36 current knowledge base matches
These cards are selected from the existing knowledge base data, with no new technical content added.
Signature files prove that client PBOs match server-accepted keys. Public modded servers usually depend on this.
keys\*.bikey
@ModName\keys\*.bikey
@ModName\addons\*.bisign
Existing editable values
*.bikey public key copied to the DayZ server install `keys` folder used for signature verification.
*.bisign signature next to each client PBO in the mod `addons` folder.
verifySignatures `serverDZ.cfg` switch that enforces signature checks.
keys folder cleanup remove old keys when replacing mods with incompatible versions.
Explains what is inside a DayZ mod folder and which parts matter for loading, signatures and server setup.
@ModName
@ModName\addons
@ModName\keys
@ModName\mod.cpp
Existing editable values
@ModName the folder loaded by `-mod` or `-serverMod`.
addons contains `.pbo` files. These are the actual packed mod content and configs.
addons/*.bisign signatures for client/server PBO validation.
keys/*.bikey public key that must be copied into the DayZ server install `keys` folder when signature verification is enabled.
How to make modded items actually spawn: load the mod, register or merge its economy files, and ensure clients can join.
types.xml
cfgeconomycore.xml
@ModName\*.xml
keys\*.bikey
Existing editable values
-mod mod must be loaded if clients need the content.
types.xml mod item classnames need economy entries.
cfgeconomycore.xml external mod economy files may need registration.
keys/*.bikey needed when signature verification is active.
Use DayZ Tools key utilities to sign custom PBOs so servers can verify clients with `verifySignatures` enabled.
*.biprivatekey
*.bikey
*.bisign
keys
Existing editable values
private key kept by the mod author; used to sign PBOs.
public .bikey copied to the DayZ server install `keys` folder.
*.bisign signature file generated next to each signed PBO.
verifySignatures server config option that enforces signature checking.
Server-side public keys for signed mods. Clients need matching mod signatures to join.
keys\*.bikey
Existing editable values
*.bikey copy from each mod's `keys` folder.
Remove old keys when intentionally dropping a mod family.
Instance-local storage for mods managed or referenced by the launcher.
mods
mods\@ModName
@WorkshopId
Existing editable values
mods/@ModName local mod folder when mods are organized under `mods`.
@WorkshopId Workshop-style local mod folder at instance root when used.
addons mod PBO content.
keys mod `.bikey` source folder.
Mod metadata and class definitions. These files explain what classnames, weapons, items, vehicles or scripts a mod adds.
@ModName\addons\*.pbo
@ModName\mod.cpp
config.cpp
config.bin
Existing editable values
mod.cpp name display name for the mod in launchers.
picture, logo, overview optional mod presentation assets.
CfgVehicles, CfgWeapons, CfgMagazines class families that provide usable classnames.
requiredAddons dependency list that must load before this mod config.
Controls which mods the server loads and whether clients must load them too.
-mod=
-serverMod=
@ModName
Existing editable values
-mod=@A;@B client-required mods. Players must have matching mods and signatures.
-serverMod=@AdminTools server-only mods. Clients usually do not need them.
load order dependencies should load before mods that depend on them.
@folder name local mod folder path used by the server.
Local folder intended for server-side mods or separated server mod organization.
servermods
servermods\@ModName
Existing editable values
servermods/@ModName server-side mod folder.
-serverMod launch argument usually used for server-only mods.
addons PBOs for that server-side mod.
config mod-specific config may still live in profiles or mission folders.
Complex workflow / Mission db
Complete path for making a modded item spawn naturally in the world.
-mod=
types.xml
cfgeconomycore.xml
mapgroupproto.xml
Existing editable values
-mod load the mod that defines the item classname.
keys/*.bikey add the mod key for signature verification.
types.xml type name add exact classname.
nominal/min/lifetime/restock configure population and cleanup.
How server-managed mod economy folders are loaded without merging every mod entry into vanilla XML.
cfgeconomycore.xml
mods_type
db\*.xml
Existing editable values
folder path relative folder containing extra economy files.
types file custom type definitions.
spawnabletypes file custom cargo/attachment definitions.
events file custom dynamic events.
Explains what decides whether a mod must be loaded by players or only by the server.
-mod=
-serverMod=
@ModName\addons
Existing editable values
Client mod anything that adds visible assets, items, vehicles, weapons, clothing, sounds, UI or client scripts. Put in `-mod`.
