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loot containers
Server: SUDO1
Last Updated: April 2, 2026
Config Path:SUDO1\LBmaster\Config\
- System Overview
- Global Settings
- Chest Configurations (20)
- Key System
- Key Drop Locations
- Preset Lists (21)
- Zombie Loot
- HoverLoot UI
- How It Works — Mechanics
LBmaster is a DayZ mod that places loot containers (chests/crates/boxes) at predefined positions across the map. Each container type:
- Spawns at locations from a position pool (e.g. "Military", "Police", "Fishing")
- Contains loot defined by a preset list from
ItemPresets.json - May require a key to open
- Respawns on a configurable timer after being looted
- Can be blocked from spawning near Territory Flags
Files involved:
| File | Location | Purpose |
|---|---|---|
config.json |
Config\LootChests\ |
Chest spawn configs, key requirements, preset assignments |
keynames.json |
Config\LootChests\ |
Key display names and descriptions |
ZombieLoot.json |
Config\LootChests\ |
Zombie cargo/clothing loot overrides |
ItemPresets.json |
Config\Common\ |
All loot preset definitions (21 preset lists) |
HoverLoot\config.json |
Config\HoverLoot\ |
Loot preview UI settings |
| Setting | Value |
|---|---|
| System Enabled | Yes |
| Config Version | 7 |
| Min Player Distance for Respawn | 30m |
| Spawn Blocking Item |
TerritoryFlag (50m radius) |
| # | Location | Display Name | Spawns | Key Required | Preset | Respawn |
|---|---|---|---|---|---|---|
| 1 | Hidden Stashes | Hidden Stash | 150 | None | Mil_Equipment |
10–20 min |
| 2 | Firefighters | Firefighter Equipment | 40 | Red Key | Firefighter_Gear |
20 min |
| 3 | Military Barracks | Military Supply Crate | 30 | Green Key | Mil_Weapons |
30–40 min |
| 4 | Police Stations | Police Evidence Locker | 20 | Blue Key | Police_Gear |
25–35 min |
| 5 | Hospitals | Medical Supply Cabinet | 125 | None | Medical_Gear |
20–30 min |
| 6 | Supermarkets | Food Storage Container | 75 | None | Food_Civilian |
15–25 min |
| 7 | Industrial Sites | Tool Chest | 150 | None | Industrial_Tools |
17–27 min |
| 8 | Prison Blocks | Prison Supply Cache | 20 | Grey Key (85%) | Prison_Weapons |
40–60 min |
| 9 | Schools | Cassette | 50 | None | Preset_Cassette |
13–23 min |
| 10 | Offices | Office Filing Cabinet | 25 | None | Office_Loot |
17–27 min |
| 11 | Churches | Church Donation Box | 75 | None | Preset_Sneakers |
20–30 min |
| 12 | Farms | Farm Supply Crate | 25 | None | Farm_Supplies |
18–28 min |
| 13 | Hunting Stands | Hunter's Cache | 14 | None | Preset_Weapons_Medium |
30–40 min |
| 14 | Castles | Ancient Treasure Chest | 10 | Yellow Key (90%) | Castle_Treasure |
60–80 min |
| 15 | Wrecks | Wreckage Container | 10 | None | Mil_Equipment |
25–35 min |
| 16 | Lighthouses | Lighthouse Storage | 8 | None | Lighthouse_Loot |
23–33 min |
| 17 | Fishing Spots | Fishing Tackle Box | 125 | None | Preset_Fishing |
15–25 min |
| 18 | Greenhouses | Garden Supply Box | 27 | None | Greenhouse |
13–23 min |
| 19 | Underground Bunker | Underground Bunker Cache | 50 | Black Key | Bunker_Loot |
60–90 min |
| 20 | Medical Stims | Advanced Medical Supply Cache | 15 | White Key | Medical_Stims_Rare |
40–60 min |
-
Position Pool:
Hidden_Stashes -
Chest Models:
LB_LC_StashBarrelGreen,LB_LC_StashBarrelRed,LB_LC_StashBarrelYellow,LB_LC_StashBarrelBlue - Keys: None
-
Loot Preset:
Mil_Equipment(Military_Gear) - Max Spawns: 150 (0.5% spawn percent)
- Respawn: 600–1200s
- Notes: These are the primary key-finding locations. Keys to most locked chests drop here.
