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Gameplay, equipment, and placeables

Viking Shelter

Combine:

  • 3 wooden planks;
  • 5 wooden 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 × 50 cargo;
  • 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 200 lard quantity can be consumed.
  • A full 200-quantity lard dose adds 900 seconds, 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 AnimalBase for which IsDanger() returns true; or
  • a ZombieBase for which IsSpecialThreat() 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 5 raven 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 strength 1000 and script multiplier 2.0.

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 50 global 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.