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Unique system: StalDayZ-CoreSystem

StalDayZ-System PROTOTYPE deep alpha
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stal_dayz_system-0.0.53.jar

File namestal_dayz_system-0.0.53.jar
Uploader
Rayman_GCRayman_GC
Uploaded
Nov 10, 2026
Downloads
6
Size
8.7 MB
Mod Loaders
Forge
File ID
9540052
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:staldayz-coresystem-1705856:9540052")

Learn more about Curse Maven

What's new

## 0.0.53 — 2026-11-10

- **Containers open in our inventory — the server half.** Right-clicking a chest, trapped chest, barrel, ender chest
  or shulker box now opens our inventory instead of the vanilla window. The container goes into the left "Vicinity"
  panel. **The contents are not shown on screen yet: the next version, 0.0.54, adds that.** Until then, chests
  cannot be looted in 0.0.53.
- The lid, the sound and the trapped chest signal work as in vanilla. So do locks, loot tables, a cat on the chest and
  statistics.
- An admin can add any mod's container to the `#staldayz:storage` tag, and it will be looted from the panel.
- The `containerPollTicks` setting now works: how often an open container's contents refresh.
- Another mod that extends ground item life on its own can no longer cut our despawn time short.
- **Network protocol — "40":** the client and the server must come from the same build. *Not checked in game.*

## 0.0.52 — 2026-11-10

- **Item despawn time now only extends.** The `itemDespawnTime` and `containerDespawnTime` settings say how long an
  item stays on the ground **at least**. A longer time given to the item by another mod stays; the key does not make
  it shorter than vanilla either. Three bugs of 0.0.51 fixed:
  - `/give` could leave a ghost item on the ground that cannot be picked up;
  - an item that moved to another dimension lost its extended time;
  - another mod's time, longer than the setting, was cut short.
- **The "Vicinity" panel scrollbar** no longer takes clicks on the right edge of the last item column.
  *Not checked in game.*

## 0.0.51 — 2026-11-10

- **The "Vicinity" panel scrolls** with the wheel and a scrollbar — you can reach any item nearby, not just those
  that fit. "…and N more" now means only what lies beyond the nearest 64.
- **Loot stays longer.** A backpack or plate carrier with items on the ground now disappears after 30 minutes
  instead of 5. For ordinary items the time is configurable (`itemDespawnTime`), vanilla by default.
- **For admins:** `/staldayz vicinity [player]` shows what a player's panel sees. The default panel radius is
  4 blocks (setting `vicinityRadius`, up to 4.5); the changelog wrongly said 4.5 before. The config file no longer
  says "not active yet" for keys that already work. *Not yet checked in game.*

## 0.0.50 — 2026-11-10

- **The "Vicinity" panel is on screen.** On the left of the inventory you see the items lying nearby (up to 4.5
  blocks, not behind a wall). Drag an item into the grid, a hand or straight into an equipment slot — it is yours;
  **double-click** puts it wherever it fits. Drop an item from the inventory onto the panel — it lands on the
  ground. Empty — "Nothing nearby"; not everything fits — "…and N more". In a narrow window the panel gets
  narrower instead of disappearing. Walking pickup works as before. *Not yet checked in game.*

## 0.0.49 — 2026-11-10

- Small "Vicinity" panel fixes from review: memory is released when the server stops (matters for LAN play from a
  single-player world), and if another mod intercepted a pickup and took nothing, the player sees why. *Not yet
  checked in game.*

## 0.0.48 — 2026-11-10

- **The "Vicinity" panel is more reliable** (review of 0.0.47): if another mod breaks at the moment you take an item
  from the panel, the item is no longer duplicated — it is already yours and already gone from the ground. A mod
  that takes the picked-up item itself (like some backpack mods) now works correctly. At the edge of reach the item
  is taken even if you have just stepped away. The panel is not on screen yet — the next version. *Not yet checked
  in game.*

## 0.0.47 — 2026-11-09

- **The "Vicinity" panel, first half — the server side.** While the inventory is open, the server sees the items
  nearby (up to 4.5 blocks from the eyes, and only those not behind a wall) and can hand them to the player — into
  the grid, a hand or straight into an equipment slot. The panel is not on screen yet: the next version draws it.
  Walking pickup works as before. *Not yet checked in game.*
- **For admins:** taking from the panel goes through the same pickup event as walking over an item, so
  land-protection and quest mods see it. An item meant for someone (`/give` with a full inventory) can be taken only
  by its owner.
- New protocol "39": client and server must be the same version.

