Advanced settings reference
The Advanced tab edits the server host’s Agent configuration. These settings control how DayZ starts and stops, which ports it uses, how mods/backups/logs are handled, and what happens around updates and wipes.
Use Config for normal DayZ gameplay and serverDZ.cfg fields. Use Advanced only for host-level behavior.

Advanced settings are grouped by host-level responsibility. Password fields are write-only, and protected values may be locked by your provider.
Save an advanced change
Section titled “Save an advanced change”- Open Configuration, then select the Advanced tab.
- Select Refresh and wait for
Synced. - Change only the fields required for one task.
- Review notification timelines and any validation warning.
- Select Save and wait for
Synced. - Restart from Console when the setting affects startup or the running process.
- Check Console, Network, and DayZ logs after restart.
Revert discards unsaved changes. Secret fields may be write-only, so the saved value is not displayed. Do not enter a replacement unless you intend to rotate it, and confirm the field guidance before saving.
Some fields can be hidden or read-only under your service policy. Protected launch parameters appear with a lock and cannot be removed or changed from a customer session.
Launch
Section titled “Launch”| Setting | Configuration path | Meaning |
|---|---|---|
| Launch parameters | launch_params |
Editable DayZ command-line arguments such as -dologs or -config=serverDZ.cfg. Keep each argument intact and follow the input format shown by the panel. Protected provider arguments remain locked. |
| Launch on startup | launch_on_startup |
Starts the game server when the Agent/service host starts. Keep off when maintenance requires the server to remain stopped after a host restart. |
| Bind IP | ip |
Address the game process binds to. Wildcard values may be provider-managed; changing this to an unassigned address can prevent startup. |
| Grace period | grace_period |
Numeric grace value used by the Agent’s process lifecycle. The current panel does not label its unit; preserve the provider value unless support gives a specific setting. |
Common launch parameters include:
| Parameter | Purpose |
|---|---|
-config=serverDZ.cfg |
Selects the DayZ server configuration file. |
-profiles=profiles |
Selects the profile directory used for RPT and other logs. |
-dologs |
Enables broad RPT logging. |
-adminlog |
Enables the DayZ admin log. |
-freezecheck |
Enables DayZ’s freeze detection/dump behavior. |
Do not manually add -mod or -serverMod lists when the panel’s Mods page owns them. Two sources of mod order are hard to troubleshoot.
Ports and RCON
Section titled “Ports and RCON”| Setting | Configuration path | Meaning |
|---|---|---|
| Game port | ports.game |
Primary UDP port for DayZ gameplay traffic. |
| Query port | ports.query |
Steam/A2S port used by launchers and server browsers. |
| RCon port | ports.rcon |
Port used by RCON clients and the panel’s RCON transport. |
| Set RCon password | rcon_password |
Replaces the server’s RCON password. Enter a value only when you intend to rotate it, and use a unique high-entropy password. |
Valid port numbers are 1–65535, but only your assigned ports should be used. A syntactically valid unassigned port may still be unreachable. Review Server address and ports and contact support before changing a port.
Process
Section titled “Process”| Setting | Configuration path | Meaning |
|---|---|---|
| Priority level | priority_level |
Windows scheduling priority for the DayZ process. Options are described below. |
| Affinity mask | affinity_mask |
Numeric CPU-affinity bitmask that limits which logical processors the game process can use. An incorrect mask can reduce performance or prevent a usable assignment. |
| Process monitoring | process_monitoring |
Enables the Agent’s process-monitoring behavior for the server. Keep the provider default unless diagnosing lifecycle handling with support. |
| Restore mods on startup | restore_mods_on_startup |
Tells the Agent to restore/prepare tracked mod files as part of startup. This can lengthen startup but helps keep the working mod set consistent. |
| Clear tracked mods only | clear_only_tracked_mods |
Restricts relevant Agent mod cleanup to folders it tracks. This is safer for unrelated custom folders; keep a backup before changing cleanup behavior. |
Priority level options
Section titled “Priority level options”| Value | Effect | Guidance |
|---|---|---|
Idle |
Runs only when higher-priority work allows. | Not appropriate for a normal game server. |
Below Normal |
Lower priority than ordinary applications. | Useful only for deliberately deprioritized test workloads. |
Normal |
Standard Windows process priority. | Recommended default. |
Above Normal |
Gives the process preference over normal work. | Use only when assigned by the provider. |
High |
Strong scheduling preference that can starve other host services. | Do not select without support guidance. |
Realtime |
Highest class; can make the operating system or management services unresponsive. | Never use for routine game hosting. |
Backups
Section titled “Backups”| Setting | Configuration path | Meaning |
|---|---|---|
| Backups enabled | backups.enabled |
Enables the Agent backup configuration for the server. |
| Backup at startup | backups.at_startup |
Requests a backup during the startup workflow. Startup can take longer while it runs. |
| Interval | backups.interval |
Numeric automatic-backup interval consumed by the Agent. The current panel does not label the unit; keep the provider value unless support defines another one. |
| Max keep time | backups.maximum_keep_time |
Numeric retention limit consumed by the Agent. The current panel does not label the unit; do not infer days or hours from the number alone. |
| Backup file list | backups.filelist |
One relative file or directory path per line. Only listed data is included in created backups. |
The file list is a prerequisite for the Backups page and Create backup button. Include every config, mission, profile, and persistence path needed for the recovery you expect, while avoiding cache/download folders that can be recreated.