-
Position Pool:
Firefighter -
Chest Models:
LB_LC_FileCabinet_Red -
Keys:
LB_LC_Key1_Red— Firefighter Key (use time: 10s, key dmg: 0.5, 100% success) -
Loot Preset:
Firefighter_Gear(Firefighter) - Max Spawns: 40
- Respawn: 1200s
-
Position Pool:
Military -
Chest Models:
LB_LC_Military3_Green,LB_LC_Military4_Black -
Keys:
LB_LC_Key1_Green— Military Key (use time: 15s, key dmg: 0.3, 100% success) -
Loot Preset:
Mil_Weapons(Military_Gear) - Max Spawns: 30
- Respawn: 1800–2400s
- Notes: Has spawn timer laptop enabled
-
Position Pool:
Police -
Chest Models:
LB_LC_Safe_1 -
Keys:
LB_LC_Key1_Blue— Police Evidence Key (use time: 12s, key dmg: 0.4, 100% success) -
Loot Preset:
Police_Gear(Police) - Max Spawns: 20
- Respawn: 1500–2100s
-
Position Pool:
Medical -
Chest Models:
LB_LC_Medic_MetalCabinet,LB_LC_Medic_MetalKit_Red,LB_LC_Medic_Metal_Small - Keys: None
-
Loot Preset:
Medical_Gear(Medical) - Max Spawns: 125
- Respawn: 1200–1800s
- Notes: White Key (Medical Stim) drops here at 8% chance
-
Position Pool:
Store -
Chest Models:
LB_LC_FruitBox_1,_2,_3,_4 - Keys: None
-
Loot Preset:
Food_Civilian(Civilian) - Max Spawns: 75
- Respawn: 900–1500s
- Notes: Red Key (Firefighter) and Yellow Key (Castle) drop here at 10% chance
-
Position Pool:
Industrial -
Chest Models:
LB_LC_ToolDrawer_Big_Red,_Blue,LB_LC_Civ_ToolBox,LB_LC_HoseBox - Keys: None
-
Loot Preset:
Industrial_Tools(Industrial) - Max Spawns: 150
- Respawn: 1000–1600s
-
Position Pool:
Prison -
Chest Models:
LB_LC_Door_Prison,LB_LC_Safe_2 -
Keys:
LB_LC_Key1_Grey— Prison Guard Key (use time: 20s, key dmg: 0.5, 85% success) -
Loot Preset:
Prison_Weapons(Prison_Loot) - Max Spawns: 20
- Respawn: 2400–3600s
- Notes: 15% chance key fails to open — highest risk chest
-
Position Pool:
School -
Chest Models:
LB_LC_FileCabinet_Black,_Blue,_Green,_Grey,_LightBlue,_Red,_Yellow - Keys: None
-
Loot Preset:
Preset_Cassette(Cassette) - Max Spawns: 50
- Respawn: 800–1400s
- Notes: Loot health min 0.63. Contains 1,358 cassette tape variants.
