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How to Install the Siberia Map on a DayZ PC Server

Install Siberia on a PC DayZ dedicated server with the required Workshop mod set, signing keys, dependency-aware launch parameters, empty.Siberia mission and supplied profile folders.
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Siberia is installed as a complete DayZ PC mod set, not by dropping a single map file into the server. Install the eight required Workshop mods, copy every matching .bikey into the server’s keys folder, load them in dependency order, install the supplied empty.Siberia mission, merge the Siberia profile folders, and keep client and server Workshop revisions aligned.

What the Siberia installation actually contains

The Siberia map repository identifies eight required mods. The map, its assets, administrative tools and supporting systems must be available to the server and, where the mod is client-required, to every connecting player. A standalone empty.Siberia directory is only the mission component; it does not replace the Workshop mods.

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Required Workshop item How it is used in the installation
SiberiaMapPublic The public Siberia map package and its signed content.
WindstridesClothingPack Required clothing and asset dependency listed by the map author.
Namalsk Survival Required survival dependency listed by the map author.
VPPAdminTools Required administrative-tools dependency.
TeleportTerminal Required teleport system dependency.
SpawnerBubaku Required spawner dependency and one of the profile folders supplied with the mission.
CF Required framework dependency.
BuilderItems Required building-items dependency.

The repository does not publish a complete, versioned Workshop-ID manifest. IDs, revisions and the exact current dependency declarations can change, so obtain each item from its current Workshop page and check the map author’s latest installation notes immediately before deployment. Do not copy an old guide’s numeric IDs without verifying them.

Requirements and a safe starting layout

These instructions apply to a PC dedicated DayZ server. Bohemia Interactive documents user-created mod distribution through Steam Workshop; console servers are outside this procedure. You need administrative access to the server root and permission to edit the startup command, the root keys directory, mpmissions, and the profile directory passed with -profiles.

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  • A PC DayZ dedicated-server installation with enough storage for all eight Workshop items and their extracted copies.
  • SteamCMD access, or a hosting panel that can download and update DayZ Workshop content.
  • The server’s startup command or configuration editor.
  • Access to stop the server before replacing mod, mission or profile files.
  • A backup of the current server configuration, mission and profiles before making changes.
  • A way to distribute the same mod revisions to players. A player who lacks a client-required item, or has a different revision, will not be able to join reliably.

Create a simple, readable server-root layout. Names are examples; the folder names in your launch parameter must exactly match the names that exist on disk.

C:DayZServer
  @CF
  @BuilderItems
  @WindstridesClothingPack
  @NamalskSurvival
  @SiberiaMapPublic
  @VPPAdminTools
  @TeleportTerminal
  @SpawnerBubaku
  keys
  mpmissions
  profiles

You can use directory junctions instead of renaming Workshop folders. The important requirement is that the launch parameter points to the actual mod directories and that each directory retains its internal addons and keys structure.

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Download the required Workshop content

Use SteamCMD or your host’s Workshop installer. The general SteamCMD pattern for the DayZ Workshop app is:

steamcmd.exe +force_install_dir "C:DayZServer" +login your_username +workshop_download_item 221100 <workshop_id> +quit

Replace <workshop_id> with the current ID shown on the relevant Workshop page. The download normally lands under:

steamapps/workshop/content/221100/<workshop_id>

Run the download for each required item, then rename or junction each downloaded directory to a stable name such as @CF or @SiberiaMapPublic. If your host panel performs this step, use its Workshop browser rather than entering an ID copied from an old article, and confirm that the resulting server-root paths are visible to the startup command.

Check each download before launching

  1. Open every downloaded mod folder and confirm it contains the expected mod structure, including an addons directory.
  2. Record the exact folder name you will use in -mod=. Windows paths and capitalization are easy to mistype in a panel, even when the filesystem itself is case-insensitive.
  3. Keep a note of the Workshop revision installed for the server. Give players the same revision rather than mixing a newly updated client with an older server copy.
  4. Read the current Siberia repository instructions again after downloading. The README names the prerequisites but does not provide a complete versioned manifest, so live Workshop information is authoritative for IDs and current revisions.

