How to install BuilderItems on a DayZ server
To use BuilderItems on a DayZ Steam PC server, load the original object pack on the server and every joining client, then deploy the placements through your chosen editor or loader. Installing the pack makes its configured objects available. You still need a placement file to put them on the map.
Use BuilderItems, Workshop item 1565871491, published by Not A Banana. This is a pack of objects for map decoration, separate from BaseBuildingPlus and its player construction system. Xbox and PlayStation servers cannot load this Workshop pack.
Check whether Expansion supplies the objects
Section titled “Check whether Expansion supplies the objects”The author warns against loading standalone BuilderItems alongside Expansion content that includes it. For split Expansion installs, the author links DayZ-Expansion-Map-Assets, item 2792983824. That package’s description confirms it includes BuilderItems.
Review your actual installed modules before adding another provider. With Expansion Core or Market alone, check for Map Assets separately. Check the package set and selected bundle rather than treating every Expansion-named item as the complete suite.
Use one provider for the object definitions:
- If your installed Expansion set supplies them, keep that supported set and test the objects through it.
- For a server without that provider, install the original standalone BuilderItems package below.
Record which package supplies the classes in each map edit. Replacing a provider later requires testing the existing exported classnames and client joins.
Use Expansion Map Assets as the object provider
Section titled “Use Expansion Map Assets as the object provider”The original DayZ-Expansion-Map-Assets, item 2792983824, contains static decorative objects, including BuilderItems. Its July 2026 change notes describe adding structures and props introduced in earlier DayZ updates. Expansion’s AI, trader and vehicle systems require their corresponding packages.
Inspect the installed package list before choosing the provider for a build. Keep Map Assets when the selected Expansion set already supplies it, or choose it for an export that needs those objects. Standalone BuilderItems can conflict with the duplicated definitions. Look for Map Assets itself in the list, even if Core or Market is already present.
- Keep the original source build, export and provider with the rehearsal instance’s recovery set. Record the classes used by the export before switching packages.
- Read the original Map Assets listing and requirements of the retained editor, loader and Expansion modules. Follow the Expansion installation procedure for those modules; check each split package’s requirements.
- Install the exact Map Assets package and its current signing key. Make that content available to the offline Editor, server and joining clients. During this planned rehearsal switch, remove the duplicate standalone BuilderItems provider from the mod list.
- Record and export one test object, then use the loader workflow below to deploy it. Check visibility and collision from matching clients and confirm that the export loads after restart. Test the existing builds before changing their provider on the live world.
Configure loot definitions and positions when the selected object’s intended behavior needs them. The Workshop description does not direct operators to import economy entries for every decorative prop. Check container persistence, player construction and vehicle interactions separately from decorative placement.
Keep the previous provider with its matching export so that you can roll back. Verify classnames used by standalone BuilderItems or repacked builds against the selected Map Assets release, then inspect the whole build in game. Starting the server successfully doesn’t check every object.
Prepare the map-edit test
Section titled “Prepare the map-edit test”Start with a working server and keep a stopped backup of its mission, persistence, profiles and launch list. Retain every existing map export and the packages it references. Use a separate test instance for the first placement.
Choose a placement workflow. The procedure here uses DayZ Editor for offline authoring and DayZ Editor Loader for server deployment. Follow their installation and scope requirements, including the client requirement when an export removes baked terrain objects. BuilderItems itself is always client-required under its author’s instructions.
If an authoring tool or another mod introduces CF to an existing world, review CF’s first-installation wipe requirement before adding that framework. Do not add a framework to the live saved world as part of an unplanned decoration test.
Install the standalone package
Section titled “Install the standalone package”In VXPanel:
- Stop the test service and open Mods.
- Search for item
1565871491. Follow its Steam link and confirm Not A Banana’s original BuilderItems distribution. - Choose Install and keep the binding in client-required scope. Check the author’s current requirements and those of the selected placement tools.