-
Position Pool:
Office -
Chest Models:
LB_LC_FileCabinet_Grey,_Black,LB_LC_Civ_Suitcase - Keys: None
-
Loot Preset:
Office_Loot(Office_Loot) - Max Spawns: 25
- Respawn: 1000–1600s
- Loot Health: 0.4–0.9
-
Position Pool:
Church -
Chest Models:
LB_LC_ShoeBox_1through_5 - Keys: None
-
Loot Preset:
Preset_Sneakers(Sneakers) - Max Spawns: 75
- Respawn: 1200–1800s
-
Position Pool:
Farm -
Chest Models:
LB_LC_Civ_ArmyBox,LB_LC_Civ_WoodenBox,LB_LC_FruitBox_3 - Keys: None
-
Loot Preset:
Farm_Supplies(Farm_Supplies) - Max Spawns: 25
- Respawn: 1100–1700s
-
Position Pool:
Hunting -
Chest Models:
LB_LC_Civ_IronBox,LB_LC_Civ_WeaponBox - Keys: None
-
Loot Preset:
Preset_Weapons_Medium(Default) - Max Spawns: 14
- Respawn: 1800–2400s
-
Position Pool:
Castle -
Chest Models:
LB_LC_Safe_1,LB_LC_Civ_IronBox -
Keys:
LB_LC_Key1_Yellow— Castle Treasure Key (use time: 25s, key dmg: 0.2, 90% success) -
Loot Preset:
Castle_Treasure(Castle_Treasure) - Max Spawns: 10
- Respawn: 3600–4800s
- Notes: Notification text configured but disabled. Very long respawn.
-
Position Pool:
Wreck -
Chest Models:
LB_LC_Military1_Black,LB_LC_Military2_Black,LB_LC_Civ_ArmyBox - Keys: None
-
Loot Preset:
Mil_Equipment(Military_Gear) - Max Spawns: 10
- Respawn: 1500–2100s
- Loot Health: 0.3–0.7 (damaged loot)
-
Position Pool:
Lighthouse -
Chest Models:
LB_LC_Cooler_Green,LB_LC_Civ_ToolBox - Keys: None
-
Loot Preset:
Lighthouse_Loot(Lighthouse_Loot) - Max Spawns: 8
- Respawn: 1400–2000s
-
Position Pool:
Fishing -
Chest Models:
LB_LC_Cooler_Blue,_Green,_Red - Keys: None
-
Loot Preset:
Preset_Fishing(Fishing) - Max Spawns: 125
- Respawn: 900–1500s
-
Position Pool:
Greenhouse -
Chest Models:
LB_LC_FruitBox_4,LB_LC_Civ_WoodenBox - Keys: None
-
Loot Preset:
Greenhouse(Greenhouse) - Max Spawns: 27
- Respawn: 800–1400s
-
Position Pool:
Underground -
Chest Models:
LB_LC_Military2_Sand -
Keys:
LB_LC_Key1_Black— Bunker Access Card -
Loot Preset:
Bunker_Loot(Bunker_Loot) - Max Spawns: 50
- Respawn: 3600–5400s
- Notes: Saves opened state over restart. Notification text configured but disabled. Elite top-tier loot.
- Description: High-security underground weapons cache containing elite military hardware. Requires: Bunker Access Card (Black). Extremely rare and highly contested!
-
Position Pool:
Medical -
Chest Models:
LB_LC_Medic_Steel_Small,LB_LC_Safe_1 -
Keys:
LB_LC_Key1_White— Medical Stim Key (use time: 10s, key dmg: 0.3, 100% success) -
Loot Preset:
Medical_Stims_Rare(Medical) - Max Spawns: 15
- Respawn: 2400–3600s
- Open Delay: 3 seconds
- Notes: Saves both opened and closed state over restart. Has notification icon.