Log storage
Section titled “Log storage”| Setting | Configuration path | Meaning |
|---|---|---|
| Log storage | log_storage.enabled |
Enables the Agent’s stored-log collection/retention behavior. |
| Maximum keep | log_storage.maximum_keep |
Numeric retention value used by the Agent. The panel does not label its unit; preserve the assigned value. |
| Paths | log_storage.paths |
One source path per line for logs the Agent should consider. |
| Patterns | log_storage.patterns |
One matching pattern per line used to select files within the configured paths. |
Log storage is separate from your browser’s live Console buffer. A wrong path or pattern can produce an empty Logs experience without affecting the running server.
Updates
Section titled “Updates”| Setting | Configuration path | Meaning |
|---|---|---|
| Shutdown on game update | shutdown_title_update |
Lets the Agent stop the game server when its tracked DayZ title update workflow requires shutdown. |
| Shutdown on mod update | shutdown_mod_update |
Lets the Agent stop the server when a tracked Workshop mod update requires files to be refreshed. |
| Ignore server-side mods | shutdown_mod_update_ignore_serverside |
Excludes server-side-only mod changes from the mod-update shutdown trigger. Use only when those mods are safe to refresh without the same handling. |
| Priority server | priorityServer |
Provider/Agent priority-service identifier. Do not change it unless support supplies the exact value. |
| Set priority API key | priorityApiKey |
Replaces the write-only credential for the configured priority service. Enter a value only when you intend to rotate it. Never paste it into tickets or screenshots. |
Automatic shutdown controls should be paired with clear notifications and a restart/operations policy. Turning off shutdown does not make updating files under a running process safe.
Notifications
Section titled “Notifications”There are three independent notification workflows:
- Shutdown Notification — before a planned shutdown.
- Game Update Notification — when a tracked game update causes maintenance.
- Mod Update Notification — when tracked Workshop content causes maintenance.
Turning a workflow on creates sensible starting values when they are missing: a 120-second duration, a 5-second interval, and a 60-second action timer. Review them before saving.
Each enabled workflow shows an Execution timeline. Duration is the stop point. Kick and lock timers are measured forward from the beginning, not backward from shutdown.
Fields repeated for each workflow
Section titled “Fields repeated for each workflow”| Setting | Paths | Meaning |
|---|---|---|
| Message | notifications.shutdown.message, notifications.update_game.message, notifications.update_mod.message |
Text broadcast during the countdown. Use {{countdown}} for the remaining countdown value and {{delta}} for the elapsed/change value supplied by the Agent. |
| Duration (seconds) | notifications.shutdown.timer, notifications.update_game.timer, notifications.update_mod.timer |
Total countdown window. A value greater than zero enables that notification workflow. |
| Interval (seconds) | notifications.shutdown.interval, notifications.update_game.interval, notifications.update_mod.interval |
Time between repeated countdown messages. Very small values can spam players. |
| Kick on countdown | notifications.shutdown.kick.engage, notifications.update_game.kick.engage, notifications.update_mod.kick.engage |
Enables automatic player kick during that countdown. |
| Kick timer (seconds) | notifications.shutdown.kick.timer, notifications.update_game.kick.timer, notifications.update_mod.kick.timer |
Time after countdown start when players are kicked. It should not exceed Duration. |
| Kick message | notifications.shutdown.kick.message, notifications.update_game.kick.message, notifications.update_mod.kick.message |
Message shown to kicked players. Supports {{countdown}} and {{delta}}. |
| Lock server on countdown | notifications.shutdown.lock.engage, notifications.update_game.lock.engage, notifications.update_mod.lock.engage |
Enables server lock during the countdown so new players cannot join. |
| Lock timer (seconds) | notifications.shutdown.lock.timer, notifications.update_game.lock.timer, notifications.update_mod.lock.timer |
Time after countdown start when the lock is applied. It should not exceed Duration. |
Notification example
Section titled “Notification example”For a two-minute maintenance countdown:
| Field | Example |
|---|---|
| Duration | 120 seconds |
| Interval | 30 seconds |
| Lock timer | 30 seconds from start |
| Kick timer | 90 seconds from start |
| Stop | 120 seconds from start |
This sequence warns immediately, locks after 30 seconds, kicks after 90 seconds, and reaches the configured stop at 120 seconds. The visual timeline warns when an action is scheduled after the stop.