## 0.0.46 — 2026-11-09

- **Melee weapons know how they strike.** Each of the 40 melee weapons and tools now has data saying whether it
  slashes or stabs (knives, the shiv, spear, boat hook and pitchfork stab), whether it is held in two hands (14 of
  them — axes, the sledgehammer, pole weapons, the cricket bat…) and how much frontal damage a block takes off (from
  10 % for the flail to 50 % for the sabre, the shashka and the frying pan). For now this is data only: the strike
  and the block that use it are the next steps, nothing has changed in game yet.
- **For admins:** an item profile accepts `"melee": {"attack": "SWING|STAB", "hands": "ONE|TWO", "block": 0…1}`;
  `"melee": null` in the config removes it from a pack item. A wrong value is a rejection naming the field, not a
  crash.

## 0.0.45 — 2026-11-09

- **The spoon can now be found** — where cans are: in kitchens and houses, but more rarely than them. The chances of
  finding other food did not change. *Not yet checked in game.*
- **For admins:** when a hand or spoon model cannot be built, the log now tells a broken file (a short warning) from
  a fault of the mod itself (`ERROR` with a stack trace — worth sending to the developers).

## 0.0.44 — 2026-11-09

- In the ordinary hand in third person the spoon is now held like a knife — by the handle, bowl forward. *Not yet
  checked in game.*
- If the model file of a spoon or a knife is broken, a can is still eaten with the spoon animation, just without the
  model in the left hand.

## 0.0.43 — 2026-11-09

- **The spoon is a new item** (Art's model): size 1×1, stack 1, does not wear. Having it anywhere in your things is
  enough to eat a can in 3 s. In first person the left hand now really holds the spoon — or, with no spoon but a
  knife, the knife. *Not yet checked in game.*
- The spoon cannot be found in the world yet: the owner will decide where it lies (it can be given with `/give`).

## 0.0.42 — 2026-11-09

- **Durability is one number everywhere.** For gear (armour, vests, clothing) the tooltip, the held-item bar of the
  HUD and the PDA encyclopedia show the mod's wear. Before, the HUD and the encyclopedia used another, vanilla number
  that never changes for gear. Tools and knives now show their durability in the tooltip too. *Not yet checked in
  game.*
- The creative-mode search no longer finds every item by the word "Size".
- **For admins:** if the server had to skip an item's tooltip, the client shows no wrong data for such items, and the
  server log names a skipped tooltip apart from a skipped look. Network protocol "38".

## 0.0.41 — 2026-11-09

- **Several cans in a row with the button held:** with a spoon or a knife the second and later cans are now eaten
  with the spoon too — the hands and the action bar show 3 s instead of 6 s that broke off halfway. *Not yet checked
  in game.*
- The server now checks for a spoon or a knife only once the use has really started: an unconscious player, or one
  whose use another mod cancelled, no longer gets a needless message.
- **For admins:** network protocol "37". The server and the client must come from the same build.

## 0.0.40 — 2026-11-08

- **An item's hover tooltip shows its data:** size in cells, equipment slot, grid capacity (backpack, chest rig),
  quick slots, durability (current and full), insulation, water resistance and protection against each damage kind
  (bullet, tear, blunt, explosion, burn, shock, chemical, radiation, psi). *Not yet checked in game.*
- **For admins:** network protocol "36".

