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To install a Garry’s Mod gamemode, place the gamemode and its dependencies where the server can mount them, then start the server with +gamemode GAMEMODE_FOLDER and a compatible +map MAP_NAME. For Workshop content, add +host_workshop_collection COLLECTION_ID to the startup command or use the individual-ID file method available in Garry’s Mod 2026.09.22 and newer. The critical detail is that +gamemode uses the gamemode’s folder name, not the title shown on its Workshop page.
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This guide covers a dedicated server on Windows or Linux, Workshop collections, individual Workshop IDs, manually installed projects, map selection, dependencies, verification, updates, and the launch switches that isolate broken addons.
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What you need before installing a gamemode
Have these items ready before changing the server:
- A Garry’s Mod dedicated-server installation made with SteamCMD. The Garry’s Mod app ID is
4020. - Access to the server’s files and its startup command or launch script.
- The gamemode’s folder name, as documented by its author or shown in its files.
- A compatible map and every dependency listed by the gamemode project.
- A Steam Workshop collection URL or the individual Workshop file IDs when the project is distributed through Workshop.
Use a separate test instance if the server is already populated. A gamemode can change the map, rules, player spawning, HUD, menus, and server convars; testing it on a copy prevents a failed installation from taking the production server offline.
Install and start the dedicated server
Windows
Install SteamCMD, create a directory for the server, and download Garry’s Mod with app ID 4020. A typical SteamCMD session uses:
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force_install_dir C:gmod-server
app_update 4020 validate
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Start the server from the directory containing srcds.exe. Facepunch’s example starts with the game, map, and gamemode parameters:
srcds.exe -game garrysmod +map gm_construct +gamemode sandbox
The executable path and installation directory will differ if you selected another location. Keep the command in a batch file so you can reproduce the same launch settings after every restart.
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Linux
Use SteamCMD to install app ID 4020 into the server directory, then launch the supplied script:
./srcds_run -game garrysmod +map gm_construct +gamemode sandbox
Make the script executable if required by your distribution, and run it from the Garry’s Mod server directory. The important part is still the same: +map selects a map and +gamemode selects a folder.
Why the first launch should include both values
A gamemode may only initialise correctly on maps it supports. Always test a new mode with both its gamemode folder and a known-compatible map in the same launch command. Once the server is running, the console should identify the selected map and gamemode; those messages are your first verification that the command was parsed as intended.
Find the folder name used by +gamemode
The value after +gamemode is not the marketing title. It is the directory name under garrysmod/gamemodes/ or under a mounted addon’s gamemodes/ directory. Facepunch documents the same rule for Workshop addons: the server receives the folder name as it appears in the addon.
For example, a project might be displayed as “Roleplay Plus” while its directory is roleplay_plus. In that case, use:
+gamemode roleplay_plus
Do not infer the name from the Workshop URL, the author’s display name, or the title shown in the Steam client. Read the project’s installation instructions or inspect the extracted addon and look for the directory containing the gamemode files. If the folder is nested inside an addon, preserve the spelling and underscores exactly.
Gamemode metadata that can confirm the identity
A gamemode’s metadata can include fields that help you validate the installation:
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| Field | Purpose |
|---|---|
title |
Human-readable name shown to administrators or players. |
maps |
Maps the project identifies as supported. |
category |
Classification used by the gamemode system. |
menusystem |
Menu-system metadata used by the project. |
workshopid |
The Workshop file ID associated with the gamemode. |
These fields do not replace the folder name in the launch command. Use them to check that the files you mounted are the project you intended to run.
