Gameplay, equipment, and placeables¶
Viking Shelter¶
Combine:
3wooden planks;5wooden sticks.
Choose Craft Viking Shelter. The recipe removes those quantities and creates viking_shelter_kit on the ground. CanCraftShelterKit controls only this recipe; it does not block existing, spawned, traded, or scripted kits.
Deploy the kit through normal placement controls. RaG Core removes the _kit suffix and creates viking_shelter.
The completed shelter:
- provides
10 × 50cargo; - is always logically open;
- exposes inventory only when standing near the center inside;
- has no open or close action;
- cannot be placed into hands or cargo.
To dismantle it, empty all cargo and use a non-ruined screwdriver, hammer, or pliers. RaG Core uses the normal deconstruction duration, removes 5 tool health, deletes the shelter, and creates viking_shelter_kit at the player's position.
DisableDamageForPlaceables controls shelter damage. Despite its broad name, current Viking Pack source checks it only in viking_shelter.
Other placeables¶
| Kit | Deployed class | Actual use |
|---|---|---|
rag_viking_firepit_kit |
rag_viking_firepit |
Use as any Vanilla Fireplace. Create a Fireplace inside by attaching a Firewood. |
rag_viking_table_kit |
rag_viking_table |
Display table with dedicated attachment slots for Viking equipment. It has no general cargo grid. |
rag_viking_sundial_kit |
rag_viking_sundial |
Decorative sundial. No script calculates or displays time, but it can show the approximate time using game rendered shadows. |
rag_viking_warbanner_kit |
rag_viking_warbanner |
Decorative warbanner. |
RaG Core handles deployment and dismantling for these objects. Empty object first, then use screwdriver, hammer, or pliers. Table attachments must therefore be removed before dismantling.
The JSON damage toggle does not control these four objects. Their own config.cpp damage definitions remain authoritative.
Viking Lantern¶
rag_viking_lantern uses an energy manager and an attached Rag stack.
Add rags¶
Combine a rag with lantern and choose Refuel Viking Lantern. Recipe attaches rag or combines it with existing attached stack. It does not add liquid fuel.
Each consumed rag adds 480 seconds of burn energy. Lantern internal energy storage holds 1800 seconds. Quantity bar represents combined stored energy and attached-rag reserve.
Add lard¶
Combine lard with lantern and choose Add Lard.
- Lantern must have attached rags.
- If lantern is off, attached stack must contain more than one rag.
- If lantern is lit, one attached rag is enough.
- Recipe consumes one attached rag.
- Up to
200lard quantity can be consumed. - A full
200-quantity lard dose adds900seconds, limited by remaining internal energy capacity.
Light and extinguish¶
Use normal Light action with a valid igniter. While lit:
- light radius is configured to
35; - lantern cannot be moved into cargo;
- attached rag cannot be released;
- energy drains at one unit per second;
- low reserve fades brightness and radius.
Extinguishing through recipe requires lantern plus at least 100 liquid quantity in one of these container classes:
Pot
CanisterGasoline
DisinfectantAlcohol
Canteen
WaterBottle
Vodka
WaterPouch_ColorBase
Barrel_ColorBase
Container's actual liquid must be blood, clean water, river water, or beer. Recipe consumes 100 liquid before soft-skill adjustment, switches lantern off, and sets it to maximum wetness.
Viking Raven¶
rag_viking_raven occupies armband slot and accepts any SeedBase item in its slot.
Use raven in hands to enable or disable warnings, then attach it to armband. Warning mode persists across restarts.
When enabled, server creates a 300-meter trigger around wearer. Warning fires when a creature enters and is either:
- an
AnimalBasefor whichIsDanger()returns true; or - a
ZombieBasefor whichIsSpecialThreat()returns true.
IsDanger() is a vanilla DayZ boolean. Base animal implementation returns false; vanilla wolf and bear classes override it to true. Modded animals inheriting that behavior also count as dangerous unless they explicitly override IsDanger() to return false.
