamcmd is rate limited and login happens once for every mod - old mod folder, for example @Mod_Name directory in serverfiles is deleted and replaced each time this script runs - has been tested only on debian 12 ``` #!/bin/bash MOD_LIST="$HOME/serverfiles/modlist.txt" KEYS_DEST="$HOME/serverfiles" STEAMCMD_EXE="$HOME/.steam/steamcmd/steamcmd.sh" WORKSHOP_PATH="$HOME/.local/share/Steam/steamapps/workshop/content/221100" steamuser=$(grep "steamuser" $HOME/lgsm/config-lgsm/dayzserver/common.cfg | cut -d'"' -f2) steampass=$(grep "steampass" $HOME/lgsm/config-lgsm/dayzserver/common.cfg | cut -d'"' -f2) if [ ! -f "${MOD_LIST}" ]; then echo "Error: modlist.txt not found." fi while IFS= read -r line || [[ -n "$line" ]]; do ID=$(echo "$line" | cut -d',' -f1) ${STEAMCMD_EXE} +login "${steamuser}" "${steampass}" +workshop_download_item 221100 "${ID}" +quit done < "${MOD_LIST}" while IFS= read -r line || [[ -n "$line" ]]; do ID=$(echo "$line" | cut -d',' -f1) ModName=$(echo "$line" | cut -d',' -f2) if [ -d "$HOME/serverfiles/${ModName}" ]; then rm -rf "$HOME/serverfiles/${ModName}" fi cp -r "${WORKSHOP_PATH}/${ID}" "$HOME/serverfiles/${ModName}" if [ -d "$HOME/serverfiles/${ModName}/keys" ]; then cp -r "$HOME/serverfiles/${ModName}/keys" "${KEYS_DEST}" fi done < "${MOD_LIST}" echo "Mod folders copied and renamed successfully." ```
Author
Owner

@airtonix commented on GitHub (Aug 10, 2024):

fyi:

Some mods won't let you download them with an account that doesn't own the game.

and some mods are larger than 1gb which means you'll get a timeout error.

I've put together a more comprehensive tool to handle the second issue.

https://gist.github.com/airtonix/e7e6935d1ec34f8f5fbc08d8c97e8fdb

<!-- gh-comment-id:2280023716 --> @airtonix commented on GitHub (Aug 10, 2024): fyi: Some mods won't let you download them with an account that doesn't own the game. and some mods are larger than 1gb which means you'll get a timeout error. I've put together a more comprehensive tool to handle the second issue. https://gist.github.com/airtonix/e7e6935d1ec34f8f5fbc08d8c97e8fdb
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