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Installing the mods, whitelisting your server, and the handful of things that usually go wrong.

Whitelisting your server

Authorise your server once and it keeps working.

HackedCrate and DDTB Static Mining Rig check a whitelist when your server boots and will not start without it. The Crypto Mining Rig and Vanilla Sleeping Bags don't check anything yet — if one of those isn't working, the whitelist isn't your problem, so skip to Troubleshooting.

  1. Sign in at ddtbdev.com/account with Discord.
  2. You'll see a card for each mod you own. Add your server's public IP — the address players connect to, not your home connection.
  3. Wait about five minutes, then restart the server.
Why the wait? The whitelist lives on GitHub, and GitHub serves a cached copy for up to five minutes. Restart straight after adding your address and the mod may still fetch the old list — your server won't start, and it will look like the whitelist is broken when it simply hasn't caught up. Give it five minutes and it works.

Up to 3 servers per mod. Moving host? Remove the old address and add the new one.

Cards appear automatically from your Discord roles — there's nothing to activate. If a mod you've bought isn't showing, open a ticket and we'll sort the role out.

Installing a mod

Once your role is set you'll see that mod's download channel in Discord. The steps are the same for all of them; the table below has the per-mod details.

  1. Copy the mod's folder into your server's root directory. Two of them are two folders — check the table.
  2. Add them to your -mod= line. Where a mod is two folders, the data folder must come before the scripts folder.
  3. Load Community Framework first if that mod needs it.
  4. Start the server once, stop it, edit the config file it wrote, then start it again.
Every one of these is a client-side mod. They all register world and mission script modules and add items or models, so players need them loaded too — you can't run them server-only. Put them in your server's mod list and in whatever your players subscribe to.
The mods ship unsigned, so there's no .bikey to copy — you sign them yourself. Either way you keep verifySignatures = 2:
  • Repack them into your own server pack and sign that pack with your key. Your licence covers repacking, and this is what most owners do.
  • Or sign the PBOs as they came. Make a key once with DSCreateKey from DayZ Tools, sign each .pbo with DSSignFile, and put your .bikey in the server's keys/ folder.
Do not set verifySignatures to 0. That switches off signature checking for your whole server, not just for our mods — any client can then join with any modified PBO, which is exactly how cheats get in.

What each mod needs

Read off the mod sources, not from memory. Config paths are relative to your server's profiles folder.

ModFolders to copyNeeds CFWhitelistConfig written on first boot
HackedCrate@HackedCrate then @HackedCrate_Scripts_PrivYesYesHackedCrate\CrateConfig.json
LootPools.json
LootPresets.json
QueueDoNotEdit.json
Crypto Mining Rig@DDTB_MiningRig then @DDTB_MiningRig_ScriptsNoNoDDTB_MININGRIG\Config\
DDTBMiningRigConfig.json
Vanilla Sleeping Bags@VanillaSleepingbagsYesNoVanillaSleepingbags\
SleepingBagSettings.json
DDTB Static Mining Rig@DDTB_StaticRigNoYesDDTB_STATICRIG\Config\
StaticRigs.json
Whitelist column: where it says Yes, the mod checks your server's public IP when it boots and shuts the server down if it isn't listed. Where it says No, nothing is enforced yet — you can still add the address on your account page, it just won't change anything today.

HackedCrate: DayZ Expansion and LBmaster Groups are detected when the mod is built. Neither is required, and nothing breaks if you don't run them.

Nothing here needs a types.xml edit. Each mod creates its own items directly. Static Rig's coin can optionally be added as DDTB_StaticRig_BTC if you want it tracked by central economy, but the rig doesn't need it.

Don't hand-edit QueueDoNotEdit.json — it holds HackedCrate's shuffled spawn queue between restarts, and editing it breaks roaming spawns.

Updating to the latest version

The version you're running now keeps working. Nothing expires and nothing will stop booting because a newer build exists. Update when it suits you.

