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DayZ Server Settings Reference (serverDZ.cfg) - visual guide

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.cfg by 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

KeyWhat it doesTip
hostnameServer name in the browser and launchersLong names are cut off in the browser, so lead with region, map and style, e.g. "[EU] Chernarus PvE 1PP"
descriptionText shown when a player selects the server (up to 255 characters)A good place for your Discord invite
passwordPassword to join. Empty means publicThe server is still listed, with a lock icon
passwordAdminAdmin password; DayZ's documentation uses it with #login in game chatDayZ's own feature. Nothing on GameGrid is built on it, and the panel console does not need it
maxPlayersPlayer slots60 is vanilla. Above about 60, server performance drops on most hardware
enableWhitelistOnly players on the whitelist can joinAdd 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

KeyValuesWhat it does
disable3rdPerson0 or 11 forces first person for everyone. Add "1PP" to your server name, players filter on it
disableCrosshair0 or 11 hides the crosshair
disableVoN0 or 11 turns off proximity voice chat, and radios with it
vonCodecQuality0 to 20Voice quality. 20 is vanilla and the best
respawnTimesecondsDelay before a dead player can respawn. 10 to 30 discourages suicide respawning for a better spawn
enableDebugMonitor0 or 11 shows each player a small health and position panel. Popular on PvE servers
disableBaseDamage0 or 11 makes fences, gates and watchtowers indestructible
disableContainerDamage0 or 11 makes tents, barrels, crates and sea chests indestructible
disablePersonalLight0 or 11 removes the faint glow around players at night
lightingConfig0, 1 or 20 brighter nights, 1 dark nights, 2 Sakhal lighting

When enableCfgGameplayFile is 1, the mission's cfggameplay.json takes 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

KeyValuesWhat it does
serverTime"SystemTime" or "YYYY/MM/DD/HH/MM"In-game time when the server starts
serverTimeAcceleration0.1 to 64How fast time runs. 12 makes a full day last 2 hours
serverNightTimeAcceleration0.1 to 64Extra speed at night, multiplied by the value above
serverTimePersistent0 or 11 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

KeyDefaultWhat it does
loginQueueConcurrentPlayers5Players loaded into the world at the same time while others wait
loginQueueMaxPlayers500How many players may wait in the queue
MaxPingexample 300Players whose ping stays above this (milliseconds) are kicked
pingWarning, pingCriticalexamples 200, 250When players see the yellow and red ping warnings
forceSameBuild1Only players on the same game build can join. Leave it on
disableBanlistfalsetrue stops the server reading ban.txt
disablePrioritylistfalsetrue stops the server reading priority.txt
speedhackDetection11 is strictest, 10 most lenient

Raising loginQueueConcurrentPlayers refills a full server faster after a restart, at the cost of a short lag spike.

Logging

KeyWhat it does
adminLogPlayerHitsOnly1 logs only hits from players, skipping infected and animals
adminLogPlacement1 logs placed tents, traps and other items
adminLogBuildActions1 logs building, dismantling and destroying base parts
adminLogPlayerList1 logs every online player's position every 5 minutes
timeStampFormat"Short" or "Full" timestamps in the .RPT log
enableCfgGameplayFile1 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.

KeyWhy it is managed
steamQueryPortSet 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
instanceIdAlways 1. It names your save folder, storage_1, which backups and wipes rely on
BattlEyeAlways 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.

ValueLabelMeans
2FullSigned files with a matching key in keys/. The default and the recommendation
1BasicBohemia's legacy value, undocumented for DayZ
0OffAccept 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.