- Wait for the installation to finish. Check the supplied public key in the server’s central
keys/directory. The inspected original package suppliesNotABananaV3.bikey. - Start the server and join with a client loading the same package. Resolve any signature or missing-PBO error before uploading a map edit.
For a self-managed host, copy the complete original package and its current signing key using the manual install procedure. For an installed folder named @BuilderItems, append its entry to the existing client mod list:
"-mod=@BuilderItems"That argument shows this package’s scope, not a complete Editor Loader installation. Retain the frameworks, Loader and other packages required by your full mod set in the same client mod list, with dependencies first. Keep signature verification enabled.
Place and export one object
Section titled “Place and export one object”Load BuilderItems in the offline Editor session alongside the target terrain and the Editor’s requirements. Use the editor’s object list to choose a class supplied by the installed pack. Place one decorative object at a clear, recorded test location.
Inspect its position, rotation, scale and intended collision. Keep it as an exported server object rather than an Editor-only helper. Save the build as .dze and retain the source file outside the server’s live loading directory.
With the test server stopped, upload one copy to the active mission’s EditorFiles/ directory. The Loader procedure explains that path and the client save location. Remove an older version from the loading directory before uploading a renamed replacement.
Keep one placement mechanism for each build. A .dze file plus the same objects copied into init.c can create overlapping duplicates. Do not install the full offline DayZ Editor on the public server to load the export.
The BuilderItems description also links an editing-only utility for finding names of baked map objects. The author says that utility belongs in offline editing, not on the live server or player clients. It is not a required addition to this Loader procedure.
Add SPBuilding objects to a map edit
Section titled “Add SPBuilding objects to a map edit”Sporefun’s SPBuilding, item 2177232791, supplies platforms, walls, gates, wrecks and a nuclear-reactor model for custom map edits. The author has ended updates, so check the objects on your intended game build before adding them to a public server. It is a separate asset pack; installing BuilderItems doesn’t supply these classes.
Follow the mod and signing-key procedure for the original SPBuilding package. Load its content in the offline Editor, on the server and on joining clients. Use the key supplied with that package. Choose one class from the author’s list, such as Land_sp_platform, and deploy a small export through the placement procedure above.
Check visibility, collision and access around the object, then repeat after restarting. The listed Land_sp_nuclear class identifies a model; the description supplies no power-generation or radiation setup. Keep the tested package with its matching export. Before removing the pack, remove or replace placements that reference its classes so the loader won’t request missing objects.
The complete cached author description and class list were reviewed on 7 October 2026. Current package contents and in-game placement remain untested.
Load NatureOverhaul’s original Chernarus layout
Section titled “Load NatureOverhaul’s original Chernarus layout”Kaffeina’s NatureOverhaul, item 2106663048, adds vegetation, wrecks and roadblocks at selected Chernarus locations. It supplies a layout, so you don’t need to create a separate placement export for those additions. The original package is for Chernarus only. Its author marks the project inactive; the last listed update is 27 April 2022.
For a server using standalone BuilderItems, load that dependency before @NatureOverhaul in the same client mod list. Keep the other dependencies your server needs and use matching client packages. Follow the mod and signing-key procedure; the author specifically added a replacement key for DayZ 1.17, so use the key supplied with your installed release. Keep the original distribution unless the author gives repacking permission.
If your Expansion set already supplies BuilderItems objects, resolve the provider choice above before adding another copy. Expansion’s GeneralSettings reference warns that UseCustomMappingModule and BuildingInteriors don’t work with NatureOverhaul. If you keep Expansion’s custom mapping or furnished interiors, leave NatureOverhaul out. Its older compatibility answer doesn’t resolve these specific conflicts. Keep one copy of the layout too: don’t combine the original mod with an equivalent converted object-spawner file without checking for duplicate placements.
