Chapter 9.2: Directory Structure & Mission Folder
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Summary: A complete walkthrough of every file and folder in the DayZ server directory and the mission folder. Knowing what each file does -- and which ones are safe to edit -- is essential before touching the loot economy or adding mods.
Table of Contents
- Top-Level Server Directory
- The addons/ Folder
- The keys/ Folder
- The profiles/ Folder
- The mpmissions/ Folder
- Mission Folder Structure
- The db/ Folder -- Economy Core
- The env/ Folder -- Animal Territories
- The storage_1/ Folder -- Persistence
- Top-Level Mission Files
- Which Files to Edit vs Leave Alone
Top-Level Server Directory
DayZServer/
DayZServer_x64.exe # Server executable
serverDZ.cfg # Main server config (name, password, mods, time)
dayzsetting.xml # Rendering settings (irrelevant for dedicated servers)
ban.txt # Banned Steam64 IDs, one per line
whitelist.txt # Whitelisted Steam64 IDs, one per line
steam_appid.txt # Contains "221100" -- do not edit
dayz.gproj # Workbench project file -- do not edit
addons/ # Vanilla game PBOs
battleye/ # Anti-cheat files
config/ # Steam config (config.vdf)
dta/ # Core engine PBOs (scripts, GUI, graphics)
keys/ # Signature verification keys (.bikey files)
logs/ # Engine-level logs
mpmissions/ # All mission folders
profiles/ # Runtime output (script logs, player DB, crash dumps)
server_manager/ # Server management utilitiesThe addons/ Folder
Contains all vanilla game content packed as PBO files. Each PBO has a matching .bisign signature file:
addons/
ai.pbo # AI behavior scripts
ai.pbo.dayz.bisign # Signature for ai.pbo
animals.pbo # Animal definitions
characters_backpacks.pbo # Backpack models/configs
characters_belts.pbo # Belt item models
weapons_firearms.pbo # Weapon models/configs
... (100+ PBO files)Never edit these files. They are overwritten every time you update the server via SteamCMD. Mods override vanilla behavior through the modded class system, not by changing PBOs.
The keys/ Folder
Contains .bikey public key files used to verify mod signatures:
keys/
dayz.bikey # Vanilla signature key (always present)When you add a mod, copy its .bikey file into this folder. The server uses verifySignatures = 2 in serverDZ.cfg to reject any PBO that does not have a matching .bikey in this folder.
If a player loads a mod whose key is not in your keys/ folder, they get a "Signature check failed" kick.
The profiles/ Folder
Created on first server launch. Contains runtime output:
profiles/
BattlEye/ # BE logs and bans
DataCache/ # Cached data
Users/ # Per-player preference files
DayZServer_x64_2026-03-08_11-34-31.ADM # Admin log
DayZServer_x64_2026-03-08_11-34-31.RPT # Engine report (crash info, warnings)
script_2026-03-08_11-34-35.log # Script log (your primary debug tool)The script log is the most important file here. Every Print() call, every script error, and every mod loading message goes here. When something breaks, this is where you look first.
Log files accumulate over time. Old logs are not automatically deleted.
The mpmissions/ Folder
Contains one subfolder per map:
mpmissions/
dayzOffline.chernarusplus/ # Chernarus (free)
dayzOffline.enoch/ # Livonia (DLC)
dayzOffline.sakhal/ # Sakhal (DLC)The folder name format is <missionName>.<terrainName>. The template value in serverDZ.cfg must match one of these folder names exactly.
Mission Folder Structure
The Chernarus mission folder (mpmissions/dayzOffline.chernarusplus/) contains:
dayzOffline.chernarusplus/
init.c # Mission entry point script
db/ # Core economy files
env/ # Animal territory definitions
storage_1/ # Persistence data (players, world state)
cfgeconomycore.xml # Economy root classes and logging settings
cfgenvironment.xml # Links to animal territory files
cfgeventgroups.xml # Event group definitions
cfgeventspawns.xml # Exact spawn positions for events (vehicles, etc.)
