How to install RaG BaseBuilding on a DayZ server
Install RaG BaseBuilding and RaG Core on both the server and connecting clients, then configure the generated file under the active profiles directory. Test a normal player’s kit crafting, construction and restart persistence before making it your community’s building system.
Use the original packages by RaG Tyson:
| Package | Workshop ID |
|---|---|
| RaG_BaseBuilding | 3157695626 |
| RaG_Core | 3556131153 |
RaG Core is a required framework. It does not need its own loot or trader entries. RaG BaseBuilding is a separate package from BaseBuildingPlus; use its own class names and configuration. This guide covers Steam PC servers.
Back up and install the matching releases
Section titled “Back up and install the matching releases”Take a stopped backup of mission files, persistence, profiles, packages, keys and launch settings. Use a separate test instance, particularly when changing an existing community’s building or raiding system. Keep a record of the two installed Workshop versions.
In VXPanel, stop the service, open Mods and search 3157695626. Confirm the original Steam link, select Install and review Install all required mods. RaG Core and BaseBuilding belong in the server-and-client scope. The panel mod reference explains how to check installed requirements and scope.
On a manual server, copy the subscribed packages into separate mod folders, copy their supplied .bikey files into the server’s keys directory and retain signature verification. For folders named as below, append them to the existing -mod list:
"-mod=@RaG_Core;@RaG_BaseBuilding"Players must load matching releases of both packages. DayZ resolves internal addon ordering through declared dependencies; rearranging the launch list will not repair missing or outdated Core scripts. Author’s server setup
Generate and locate the server configuration
Section titled “Generate and locate the server configuration”Start the test server once, inspect its RPT and script logs, then stop it. Find this file relative to the directory selected by -profiles:
RaG_Core/Configs/RaG_BaseBuilding/RaG_BaseBuilding.jsonBack up the generated file before editing. Current configuration lives under RaG Core; an old tutorial’s standalone RaG_BaseBuilding profiles folder can point you at an inactive file. Preserve Version, unknown fields and exact identifiers. Restart after making valid JSON changes.
The author’s configuration page distinguishes a supplied server preset from compiled defaults. Generate your own file and read it before changing policy; do not treat every value in a published sample as the default. Configuration reference
Set crafting and construction costs
Section titled “Set crafting and construction costs”Decide how players should obtain kits: normal recipes, the building book, loot or traders. For a recipe-based server, check these settings in the generated configuration:
| Setting | Purpose |
|---|---|
DisableAllRaGBBKitCrafting |
Global switch for kit crafting |
EnableBookKitCrafting |
Building-book selection and crafting |
PlanksPerKitCraft / NailsPerKitCraft |
Materials needed to craft a kit |
CraftToggles |
Individual recipe switches |
BaseBuildTools |
Item classes allowed to construct stages |
PartCosts |
Materials consumed by each construction stage |
The author describes a starting kit recipe of 4 planks and 10 nails, with amounts configurable by the owner. A kit still needs its structure’s construction materials after placement. For book crafting, attach the requested materials to RaG_BB_Book, use its preview to select a kit and crouch for the crafting action. Book and recipe instructions
Each PartCosts object uses an internal stage identifier in Part and numeric amounts for NAILS, PLANKS, LOGS and METALSHEETS. Preserve the stage name when changing its cost. A value of 0.0 means that material is not required; making every amount zero removes material cost but still leaves tool and prerequisite checks. Avoid negative costs.
Recipe identifiers in CraftToggles, such as DoorKit, are different from spawnable item classes such as RaG_BB_DoorKit. Keep the identifiers in their respective files. Construction materials and class names provide the mappings.
Make kits and the book available
Section titled “Make kits and the book available”For an initial test, use your restricted admin tool to give a normal player a book, recipe materials and a construction tool. Do not test normal construction with RaG_BB_Admin_Hammer or RaG_BB_Admin_Hatchet: the admin tools bypass parts of the normal rules.
If kits should spawn in the world, add the chosen kit classes and RaG_BB_Book to a registered Central Economy file. Use the loot registration procedure to register and validate your XML. Start with a small stock policy instead of adding every deployed structure.
For example, these are item classes you can choose from the author’s list:
RaG_BB_BookRaG_BB_FoundationKitRaG_BB_WallKitRaG_BB_DoorKitRaG_BB_FloorKitDo not put _Hologram, _BookHolo or the internal floor-hatch ladder into normal loot. For a trader, register these same kit item classes using that trader’s own syntax. You still need the chosen trader package and its item/category configuration.
Choose placement, damage and lock rules
Section titled “Choose placement, damage and lock rules”BaseBuildAnywhere controls RaG’s relaxed placement path. Test it alongside your collision, territory and other building systems rather than assuming it overrides every restriction. Placement instructions describe snap points, rotation and height controls.
Treat damage protection and dismantling as separate policies. Read DisableAllDamage, DisableDamageButDoors and DisableDismantle before changing them. A protected wall does not by itself establish that every door, window, explosive or dismantling action follows your intended raid rules. Test those cases with the tools and weapons available on your server.
The author’s current wiki describes BaseInfiniteLifetime as setting a 45-day lifetime after storage load. Treat that as a finite cleanup setting and include saved structures in your restart tests. Lifetime reference
For locks, begin with a completed test door and a vanilla combination lock. If you use Code Lock or BreachingCharge, verify that exact package combination. The author documents conditional integrations for those mods and says the reviewed source does not reference Expansion Code Lock. Test the chosen lock system before enabling it for your community. Compatibility notes
Test with a normal player
Section titled “Test with a normal player”Allow configuration synchronization to finish after joining. Check these behaviors before opening construction to the community:
- Craft a kit using the configured materials and a permitted recipe.
- Place it, attach stage materials and build it with a permitted tool.
- Snap an adjoining part and confirm it can be dismantled under the intended rules.
- Lock and unlock a completed door with a second player checking access.
- Apply your intended raid damage and inspect the affected stages.
- Stop and start the server, then check the structure, lock and stored items.
If the book preview or an action is missing, check recipe switches, attached materials and permitted tools. If it remains missing after synchronization, confirm both clients and server run the same Core and BaseBuilding versions. Inspect the logs under <profiles>/RaG_Core/Logs/; enable Core debug logging for a diagnostic run, then turn it off after collecting evidence. Core logging and troubleshooting
Restore a working building configuration
Section titled “Restore a working building configuration”Stop the service and restore the saved JSON when reversing a configuration edit. If rolling back a package change, restore the matching package versions, profiles and world backup together. Starting without the mod can remove saved custom structures or items; review mod removal before dropping it from a live world.
Keep the author packages intact and follow their Workshop permission terms. Neither a library guide nor a compatibility note grants permission to repack the mod or sell its contents.