The latest builds check a new whitelist, one per mod, which you manage yourself at ddtbdev.com/account. Older builds check the original shared list, which we still maintain by hand.

So if you decide to update:

  1. Add your server's public IP at ddtbdev.com/account first.
  2. Wait about five minutes for GitHub's cache.
  3. Then install the update and restart.
Updated first and now it won't start? Nothing is broken. The log will say THIS SERVER IS NOT WHITELISTED. Add your IP on the account page, wait five minutes, and restart — it'll come straight up.

Once you're on a current build, you manage your own servers from the site and never need to open a ticket to change an address again.

Config tools

Both paid config files are large and easy to break by hand, so there's a builder for each. They validate as you go and export a file DayZ will actually read.

  • Mining Rig Calculator — card and power-supply combinations, output rates and part wear.
  • HackedCrate Config Builder — crate locations, timings, population tiers, loot pools and presets. Import your existing files and it detects each one by shape.

Nothing you type is uploaded — both tools run entirely in your browser.

Troubleshooting

The server won't load the mod at all. The mods ship unsigned, so with verifySignatures = 2 they're refused until you sign them. Sign the PBOs with your own key, or repack them into your own signed pack — see Installing a mod. Turning signature checking off is not the fix; it would let clients load anything, cheats included.

It loads on the server but players get kicked or see nothing. These are client-side mods. Players need them too.

HackedCrate or Mining Rig only half works. Both are two folders. If only the data folder is loaded you get the items and none of the behaviour. Check the scripts folder is in your -mod= line as well, and after the data one.

The mod isn't doing anything on my server. Nine times out of ten the server isn't whitelisted, or the wrong address was added. It has to be the public IP players connect to, not your home connection, and the server has to be restarted after you add it.

I added my IP and nothing changed. The whitelist is only read when the server boots. Restart it.

My mod isn't showing on the account page. The Discord role is what creates the licence. If the role is missing the card won't exist — open a ticket.

HackedCrate: my crates lose their config after a restart. A crate re-finds its settings by name, so two crates sharing a name will break persistence. Give every crate a unique name — the builder flags duplicates.

HackedCrate: a crate spawns with no loot. Usually a gap in the population tiers, so no tier matches the current player count, or a pool pointing at a preset that no longer exists. The builder's check step finds both.

Mining Rig: a card or PSU mines nothing. Every GPU and PSU classname you use has to exist in DDTBMiningRigConfig.json. One that isn't listed mines at zero rather than erroring, so a reskin or a custom variant fails silently — add it to the config.

Static Rig: the rig is floating, sunk, or missing. Positions are absolute world coordinates and nothing snaps to terrain, so a wrong Y puts it in the air or under the ground. Both rigs also ship with "enabled": 0 — nothing appears until you set that to 1. Check profiles\DDTB_STATICRIG\Logs\ if it still doesn't show.

Static Rig: players can't connect the generator. It has to be within 12 m of the rig — that's the cord length, and no cable reel reaches further. 5–8 m works best. The log warns you when it's too far.

Static Rig: everything reset after a restart. That's by design. Nothing persists — no cycle progress, no uncollected BTC, no cable, no fuel. Every restart hands the room back in its starting state.

Repacking and licensing

Every paid mod may be repacked. Buying it includes written permission to pack the mod into your own server's combined mod pack, so players join with one download instead of subscribing to each mod separately.

Scripts are obfuscated, so a repack carries the mod as-is. All the tuning you'd actually want is JSON and stays fully editable — loot pools, timings, spawn locations, mining rates and so on.

Two things the licence doesn't cover: passing the files on to anyone else, and publishing them anywhere public. The licence is for your servers.

Vanilla Sleeping Bags is the odd one out. It's free on the Steam Workshop and the build is identical — the only thing being sold is the repack licence. If you're happy for players to subscribe on the Workshop, you don't need to buy it.

Still stuck?

Open a ticket in Discord. Include the mod, your server's public IP, and what the server log says — that's usually enough to answer it in one reply.