- Description: Rare experimental medical stims with powerful healing properties. Requires: Medical Stim Key (White). Very limited supply - Handle with care!
| Key | Display Name | Used By Chest | Success Rate |
|---|---|---|---|
LB_LC_Key1_Black |
Bunker Access Card | Underground Bunker | 100% |
LB_LC_Key1_Blue |
Police Evidence Key | Police Stations | 100% |
LB_LC_Key1_Green |
Military Key | Military Barracks | 100% |
LB_LC_Key1_Grey |
Prison Guard Key | Prison Blocks | 85% |
LB_LC_Key1_Red |
Firefighter Key | Firefighters | 100% |
LB_LC_Key1_White |
Medical Stim Key | Medical Stims Special | 100% |
LB_LC_Key1_Yellow |
Castle Treasure Key | Castles | 90% |
| Key | Display Name | Description |
|---|---|---|
LB_LC_Key1_Orange |
Lab Access Key | Worn key card granting access to underground laboratory facilities. |
LB_LC_Key1_Violet |
Crash Site Recovery Key | Military recovery key for secured crash site containers. |
All 9 LB_LC_Key2_* variants (Black, Blue, Green, Grey, Orange, Red, Violet, White, Yellow) are placeholder keys with default names and "Edit me too!" descriptions. Available for future use.
Keys drop as rare loot from unlocked containers to avoid circular requirements:
| Drop Location | Chance | Keys Available | How It Works |
|---|---|---|---|
| Hidden Stashes (Military) | 12% per chest | Blue, Green, Grey, Black |
MilKeys_Drop sub-preset in Mil_Equipment. Picks 1 random key. |
| Supermarkets (Civilian) | 10% per chest | Red, Yellow |
CivKeys_Drop sub-preset in Food_Civilian. Picks 1 random key. |
| Hospitals (Medical) | 8% per chest | White |
MedKeys_Drop sub-preset in Medical_Gear. Always White key. |
Hidden Stashes (150 spawns, no key)
├── Blue Key → Police Stations (20 spawns)
├── Green Key → Military Barracks (30 spawns)
├── Grey Key → Prison Blocks (20 spawns, 85% success)
└── Black Key → Underground Bunker (50 spawns)
Supermarkets (75 spawns, no key)
├── Red Key → Firefighter Stations (40 spawns)
└── Yellow Key → Castles (10 spawns, 90% success)
Hospitals (125 spawns, no key)
└── White Key → Medical Stims Special (15 spawns)
Each preset list has two sections:
-
base[]— Hierarchy of selection logic (sub-presets referencing other sub-presets or items) -
items[]— Leaf-node item definitions with actual DayZ classnames
Key properties:
| Property | Meaning |
|---|---|
individualChance: 1 |
Random pick — rolls chance for each item in the list independently |
individualChance: 0 |
Give all — tries to spawn every item in the list |
chance |
Probability (0.0–1.0) that this sub-preset activates when selected |
root: 1 |
Entry point — the system starts evaluating from root entries |
root: 0 |
Sub-preset — only runs when referenced by a parent's items[]
|
minSpawnTries / maxSpawnTries |
How many items to pick from this sub-preset |
Used by: Hunting Stands (
