Trader
Cómo alojar Trader en game-serverhosting
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Trader on Your DayZ Server
Trader adds AI merchants, trading towns, and safezones to your server, using the Ruble item as currency; players buy and sell at trader cities, by default at Green Mountain and Kumyrna, while server owners configure locations, safezones, and the item catalog freely. After adding the mod through your usual -mod= startup parameter, copy the Trader folder from the mod's extra subdirectory into your server's profiles folder, where the full configuration lives. If you don't add the Ruble item to your own loot table, it won't spawn naturally — players only get it by selling goods to the traders. Reuploading the mod is explicitly forbidden. More than 2.3 million subscribers already use Trader.
Tip: Adjust vehicle lifetime in the trader config, or purchased vehicles will despawn too quickly.
Plan the rollout and operation
Trader creates an economy of its own and should not launch with example prices. Define currency, initial stock, buy and sell spreads, vehicle lifetime, and safezone rules first. Then complete a full loop of looting, selling, buying, and restarting with an ordinary account. Watch especially for items that can be duplicated or traded without risk. Version the configuration files so price changes remain traceable and can be rolled back individually.
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.