To install Blastcore on an Arma 3 dedicated server, choose one compatible Blastcore package, install the required files on the server and every client, place each mod’s .bikey files in the server’s keys folder, configure client-required and server-only mods in the correct launch fields, restart, and verify the load in the RPT log.
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Blastcore is primarily a visual-effects modification, so it may not need to run on the server in every setup. The correct arrangement depends on the build you choose, your host’s mod fields, signature enforcement, and the rules you want to apply. The instructions below cover the standalone Edited release, the separate Edited fix package, and the server-side smoke add-on without mixing their incompatible components.
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Check the Blastcore package before installing anything
“Blastcore” is not one single current package. Several Workshop items use similar names, but their dependencies and compatibility are different. Identify the exact package first; installing two different Blastcore variants is a common cause of conflicts.
| Package | Dependencies listed by the publisher | Client requirement | Server guidance |
|---|---|---|---|
| Blastcore Edited, standalone (Paladin) | No dependencies are listed; the author says no other mods are needed. | Install the same standalone package on every player’s client. | Use this as the normal starting point if you want a single, self-contained Edited build. Nitrado documentation describes it as the up-to-date version, but current Arma 3 build compatibility should still be tested. |
| Blastcore Edited (fix version) | CBA_A3 plus Blastcore 2, specifically the original warfx.pbo file. |
Install CBA_A3, the original Blastcore files required by the package, and the fix version. | Do not treat it as a replacement for the standalone package unless its listed dependencies are present. |
| Blastcore Murr Edition | Not applicable. | Do not deploy it. | The Workshop listing reports it as incompatible with Arma 3 and removed. |
The standalone and fix packages are separate choices. The standalone author warns against running the standalone build together with the fix version. Pick one path and remove the other package from both the server and clients before testing.
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As of October 14, 2026, current compatibility with the latest Arma 3 build has not been independently verified. Treat the package’s Workshop change log, dependency list, and your server’s RPT errors as the final authority for the build you are actually running.
Decide whether Blastcore belongs on the server
Blastcore changes visual effects rather than adding a conventional server-side gameplay system. A participant in a Bohemia Interactive forum discussion argues that the server may not need to load the visual mod for clients to see its effects. That is a practical observation, not a universal compatibility guarantee: server operators must decide whether their signature and mod policy requires Blastcore on the server.
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Choose this arrangement when you want the server’s mod list to explicitly include the same effect package that clients use, or when your host’s configuration expects client-required entries to be declared centrally. It is the least ambiguous arrangement for troubleshooting because the server and players are using the same named package.
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Keep the visual package client-side
Choose this only after testing your mission and connection rules. Clients still need the matching Blastcore package, and CBA_A3 is generally required for Blastcore-family installations. If the server rejects the connection because of signatures or a missing dependency, move to the both-sides arrangement or follow the package author’s current instructions.
Use the separate server-side smoke add-on
A Workshop item named “Server side smoke (for Blastcore Edited)” is described as host-only, with no client key. Its author says to run it without other Blastcore Edited items on the server while clients keep Blastcore Edited itself. The listing also contains removed and incompatible notices, so verify that the item is still available and works with your Arma 3 version before building a deployment around it. If you use it, make it the only Blastcore Edited item on the server.
Prepare the files and versions
Before changing the server, make a short inventory. This prevents a standalone installation from accidentally becoming a fix-version installation.
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- Record the exact Workshop name and version of the Blastcore package you selected.
- For the fix package, obtain CBA_A3 and the required Blastcore 2 files, including
warfx.pbo. - Install the identical Blastcore package on every client that will connect.
- Install CBA_A3 on clients and, when using a server-side Blastcore or fix setup, on the server as well. A Bohemia forum thread and a Nitrado client-install guide both identify CBA_A3 as required for Blastcore-family use.
- Keep a copy of the server’s current mod configuration and keys folder so you can restore it if the new setup fails.