Preset_Weapons_Medium)
Base Hierarchy:
ROOT: Preset_Weapons_Medium (random-pick, 1–1)
├── Preset_M4A1 (give-all) → M4A1 + STANAG mags + scope
├── Preset_SVD (give-all) → SVD + ammo
└── Preset_SKS (give-all) → SKS + ammo + PUScopeOptic
ROOT: Preset_Military_Clothing (random-pick, 1–1)
├── TTSKO set (give-all) → full outfit + vest
├── Green set (give-all) → full outfit + vest
└── Black set (give-all) → full outfit + vest
ROOT: Preset_Vanilla_Loadout (random-pick, 1–1)
├── Clothes → 5 color variants
└── Items → food, lights, rags
Item definitions: 64
Used by: Firefighter chest (Red Key required)
Base Hierarchy:
ROOT: Firefighter_Gear (random-pick, 2–6 picks)
├── Firefighter_Clothing (80%, 1–1) → 11 clothing items
├── Firefighter_Tools (90%, 1–2) → 9 tools
└── Firefighter_Medical (70%, 1–3) → 9 medical items
Item definitions: 29
Used by: Police Stations (Blue Key required)
Base Hierarchy:
ROOT: Police_Gear (random-pick, 1–1 pick)
├── Police_Weapons (70%, 1–2) → 8 vanilla weapons/ammo
├── Police_Clothing (80%, 1–2) → 7 police outfit items
├── Police_Equipment (90%, 1–3) → 6 utility items
├── Snafu_Pistols (60%, 1–5) → 13 modded pistols (each with suppressor sub-preset)
└── Snafu_SubMachine (100%, 1–2) → 13 modded SMGs (each with optics/suppressors/lights)
Item definitions: 47 (includes weapon+attachment combos)
Used by: Hospitals (no key) + Medical Stims Special (White Key)
Base Hierarchy:
ROOT: Medical_Gear (random-pick, 3–5 picks)
├── Medical_Supplies (100%, 2–3) → 7 bandages/bags/IVs
├── Medical_Equipment (90%, 1–3) → 10 drugs/disinfectants
├── Medical_Stims_Rare (70%, 1–2) → 10 CZ stim colors + case
└── MedKeys_Drop (8%, 1–1) → White Key
Item definitions: 28
Used by: Supermarkets (no key)
Base Hierarchy:
ROOT: Food_Civilian (random-pick, 1–5 picks)
├── Canned_Food (90%, 1–2) → 6 canned goods
├── Fresh_Food (70%, 1–3) → 6 fruits/vegetables
├── CivKeys_Drop (10%, 1–1) → Red Key, Yellow Key
├── Drinks (80%, 1–2) → 5 sodas/water
├── Civilian_Items (60%, 1–4) → 7 utility items (rope, tape, knife, etc.)
├── MFP_MRE (100%, 1–1) → 7 MRE types
├── MFP_Drinks (100%, 1–1) → 36 sodas/beers
├── MFP_Chocolate (100%, 1–1) → 29 candy bars
├── MFP_Cereal (100%, 1–1) → 9 cereals
├── MFP_Chips (100%, 1–1) → 12 chip bags
├── MFP_Jerky (100%, 1–1) → 5 jerky types
├── MFP_Cans_Misc (100%, 1–1) → 17 misc canned goods
└── MFP_Candy (100%, 1–1) → 14 candy types
Item definitions: 155
Used by: Industrial Sites (no key)
Base Hierarchy:
ROOT: Industrial_Tools (random-pick, 2–4 picks)
├── Tools (90%, 1–2) → 8 hand tools
├── Construction_Materials (80%, 1–3) → 7 building materials
├── BBP (70%, 1–4) → 2 base building items
├── Preset_AV_Water (give-all, 1–1) → 6 water system kits
├── Preset_Drug_Equipment (give-all, 1–1) → 13 lab equipment kits
├── Preset_Drug_Barrel (give-all, 1–1) → 4 chemical barrels
