Code Lock
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- Catégories
- Mod, Character, Environment, Equipment, Props
Code Lock on Your DayZ Server
Code Lock replaces the vanilla combination lock on your base with a far more convenient system — no more scrambling to lock a gate when you need to grant access. The mod ships with extensive configuration options: logging, raid times, raid settings, and client-side rate limiting, all tunable per server. Load it through your normal -mod= startup parameter, but mind the licensing terms: it may not be bundled inside your own "server pack" or "mod pack" — use a Steam Collection instead if you want to share your setup with players. Monetization requires explicit permission from the author via Room Service. With over 4.2 million subscribers, Code Lock is one of the most established base-building mods around.
Tip: Enable rate limiting to keep the lock safe from spam requests.
Plan the rollout and operation
Code Lock should match your raiding and access rules. Decide when locks may be attacked, which actions are logged, and how support handles lost codes. Test one gate, an ownership change, repeated failed attempts, and a restart with an ordinary account. Keep the configuration together with your published raid schedule; conflicting values otherwise create disputes even when the mod is technically working.
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.