Server-side mod admin tools, logging, economy helpers or server-only logic that clients do not need. Put in `-serverMod` when supported.
Shared scripts/assets if clients interact with or see the content, it is usually a client mod.
Classnames in loot/events if the classname comes from a modded item/vehicle visible to players, clients need that mod.
Troubleshooting / Mission db
Diagnostics for vehicles, wrecks, animals, infected or custom objects configured as central economy events.
events.xml
cfgeventspawns.xml
cfgeventgroups.xml
cfgspawnabletypes.xml
Existing editable values
active=1 event must be enabled.
nominal/min/max event population must allow at least one active event.
child type spawned classname must exist.
position placement mode must match the available spawn data.
Validation / Mission files
Common JSON rules that matter when editing DayZ mission configuration.
*.json
cfggameplay.json
cfgeffectarea.json
Existing editable values
true, false booleans must be lowercase.
numbers do not wrap numeric values in quotes unless the file expects text.
strings must use double quotes.
arrays comma-separated lists in square brackets.
Troubleshooting / Mission db
Step-by-step knowledge for diagnosing why an item configured in `types.xml` does not appear in-game.
types.xml
mapgroupproto.xml
cfglimitsdefinition.xml
storage_1
Existing editable values
type name must match a real classname from vanilla or loaded mods.
nominal > 0 item needs a target population above zero.
lifetime > 0 item must live long enough to be found.
category/usage/value must match valid names and supported map groups.
Validation / Mission files
Path and filename rules that prevent hard-to-see mission load mistakes.
mpmissions\dayzOffline.*\*
Existing editable values
template must match mission folder name.
objectSpawnersArr path must match the JSON file location.
cfgeconomycore file name must match the XML file.
mod folder launch argument must match actual folder.
Troubleshooting / Mission custom files
Common reasons custom placed objects do not appear after adding object spawner JSON files.
cfggameplay.json
objectSpawnersArr
*.json
Existing editable values
objectSpawnersArr file path must be listed in `cfggameplay.json`.
JSON filename must match the path exactly.
name object classname must exist on server and client.
pos coordinate must be inside the playable map.
Explains which mission files are needed after adding a mod, depending on what the mod contains.
types.xml
events.xml
cfgspawnabletypes.xml
cfgeventspawns.xml
Existing editable values
Mod adds loot item add a `types.xml` entry or register the mod's provided types file.
Mod adds weapon/clothing/container add `types.xml`; add `cfgspawnabletypes.xml` only if it should spawn with attachments/cargo.
Mod adds vehicle add `events.xml` event, `cfgeventspawns.xml` positions and `cfgspawnabletypes.xml` parts/cargo.
Mod adds infected/zombie load the mod, add AI territory/event usage depending on how the mod defines the infected, and tune `cfgaiagents.xml` or event files if required.
Mods / Game and mod config
Classnames used in economy files must exist in vanilla game data or loaded mods.
types.xml
cfgspawnabletypes.xml
events.xml
config.cpp
Existing editable values
CfgVehicles many placeable objects, clothing, containers, infected, animals and vehicles.
CfgWeapons weapons and tools.
CfgMagazines ammo, magazines and some stackable items.
CfgAmmo projectile/ammo behavior, usually not directly spawned as loot.
Troubleshooting / Profiles
Steps for diagnosing script restriction, remoteexec or createvehicle kicks after installing mods or editing mission scripts.
battleye\*.log
profiles\BattlEye\*.log
scripts.txt
remoteexec.txt
Existing editable values
BattlEye log read the exact restriction number and line context.
filter file open the matching filter, for example `scripts.txt`.
line number restriction usually maps to a filter line.
exception add a specific exception for the trusted mod/action.
Troubleshooting / Profiles
Debugs errors where the server cannot find a classname used by loot, events, starter gear or object spawners.
*.RPT
types.xml
events.xml
cfgspawnabletypes.xml
Existing editable values
RPT unknown entity identifies the missing classname.
-mod verify the mod defining the class is loaded.
load order dependencies must load before dependent mods.
spelling classname is case-sensitive in practice for config lookup.
Troubleshooting / Mission files
Debugs broken XML that prevents mission/economy files from loading.
*.xml
*.RPT
Existing editable values
line/column use RPT or validator location.
unclosed tag every opening tag needs a matching closing tag.
bad attribute quotes XML attributes need quoted values.
nested comments XML comments cannot be nested.