Health
Section titled “Health”| Setting | Configuration path | Meaning |
|---|---|---|
| Lifeness probe | lifeness_probe.enabled |
Enables the Agent’s server-liveness check. The configuration uses the Agent’s existing lifeness spelling. |
| Probe interval | lifeness_probe.interval |
Numeric delay/frequency value for probe attempts. The current panel does not label the unit; keep the provider default. |
| Max failures | lifeness_probe.max_failures |
Number of failed probes tolerated before the Agent treats the condition according to its monitoring policy. A very low value can overreact to brief stalls. |
| Reset failures | lifeness_probe.reset_failures |
Controls whether the accumulated failure state is reset according to the Agent’s liveness behavior. Preserve the assigned value unless troubleshooting with support. |
A liveness probe is not the same as player connectivity or Steam-query visibility. Use Console status, Network, and logs together when investigating availability.
Features
Section titled “Features”Queue grace
Section titled “Queue grace”| Setting | Configuration path | Meaning |
|---|---|---|
| Queue grace | features.queue_grace_dz.enabled |
Enables DayZ reconnect queue-grace handling for eligible players. |
| Queue removal seconds | features.queue_grace_dz.removal |
How long the Agent keeps the relevant queue-grace record before removal. |
| On disconnect | features.queue_grace_dz.on_disconnect |
Applies queue grace when a player disconnects normally/unexpectedly. |
| On kick | features.queue_grace_dz.on_kick |
Applies queue grace after a kick. Turn off when kicked players should not retain that benefit. |
Queue grace affects reconnect ordering, not account authentication or whitelist access.
Storage wipe
Section titled “Storage wipe”| Setting | Configuration path | Meaning |
|---|---|---|
| Storage wipe | features.storage_wipe.enabled |
Enables execution of the stored wipe schedule. |
| Wipe schedule | features.storage_wipe.schedule |
Stored recurring expression or one-time date/time value interpreted with the wipe mode. |
| Stop before wipe | features.storage_wipe.preprocessing.stop_server |
Stops DayZ before modifying storage. Keep on for data consistency. |
| Backup before wipe | features.storage_wipe.preprocessing.create_backup |
Requests a backup before deletion. It requires a valid backup file list. |
| Start after wipe | features.storage_wipe.postprocessing.start_server |
Starts the game server when the wipe workflow completes. |
| Disable after wipe | features.storage_wipe.postprocessing.disable_after_wipe |
Turns off the wipe configuration after a run so it does not execute again. |
Use the dedicated Restart and wipe schedules guide instead of editing the schedule string here. That page also exposes wipe mode, DayZ wipe type, local-time conversion, and a required destructive-action confirmation.
Recommended defaults and escalation
Section titled “Recommended defaults and escalation”- Keep protected launch parameters unchanged.
- Use
Normalprocess priority unless the provider assigned something else. - Keep ports and bind IP at their assigned values.
- Keep Stop before wipe and Backup before wipe on after verifying the backup file list.
- Use notification intervals that inform players without broadcasting every few seconds.
- Leave unlabeled-unit values unchanged until support confirms the unit and expected range.
If a setting is unavailable, do not try to reproduce it with raw file edits or unrelated launch arguments. Ask VYKIX on Discord with the server’s external ID, the field name, current visible value (excluding secrets), and the outcome you need.