├── Preset_Drug_Ingredients (give-all, 1–1) → 16 chemical ingredients
└── Preset_Drug_BindingAgents (30%, 1–1) → binding agents
Item definitions: 55
Used by: Prison Blocks (Grey Key, 85% success)
Base Hierarchy (3 root entries):
ROOT: Prison_Weapons (80%, 1–2 picks)
├── Prison_Pistols (60%, 1–2) → 6 pistols
├── Prison_SMGs (40%, 1–1) → 4 SMGs
└── Prison_Melee (70%, 1–2) → 5 melee weapons
ROOT: Prison_Contraband (70%, 1–3 picks)
├── Prison_Drugs (50%, 1–2) → 4 drug bricks
├── Prison_Currency (30%, 1–2) → gold/silver bars + cash
└── Prison_Keys (20%, 1–1) → 3 DNA keycards
ROOT: Prison_Supplies (90%, 1–2 picks)
├── Prison_Medical (80%, 1–2) → 4 medical items
└── Prison_Tools (70%, 1–2) → 5 tools
Item definitions: 34
Used by: Hidden Stashes + Wrecks (
Mil_Equipment), Military Barracks (Mil_Weapons)
Base Hierarchy (3 root entries):
ROOT: Mil_Weapons (85%, 1–3 picks)
├── Mil_M4A1, Mil_AKM, Mil_SVD, Mil_VSS (vanilla weapons)
├── Snafu_Rifles (40%, 1–1) → 8 modded assault rifles
├── Snafu_Snipers_Rare (10%, 1–1) → 4 modded snipers
└── Snafu_HMGs_UltraRare (5%, 1–1) → 4 modded HMGs
ROOT: Mil_Clothing (90%, 1–3 picks)
└── 5 clothing items (pants, jacket, boots, helmet)
ROOT: Mil_Equipment (100%, 2–4 picks)
├── Mil_Vest, Mil_Backpack, Mil_Ammo, Mil_Optics
└── MilKeys_Drop (12%, 1–1) → Blue, Green, Grey, Black keys
Item definitions: 33
Admin/Event preset — not used by any chest config
Base Hierarchy:
ROOT: KeyCards_All (random-pick, 1–2 picks)
├── LB_Key_Police → Blue Key
├── LB_Key_Military → Green Key
├── LB_Key_Prison → Grey Key
├── LB_Key_Firefighter → Red Key
├── DNA_Keycards → 5 DNA keycards
├── Hunter_BunkerKey → HM_Bunker_Key
├── LB_Key_Castle → Yellow Key
└── LB_Key_MedStims → White Key
Item definitions: 12
Used by: Greenhouses (no key)
Base Hierarchy:
ROOT: Greenhouse (random-pick, 1–1)
├── Default_Seeds (100%, 1–3) → 5 vanilla seed packs + GardenLime
├── iM7_Seeds (100%, 1–5) → 9 iM7 drug seed packs
├── Mushroom (100%, 1–3) → 9 mushroom types
└── GH_Fresh_Food (70%, 1–3) → 6 fruits/vegetables
Item definitions: 30
Used by: Fishing Spots (no key)
Base Hierarchy:
ROOT: Preset_Fishing (random-pick, 2–4 picks)
├── Preset_Fishing_Rods (100%, 1–3) → 7 rods (vanilla + Gebs colored + repair kit)
├── Preset_Fishing_Misc (100%, 1–1) → 6 Gebs fish knives
├── Preset_Fishing_Containers (100%, 1–6) → 22 tackle boxes/containers
├── Preset_Fishing_Bait (100%, 1–6) → 15 bait types
└── Preset_Fishing_Clothing (30%, 1–1) → 3 fishing outfit pieces
Item definitions: 53
Used by: Schools (no key)
Base Hierarchy:
ROOT: Preset_Cassette (give-all, 1–30 picks)
└── 1,358 cassette tape items
Item definitions: 1,358
Used by: Churches (no key)
Base Hierarchy:
ROOT: Preset_Sneakers (give-all, 1–10 picks)
└── 56 sneaker models (Air Force 1s, Jordan 1s/4s, etc.)