## 0.0.39 — 2026-11-08

- **Canned food with a spoon or a knife** takes 3 s instead of 6 s. It is enough to have a spoon or a knife (butcher
  or combat) anywhere in your things: in hands, quick slots, a backpack or a chest rig. In first person the hands eat
  with a spoon. The "spoon" item itself is not in the mod yet (Art is making the model), so for now knives work; the
  spoon in the left hand is not visible yet either. *Not yet checked in game.*
- Opening a chest or a furnace while using a medical item interrupts the use, just like moving the item. The last
  dose lost while moving it is now explained: "Unpacked and used up: the use was interrupted". *Not yet checked in
  game.*
- **For admins:** network protocol "35". The server and the client must come from the same build.

## 0.0.38 — 2026-11-08

- Bread, an apple and rusks are eaten bite by bite, and each piece disappears exactly on its own bite. There are as
  many bites as pieces, so eating takes longer: bread 4 s, an apple 5.6 s, rusks 5.7 s. *Not yet checked in game.*
- The dose of an interrupted medical item can no longer be saved by moving it in the inventory or throwing it away:
  moving it interrupts the use and the dose is lost; a thrown one lands already without it. *Not yet checked in game.*

## 0.0.37 — 2026-11-08

- Interrupt using a medical item after it has been unpacked (the bandage unrolled, the syringe cap off, the first aid
  kit opened, the pill pressed out) and one dose is lost: a pill from the pack; a bandage, a syringe tube or a first aid
  kit as a whole. Before that moment nothing is lost. Switching the hotbar slot does not save the dose. Food loses
  nothing. *Not yet checked in game.*

## 0.0.36 — 2026-11-08

- Bread, an apple and rusks in hand shrink while you eat them: pieces disappear one by one, an apple leaves a core.
  *Not yet checked in game.*

## 0.0.35 — 2026-11-08

- First-person hands are right-side only, like the animations themselves: left-handed players and an item in the off
  hand still show the vanilla arm for now. An invisible player's arms are not drawn, as in vanilla. *Not yet checked in
  game.*

## 0.0.34 — 2026-11-08

- **First-person hands:** when using a medical item or food you see the hands take it out, apply it (bandage, inject,
  swallow, eat) and put it away; the hands wear your skin, with sleeves. The spoon, disappearing bites and sounds come
  next. *Not yet checked in game.*
- Canned food is eaten without a spoon for now — off the rim, 6 s (decision #105); with a spoon it will be twice as
  fast once the spoon exists.

## 0.0.33 — 2026-11-08

- **Melee weapons after real references:** the 6Kh4 bayonet, knives, a sickle, machetes, dragoon and Cossack shashkas,
  a crowbar, a pipe, a wrench, a rubber baton, cudgels, a paddle, a poker, a frying pan — new models and more detailed
  textures; the axe has a new head. *Not yet checked in game.*

## 0.0.32 — 2026-11-08

- Using an item now lasts long enough for the hand animation: syringe tubes 1.8 s, canned food 3 s, drinks and bread
  ~2.4 s, rusks 2.5 s, pills 2.1–2.3 s (decision #105). First-person hands come next. *Not yet checked in game.*

## 0.0.31 — 2026-11-08

- Internal: the core now builds the "hands + item" scene for action animations (using medical items, eating,
  strikes). Nothing changes in game yet: first-person hands are the next step.

## 0.0.30 — 2026-11-08

- An opened pill pack in hand no longer blinks or plays the put-away animation on every pill (only on the first one
  from a full pack). *Not yet checked in game.*
- Known limit: an old stack of several packs (from a world before 0.0.28) loses some pills when split.

## 0.0.29 — 2026-11-08

- Painkillers no longer feed: with a pack of 10 pills they would have filled hunger ten times.

## 0.0.28 — 2026-11-08

- **Pills — one at a time:** painkillers, protection pills and dizziness pills now come in packs of 10: using one takes
  a single pill, the last one takes the pack. An opened pack shows a bar of what is left and a tooltip "Left: N of 10".
  Packs do not stack. *Not yet checked in game.*
- Artifact animation no longer slows down in old worlds; an artifact's glass and glow in hand do not vanish with
  "Fabulous" graphics.