cfgeffectarea.json # Contaminated zone definitions
cfggameplay.json # Gameplay tuning (stamina, damage, building)
cfgignorelist.xml # Items excluded from the economy entirely
cfglimitsdefinition.xml # Valid category/usage/value tag definitions
cfglimitsdefinitionuser.xml # User-defined custom tag definitions
cfgplayerspawnpoints.xml # Fresh spawn locations
cfgrandompresets.xml # Reusable loot pool definitions
cfgspawnabletypes.xml # Pre-attached items and cargo on spawned entities
cfgundergroundtriggers.json # Underground area triggers
cfgweather.xml # Weather configuration
areaflags.map # Area flag data (binary)
mapclusterproto.xml # Map cluster prototype definitions
mapgroupcluster.xml # Building group cluster definitions
mapgroupcluster01.xml # Cluster data (part 1)
mapgroupcluster02.xml # Cluster data (part 2)
mapgroupcluster03.xml # Cluster data (part 3)
mapgroupcluster04.xml # Cluster data (part 4)
mapgroupdirt.xml # Dirt/ground loot positions
mapgrouppos.xml # Map group positions
mapgroupproto.xml # Prototype definitions for map groupsThe db/ Folder -- Economy Core
This is the heart of the Central Economy. Five files control what spawns, where, and how much:
db/
types.xml # THE key file: defines every item's spawn rules
globals.xml # Global economy parameters (timers, limits, counts)
events.xml # Dynamic events (animals, vehicles, helicopters)
economy.xml # Toggles for economy subsystems (loot, animals, vehicles)
messages.xml # Scheduled server messages to playerstypes.xml
Defines spawn rules for every item in the game. At approximately 23,000 lines, this is by far the largest economy file. Each entry specifies how many copies of an item should exist on the map, where it can spawn, and how long it persists. See Chapter 9.4 for a deep dive.
globals.xml
Global parameters that affect the entire economy: zombie counts, animal counts, cleanup timers, loot damage ranges, respawn timing. There are 33 parameters total. See Chapter 9.4 for the full reference.
events.xml
Defines dynamic spawn events for animals and vehicles. Each event specifies a nominal count, spawn constraints, and child variants. For example, the VehicleCivilianSedan event spawns 8 sedans across the map in 3 color variants.
economy.xml
Master toggles for economy subsystems:
<economy>
<dynamic init="1" load="1" respawn="1" save="1"/>
<animals init="1" load="0" respawn="1" save="0"/>
<zombies init="1" load="0" respawn="1" save="0"/>
<vehicles init="1" load="1" respawn="1" save="1"/>
<randoms init="0" load="0" respawn="1" save="0"/>
<custom init="0" load="0" respawn="0" save="0"/>
<building init="1" load="1" respawn="0" save="1"/>
<player init="1" load="1" respawn="1" save="1"/>
</economy>| Flag | Meaning |
|---|---|
init | Spawn items on first server start |
load | Load saved state from persistence |
respawn | Allow respawning of items after cleanup |
save | Save state to persistence files |
messages.xml
Scheduled messages broadcast to all players. Supports countdown timers, repeat intervals, on-connect messages, and shutdown warnings:
<messages>
<message>
<deadline>600</deadline>
<shutdown>1</shutdown>
<text>#name will shutdown in #tmin minutes.</text>
</message>
<message>
<delay>2</delay>
<onconnect>1</onconnect>
<text>Welcome to #name</text>
</message>
</messages>Use #name for server name and #tmin for time remaining in minutes.
The env/ Folder -- Animal Territories
Contains XML files that define where each animal species can spawn:
env/
bear_territories.xml
cattle_territories.xml
domestic_animals_territories.xml
fox_territories.xml
hare_territories.xml
hen_territories.xml
pig_territories.xml
red_deer_territories.xml
roe_deer_territories.xml
sheep_goat_territories.xml
wild_boar_territories.xml
wolf_territories.xml
zombie_territories.xmlThese files contain hundreds of coordinate points defining territory zones across the map. They are referenced by cfgenvironment.xml. You rarely need to edit these unless you want to change where animals or zombies spawn geographically.
The storage_1/ Folder -- Persistence
Holds the server's persistent state between restarts:
storage_1/
players.db # SQLite database of all player characters
spawnpoints.bin # Binary spawn point data
backup/ # Automatic backups of persistence data
data/ # World state (placed items, base building, vehicles)Never edit players.db while the server is running. It is an SQLite database locked by the server process. If you need to wipe characters, stop the server first and delete or rename the file.
To do a full persistence wipe, stop the server and delete the entire storage_1/ folder. The server will recreate it on next launch with a fresh world.
To do a partial wipe (keep characters, reset loot):
- Stop the server
- Delete files in
storage_1/data/but keepplayers.db - Restart
Top-Level Mission Files
cfgeconomycore.xml
Registers root classes for the economy and configures CE logging:
<economycore>
<classes>
<rootclass name="DefaultWeapon" />
<rootclass name="DefaultMagazine" />
<rootclass name="Inventory_Base" />
<rootclass name="HouseNoDestruct" reportMemoryLOD="no" />
<rootclass name="SurvivorBase" act="character" reportMemoryLOD="no" />
<rootclass name="DZ_LightAI" act="character" reportMemoryLOD="no" />
<rootclass name="CarScript" act="car" reportMemoryLOD="no" />
<rootclass name="BoatScript" act="car" reportMemoryLOD="no" />
</classes>
<defaults>
<default name="log_ce_loop" value="false"/>
<default name="log_ce_dynamicevent" value="false"/>
<default name="log_ce_vehicle" value="false"/>
<default name="log_ce_lootspawn" value="false"/>
<default name="log_ce_lootcleanup" value="false"/>
<default name="log_ce_lootrespawn" value="false"/>
<default name="log_ce_statistics" value="false"/>
<default name="log_ce_zombie" value="false"/>
<default name="log_storageinfo" value="false"/>
<default name="log_hivewarning" value="true"/>
<default name="log_missionfilewarning" value="true"/>
<default name="save_events_startup" value="true"/>
<default name="save_types_startup" value="true"/>
</defaults>
</economycore>Set log_ce_lootspawn to "true" when debugging item spawn issues. It produces detailed output in the RPT log showing which items the CE is trying to spawn and why they succeed or fail.
