DS_ItemOverrides
DeadSkin Item Overrides Safe, exact-class stack limits and inventory footprints for DayZ servers. Change how many nails/ammo/materials stack in inventory, shrink item grid sizes, and keep truck / tent / RaG material slots at vanilla capacity when you need to. This mod ships with no active overrides baked as defaults in source. On first boot it creates editable server profile files. Footprint (item size) changes are… (more)
DeadSkin Item Overrides Safe, exact-class stack limits and inventory footprints for DayZ servers. Change how many nails/ammo/materials stack in inventory, shrink item grid sizes, and keep truck / tent / RaG material slots at vanilla capacity when you need to. This mod ships with no active overrides baked as defaults in source. On first boot it creates editable server profile files. Footprint (item size) changes are baked into the PBO and must be republished to clients. Features Stack limits via $profile:DS_ItemOverrides/stack_limits.json (server restart to apply) Inventory footprints via $profile:DS_ItemOverrides/item_sizes.json (requires PBO rebuild + Workshop update) Exact class-name matches only — never turns non-stackables into stacks PreserveNativeQuantityMax for planks/logs and similar materials: inventory uses your MaxQuantity, attachment slots (Truck_01, tents, RaG wood storage, etc.) keep native/slot capacity Works with normal stackables (nails, ammo, CJ mats) by baking varStackMax / varQuantityMax and syncing runtime limits so transfers can exceed vanilla (e.g. nails 99 → 200) Install (server) Subscribe / copy @DS_ItemOverrides into the server mod folder Add @DS_ItemOverrides to -mod= (after other content packs that might redefine the same items) Start once so profile files are created Edit: profiles/DS_ItemOverrides/stack_limits.json profiles/DS_ItemOverrides/item_sizes.json Restart the server after stack JSON changes After size JSON changes: rebuild the PBO, republish this Workshop item, have clients update Stack limits (stack_limits.json) Only classes that already stack (native max ≥ 2) are changed. Normal stackable (nails, ammo, materials that are not vehicle/tent fillers): { "ClassName": "Nail", "MaxQuantity": 200 } Ammo example: { "ClassName": "Ammo_9x19", "MaxQuantity": 100, "ConfigSection": "CfgMagazines", "BaseClass": "Ammunition_Base" } Attachment-capable materials (WoodenPlank, WoodenLog, etc.) — required flag: { "ClassName": "WoodenPlank", "MaxQuantity": 60, "PreserveNativeQuantityMax": true } With that flag: Loose inventory / cargo stacks use MaxQuantity (e.g. 60 planks, 15 logs) Truck / RaG / building material slots stay at vanilla fill capacity Do not also override these classes in another mod (old QoL-style scripts will fight this) Restart the server after editing stack limits. Clients need the matching published PBO when quantity fields are baked (normal stackables). Item sizes (item_sizes.json) Grid footprint is client config — enable rows, rebuild, publish: { "Version": 1, "Sizes": [ { "ClassName": "WoodenPlank", "Width": 1, "Height": 4, "Enabled": true }, { "ClassName": "HandSaw", "Width": 2, "Height": 1, "Enabled": true } ] } Rules: CfgVehicles or CfgMagazines only; width/height 1–10; exact class names; no full item redefinitions. Important One owner for stacks: do not run a second mod that rebakes or scripts Nail / WoodenPlank / WoodenLog / Firewood quantity. That causes 99-nail transfers and wrong truck slots. Load after your main content pack if both touch the same items. Stack JSON = server restart. Size JSON = rebuild + Workshop update + client download. Exact class names only (HandSaw, not Handsaw). Default DeadSkin example Item Inventory stack Attachment slots Footprint Nail 200 n/a vanilla WoodenPlank 60 vanilla (e.g. 100) 1×4 WoodenLog 15 vanilla (e.g. 50) 2×5 Ammo / CJ mats per stack_limits.json — — Credits DeadSkin / Greighbush
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modperf has not read this mod's scripts, so there is no report and it is left out of any stack it appears in. 1 live server in the crawl publishes it.
The worker downloads the mod from the Workshop and reads its Enforce Script — nothing is executed. Usually a few minutes. This page then shows the report.