## 0.0.27 — 2026-11-08

- **Medical items after real references:** bandage, morphine, adrenaline, painkillers, protection pill (the case is now
  a square crimson one), dizziness pills and the AI-2 first aid kit — new models and more detailed textures. *Not yet
  checked in game.*

## 0.0.26 — 2026-11-08

- **Artifacts come alive:** in hand, on the ground and on the head each plays its own animation — spins, sways, moves
  its parts; glowing spots shine in the dark too, and the glass of Ball Lightning, Pysanka and Sparkle is translucent
  and does not flicker at a distance. In the inventory the icon stays as it was. *Not yet checked in game.*
- **Fix for 0.0.23:** mipmaps for items in hand and on the ground (melee weapons, tools, food, medical items, the PDA,
  binoculars) were not actually on — for an item Forge gives them only under another render type name. Now they are:
  items no longer flicker at a distance.

## 0.0.25 — 2026-11-08

- Internal: a core for artifact, detector and medical item models — the player can now move an OBJ model by its bones
  (vertices, normals, glass apart). Nothing changes in game yet: drawing with it is the next step.

## 0.0.24 — 2026-11-07

- The starting PDA on the ground no longer burns in lava or despawns before the player picks it up; spectators do not
  get one. *For existing servers:* a player who already had a PDA somewhere outside the slot and hands (in a backpack, a
  chest) gets one more on the first join after the update — once.

## 0.0.23 — 2026-11-07

- **Mipmaps for items and worn gear:** melee weapons, tools, food, medical items, artifacts, the PDA, binoculars and
  backpacks on the back no longer shimmer at a distance — textures shrink in levels like world blocks (decision 104).
  Still without mipmaps: three glass artifacts and the old Extinction-Z armour, which our own gear will replace.

## 0.0.22 — 2026-11-07

- **A PDA in the starting kit:** on the first join a player gets a PDA — it goes into the PDA slot by itself. Once per
  player; after death it does not come back out of thin air, it stays on the body. Admins turn it off with the
  «Starting kit» switch in the PDA admin menu or in `pda.toml` (decision 97).

## 0.0.21 — 2026-11-07

- **The PDA and the binoculars are now in creative mode** — a new tab, «StalDayZ — Gear». They were in the mod, but
  in no tab, so in creative mode they were invisible even to search and reachable only through `/give` (decision 97).
  The survival source — a starting kit — comes next.

## 0.0.20 — 2026-11-07

- New signs from the artists: **hazard triangles** — real frames with a level 1–3 (notches under the base and a filled
  apex, readable without colour); **event feed icons** — a vortex for a scouted anomaly, a grave cross for a death in
  the news, a PDA for news and messages; **bubbles** on the air row, and the row itself is a cleaner light blue.

## 0.0.19 — 2026-11-07

- **Event feed** in the top left corner: a new PDA news item, a new PDA chat message and «Anomaly scouted: name» — up
  to three lines, each visible for 8 seconds. While the stalker HUD is on, news and messages go here instead of pop-up
  toasts (the sound stays); with the HUD off they are toasts again (decision 94).
- **Protocol "34"** — client and server must run the same version.

## 0.0.18 — 2026-11-06

- **Action bar** under the crosshair: while you eat, drink or apply a medical item you see how much is left. Shields,
  binoculars and bows get no bar — that is holding, not an action.

## 0.0.17 — 2026-11-06

- **Heat and cold triangles** in the top left corner: when it is hot or cold around you, a sign appears with a level
  1–3 (as marks; the third is red), before your body actually freezes. The thresholds live in the data of the heat
  comfort scale and admins can change them (decision 92).
- Fixed: in the heat, the heat comfort mini bar showed a snowflake instead of a flame.
- **Protocol "33"** — client and server must run the same version.

## 0.0.16 — 2026-11-06

- Under water the status plate gets a fourth row — air: how many seconds are left; the last seconds are an alarm. The
  vanilla bubbles are hidden now. The row's sign is coming from the artists.
- The HUD sees boss bars at the top and keeps clear of them.