cfglimitsdefinition.xml
Defines the valid values for <category>, <usage>, <value>, and <tag> elements used in types.xml:
<lists>
<categories>
<category name="tools"/>
<category name="containers"/>
<category name="clothes"/>
<category name="food"/>
<category name="weapons"/>
<category name="books"/>
<category name="explosives"/>
<category name="lootdispatch"/>
</categories>
<tags>
<tag name="floor"/>
<tag name="shelves"/>
<tag name="ground"/>
</tags>
<usageflags>
<usage name="Military"/>
<usage name="Police"/>
<usage name="Medic"/>
<usage name="Firefighter"/>
<usage name="Industrial"/>
<usage name="Farm"/>
<usage name="Coast"/>
<usage name="Town"/>
<usage name="Village"/>
<usage name="Hunting"/>
<usage name="Office"/>
<usage name="School"/>
<usage name="Prison"/>
<usage name="Lunapark"/>
<usage name="SeasonalEvent"/>
<usage name="ContaminatedArea"/>
<usage name="Historical"/>
</usageflags>
<valueflags>
<value name="Tier1"/>
<value name="Tier2"/>
<value name="Tier3"/>
<value name="Tier4"/>
<value name="Unique"/>
</valueflags>
</lists>If you use a <usage> or <value> tag in types.xml that is not defined here, the item will silently fail to spawn.
cfgignorelist.xml
Items listed here are completely excluded from the economy, even if they have entries in types.xml:
<ignore>
<type name="Bandage"></type>
<type name="CattleProd"></type>
<type name="Defibrillator"></type>
<type name="HescoBox"></type>
<type name="StunBaton"></type>
<type name="TransitBus"></type>
<type name="Spear"></type>
<type name="Mag_STANAGCoupled_30Rnd"></type>
<type name="Wreck_Mi8"></type>
</ignore>This is used for items that exist in the game code but are not intended to spawn naturally (unfinished items, deprecated content, seasonal items out of season).
cfggameplay.json
A JSON file that overrides gameplay parameters. Controls stamina, movement, base damage, weather, temperature, weapon obstruction, drowning, and more. This file is optional -- if absent, the server uses default values.
cfgplayerspawnpoints.xml
Defines where freshly spawned players appear on the map, with distance constraints from infected, other players, and buildings.
cfgeventspawns.xml
Contains exact world coordinates where events (vehicles, helicrashes, etc.) can spawn. Each event name from events.xml has a list of valid positions:
<eventposdef>
<event name="VehicleCivilianSedan">
<pos x="12071.933594" z="9129.989258" a="317.953339" />
<pos x="12302.375001" z="9051.289062" a="60.399284" />
<pos x="10182.458985" z="1987.5271" a="29.172445" />
...
</event>
</eventposdef>The a attribute is the rotation angle in degrees.
Which Files to Edit vs Leave Alone
| File / Folder | Safe to Edit? | Notes |
|---|---|---|
serverDZ.cfg | Yes | Main server config |
db/types.xml | Yes | Item spawn rules -- your most common edit |
db/globals.xml | Yes | Economy tuning parameters |
db/events.xml | Yes | Vehicle/animal spawn events |
db/economy.xml | Yes | Economy subsystem toggles |
db/messages.xml | Yes | Server broadcast messages |
cfggameplay.json | Yes | Gameplay tuning |
cfgspawnabletypes.xml | Yes | Attachment/cargo presets |
cfgrandompresets.xml | Yes | Loot pool definitions |
cfglimitsdefinition.xml | Yes | Add custom usage/value tags |
cfgplayerspawnpoints.xml | Yes | Player spawn locations |
cfgeventspawns.xml | Yes | Event spawn coordinates |
cfgignorelist.xml | Yes | Exclude items from economy |
cfgweather.xml | Yes | Weather patterns |
cfgeffectarea.json | Yes | Contaminated zones |
init.c | Yes | Mission entry script |
addons/ | No | Overwritten on update |
dta/ | No | Core engine data |
keys/ | Add only | Copy mod .bikey files here |
storage_1/ | Delete only | Persistence -- do not hand-edit |
battleye/ | No | Anti-cheat -- do not touch |
mapgroup*.xml | Careful | Building loot positions -- advanced editing only |
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