Base Building
A tower built piece by piece, raided only inside the hours you set.
The two-storey house, finished
01 / 22A house you build, furnish, wire for light and cook in.
SimZ is the other half of base building: not a fort, a home. Two timber houses go up part by part from a marked-out plot — 68 and 91 separate pieces, each built, damaged, repaired and dismantled on its own — and once the roof is on, the mod is about living in it. Paper the walls, lay rugs, sit on the sofa, run a cable from a generator to the meter panel and switch the ceiling lights on, keep food in a fridge that only chills while the power holds, and cook a real meal in a pot over any fire. Still in active development: what is here works and is signed, and more is coming.
Replicas of the countryside houses already on the map: a one-storey timber house of 68 parts and a two-storey house of 91, with a porch, a bay, a balcony and an attic. Every frame, wall, floor, window and roof section is its own object — built, damaged, repaired and dismantled independently — so a raid costs the wall it opened, not the building.
Front doors, interior doors, double doors, shutters on every window, an attic hatch and a ladder up to it. Code locks fit the doors and the gates. It is a house rather than a prop: the rooms are laid out from the vanilla building's own geometry, so the stairs clear your head and the partitions actually seal one room off from the next.
A sofa you can sit on, a bed that becomes your respawn point, a wardrobe with a hidden stash behind the clothes, a plank shelf, log and firewood racks, a barrel stand, a wall gun rack and a workbench that crafts. Wallpaper in five colours by the roll, and rugs in six patterns and three sizes.
Run a cable from a power generator to the meter panel, hang fluorescent tubes in the ceiling sockets and flick the switch by the door. Lamp posts light the yard from the same panel, and the whole circuit bills the generator per running unit, so a lit base burns fuel for what it is actually using.
The fridge is loot, never a recipe. It holds twenty different foodstuffs, three of each, and it only works while a powered meter panel stands within forty metres — under power the contents chill and spoil many times slower. Cut the wall switch and the larder goes with the lights.
Put meat, two vegetables and half a litre of water in a pot over ANY burning fire — a campfire, a barrel, an oven or the stove inside the house — and half a minute later you have a bowl of stew that feeds better than the same food eaten apart. The dish is named after the animal that went in: beef, pork, venison, mutton, rabbit, bear, and fish soup for anything that swims.
A drive-in barn whose gate takes an M3S truck, a dug well with a windlass, a fenced garden bed you can actually sow, a lean-to that keeps the rain off, a 300-litre tank for water or fuel, a barbed-wire fence, log gates and a watchtower that flies your flag.
A raised flag declares the owner of the circle and carries a list of residents who may build and use what is inside it. Three raid modes — off, explosives only, or full — switch in settings.json without a restart. Doors, double doors and boarded windows can be fitted into the map's own houses, so an existing building becomes defensible.
Every string is translated into English, Russian, Czech, German, Polish, Hungarian, Italian, Spanish, French, Portuguese, Japanese and both Chinese scripts. No Community Framework, no Expansion, no core mod — the only addons required are the vanilla ones the game already loads.
Tested combinations. Nothing here conflicts with SimZ.
A tower built piece by piece, raided only inside the hours you set.
A complete fishing progression loop for DayZ survivors.
Party play the server can trust: HUD, pings and roles with no framework.