Item definitions: 56
Used by: Castles (Yellow Key, 90% success)
Base Hierarchy:
ROOT: Castle_Treasure (random-pick, 2–4 picks)
├── Castle_Valuables (90%, 1–3) → Gold Bar, Silver Bar, Hryvnia
├── Castle_Weapons (60%, 1–1) → SVD, M4A1, AKM, FRF2, M110
└── Castle_Rare (20%, 1–2) → DNA Purple/Red, NVGoggles, PlateCarrier, Nightforce scope
Item definitions: 13
Used by: Offices (no key)
Base Hierarchy:
ROOT: Office_Loot (random-pick, 2–4 picks)
├── Office_Electronics (90%, 1–2) → Battery, Radio, Flashlight, Compass
├── Office_Supplies (80%, 1–3) → DuctTape, Pen, Paper, Matchbox
└── Office_Valuables (30%, 1–1) → Silver/Gold Bar, DNA Yellow, Hryvnia
Item definitions: 12
Used by: Farms (no key)
Base Hierarchy:
ROOT: Farm_Supplies (random-pick, 2–5 picks)
├── Farm_Seeds (90%, 1–6) → 5 seed types + GardenLime
├── Farm_Tools (80%, 1–2) → 5 tools
├── Farm_Food (70%, 1–3) → 6 fruits/vegetables
├── Farm_Animal (40%, 1–1) → 4 animal pelts
├── Farm_DrugSeeds (40%, 1–2) → 18 iM7 drug seeds (individual + packs)
└── Farm_Spores (20%, 1–1) → 5 mushroom spore syringes
Item definitions: 44
Used by: Lighthouses (no key)
Base Hierarchy:
ROOT: Lighthouse_Loot (random-pick, 3–6 picks)
├── LH_Navigation (90%, 1–2) → Compass, Binoculars, Battery, Flashlight
├── LH_Fishing (80%, 1–2) → FishingRod, Hook, Rope, Bait
├── LH_GebsGear (60%, 1–2) → 15 Gebs rods/knives/tackle/net/repair kit
├── LH_GebsBait (70%, 1–3) → 12 Gebs spinners/lures/bugs
├── LH_GebsClothing (35%, 1–2) → 10 Gebs fishing hats/shirts/gloves
├── LH_Survival (70%, 1–2) → Raincoat, WaterBottle, Matchbox, DuctTape
└── LH_Weapons (30%, 1–1) → FlareGun, Roadflare
Item definitions: 51
Used by: Underground Bunker (Black Key required)
Base Hierarchy:
ROOT: Bunker_Loot (random-pick, 2–4 picks)
├── Bunker_WeaponsElite (75%, 1–1) → AWM, Alligator, DVL10, M300, M60
├── Bunker_GearElite (85%, 1–2) → NVGoggles, PlateCarrier + attachments
├── Bunker_Valuables (60%, 1–2) → Gold Bar, Silver Bar
└── Bunker_MedSupplies (50%, 1–1) → SurgicalKit, AntiChemInjector
Item definitions: 13
Weapons detail:
| Preset Name | DayZ Classname | Type |
|---|---|---|
| BK_AWM | SNAFU_AWM_GUN |
Bolt-action sniper (top-tier) |
| BK_Alligator | SNAFUAlligator |
Semi-auto sniper |
| BK_DVL10 | SNAFUDVL10M2 |
Compact sniper |
| BK_M300 | SNAFU_M300BK |
High-caliber sniper |
| BK_M60 | SNAFU_M60 |
Heavy machine gun |
Used by: NBC zombies (Yellow/Grey suits)
ROOT: Zombie_NBC_Cargo → PurificationTablets, Disinfectant, NBCFilter, Epinephrine
ROOT: Zombie_NBC_Clothing → NBC full suit (jacket, pants, boots, gloves, hood)
Item definitions: 9
Used by: Patrol/Soldier zombies
ROOT: Zombie_Military_Cargo → 9mm ammo, 5.56 ammo, bandage, smoke grenade, roadflare
ROOT: Zombie_Military_Clothing → TTSKO outfit (pants, jacket, boots, gloves)
Item definitions: 9
Used by: Firefighter zombies
ROOT: Zombie_Firefighter_Cargo → Bandage, Battery, Matchbox, Rope
ROOT: Zombie_Firefighter_Clothing → Fire outfit (helmet, jacket, pants, boots)
Item definitions: 8
Zombies are configured in ZombieLoot.json. All 3 are enabled.
