We make DayZ mods — ours are below, and we build custom ones to order. Scripts, retextures, models, configs, and fixing the thing that's been broken on your server for three weeks.
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Custom mods and server-side scripts from scratch, or optimising something that already runs badly.
Weapons, clothing, vehicles — reskinned in your branding, or modelled from nothing.
Adjusting most public items, or anything you hold the files for.
Crashing, not loading, behaving strangely — including other people's mods.
Models from elsewhere brought into DayZ properly — clothing, gear, props, structures.
Ask anyway. We'll tell you straight if it can't be done, or isn't worth the money.
Tell us what your server needs. Open a ticket with what you're after — we'll confirm it's doable, quote you, and agree a timescale before any work starts.
Open a ticketSet how long a card takes to mine one Bitcoin and how many days it lasts. See instantly what a full rig earns, then export the config your server reads. Also generates matching loot spawns.
Open calculatorCrate locations, timings, waves, loot pools and presets without touching JSON. Checks every reference across all three config files and tells you what's broken before it reaches your server.
Open builderDepends on the job — a config tweak and a scratch-built mod aren't comparable. Open a ticket with what you want and we'll quote before anything starts. Free, no obligation.
Usually, if you have the files and the right to modify them. We do a lot of troubleshooting on other people's work. We won't alter or redistribute paid mods you don't have permission for.
Yes. Clothing, gear, weapons, props, structures — import, configs and setup so they work properly in game, not just load without erroring.
We'll agree it in the ticket before starting — it depends on the job and whether it's exclusive to your server. Settling that up front avoids awkward conversations later.
In your server profile folder, and they're read once at startup — editing while the server runs does nothing until you restart.
<ServerProfile>\HackedCrate\<ServerProfile>\DDTB_MININGRIG\Config\They're created on first boot with the mod loaded, so start the server once before configuring.
HackedCrate needs Community Framework. LBmaster Groups (map markers) and Expansion (notifications) are optional — it detects them and falls back gracefully. Mining Rig needs nothing.
Yes. One holds models and textures, the other scripts and content. They depend on each other and must both be loaded.
Test mode is on. It's there so you can check a setup without waiting 45 minutes between crates — turn it off for a live server. The config builder warns you whenever it's active.
Crates re-find their settings by name, so two crates sharing a name breaks it. Keep every name unique — the builder flags duplicates.
Yes — any classname from vanilla or any mod you run. Just make sure the mod is actually on the server; a classname that doesn't exist simply won't spawn.
Yes. It only mines while switched on and powered, and parts only wear while running. One generator tank runs a rig about 6h 37m, and a generator's four sockets are shared.
No. They run entirely in your browser — importing reads the file off your machine, exporting is an ordinary download. No account, no server, nothing stored. They work offline.
On a JSON syntax error the mod falls back to built-in defaults. Delete the broken file, restart to regenerate it, then import it into the builder and start again.
Yes. Nothing is tied to a map — crate and rig positions are just coordinates.