Validation / Mission files
Many DayZ XML files use comments to keep disabled examples or temporarily remove entries from loading.
*.xml
Existing editable values
<!-- ... --> XML comment block; content inside is ignored by the parser.
active=0 disables an event while keeping its XML node loadable.
nominal=0 keeps an item/event defined but prevents normal target population.
min=0 allows the economy to drop to zero before respawn pressure.
ClientKicked (ErrorCategory 5) / Client connection
PBO-hoz hianyzik a .bisign.
Launcher instance files / Instance config
Tracks `.bikey` files copied by the launcher during key sync so mod signature keys can be managed predictably.
config\key-index.json
keys\*.bikey
DayZ server install\keys\*.bikey
Existing editable values
source mod which mod provided the key.
source key path original `.bikey` location under a mod `keys` folder.
target key path copied key under the `keys` folder next to the DayZ server executable.
sync time when launcher last wrote the key index.
Use DayZ Tools/Object Builder workflows when importing custom models, preparing geometry, materials and config class definitions.
Object Builder
model files
textures
config.cpp
Existing editable values
Object Builder model import/edit workflow.
model geometry visual, collision and memory point setup depending on asset type.
textures/materials asset paths included in the mod source.
config.cpp defines the item/object/vehicle classname using the model.
Derived workflow / Mission env
Complete reasoning chain for adding a custom zombie/infected type, making it spawn, and giving it loot.
-mod=
cfgaiagents.xml
env\zombie_territories.xml
events.xml
Existing editable values
Install/load mod add the zombie mod in the launcher's Mods tab and ensure it is client-required if players see custom assets.
Sync keys copy `.bikey` files so signature checks pass.
Find classname/family get the infected classname or family from mod docs/config/RPT.
cfgaiagents.xml add or reference the custom infected agent/family if the mod uses vanilla AI agent setup.
Launcher workflow / Maintenance
Use maintenance actions for update and cleanup work that admins often do manually.
DayZ server install
@mods
keys
profiles\logs
Existing editable values
Update server update the DayZ Dedicated Server install.
Update mods update installed Workshop mods.
Repair keys resync `.bikey` files from mods into the DayZ server install `keys` folder.
Clear logs clean/archive old logs.
Use this tab to manage Workshop mods and their server-side key workflow.
@WorkshopMod
keys\*.bikey
mod list
Existing editable values
Search Workshop find mods by name or Workshop ID.
Add mod stage/download a mod into the server instance.
client/server toggle choose whether the mod belongs in client-required `-mod` or server-side logic.
move up/down change mod load order.
Main DayZ server runtime log. Use it to diagnose failed startup, missing mods, bad classnames, script errors and economy load problems.
profiles\*.RPT
Existing editable values
Cannot open file missing PBO, wrong path or bad mod load order.
Addon requires addon missing dependency in `-mod` or `-serverMod`.
Unknown entity classname does not exist or mod is not loaded.
Script error broken mission script or mod script.
Server config / Instance root
Main server configuration. Controls public identity, slots, passwords, mission template, time, persistence and several gameplay toggles.
config\serverDZ.cfg
serverDZ.cfg
Existing editable values
hostname server name in browser.
password, passwordAdmin player and admin passwords.
maxPlayers player slot limit.
template selected mission, for example `dayzOffline.chernarusplus`, `dayzOffline.enoch`, or `dayzOffline.sakhal`.
Complex workflow / Mission and mods
Adds modded vehicles correctly, including mod loading, keys, economy event setup, spawn positions and parts.
-mod=
keys\*.bikey
events.xml
cfgeventspawns.xml
Existing editable values
-mod=@VehicleMod load the mod as client-required content so players can see and use the vehicle.
keys/*.bikey copy the mod key into the DayZ server install `keys` folder when signatures are verified.
events.xml child type use the exact vehicle classname from the mod config.
cfgeventspawns.xml create coordinates for the event name.
ConnectErrorServer (ErrorCategory 3) / Client connection
equalModRequired mellett a szerver es kliens modlistaja nem egyezik.
ClientKicked (ErrorCategory 5) / Client connection
A bankok/PBO bank count megvaltozott, integritas gyanus.
ClientKicked (ErrorCategory 5) / Client connection
Altalanos player verification fallback hiba.
ClientKicked (ErrorCategory 5) / Client connection
Altalanos verifikacios hiba.