RaG Evil Snowman triggers raven warning. Its config class inherits vanilla Animal_UrsusArctos, and current Snowman script also explicitly overrides IsDanger() to return true.
IsSpecialThreat() is separate. Viking Pack adds this custom boolean to ZombieBase and makes its default return value false. Raven deliberately checks this method for infected instead of vanilla ZombieBase.IsDanger(). Vanilla infected therefore do not trigger warnings unless another mod overrides IsSpecialThreat() to return true.
Each warning:
- plays raven sound on wearer;
- consumes one attached seed when available;
- otherwise removes
5raven health; - deletes raven when health reaches destroyed state.
Warning is an entry event, not a continuous proximity alarm. Raven sound shader has a 20-meter range.
Viking Horn¶
Hold rag_viking_horn and use Blow Horn.
- Action runs for five seconds.
- Sound is synchronized to nearby clients.
- Server adds
shot-type noise with configured strength1000and script multiplier2.0.
Horn is not cosmetic silence: noise system can attract AI.
Viking Idun¶
rag_viking_idun can be used on self or another player. Completed action:
- adds
50global health, capped by normal health maximum; - sets stamina to
100; - removes all disease agents;
- deletes rejuvenator.
No cooldown or partial-use state exists. Item is consumed once action finishes.
Coins and coinbag¶
All Ancient Viking Coin classes stack to 5000. Dedicated rag_coinbag has one attachment slot for each Ancient Viking Coin denomination from 1 through 10000; it has no cargo grid and does not accept rag_coin.
Conversion actions take three seconds and spawn result on ground:
| Input | Quantity consumed | Result |
|---|---|---|
rag_viking_coin_100 |
10 |
rag_viking_coin_1000 |
rag_viking_coin_100 |
100 |
rag_viking_coin_10000 |
rag_viking_coin_500 |
2 |
rag_viking_coin_1000 |
rag_viking_coin_500 |
20 |
rag_viking_coin_10000 |
rag_viking_coin_1000 |
10 |
rag_viking_coin_10000 |
rag_viking_coin_10000 |
25 |
rag_coin |
Denominations 1, 5, 10, 25, and 50 have no built-in conversion actions.
Containers and wearable storage¶
| Item | Capacity or behavior |
|---|---|
| Viking Drinking Horn | Canteen-derived liquid container, maximum 1500. |
| Viking Mug | Canteen-derived liquid container, maximum 2000; shows beer visual only when liquid type is beer and quantity is above zero. |
| Viking Pot | Pot-derived container, maximum 3000 liquid and 6 × 5 cargo. |
| Viking Belt | Worn in hips slot; accepts three pouches, holster, Viking Horn, Drinking Horn, and Coinbag. |
| Small right pouch | 4 × 3 cargo. |
| Large right pouch | 6 × 4 cargo. |
| Large left pouch | 6 × 4 cargo. |
| Viking Holster | Accepts Viking Knife in dedicated rag_knife slot. |
| Viking leather backpack | 10 × 12 cargo plus many equipment attachment slots. |
Pouches refuse being placed into belt's cargo, preventing attachment storage from nesting inside parent belt.
Weapons and defensive equipment¶
Pack contains axes, swords, dagger, spear, halbert, hammers, Mjolnir, hatchet, knife, and shield. Several use custom melee ammo with custom health, blood, shock, range, and animal multipliers.
Viking Dagger, Viking Sword, and Viking Flamberge Sword are scripted as melee finishers and expose bush-mining, skinning, self-shaving, and target-shaving actions.
Two similar hammer names matter:
| Class | Display name | Base behavior |
|---|---|---|
rag_viking_bb_hammer |
Viking Hammer | Hammer; intended for construction tasks. |
rag_viking_hammer |
Viking Warhammer | SledgeHammer; custom melee weapon. |
See server class-name reference before adding equipment to economy or traders.