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BuilderItems

Cómo alojar BuilderItems en game-serverhosting

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Mod, Environment, Props

BuilderItems on Your DayZ Server

BuilderItems extends the Community Offline Mode editor with roughly 1,700 additional props, walls, roads, and map objects, complete with matching class configurations — ideal if you're planning custom map edits for your server. Unlike many pure decoration mods, BuilderItems is explicitly not server-only: it must be loaded both on the server and on every connecting client, otherwise placed objects simply won't appear in-game. Regular players won't notice anything different during normal play, since the mod changes no gameplay — it only supplies building blocks for map editing. Important: BuilderItems is already bundled inside DayZ Expansion, so don't load it separately if your server runs Expansion, to avoid duplicate class definitions. More than 2.9 million subscribers use it for custom maps.

Tip: Check whether your Expansion setup already includes the mod before installing it separately.

Plan the rollout and operation

BuilderItems is useful when you intend to publish a specific map edit; the package alone adds no player-facing loop. Build and export locations in a separate environment first, checking collisions, spawn routes, and server performance, and document every class used. If DayZ Expansion is installed, do not load the same library twice. Keep your map files separate from the Workshop mod as well so an update cannot overwrite your authored placements.

Before changes, back up the mission, profiles directory, and persistent storage, then record the Workshop ID, mod folder, and position in the -mod= parameter. Copy any supplied signature key into the server key directory and edit XML or JSON files only from a validated copy. After boot, review RPT, script, and admin logs, connect two clients, and test joining, the core feature, persistence, and reconnecting. Loot or types changes do not happen merely because the mod is loaded; merge them deliberately and verify the result in the world after restart. Schedule a maintenance window for updates, move server and clients to the same Workshop release, and keep the previous configuration ready for rollback. Remove a mod first on a test copy after stored items, vehicles, buildings, or profile entries have been handled. This prevents signature kicks, empty spawns, and unnecessary wipes.