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Setup, class names, compatibility, and troubleshooting

Required mod

RaG Core is a hard dependency declared in CfgPatches.requiredAddons. Install and enable both mods on the server and every client. DayZ resolves addon/PBO ordering from declared dependencies; server mod-list order does not.

Installation

  1. Stop server.
  2. Install original RaG Core and RaG Hunting Cabin Workshop releases.
  3. Copy both signature keys into server keys directory if host does not do that automatically.
  4. Add both mods to the client/server mod set.
  5. Start server once.
  6. Stop it after this file appears:
$profile:\RaG_Core\Configs\RaG_Hunting_Cabin\RaG_Hunting_Cabin.json
  1. Edit generated file if needed, restart, and test full craft-to-build flow.

Generated file is schema for installed build. Back it up during updates and merge custom values into a freshly generated schema when fields change.

Optional lock compatibility

CodeLock Mod

Enable CodeLock Mod on the server and clients. With the integration active, this file is also generated:

$profile:\CodeLock\RaG_Hunting_Cabin_CodeLockConfig.json

See Server and CodeLock configuration.

Expansion Code Lock

Hunting Cabin commit 2054740 removed embedded Expansion compatibility on March 7, 2026. Current support is in separate RaG_Expansion_Compat source.

Install and enable required DayZ Expansion base-building components, Hunting Cabin, and RaG Expansion Compat. Their declared dependencies control addon/PBO ordering. Hunting Cabin alone is not current Expansion compatibility.

Public class names

Class name Type Use
rag_hunting_cabin_kit Inventory/deployable Normal player kit. Placement creates material hologram.
rag_hunting_cabin_admin_kit Inventory/deployable Privileged kit. Placement creates finished admin cabin immediately.
rag_hunting_cabin_hologram Static material container Construction site created by normal kit.
rag_hunting_cabin Base-building structure Completed cabin.
rag_temp_materials_box Temporary material container Dismantling refund holder for normal cabin.

HuntingCabinLight is scripted client-side helper, not inventory or economy class.

Economy and trader entries

Current source ships no Central Economy XML.

For normal player distribution, add only:

rag_hunting_cabin_kit

Keep these out of normal economy and traders:

  • rag_hunting_cabin_admin_kit;
  • rag_hunting_cabin_hologram;
  • rag_hunting_cabin;
  • rag_temp_materials_box;
  • HuntingCabinLight.

Directly spawning completed cabin or hologram bypasses intended kit flow and can produce bad state. Admin kit intentionally bypasses all material and tool requirements.

Gameplay configuration

Cabin reads DayZ's disableBaseDamage through CfgGameplayHandler.

To use cfggameplay.json, server must enable:

enableCfgGameplayFile = 1;

Then set general value as intended:

"disableBaseDamage": true

This affects base-building objects broadly, not only Hunting Cabin.

Cabin kit source already bypasses its normal collision result. If players cannot place ordinary items inside cabin, inspect active HologramData collision and roof-clipping checks in cfggameplay.json; changing them affects other placement across server.

Current-source limitations

  • Cabin has no cargo capacity.
  • No hide/show inventory actions exist.
  • No fireplace class, attachment, or scripted fireplace feature exists.
  • Door and windows always close after restart.
  • Light switch state always resets off after restart.
  • Force Synchronize is available to any player when cabin is empty.
  • No dedicated JSON setting controls cabin health, damage, dismantle tools, build tools, or action time.

Troubleshooting

Symptom Check
Server reports missing RaGConfigVersioned, RaGConfigIO, RaGConfigAPI, or other RaG Core classes RaG Core is missing, outdated, or mismatched between server and clients. Use matching versions.
Main JSON does not generate Confirm the active server profile, folder permissions, RaG Core startup, and that both required mods are enabled. Expected path is $profile:\RaG_Core\Configs\RaG_Hunting_Cabin\RaG_Hunting_Cabin.json.
Kit recipe missing Set CanCraftHuntingCabinKit to 1, validate JSON, restart. Recipe still needs at least 10 planks and 50 nails.
Kit will not place Check territory/permission mods and server-side placement overrides. Cabin source bypasses its own collision result, but other systems can deny placement.
Build action missing Attach all four material types with configured quantities, aim at stairs, stand, and use non-ruined hammer or hatchet.
Material amount set to zero but build still missing Expected source behavior. All four material attachments must exist even when configured minimum is zero.
Tool ruined after build Default behavior. RuinHammerAfterBuilt applies to hammer and hatchet despite its name. Set it to 0 for 10 health damage instead.
Cabin cannot be dismantled Stand inside, aim at door, remove lock and lights, and use non-ruined crowbar, hatchet, or sledgehammer.
Material refunds missing GiveBackMaterialsAfterDismantle must be 1; admin cabins never return materials. Search cabin's materials_spawn side for refund box.
Door or windows closed after restart Expected. Persistence restore explicitly closes open door and every window.
Lights are off after restart Expected. On/off booleans are not saved.
Combination lock blocks door Enter correct combination or destroy lock with hand saw/hacksaw. Five six-second cycles are required.
CodeLock JSON missing CodeLock conditional integration did not compile. Confirm current CodeLock and Hunting Cabin builds are enabled on server and clients.
Expansion Code Lock does not work Install and enable current RaG Expansion Compat plus its Expansion and Hunting Cabin dependencies. Embedded support was removed from Hunting Cabin.
Force Synchronize appears Cabin is empty. Action recreates cabin to repair sync; it also resets states and admin flag. Do not use casually.
Expected storage, hide/show inventory, or fireplace is absent Current source does not implement those Workshop claims.

Safe update rules

  • Stop server before editing JSON.
  • Preserve Version in main config.
  • Keep valid JSON and exact key spelling.
  • Use whole, non-negative material quantities.
  • Test normal and admin dismantling separately.
  • Test every enabled lock mod after updates.
  • Never distribute admin kit to normal players.