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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.toml
  • run/config/blockz/dayz_zombie.toml
  • run/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 freedomgui.ui.initial_pocket_slotsHigher values make early gameplay more forgiving
whether BlockZ inventory replaces vanilla inventorygui.ui.enable_dayz_inventoryTurning it on makes the normal inventory key open the DayZ-style UI
whether stamina limits movementstamina.stamina.enableTurning it on makes sprinting, jumping, and water movement matter much more
whether leaning existslean.lean.enableTurning it on allows Q/E leaning
whether shoulder camera existsthird_person_camera.enable_third_person_shoulder_cameraTurning it on makes third-person combat feel more tactical
whether stronger visual pressure existsscreen_effects.* and atmosphere.*Low-health pressure, vignette, fog, and desaturation become more noticeable

Capacity And Inventory Tuning

  • initial_pocket_slots controls 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 toml files
  • exact item footprints mostly come from grid_items.json

Movement And Camera Tuning

The most gameplay-sensitive values are usually:

  • stamina.stamina.sprint_cost
  • stamina.stamina.recovery_rate
  • stamina.stamina.max_capacity
  • lean.lean.offset
  • camera_motion.walk_sway_strength
  • third_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 noticed
  • combat.attack_damage: base zombie damage per hit
  • combat.attack_bleeding_chance: extra bleeding chance on hit
  • state.enable_night_boost: whether zombies become stronger at night
  • state.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.toml first for overall feel
  • edit dayz_zombie.toml next for threat and pressure
  • edit grid_items.json last for specific item rules

If you change all three at once, it becomes much harder to understand which edit actually changed the gameplay feel.

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