| Zombie Type | Classnames | Clear Cargo? | Clear Attachments? | Cargo Preset | Clothing Preset |
|---|---|---|---|---|---|
| NBC |
ZmbM_NBC_Yellow, ZmbM_NBC_Grey
|
Yes | Yes | Zombie_NBC_Cargo |
Zombie_NBC_Clothing |
| Military |
ZmbM_PatrolNormal_Base, ZmbM_SoldierNormal, ZmbM_usSoldier_normal_Base
|
Yes | Yes | Zombie_Military_Cargo |
Zombie_Military_Clothing |
| Firefighter | ZmbM_FirefighterNormal |
Yes | Yes | Zombie_Firefighter_Cargo |
Zombie_Firefighter_Clothing |
All use includeChildClasses: 1 (affects child zombie variants too).
| Setting | Value |
|---|---|
| Loot Preview Timer | 0.2 seconds |
| Background Color | Semi-transparent red (A:120, R:255, G:50, B:50) |
- Player opens a chest → system looks up the chest's
lootPresetin config.json - Finds the matching preset list in ItemPresets.json
- Evaluates all
root: 1base entries in that preset - For each root entry:
- Rolls
chance— if it fails, skip entirely - Picks
minSpawnTriestomaxSpawnTriesitems from itsitems[]list - If
individualChance: 1→ rolls each item independently (random pick) - If
individualChance: 0→ tries to give all items in the list
- Rolls
- If a selected "item" is actually another sub-preset name (matches a
base[]entry), recurse into it - If it's a leaf item (matches an
items[]definition), spawn the actual DayZ item
- Keys are checked before opening — if
keys[]is set anddisplayRequiredKeys: 1, player sees what key is needed - Key success rate is per-key config (most are 100%, Prison is 85%, Castle is 90%)
- Keys take damage on use (
keyDamagePerUsesetting) - Keys are not deleted when ruined (
deleteOnRuined: 0)
- Chests will not spawn within 50m of a
TerritoryFlag - Chests will not respawn if a player is within 30m
- After being looted, chests respawn on a timer (varies by chest type)
- Some chests save their state over server restart (
saveOpenedChestsOverRestart)
| Category | Total Spawns | Chests |
|---|---|---|
| Loot Containers | 619 | Stashes(150) + Industrial(150) + Hospitals(125) + Fishing(125) + Supermarkets(75) + Churches(75) + Schools(50) + Bunker(50) + Firefighters(40) + Military(30) + Greenhouses(27) + Offices(25) + Farms(25) + Police(20) + Prison(20) + Medical Stims(15) + Hunting(14) + Castles(10) + Wrecks(10) + Lighthouses(8) |
| Locked (Key Required) | 185 | Firefighters(40) + Military(30) + Bunker(50) + Police(20) + Prison(20) + Medical Stims(15) + Castles(10) |
| Unlocked (Free Loot) | 434 | Everything else |
This document is auto-generated from the LBmaster configuration files. To update, regenerate after config changes.
This section of the wiki is currently under construction.
The mods used on the SUDO DayZ servers are actively being documented and organised.
Detailed breakdowns, per-map mod lists, and individual mod pages will be added here soon.
- Full mod lists per map
- Clear explanations of what each mod does
- Known quirks, limitations, and DayZ jank
- Links to deeper guides (vehicles, base building, economy, etc.)
- Structure: ✅ In progress
- Content: 🚧 Being written
- Accuracy: 🔄 Subject to change
Mods may be enabled, disabled, or adjusted while this page is being built.
Acts of DayZ are acts of DayZ.
More coming soon.
- Home
- Server Details
- Server Packs
- Core Mods
- Map-Specific Mods
- Mod Pack Details
- Additional Mods
- Loot Containers
Server Settings
- Server Rules
- Server Settings
- Raiding Guide
- Base Building Guide
- Territory Settings
- Vehicle Settings
- Party & Groups
- Personal Storage
- Airdrops
- General Settings
Mod Guides
- Key Card Info
- Drug Production Info
- Travelling Trader
- Bitcoin
- 3D Printer
- Mission Systems - Loot
- BBP Cement Mixers
- Bunker
- CZ_Stims
Trader Pricing