## 0.0.15 — 2026-11-06

- The counter of hidden condition lamps shows the real number up to 99 («+12», not «+9»): two digits get the plus
  above them.

## 0.0.14 — 2026-11-06

- HUD fixes after review: the vanilla air bubbles and the experience bar with your level are shown again (we have no
  replacements of our own yet); with subtitles turned on, the status plate moves up above them; the HUD reads your
  real chat width, scale, height and line spacing and keeps clear of the chat; the HUD is hidden on the death screen.
- Too many condition lamps: the last cell shows «+N» instead of silently dropping the rest; big numbers are aligned to
  the right; an alarming bar shows an alert sign (a triangle with an exclamation mark, just the mark in a mini bar),
  not only a colour; overheating (warmth above comfort) shows a flame, not a snowflake.
- New icons and models from the artists: medical items, food, melee weapons and tools all get a dark outline; look-alike
  pairs now differ in shape (adrenaline, sabre and shashka, rusty tools, nail bat, hammers, moonshine).
- An animation that loops does not fire hundreds of sound or particle events at once after the game was paused.
- English names fixed: Tinned Fish, Tesak, Fire Hook, War Scythe, Adrenaline, Bottle of Water, Dizziness Pills,
  Desert Goggles, Lead Ingot, Blue Backpack, Spearhead, Helmet with Gas Mask, Leg Rig, Hazmat Jacket; in Ukrainian —
  «Рибна консерва».

## 0.0.13 — 2026-11-06

- **New HUD.** Bottom right — a status plate: health, blood (hatched) and stamina as segmented bars with signs and
  numbers, and below them what is in your hand with its durability. Above the plate — six mini bars for the other
  scales (food, water, temperature, radiation, wetness, warmth) with signs, and condition lamps (bleeding, fracture…),
  worst first; critical ones are red. The HUD fits any screen size by itself and does not cover the hotbar, the item
  name, effects or the server scoreboard.
- Vanilla hearts, food, armor, air and experience are hidden — our HUD shows them. The old list of bars in the top
  left corner is gone.
- Client settings: `hudScale` (size, 1.25 by default) and `hudOpacity` (plate opacity); `hudMode`: `BARS` — every
  scale, `THRESHOLD` — mini bars only when alarming, `SIGNS` — lamps instead of mini bars when something is wrong,
  `OFF` — our HUD off, the vanilla one comes back.
- *Not checked in game* — this is the first look; what to adjust will show at the playtest.

## 0.0.12 — 2026-11-06

- Internal: the colours of the new HUD (blued steel plates; green, amber and red signals) with a check that every sign
  and label stays readable, and 15 of the "Art" subproject's own condition signs in two sizes plus segment digits. Not
  drawn in game yet.

## 0.0.11 — 2026-11-06

- Internal: the layout of the new HUD — where each block goes on any screen at any interface scale. Blocks do not
  cover each other, the chat, the hotbar, the item name, boss bars, effects or the server scoreboard; on a small screen
  the HUD shrinks instead of breaking. The new HUD itself is not drawn in game yet.

## 0.0.10 — 2026-11-06

- Melee weapons, shields and tools get our own models by the "Art" subproject — things you would really find in
  Polesia: knives, a shiv, a sickle, a crowbar, a pipe, a wrench, hammers, axes, shovels, pickaxes. Foreign ones became
  local: bat → **cudgel**, katana → **sabre**, sword → **shashka**, halberd → **pitchfork**, pike → **boat hook**, golf
  club → **fire poker**, kukri → **meat cleaver**, tomahawk → **camping hatchet**, the POLICE shield → **militia
  shield** and more. How they hit is unchanged.

## 0.0.9 — 2026-11-06

- Food and drinks get a post-Soviet look with our own models by the "Art" subproject: stewed meat, tinned fish,
  borscht, compote, mineral water, vodka, rye bread, an apple. Western products became local ones: beans → **"Sprats
  in Tomato Sauce"**, soda → **"Lemonade"**, whiskey → **"Moonshine"**, chips → **"Rusks"**. What they do is unchanged.

