
DayZ Server Settings Reference (serverDZ.cfg)
Every important serverDZ.cfg setting explained: identity and passwords, player slots, first person and crosshair, time, login queue, admin logs, and the keys GameGrid sets for you.
How the Settings Tab Maps to serverDZ.cfg
DayZ reads almost all of its server configuration from one file, serverDZ.cfg, once, when the server starts. The Settings tab edits that file for you, so every change needs a restart before it does anything.
The file has a strict format. Every line is key = value; with a semicolon at the end, text values are in double quotes, and the map is chosen inside a block at the bottom:
hostname = "[EU] Chernarus PvE - 1PP";
maxPlayers = 60;
class Missions
{
class DayZ
{
template = "dayzOffline.chernarusplus";
};
};If you edit
serverDZ.cfgby hand in the Files tab, check every semicolon. A missing one does not stop the server starting: it silently breaks the lines after it, which is much harder to spot.
The Settings tab does not show every key in this article. A key it does not show can be added to serverDZ.cfg by hand in the Files tab, while the server is stopped.
A setting that is greyed out and marked ignored, a field with a Format line under it, or a value that is not the one you expected for a key nobody has written — all three are deliberate, and Why a DayZ Setting Is Greyed Out, Blank or Ignored explains each one.
Identity and Access
| Key | What it does | Tip |
|---|---|---|
hostname | Server name in the browser and launchers | Long names are cut off in the browser, so lead with region, map and style, e.g. "[EU] Chernarus PvE 1PP" |
description | Text shown when a player selects the server (up to 255 characters) | A good place for your Discord invite |
password | Password to join. Empty means public | The server is still listed, with a lock icon |
passwordAdmin | Admin password; DayZ's documentation uses it with #login in game chat | DayZ's own feature. Nothing on GameGrid is built on it, and the panel console does not need it |
maxPlayers | Player slots | 60 is vanilla. Above about 60, server performance drops on most hardware |
enableWhitelist | Only players on the whitelist can join | Add yourself before switching it on. See Whitelist and Priority Queue |
Both passwords are treated as secrets on GameGrid: they are not shown back to you in plain text once saved.
Gameplay Rules
| Key | Values | What it does |
|---|---|---|
disable3rdPerson | 0 or 1 | 1 forces first person for everyone. Add "1PP" to your server name, players filter on it |
disableCrosshair | 0 or 1 | 1 hides the crosshair |
disableVoN | 0 or 1 | 1 turns off proximity voice chat, and radios with it |
vonCodecQuality | 0 to 20 | Voice quality. 20 is vanilla and the best |
respawnTime | seconds | Delay before a dead player can respawn. 10 to 30 discourages suicide respawning for a better spawn |
enableDebugMonitor | 0 or 1 | 1 shows each player a small health and position panel. Popular on PvE servers |
disableBaseDamage | 0 or 1 | 1 makes fences, gates and watchtowers indestructible |
disableContainerDamage | 0 or 1 | 1 makes tents, barrels, crates and sea chests indestructible |
disablePersonalLight | 0 or 1 | 1 removes the faint glow around players at night |
lightingConfig | 0, 1 or 2 | 0 brighter nights, 1 dark nights, 2 Sakhal lighting |
When
enableCfgGameplayFileis 1, the mission'scfggameplay.jsontakes over base damage, container damage, the respawn dialog, personal light and night lighting, and the lines above for those five are ignored. The Settings tab marks those five ignored and says so rather than letting you change a line the game will not read. See cfggameplay.json, Spawn Points and Starting Gear.
Time of Day
| Key | Values | What it does |
|---|---|---|
serverTime | "SystemTime" or "YYYY/MM/DD/HH/MM" | In-game time when the server starts |
serverTimeAcceleration | 0.1 to 64 | How fast time runs. 12 makes a full day last 2 hours |
serverNightTimeAcceleration | 0.1 to 64 | Extra speed at night, multiplied by the value above |
serverTimePersistent | 0 or 1 | 1 continues from the saved time after a restart |
Worked examples and presets for short nights are in Day Length, Night Speed and Weather.
Login Queue and Connection Limits
| Key | Default | What it does |
|---|---|---|
loginQueueConcurrentPlayers | 5 | Players loaded into the world at the same time while others wait |
loginQueueMaxPlayers | 500 | How many players may wait in the queue |
MaxPing | example 300 | Players whose ping stays above this (milliseconds) are kicked |
pingWarning, pingCritical | examples 200, 250 | When players see the yellow and red ping warnings |
forceSameBuild | 1 | Only players on the same game build can join. Leave it on |
disableBanlist | false | true stops the server reading ban.txt |
disablePrioritylist | false | true stops the server reading priority.txt |
speedhackDetection | 1 | 1 is strictest, 10 most lenient |
Raising loginQueueConcurrentPlayers refills a full server faster after a restart, at the cost of a short lag spike.
Logging
| Key | What it does |
|---|---|
adminLogPlayerHitsOnly | 1 logs only hits from players, skipping infected and animals |
adminLogPlacement | 1 logs placed tents, traps and other items |
adminLogBuildActions | 1 logs building, dismantling and destroying base parts |
adminLogPlayerList | 1 logs every online player's position every 5 minutes |
timeStampFormat | "Short" or "Full" timestamps in the .RPT log |
enableCfgGameplayFile | 1 loads the mission's cfggameplay.json |
The logs themselves are covered in Reading DayZ Admin Logs.
Keys GameGrid Sets for You
A few keys are managed by the platform and cannot be changed from the panel. The server would stop working correctly if they were.
| Key | Why it is managed |
|---|---|
steamQueryPort | Set to your game port + 4 at every start. DayZ does not move it with the game port, and a wrong value hides the server from the browser |
instanceId | Always 1. It names your save folder, storage_1, which backups and wipes rely on |
BattlEye | Always on. The Console tab, kicks and bans use BattlEye RCon |
The BattlEye RCon password and port are also written by the platform before each start, and RCon only listens inside the host. See DayZ Server Ports and Firewall.
Signature Verification
verifySignatures is yours to set, in the Basic category, and the Settings tab offers all three of DayZ's values.
| Value | Label | Means |
|---|---|---|
| 2 | Full | Signed files with a matching key in keys/. The default and the recommendation |
| 1 | Basic | Bohemia's legacy value, undocumented for DayZ |
| 0 | Off | Accept any files, including modified ones |
On Full, your server checks every mod file a player's client loads against its signature and a matching .bikey in your keys folder. A player whose files have been changed, or are signed by a key you do not have, is kicked with "Modified data". GameGrid copies each installed mod's key into keys for you, so on a normal modded server there is nothing to do.
- It applies to client mods only. A server-side mod is never sent to a player, which is why GameGrid's own unsigned server mod runs perfectly well with Full switched on.
- Off and Basic are not documented for DayZ. Bohemia's own reference config says only 2 is supported, and DayZ documents no behaviour at all for 0 or 1 — the game may simply keep checking. Turning it down is not guaranteed to fix anything.
- Off is a cheating risk, stated plainly in the panel: it stops the check for every mod on the server and every player, not just the one that caused the problem.
There is one real case for turning it down, and it is why the control exists: a community map or mod that ships no `.bikey` at all. There is no key you could add, so Full kicks every player who joins. If you hit that, GameGrid warns you before the restart rather than letting you find out from your players — see Mods on Your DayZ Server.
Leave it on Full unless a specific mod forces your hand.