Do not assume that a folder name, launch parameter, or panel label is identical across hosts. The package’s actual directory name is the value your host’s launcher must reference; the Workshop display name and the filesystem folder can differ.
Install the mods on the server
- Stop the server. Make configuration and file changes while the process is stopped. Save the existing mod list and keys before replacing anything.
- Upload or install CBA_A3. Use the host’s built-in mod installer, Steam Workshop integration, or the file-management method documented by your host. Confirm that the server can see the CBA_A3 directory.
- Install the selected Blastcore package. For the standalone route, install the Paladin Edited package only. For the fix route, install the fix package together with its required original Blastcore 2 files. Do not upload both the standalone and fix Edited packages.
- Install the server-side smoke add-on only if you deliberately chose that architecture. Keep it separate from the client’s visual package and check the Workshop listing first because its availability and compatibility status are uncertain.
- Check the package’s internal structure. The mod directory should contain the files supplied by its publisher, including its
keysdirectory when one is provided. Do not rename or edit PBO files to make two variants appear to be one mod.
Copy the required .bikey files
Arma 3 server signatures use public key files to validate signed mod content. Nitrado’s Arma server guide says that the contents of each mod’s key folder must be copied into the server’s keys folder for the mod to load correctly.
- Open the
keysdirectory inside CBA_A3 and every server-loaded Blastcore package. - Copy each supplied
.bikeyfile into the server’s centralkeysfolder. - If you use another server-side add-on, copy its public key in the same way.
- Check for duplicate filenames before overwriting an existing key. Keep a backup of the original keys directory.
- Restart the server after the copy so the signature set is read again.
Some mods do not publish a public key. The Nitrado guidance notes that such mods can be handled through server settings, but relaxing signature checks changes your security posture. Disabling BattlEye may reduce connection errors in a particular setup, yet it also removes an important anti-cheat layer; do not use that as a first-line fix.
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Configure the host’s mod fields
Nitrado’s Arma 3 instructions distinguish between Additional mods and Additional server mods. Other hosts may use different labels, but the distinction is the same:
- Additional mods (client-required): place Blastcore and CBA_A3 here when players must have them to connect. On a fix installation, include every required dependency according to the package listing.
- Additional server mods (server-only): place only add-ons that clients do not need, such as a verified server-side smoke component.
The command-line equivalent is commonly represented by -mod for client-visible or client-required content and -serverMod for server-only content. Exact syntax and separators vary by host and have changed over time, so use your provider’s current launcher fields rather than copying an old forum command verbatim.
Do not put the same package in both -mod and -serverMod. A Bohemia forum reply specifically warns against duplicating a mod in both parameters. Duplicate entries can create confusing load order, signature, and dependency errors.
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Complete installation procedure
Use this sequence for a clean first deployment.
- Choose one build. Select standalone Edited or the fix package. Exclude Murr Edition and do not combine standalone with fix.
- Install client dependencies. Every player installs the same Blastcore package. Players using the fix package also install CBA_A3 and the required Blastcore 2 files.
- Install server dependencies. Add CBA_A3 and the server-side Blastcore package if your policy requires the visual mod on the host. If you selected the smoke add-on architecture, install that add-on instead of another Blastcore Edited item on the server.
- Copy keys. Merge the
.bikeyfiles from every server-loaded mod into the server’s centralkeysdirectory. - Set the launcher fields. Put client-required packages in the additional-mods field and server-only packages in the additional-server-mods field. Ensure no package appears in both fields.
- Start the server. Watch the host console for immediate dependency, signature, or PBO errors.
- Inspect the RPT log. Search for the names of CBA_A3, Blastcore, and any required original Blastcore files. Confirm that each expected package is reported as loaded and investigate any “missing,” “not found,” dependency, or signature message.
- Connect with one test client. Use the same package versions and launch order as the server policy requires. Test an explosion-heavy mission, then test ordinary movement and reconnect behavior.