## 0.0.8 — 2026-11-06

- Seven medical items get a post-Soviet look with our own models by the "Art" subproject: a gauze bandage in a paper
  wrapper, an AI-2 kit (faded orange), morphine and adrenaline syrette tubes, a painkiller blister strip, a protective
  pill case and a dizziness pill jar. The items themselves and what they do are unchanged.
- Fixed: artifacts in hand and on the ground would have sat half a block off — the model is now in its place.

## 0.0.7 — 2026-11-01

- Internal: our own animation player (core) — reads Blockbench animations and computes motion the same way its
  viewer does. Nothing changes in game yet: drawing with it comes together with the detector in hand.

## 0.0.6 — 2026-10-31

- Items for the eight "Echo"-tier artifacts with folk names (Pysanka, Hag Stone, Beetroot, Crackling, Red Rooster,
  Baked Potato, Sparkle, Ball Lightning): our own models by the "Art" subproject in hand and on the ground, an icon in
  the inventory (1×1, one per slot), and a creative tab "StalDayZ — Zone" together with the bolt. No spawning in the
  Zone or effects yet.

## 0.0.5 — 2026-10-31

- Artifacts as data: each type's class, the detector that sees it, radiation and effects after "Call of Pripyat". The
  first eight (for the "Echo" detector) ship; no items or spawning yet.

## 0.0.4 — 2026-10-31

- PDA news: "N died because of the … anomaly" when what an anomaly started finished the player off (a fall after a
  Springboard, fire after a Burner) within 10 s of the touch or while burning.

## 0.0.3 — 2026-10-31

- PDA event sounds: "An anomaly discharged" (heard nearby; the player is whoever set it off) and "PDA: anomaly
  scouted" (heard by the player only) — the admin binds sounds to them in the PDA.

## 0.0.2 — 2026-10-31

- PDA encyclopedia: the "Anomalies" section — a card for every type (class, trigger, damage, "from–to" radius, damage
  radius, height, phases) and a sketch of the radii; the entry is discovered when the player sees the anomaly closer
  than 16 blocks (a moving one — where it is now).
- Commands `/staldayz pda encyclopedia add|remove|text|clear anomaly <type>`.
- Fixed: the PDA showed raw keys instead of names — encyclopedia section buttons, the "Player PDA" switches, area
  kinds, emoji, sound events and more.
- Protocol "32".

## 0.0.1 — 2026-10-31 (and everything before it)

The first version this log starts from. Everything done since the port to 1.20.1 began (2026-10-07).

**Inventory and gear**
- DayZ inventory: items with a size in cells, backpack, chest rig and belt grids; a naked player has only hands.
- 19 equipment slots, including "Binoculars", "PDA", "Detector", "Grenades"; slot keys.
- Gear is visible on the player; the PDA and the binoculars have their own models, the PDA is held in the left
  hand when the right one is empty.

**Damage and survival**
- Hit zones, nine kinds of damage, protection and wear for each kind.
- Condition scales, states, medicine, food and drink, wetness and thermoregulation.

**The Zone**
- 17 anomaly types with a trigger, a look and a sound; heat haze near anomalies; debris of Springboard, Vortex and
  Whirligig.
- Anomalies stand in areas the admin draws on the PDA map: anomaly zones and fields with height, cover and density.
- Anomalies notice a thrown bolt.

**The PDA**
- Phone: contacts, private messages, groups, channels, news, notifications.
- "Gallery", "Game shot", photos in messages, avatars.
- A map with markers and notes; scouted anomalies — walk around an anomaly from every side and it appears on the map.
- An "Encyclopedia" with discoveries — mobs, items, blocks.
- Event sounds from the admin and the player's own sounds.

**Admin in the PDA**
- The "Admin" tab: switches of players' PDA features, event sounds, the area editor on the map.
- The "Anomalies" panel: on/off, "Reshuffle", a timer, damage, damage kind and "from–to" size of every type.
- The anomaly plan on the map, manual anomalies, regenerating one area, teleport, "Hide type".
- The same actions are commands `/staldayz pda …`.

This mod has no additional files