Install signing keys in the server root

DayZ verifies signed mod content with public key files. Open the keys directory inside every installed mod and copy each .bikey file into the dedicated server’s root keys directory. The Siberia package specifically requires RedhunterSiberiaPublicKey.bikey; the other seven installed mods may supply additional keys.

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C:[email protected]
        becomes
C:DayZServerkeysRedhunterSiberiaPublicKey.bikey

Do not leave a key only inside the @SiberiaMapPublic folder and assume the server will find it. After every mod update, check whether its author supplied a changed key and replace the root copy when necessary. A missing or stale key commonly produces a BattlEye “Modified data” kick even when the mod folders themselves are present.

Build the launch parameters in dependency order

Client-required maps, assets, clothing, interfaces and gameplay scripts belong in -mod=. Reserve -servermod= for genuinely server-only logic. If an author marks a dependency as required, place that dependency before the mod that consumes it. The following is a dependency-aware starting pattern for the Siberia set:

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-mod=@CF;@BuilderItems;@WindstridesClothingPack;@NamalskSurvival;@SiberiaMapPublic;@VPPAdminTools;@TeleportTerminal;@SpawnerBubaku

This is an ordering starting point, not a substitute for each item’s current Workshop instructions. The exact names must match your folders, and a host panel may require semicolons, a separate field, or a different quoting style. Do not put a mod in both parameters. If an item is identified as client-required, leaving it out of -mod= will give players an incomplete content set.

Why order and version matching matter

  • When a dependent mod starts before its framework, the server can report missing addons or fail while loading scripts.
  • When a client does not have a mod listed in -mod=, the connection can fail before the player reaches the mission.
  • When client and server revisions differ, signatures, class definitions or addon names may no longer match.
  • When a key belongs to an older signed build, BattlEye can treat the current files as modified data.

Stop the server before changing the parameter or replacing a mod directory. Make one major change at a time so the first failing component remains identifiable.

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Install the Siberia mission

Download the newest mission archive from the DayZSiberiaMap repository. The map author’s installation sequence requires both a gameplay configuration change and an exact mission directory name.

  1. Open the server configuration used by your host and enable cfg.gameplay.
  2. Set the mission to empty.Siberia in the startup or configuration field your host uses for the mission name.
  3. Copy the complete empty.Siberia directory from the archive into the server’s mpmissions directory.
  4. Confirm that the final path is equivalent to C:DayZServermpmissionsempty.Siberia and that the directory name, including capitalization and punctuation, exactly matches the configured value.
  5. Do not nest the mission one level too deep. A common extraction error creates mpmissionsempty.Siberiaempty.Siberia, which the server cannot use when it is looking for the first directory.

If your host exposes a mission selector rather than a raw command line, choose or enter empty.Siberia there after copying the folder. The mission setting and folder name must agree; changing only one creates a “mission not found” style startup failure.

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Merge the supplied profile folders

The map archive includes profile data for SpawnerBubaku and TB_TeleportMod. These are separate from mpmissions and must be merged into the directory supplied through -profiles.

  1. Stop the server.
  2. Extract the repository’s profile archive somewhere temporary instead of opening files directly inside a compressed archive.
  3. Locate the SpawnerBubaku and TB_TeleportMod directories.
  4. Open the directory configured by your server’s -profiles parameter. If the parameter points to C:DayZServerprofiles, that is the destination, not the server root and not mpmissions.
  5. Merge the two supplied folders into that profile directory. Allow the archive’s files to overwrite older copies when you are deliberately updating the Siberia installation, but back up existing profiles first.
  6. Start the server again only after the merge is complete.

Do not delete unrelated profile folders simply to make the two supplied directories fit. The required result is that the profile path contains the supplied SpawnerBubaku and TB_TeleportMod data alongside any other settings your server already uses.

Prepare the client mod set

Every player needs the client-required items from the server’s -mod= list, installed at the same revisions the server is running. Have players subscribe to the current Workshop pages or use the distribution method supported by your host, then compare their local mod names and revisions with the server’s list.

  • Use the same eight-item set unless the current map instructions explicitly change the requirements.
  • Remove obsolete duplicate copies from the client’s launch command; two folders containing the same addon can produce confusing load and signature errors.
  • Keep the order consistent with the server’s dependency order.
  • After a server-side Workshop update, have players update before attempting to connect.