- Roll out to the remaining players. Give clients the exact package list and remove old Blastcore variants from their launch presets before they join.
Troubleshoot “Blastcore is not loading”
| Symptom | Likely cause | Correction |
|---|---|---|
| The server starts, but no Blastcore effects appear. | The package is absent from the active mod field, the wrong package was installed, or the client is launching a different variant. | Check the active panel field and RPT log. Confirm that server and client use the same standalone or fix route. |
| The fix package reports a missing dependency. | CBA_A3 or the original Blastcore 2 warfx.pbo file is missing. |
Install the listed dependencies on both sides where required; do not substitute the standalone Edited package for the original dependency. |
| Clients receive a signature or key error. | A required .bikey was not copied to the server’s keys folder, or the client has a different build. |
Copy keys from every server-loaded mod, restart, and make the client package identical. |
| A client cannot connect after adding a server-only component. | The component was placed in the client-required field, or the client is being asked to load a package intended only for the server. | Move it to the server-only field and keep the client on the matching visual package. Verify the add-on’s current listing. |
| The same mod appears twice in startup output. | It was entered in both the normal mod and server-mod parameters. | Remove the duplicate and retain it in only the field appropriate to its role. |
| The standalone and fix installations produce conflicts. | Both Edited variants are active, contrary to the standalone author’s warning. | Stop the server, remove one variant from the server and all clients, then restart with one clean package set. |
| Effects work but frame rate drops during large explosions. | The author’s guidance warns that explosion-heavy scenes can cause a short performance dip. | Reproduce the issue in a controlled mission, remove conflicting visual-effect packages, and decide whether the effect trade-off is acceptable for your players. |
| Other visual effects break after Blastcore is enabled. | The Blastcore author advises disabling other Blastcore or ArmaFXP-related mods to avoid conflicts. | Run Blastcore alone, then add other visual mods one at a time so the conflicting package can be identified. |
Use the RPT log as the definitive diagnostic record for your particular Arma 3 build. A panel’s green “running” status only proves that the process started; it does not prove that every mod dependency, PBO, or signature loaded.
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Blastcore’s effects are most demanding when multiple explosions, smoke effects, and particles are rendered together. The author-attributed guidance describes possible dips lasting a few seconds in explosion-heavy scenes, but no benchmark or named statistic establishes how large the drop will be on a given system.
Test with the same mission, player count, view distance, and graphics settings your community normally uses. Compare a clean CBA_A3-plus-Blastcore launch with your full visual-mod collection. If the clean launch works and the larger collection does not, remove other Blastcore or ArmaFXP-related packages first, because those are specifically identified as potential conflicts.
Updating, changing, or removing Blastcore
- Announce a maintenance window and stop the server.
- Record the working package choice, dependency versions, launcher fields, and keys.
- Remove the old Blastcore variant from the server and every client before installing a different variant.
- Install the replacement and its stated dependencies.
- Refresh the central keys folder with the replacement package’s
.bikeyfiles. - Recheck the client-mod and server-mod fields for duplicates.
- Restart, inspect the RPT log, and test with one client before reopening the server.
Changing from standalone Edited to the fix package is not a routine update: it changes the dependency chain. Treat it as a new deployment and verify that the original Blastcore 2 files and CBA_A3 are present.
Quick Recap
Final deployment checklist
- One supported Blastcore choice is selected; Murr Edition is excluded.
- Standalone Edited is not installed alongside the fix version.
- Clients have the matching Blastcore package.
- CBA_A3 is installed wherever the selected package requires it.
- The fix route includes the original Blastcore 2
warfx.pbodependency. - Every server-loaded mod’s
.bikeyis in the central server keys folder. - Client-required packages are in the additional-mods field.
- Server-only packages are in the additional-server-mods field.
- No package appears in both
-modand-serverMod. - The server was restarted after file, key, and launcher changes.
- The RPT log confirms the expected packages loaded.
- A test client can connect and the effect package performs acceptably in an explosion-heavy scene.
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