Choose an installation method
There are two supported patterns: let the server retrieve Workshop content, or install the project’s files yourself. Choose based on how the author distributes the gamemode and how much control you need over updates.
| Method | Dependency and update handling | Rollback and file control | Best fit |
|---|---|---|---|
| Workshop collection | The server downloads and mounts the collection at startup. Dependencies can be included in the same collection. | Collection membership is easy to change, but automatic updates can change content between restarts. | Projects distributed through Workshop, especially when they require several addons or maps. |
| Individual Workshop ID file | The server downloads and mounts the IDs listed in garrysmod/cfg/srcds_workshop_ids.txt. |
You control the exact ID list in a server file; the feature is documented for Garry’s Mod 2026.09.22 and newer. | A small, explicit set of Workshop files when a collection is unnecessary. |
| Manual files | You copy the gamemode, maps, and dependencies according to the project’s documented layout and update them yourself. | Direct access makes it easier to inspect, edit, pin, or roll back files. | Non-Workshop projects, private builds, or administrators who need direct Lua and configuration access. |
Regardless of method, the server still needs the correct folder name after the files are mounted.
Install a Workshop gamemode with a collection
1. Create or select the collection
Create a public or unlisted Steam Workshop collection containing the gamemode, its required maps, and every dependency identified by the project. A private collection cannot be retrieved by the dedicated server. Public and unlisted collections are the supported visibility choices.
Copy the numeric collection ID from the collection page. Keep the ID separate from the gamemode’s own Workshop file ID: they are different values.
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Append +host_workshop_collection COLLECTION_ID to the same launch command that selects the map and gamemode.
srcds.exe -game garrysmod +map gm_construct +gamemode sandbox +host_workshop_collection COLLECTION_ID
./srcds_run -game garrysmod +map gm_construct +gamemode sandbox +host_workshop_collection COLLECTION_ID
Replace COLLECTION_ID with the collection’s numeric ID. Replace sandbox and gm_construct with the target folder and a map that the target supports.
3. Watch the first startup
Leave the server console visible on the first run. You should see Workshop download and mount activity before the gamemode is used. A missing dependency, an inaccessible collection, or an incorrect collection ID normally becomes apparent at this stage.
4. Confirm the mounted content
After startup, verify that the console reports the intended map and gamemode. Connect with a client that has joined the same content set and check the mode’s expected HUD, spawn rules, menus, or other distinctive behaviour. If the mode appears as a normal sandbox server, stop and check the folder name and startup command before troubleshooting Lua files.
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Use the individual Workshop ID file
Garry’s Mod documents an alternative to collections in version 2026.09.22 and newer: list individual Workshop IDs in garrysmod/cfg/srcds_workshop_ids.txt. This is useful when you want a short, auditable list without maintaining a collection.
Create the file in the documented location
- Open the server’s
garrysmod/cfg/directory. - Create a text file named
srcds_workshop_ids.txt. - Enter the key/value entries in the format documented by Facepunch for that file, using the Workshop IDs of the gamemode, maps, and dependencies.
- Save the file and restart the server so it can download and mount the listed content.
Use the exact syntax required by the version of the dedicated server you run. Do not paste a collection URL into this file; it is intended for individual Workshop IDs. Review the startup console for download and mount messages after each change.
When this method is preferable
- You need to pin a deliberately small set of files.
- You want the dependency list stored with the server configuration rather than managed in a Workshop collection.
- You are diagnosing which Workshop item causes a load failure and want to add items one at a time.
Install a non-Workshop gamemode manually
Projects that are not distributed through Workshop must be installed in the layout specified by their author. Garry’s Mod’s filesystem documentation generally packages custom changes as an addon or a gamemode, after which the server selects the mode by folder name.
Follow the project’s directory layout
Do not flatten directories or rename folders to match the Workshop title. Preserve the author’s paths and case. A project may place its gamemode under garrysmod/gamemodes/, or inside an addon with its own gamemodes/ directory. Maps may be placed in garrysmod/maps/ or an addon’s maps/ folder.
Install every dependency
Read the project’s dependency list before launching. A gamemode can load while still failing at runtime if a required map, shared addon, script, or mounted Source resource is absent. Install dependencies exactly as documented, then check that their folders are at the expected depth rather than one directory too far inside an archive.
