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dayz hero banner

DAYZ: COMMAND CENTER

SURVIVE. CONSOLIDATE. DOMINATE.
A consolidated workspace for DayZ-related operations: platform tooling, prototype mods, backend services, dashboards, and ecosystem research.

🗺️ TACTICAL LAYOUT

The repository is structured to maintain maximum operational efficiency and survivability across the DayZ modding ecosystem:

  • platform/ - Operations and intelligence platform (KB, intel, config management, CLI tactical tools)
  • mods/ - DayZ Enforce Script payload (HiveApiMod, BossSignal, TrophyHunter, marks-content)
  • backends/ - Service backends (HiveAPI, BossSignal-backend)
  • frontends/ - Web UIs, dashboards, and command interfaces
  • build-pipeline/ - Shared orchestration tooling (FileBank + DSSignFile automation)
  • research/ - Field notes, tactical exploration, ecosystem analysis
  • docs/ - Architecture schematics, runbooks, and critical decision logs
  • planning/ - Session planning, handoff briefings, and mission roadmap
  • tools-extra/ - Ad-hoc scripts pending promotion to platform/tools

INTEL: Review platform/ARCHITECTURE.md for complete layer relationships, and ROADMAP.md for upcoming operations.

CURRENT REALITY

This repository mixes working services, prototypes, and historical planning notes. The most accurate status is:

Area Current state
BossSignal backend + dashboard Working local FastAPI service on :6700; ingests events, stores boss/trophy data, serves the React dashboard, and streams SSE. Some dashboard panels still use demo/mock fallback data when no live rows exist.
mods/BossSignal Telemetry mod. It registers boss classes and emits startup, heartbeat, kill, synthetic, and API-driven spawn/despawn/custom events. It does not include boss gameplay content.
External boss-content mod The demo stack expects a third-party Steam Workshop boss mod to supply the actual boss zombie classes. You supply your own; none is included or referenced by name in this repo.
mods/TrophyHunter Prototype trophy-award mod. Backend routes and mod-side award helpers exist, but the end-to-end in-game trophy flow still depends on first-play validation and reliable BossSignal participant/top-damager data.
backends/hiveapi Working backend route scaffold for server login, character claim/heartbeat, inventory apply/set, admin events, and server bootstrap.
mods/HiveApiMod Integration scaffold. Login, claim, heartbeat, and inventory request helpers exist, but Bearer token use, character-id handoff, restore, autosave, disconnect save, and kill/death handling are not production-ready.
tools-extra/modctl Working local CLI for doctor/build/deploy/ship/dev-loop helpers. ship is build + deploy; release/catalog/shop workflows are design notes, not implemented.
platform/ Working KB/intel/config layers plus early operator CLI tools.

🏗️ ARCHITECTURE SCHEMATIC

Five strategic layers, built from the bottom up: Knowledge Base, Intel, Config, Tools, and Play.

📡 OPERATIONAL STREAMS

Stream Objective
PLATFORM Core tooling and shared infrastructure for cross-mod deployment.
HIVE Centralized backend and persistent player/server telemetry.
BOSS SIGNAL Real-time mod runtime and event/signal pipeline network.
PLAY Direct in-game survival experience, asset integration, and content delivery.

🩸 ORIGIN & CONSOLIDATION

This base of operations was fully consolidated on 2026-04-26 from two former outposts:

  • dayzAPI - Legacy modding operations, build pipelines, and HiveAPI backend.
  • dayz-stack - Operational and intel platforms.

Both predecessors have since been folded into this repository; their code now lives under platform/, backends/, and mods/.

About

An open dev stack for DayZ server modders and operators — platform tooling, telemetry mods, backend services, dashboards, and a build pipeline.

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