Test several affected roads and buildings for access, collision and visibility from a joining client. Check any tree or bush interaction your players need, then repeat after restarting. Preserve the previous mod list and map exports for removal or recovery. The cached author description and returned comments were read on 7 October 2026. Current package contents, placement and performance remain untested; community reports about uncuttable vegetation have not been reproduced here.
Place RedFalcon’s helicopter landing pad
Section titled “Place RedFalcon’s helicopter landing pad”RedFalcon’s Helicopter landing pad, item 2511742827, offers static objects for map edits and a kit that players can deploy at their base. For the larger static pad, select rf_helipad2_static in the Editor and follow the export procedure above. This is a separate asset pack, so load its original content with the Editor, server and joining clients using the mod and signing-key procedure.
Choose the kit when players need to place their own pad. The author describes 150 units of storage in the deployed kit version, with room for four jerry cans and some batteries or parts. Check the exact kit and deployed classnames in your installed package before adding trader entries. The large static classname identifies a different object.
Place one pad on a test copy first. Check ground clearance, collision and access with the helicopter you intend to use, then repeat after restarting. For the kit, also check that stored items survive a restart. Keep the previous package and placement export for recovery, and empty player storage before removing its objects.
The original author permits repacking with credit and monetization. This section follows the author’s description, whose last listed update is 10 July 2023. Current package contents, placement, landing and storage behavior remain untested.
Check the object from a player client
Section titled “Check the object from a player client”Start the server, review the fresh logs and join with the matching content. Visit the test coordinates with a normal account:
- Confirm the intended object is visible and only one copy exists.
- Check collision from the directions players can approach. Test doors, gaps or nearby access routes where relevant.
- Have another joining client inspect the object with the advertised mod list.
- Stop and start the same test mission and confirm the placement loads again.
- Remove the test export while stopped, start again and confirm the decoration is gone before deploying the full build.
Decorative placement does not prove an object behaves as a usable player container, vehicle or persistent base part. Test the actual interaction needed by the community. If the placed class should spawn natural loot, follow the Loader’s prototype and position export checks; a decoration pack does not configure the economy on installation.
Diagnose missing objects or package conflicts
Section titled “Diagnose missing objects or package conflicts”| Symptom | Check |
|---|---|
| Objects appear in the Editor but not on the server | Installed server package, loaded launch argument, export location and object classname. |
| Some clients cannot join | Matching original package and signing key, complete PBO/signature transfer and client-required binding. |
| Server or client reports duplicate definitions | Standalone BuilderItems plus an Expansion provider, or a repack containing the same definitions. |
| Object appears twice | Duplicate exports, renamed old builds or a second placement system. |
| Decoration disappears after restart | Loader startup, the same active mission and the export remaining in its loading directory. |
| Placed building has no loot | Supported prototype and position definitions, economy registration and spawn rules. |
Check one cause at a time on the test instance. Preserve the failed logs and the exact mod list; installing more object packs can hide the source of a conflict.
Update, remove or change the provider
Section titled “Update, remove or change the provider”Keep the tested source build, export and package versions before updating mods. Update the server and client together, then repeat the visible-object and collision checks.
Before removing standalone BuilderItems, find the .dze, init.c or other exports that reference its classes. Stop the service and remove or replace those placements as part of the same change. If switching to an Expansion provider, test those classnames with the new provider on the rehearsal instance first. Follow mod removal rather than removing an asset pack from a live build without a replacement plan.
Related documentation: DayZ Editor author’s export reference.
Sources and verification
Section titled “Sources and verification”This guide used AI-assisted research and drafting. The 3 October 2026 review inspected Map Assets’ original description and July 2026 change notes alongside the existing BuilderItems procedure. We have not compared the current packages or tested exported classnames, client joins, collision or restart behavior. Steam rate-limited the subsequent visibility check, so we could not confirm whether the item had been removed or was incompatible. The review changed no installed game files and started no game process.
Return to the DayZ server tutorials or continue with Editor Loader deployment.