Use the folder name in the command
Once the files are in place, select the mode normally:
+gamemode GAMEMODE_FOLDER +map MAP_NAME
The server resolves GAMEMODE_FOLDER from the mounted gamemode directories. If the command uses the display title instead, the server may fall back to another mode or report that the requested gamemode cannot be found.
Select and change the map correctly
Pass the map filename without the .bsp extension:
+map MAP_NAME
For example, a file named gm_construct.bsp is selected with +map gm_construct. The map can live in garrysmod/maps/ or in an addon’s maps/ directory.
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Use the server console command:
changelevel MAP_NAME
When testing a new gamemode, change the map and gamemode as a pair. A mode can appear broken simply because it was started on a map it does not support. Start a fresh process with the correct +gamemode value, then use changelevel only to move between compatible maps during testing.
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Maps that require mounted Source content
Some projects depend on content from another Source game or a specific mounted package. Treat that requirement as part of the gamemode’s installation instructions. The server may load the Lua code while still showing missing textures, models, or entities if the required content is not mounted.
Configure the gamemode after it loads
Keep mode-specific convars in the project’s instructions or the appropriate server configuration. Do not assume that settings from one gamemode apply to another; names, defaults, and required startup timing can differ.
Separate three kinds of configuration:
- Launch parameters: values such as
+map,+gamemode, and+host_workshop_collectionthat must be present when the process starts. - Server configuration: persistent convars and rules intended for the running server.
- Project files: Lua, metadata, and data files that the gamemode author expects you to edit.
Make one change at a time and record the previous value. That gives you a clean rollback point if the mode stops loading or players can no longer join.
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- Check the launch line. Confirm that the command contains the intended folder name, map name, and Workshop collection parameter when applicable.
- Check Workshop access. Ensure the collection is public or unlisted and that its numeric ID is correct.
- Check the console. Look for Workshop download and mount messages, then confirm the selected map and gamemode.
- Check the filesystem. Confirm the gamemode is under the expected
gamemodes/path and maps are undermaps/or an addon’s equivalent. - Check dependencies. Compare the installed files or collection members with the project’s dependency list.
- Connect as a client. Test spawning, menus, HUD elements, entities, and any map-specific systems that define the mode.
Restart after changing Workshop membership or manual files. A running process will not reliably discover every change until its content is mounted again.
Troubleshoot a gamemode that does not load
The server starts in Sandbox
- Check that
+gamemodeuses the folder name, not the Workshop title. - Check spelling, underscores, and letter case against the directory on disk.
- Confirm that the gamemode is inside a mounted addon or under
garrysmod/gamemodes/. - Make sure the startup script you edited is the one actually used by the service or host.
Workshop files never download
- Confirm the collection is public or unlisted.
- Verify the numeric collection ID and the
+host_workshop_collectionparameter. - For the ID-file method, confirm that the server is running Garry’s Mod version 2026.09.22 or newer and that
garrysmod/cfg/srcds_workshop_ids.txtuses the documented key/value format. - Restart and watch the console for download or mount errors rather than assuming the collection was applied.
The map is missing or players cannot join
- Use the map filename without
.bspin+maporchangelevel. - Check whether the map is in
garrysmod/maps/or an addon’smaps/directory. - Add the map to the Workshop collection or individual-ID list when it is distributed through Workshop.
- Check the gamemode’s compatibility list and required mounted content.
The mode loads but throws errors
- Install every dependency named by the project.
- Check that an archive was not extracted into an extra nested directory.
- Remove duplicate or outdated copies of the same addon so the server does not mount conflicting files.
- Return to the author’s documented convars and file layout instead of copying settings from another mode.
Isolate Workshop and legacy addons
Launch-time switches can identify which content source is responsible:
-noaddonsdisables folder and legacy addons.-noworkshopdisables Workshop addons.
