Install Server Information Panel on a DayZ server
Install Server Information Panel with CF on the server and joining clients, then edit ServerPanel/ServerPanel.json inside the server’s active profiles directory. That file controls the in-game panel’s name, links, information tabs and display settings.
Use LaGTeK’s original Server_Information_Panel, Workshop item 1680019590. This guide follows the author’s source revision b9f2861f, with configuration format 1.8, checked on 6 October 2026. We haven’t matched that source to an installed Workshop binary or tested it in game.
Install and generate the configuration
Section titled “Install and generate the configuration”Stop the server and back up its mission, saved world, profiles and launch settings. Rehearse changes on a separate instance. If your world doesn’t already use CF, check CF’s first-installation wipe requirement before adding it.
In VXPanel Mods, install CF (1559212036) and Server_Information_Panel (1680019590) with client-visible loading. Keep CF before the dependent package. Players must load matching releases.
For manual hosting, follow the package and key procedure. The author lists ServerPanel_V3.bikey; use the signing key supplied by your installed release and keep signature verification enabled. For folders with these exact names, the relevant argument is:
"-mod=@CF;@Server_Information_Panel"Retain the rest of your launch command and required mods. Start once, inspect the startup log, then stop before editing. The source constants define this destination:
<active profiles>/ServerPanel/ServerPanel.jsonThe older Workshop description says ServerPanelConfig.json. The checked source reads ServerPanel.json, so use the generated file. The server sends its settings to clients; editing a local client copy won’t change the multiplayer server’s panel.
Replace the example links and tab text
Section titled “Replace the example links and tab text”Open the generated JSON and replace the default server name and all example community or donation links. Use SERVERNAME for the heading and BUTTON1NAME with BUTTON1LINK for the first button. The other pairs use numbers 2 and 3. An empty link hides its button.
Each custom tab has a matching name and text array: BUTTONTAB0NAME goes with sServerTab0, through to tab 3. For a first edit, merge these two fields into the generated file, keeping its other fields:
{ "BUTTONTAB0NAME": "Rules", "sServerTab0": [ "<h1>Server rules</h1>", "<p>Read the community rules before joining an event.</p>" ]}Replace the example sentence with your actual rules. These tabs accept the author’s documented rich-text tags, including h1, h2, p, b and i; they aren’t a general website embed. Keep JSON strings quoted, escape quotation marks inside a string, and validate the file locally without comments or trailing commas. Restart the test server and reconnect to check the result.
Choose what players see
Section titled “Choose what players see”The configuration fields separate the side panel, player tab, player list, coordinates and crafting tab. Set DISPLAYPLAYERINFO, DISPLAYPLAYERTAB, DISPLAYPLAYERLIST, DISPLAYPLAYERPOSITION and DISPLAYCRAFTTAB to suit your server rules, then check them from a normal player account.
The player list needs the side panel enabled. Coordinate display is a UI choice; hiding it doesn’t establish that position data is withheld from the client. In the checked server synchronization code, the requesting player’s position is included when the side panel is enabled.
DISPLAYCURRENCY needs the author’s Expansion Market integration. Enabling the field alone doesn’t add a currency system. For a custom logo, LOGOPATH needs a supported game image path or asset available to the clients; pasting a website image URL isn’t the documented setup. Keep the supplied logo while checking the basic panel, then follow the author’s logo and field reference.
Set first-join behavior and check the keybind
Section titled “Set first-join behavior and check the keybind”AUTO_OPEN_ON_FIRST_JOIN enables an opening request for players the server hasn’t recorded in ServerPanel/AutoOpenSeen.json. The checked upgrade code enables it when migrating configuration version 1.7 or earlier. After an update, check this setting even if you only intended to change the panel’s text.
Test with both a new and returning player account. Keep AutoOpenSeen.json with your profile backups; deleting it resets the recorded player list. It contains player identifiers, so keep it private. The source records a player when it sends the opening request, which doesn’t prove that the player read the rules.
The default key is Pause/Break. Players can rebind the mod action SPOpenPanelMenu in DayZ’s controls. If the panel doesn’t open, check the binding, matching client/server versions and startup errors before changing the JSON again.
Preserve settings through updates
Section titled “Preserve settings through updates”Keep an independent, dated copy of the whole ServerPanel profiles folder before updating. In the checked configuration manager, upgrades use ServerPanel.json.bak. Recovery can read that backup if the main configuration is missing or unusable, and an unusable backup can be moved to ServerPanel.json.bak.rejected. Those reused names don’t replace your own backup history.
After updating, compare the loaded name, links, tabs and display options with your saved configuration. Don’t force an older file’s VERSION to 1.8 to bypass migration. If default content returns, stop and preserve the main file, backup, rejected backup and logs before another restart changes the evidence.
For troubleshooting, LOGLEVEL controls the mod’s logger: 0 disables its messages, 1 includes information, 2 keeps warnings and errors, and 3 keeps errors. DISABLE_PANEL_LOG_FILE: true selects console logging instead of ServerPanel/Logs/ServerPanel_*.log; the log level still applies. Separate startup print messages can remain. Keep logging available during the test, check every public button’s destination, then restart and confirm your edited panel still appears.