Configuration
BlockZ uses multiple configuration sections to control the UI, carrying rules, stamina, camera behavior, visual effects, and zombie logic.
Where The Important Files Are
In the current project layout, the most relevant runtime files are usually here:
run/config/blockz-common.tomlrun/config/blockz/dayz_zombie.tomlrun/config/blockz/grid_items.json
You can think about them like this:
blockz-common.toml: the main gameplay, UI, camera, carrying, and presentation config.dayz_zombie.toml: the dedicated DayZ zombie behavior and combat config.grid_items.json: per-item rules for size, rotation behavior, and internal capacity.
Important Principle
Many key options already participate in a server-authoritative synchronization flow. In multiplayer, important behavior often comes from the server snapshot rather than the client file alone.
Main Config: blockz-common.toml
This file covers most frequently used systems.
[gui.grid]: grid size and grid-system switches.[gui.ui]: DayZ UI, HUD, medical-state UI, and starting pocket settings.[backpacks]: capacity values for backpacks, vests, tops, and pants.[corpse]: corpse system and despawn timing.[stamina.stamina]: stamina enablement and recovery / drain rules.[lean.lean]: leaning enablement, offset, and animation timing.[camera_motion]: walking sway behavior.[focus_zoom]: focus zoom switching and FOV multiplier.[first_person_body]: true first-person body rendering.[third_person_camera]: shoulder camera offsets and smoothing.[screen_effects]: low-health and vignette effects.[atmosphere]: desaturation and fog-style atmosphere options.
Beginner-Friendly Tuning Priorities
If you do not want to study every option at once, start here:
| If you want to change... | Look at... | Typical result |
|---|---|---|
| starting carrying freedom | gui.ui.initial_pocket_slots | Higher values make early gameplay more forgiving |
| whether BlockZ inventory replaces vanilla inventory | gui.ui.enable_dayz_inventory | Turning it on makes the normal inventory key open the DayZ-style UI |
| whether stamina limits movement | stamina.stamina.enable | Turning it on makes sprinting, jumping, and water movement matter much more |
| whether leaning exists | lean.lean.enable | Turning it on allows Q/E leaning |
| whether shoulder camera exists | third_person_camera.enable_third_person_shoulder_camera | Turning it on makes third-person combat feel more tactical |
| whether stronger visual pressure exists | screen_effects.* and atmosphere.* | Low-health pressure, vignette, fog, and desaturation become more noticeable |
Capacity And Inventory Tuning
initial_pocket_slotscontrols how much the player can carry before finding useful equipment.backpack_coyote_slots,vest_0_slots,shirt_slots, and similar values define the practical value of worn gear.
Slots vs Grid: Simple Explanation
- slots = how much storage a worn item provides
- grid = how much space a specific item occupies inside storage
That means:
- gear capacity mostly comes from the
tomlfiles - exact item footprints mostly come from
grid_items.json
Movement And Camera Tuning
The most gameplay-sensitive values are usually:
stamina.stamina.sprint_coststamina.stamina.recovery_ratestamina.stamina.max_capacitylean.lean.offsetcamera_motion.walk_sway_strengththird_person_camera.third_person_shoulder_distance_offset
If players complain that movement feels too exhausting, reduce stamina drain or improve recovery before making very large max-stamina changes.
Real Controls Connected To These Configs
- focus zoom is tied to middle mouse by default
- true first-person body is controlled by
first_person_body.enable_real_first_person - leaning is tied to
Q/E - prone is tied to
Z
Because several of these values are synchronized from the server, multiplayer packs should tune them on the server side first.
Rule File: grid_items.json
This file is important because it defines many of the details that players immediately notice in the inventory.
- item size
- whether an item behaves correctly in the grid
- internal capacity rules for specific items
Current runtime path:
run/config/blockz/grid_items.json
When should you change it?
- a third-party mod item has the wrong footprint in the BlockZ inventory
- an item should have internal capacity but does not
- you want to standardize the footprint of important loot items
Do you have to edit the JSON manually?
Not always. Current admin commands can write these rules for the held item:
/blockz_grid_item <width> <height> [color]/blockz_clothing_capacity <width> <height>
After editing rules, use /blockz_reload if the changes are not visible yet.
Zombie Config: dayz_zombie.toml
This file controls custom zombie perception, combat strength, and state behavior.
sense: detection range, memory, and assist logic.combat: health, attack, armor, and bleeding chance.state: corpse duration and night buffs.
The Most Intuitive Zombie Settings
sense.sprint_detection_range: how easily sprinting players get noticedcombat.attack_damage: base zombie damage per hitcombat.attack_bleeding_chance: extra bleeding chance on hitstate.enable_night_boost: whether zombies become stronger at nightstate.night_follow_range_multiplier: whether night zombies track from farther away
Tuning Advice
- Tune multiplayer gameplay from the server side.
- Stabilize UI, carrying capacity, and stamina first.
- Add stronger visual pressure only after the core interaction loop feels good.
Simple Safe Order For Editing
- edit
blockz-common.tomlfirst for overall feel - edit
dayz_zombie.tomlnext for threat and pressure - edit
grid_items.jsonlast for specific item rules
If you change all three at once, it becomes much harder to understand which edit actually changed the gameplay feel.