ArmaDB

Server-side arsenal management for Arma Reforger. Admins choose in-game which items — including mod items — go in which crates per faction, no scenario file editing required.

Players now

16

Servers

23

Rating

100%

5 votes

Subscribers

-

932 downloads

Get it on the Workshop reforger.armaplatform.com/workshop/6A2B71AA46C3535B

Busiest servers running it 23 in total

All servers

Players on servers with it

daily, last 30 days

0 10 20 30 40 17 Sep 24 Sep 1 Oct 8 Oct 15 Oct peak 35
Average players Low to peak in each bucket

Details

Author
Sk0r91
Version
1.1.2
Size
4.5 MB
Licence
APL-ND
Game version
1.8.0.13
Likes
0 / 0 dislikes
Published
25 Aug 2026
Updated
1 month ago
Workshop ID
6A2B71AA46C3535B

Recent adoption

30 days: +90 −76 ↑54

Version history

11
  1. v1.1.2 4.5 MB 15 Sep 2026

    Rebrand & Config Overhaul - The mod has been renamed from PZ_Arsenal to Sk0rs Arsenal Master. No action needed on your part - your existing config, catalog database, and saved profiles are detected and migrated automatically to their new location on first load after updating. The old files are archived, not deleted. - Added a new "Tank Ammo" category, assignable in the Datenbank editor the same way as any other manual category. - The two previously separate config files (the main config and the extra-catalogs config) are now merged into a single Sk0r_ArsenalConfig.json. Existing installs are combined and migrated automatically. - Config and catalog database files are now saved as properly indented, human-readable JSON instead of one long unformatted line, making manual edits and diffs much easier. - Fixed a bug where item names or descriptions containing quotes, backslashes, or line breaks could corrupt the saved catalog file. - New optional config setting, "AllInactive": when enabled, newly-scanned items default to Inactive instead of Active. Stability Fix - Fixed a crash that could occur after repeatedly opening and closing the Datenbank editor (#arsenal) before it had finished loading its item list.

  2. v1.1.1 4.3 MB 5 Sep 2026
  3. v1.1.0 4.3 MB 5 Sep 2026
  4. v1.0.36 4.3 MB 4 Sep 2026
  5. v1.0.35 4.3 MB 4 Sep 2026
  6. v1.0.34 4.3 MB 4 Sep 2026
Description from the Workshop

Sk0rs Arsenal Master Problem: Vanilla Arsenal availability depends on how a scenario's SCR_EntityCatalog resources are wired. Add a big weapons mod (RHS, WCS, etc.) and its content often won't appear in your crates, because the scenario never registered that mod's catalog - even though the items are installed and usable. Fixing this normally means hand-editing scenario files per mod, every time your modpack changes. Solution: Sk0rs Arsenal Master scans everything the server has access to - vanilla content, the live scenario, and each mod's own catalog directly - merges it into one persistent, editable database, and gives you full control from an in-game menu. Features - Automatic full-server scan. Every item the server can see is pulled into a persistent JSON database on first boot, and re-synced on every reload without losing prior edits. - In-game admin editor ("Datenbank"). Searchable, filterable list of every scanned item, with per-item toggles for Active state, Category, and Allowed Faction. Supports batch edits - change several items, save once. - Optional admin whitelist. For extra security, an admin check can be enabled in the config. When active, only players listed as admins get access to the Datenbank editor, regardless of who has the password. - Extra item categories beyond vanilla. NVG, Face Wear, Helmet Attachments, Drones, Ghillie Suits, Body Armor, Scopes, Tank Ammo, Buildings/Structures, and Patches each get dedicated tabs, alongside all standard vanilla categories. - Cross-faction bypass. Assign any item to a specific faction, all factions, or leave it as scanned - independent of the vanilla catalog's restrictions. Purchases are checked against your own database, not just the vanilla per-faction catalog. - Automatic availability detection (self-healing). Every scan rechecks whether each active item is actually reachable. Unreachable items (broken prefab, abstract resource, a mod that changed IDs) are auto-hidden, and auto-unhidden again once re...