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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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