A successful server start does not prove that a client has the right content. Test with a clean, current client profile and watch both the client error message and the server RPT log during the connection attempt.

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Read the first-start logs before inviting players

After the initial restart, inspect the server RPT log from the same start rather than relying only on the control panel’s green status indicator. Look for the mission name, each mod being loaded, key or signature warnings, and the first error in chronological order. The first error is usually more useful than a cascade of later messages.

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  • “Missing addons” or an addon-not-found message: verify the folder name in -mod=, confirm the mod actually contains its addons directory, and check that dependencies appear earlier in the parameter.
  • “Modified data” or a BattlEye signature kick: copy the current .bikey files from every mod into the server-root keys folder, then make sure the client is using the same signed revision.
  • Mission not found: check that cfg.gameplay is enabled, the configured mission is exactly empty.Siberia, and the folder is directly under mpmissions.
  • Players are rejected for missing content: compare the player’s client launch list with the server’s -mod= list and install the missing client-required item.
  • Connection fails after a recent update: stop the server, update or roll back the affected mod as one controlled change, recopy its key, and ask all players to match that revision.

For diagnosis, add one major dependency at a time to a minimal test launch. Start with the framework and foundational assets, then add the map and the remaining required items in the documented order. This isolates whether the failure is a missing download, an incorrect path, a key problem or a version mismatch.

Updating Siberia without breaking a working server

Workshop updates are not risk-free because a changed addon can require a new key, a new dependency or a matching client update. Treat an update as a controlled deployment:

  1. Announce a maintenance window and stop the server.
  2. Back up mpmissionsempty.Siberia, the profile directory, the startup parameters and the root keys folder.
  3. Record the current revisions so you can roll back if the new build fails.
  4. Update the selected Workshop item, or all required items if the map author states that the set must move together.
  5. Replace the corresponding server-root .bikey files from the updated mod’s keys directory.
  6. Recheck the current Siberia README for changed prerequisites, mission files or profile data.
  7. Start the server with no players connected and inspect the RPT log.
  8. Distribute the same revisions to clients before reopening the server.

If an update introduces missing addons or signature kicks, restore the backed-up mod directory and key, then return to the last known-good client revision. Keeping the mission and profiles backed up separately lets you test a mod rollback without losing world or administrative settings.

Self-managed server or hosting panel?

A hosting panel is useful only if it gives you the same controls this procedure requires. Before choosing an automated installer, verify these capabilities:

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  • Workshop or SteamCMD support for all eight required items.
  • Access to the server-root keys folder, including manual key replacement.
  • Ability to upload or edit mpmissionsempty.Siberia.
  • Ability to merge the SpawnerBubaku and TB_TeleportMod profile folders into the path used by -profiles.
  • Editable -mod= and -servermod= parameters with a predictable load order.
  • Backups and rollback controls for Workshop content, missions and profiles.
  • A way to keep client and server revisions synchronized after automatic updates.

If a panel hides the root keys directory or does not allow custom mission and profile files, it cannot complete the Siberia installation reliably without provider assistance. A self-managed installation gives you direct control over those files but makes backups, updates and player version coordination your responsibility.

Final launch checklist

  • All eight current prerequisite Workshop items are downloaded and their folder names match the launch parameter.
  • The Siberia map’s RedhunterSiberiaPublicKey.bikey and every other required mod key are in the server-root keys folder.
  • cfg.gameplay is enabled.
  • The startup configuration names empty.Siberia.
  • The mission is directly inside mpmissions, not nested in an extra directory.
  • The SpawnerBubaku and TB_TeleportMod folders are merged into the directory specified by -profiles.
  • The -mod= list places dependencies before dependent mods and uses the exact on-disk folder names.
  • Server and client Workshop revisions match.
  • The first-start RPT log contains no missing-addon, key or signature errors.
  • A test client can connect before the server is opened to the full player base.

Following this sequence installs Siberia as the complete mod-and-mission environment it expects: Workshop content and keys first, dependency-aware launch parameters next, then the exact mission and profile files. Most failed installations can be traced to one of those four layers rather than to the map directory alone.

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