Run a controlled test with one switch at a time, then restore the normal launch command. These switches must be present at process launch. The command-line documentation warns that putting a setting in server.cfg can be too late when the setting is required during startup.
Updates created a version mismatch
host_workshop_autoupdate 0 disables automatic Workshop updates at startup. That gives you more control over when files change, but stale maps or addons can prevent players from joining when the server and clients have different versions. If you disable automatic updates, establish a deliberate update and testing routine before changing the collection or deploying new files.
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Workshop collections
Keep the collection focused on one server’s actual requirements. Adding unrelated addons makes failures harder to diagnose and increases the chance that an update changes gameplay unexpectedly. Before editing the collection, record its current members and restart the test server. If the new version fails, remove the last item or restore the prior collection membership and restart.
Individual-ID installations
Treat srcds_workshop_ids.txt as a versioned manifest. Keep a backup of the previous file, add or remove one ID at a time, and restart after each change. This makes it clear which Workshop item introduced a download or compatibility problem.
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Manual installations
Back up the existing gamemode directory, maps, and project configuration before replacing them. Do not overwrite a working production copy while testing an update. Keep the old files available until you have confirmed that the new version starts, loads its map, and accepts a client connection.
Separate code changes from content changes
Changing Lua files, Workshop membership, maps, and server convars simultaneously makes troubleshooting ambiguous. Deploy them in separate steps and note the exact restart at which a failure appears.
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Workshop versus manual installation: practical trade-offs
Workshop is usually the shortest path for a published gamemode: the server can retrieve the collection, mount dependencies, and repeat the process after a restart. The trade-off is that updates arrive through Workshop and may change content unless you control the update policy.
Manual installation takes longer because you must place every file and dependency yourself. In return, you can inspect and edit Lua, keep a known-good version, and install a private or unpublished build. Manual files also make it your responsibility to preserve the author’s directory layout and keep client and server content aligned.
If the project requires custom maps, include those maps in the same Workshop collection or follow the manual map layout. If it requires mounted Source content, satisfy that prerequisite regardless of which installation method you use. Neither method removes the need to select the correct gamemode folder.
Running the server through a managed host
A managed Garry’s Mod host can remove some SteamCMD maintenance and keep server files persistent, but the installation still depends on the host exposing the controls the gamemode needs. Before committing, verify Workshop-collection support, custom startup-parameter support, access to garrysmod/cfg/, restart controls, geographic availability, pricing, and the provider’s terms. If the panel does not let you set +gamemode, +map, and the relevant Workshop option, it may not support the project even if it advertises Garry’s Mod.
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Built-in Sandbox on Windows
srcds.exe -game garrysmod +map gm_construct +gamemode sandbox
Workshop collection on Linux
./srcds_run -game garrysmod +map MAP_NAME +gamemode GAMEMODE_FOLDER +host_workshop_collection COLLECTION_ID
Manual gamemode test
./srcds_run -game garrysmod +map MAP_NAME +gamemode GAMEMODE_FOLDER
Replace the uppercase placeholders with the exact map, folder, and collection values from the project documentation. The command does not install missing dependencies by itself; those must be mounted through the collection, the individual-ID file, or the manual directory layout.
Final installation checklist
- SteamCMD installed Garry’s Mod app
4020. - The server launches with the correct executable:
srcds.exeon Windows or./srcds_run -game garrysmodon Linux. +gamemodecontains the directory name under a mountedgamemodes/path.+mapcontains a compatible map filename without.bsp.- Workshop collections are public or unlisted and use the correct collection ID.
- The 2026.09.22-or-newer ID-file method, when used, has the documented file and key/value format.
- All required maps, addons, dependencies, and mounted Source content are present.
- The console shows Workshop downloads and mounts before the mode is tested.
- You know how to start an isolation test with
-noaddonsor-noworkshop. - You tested the gamemode and map together before deploying the change to players.
Once those checks pass, the installation is complete: the server mounts the content, selects the gamemode by folder name, and starts on the map that the mode expects.
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