Each headline system below is in production or shipping. None of it is "we'll add it later."
Server authority, anti-cheat, and documentation discipline are baked in.
System Architecture
Two Layers. One Hive.
Layer 1 is the toolkit — admin-authored config and deterministic behavior. Layer 2 is the server's
reactive logic. The hive is the persistent backbone tying every server in the cluster together.
L1
Static / Admin Authored
Town markers and tiering. Loot pools (guaranteed + bonus). Vehicle anchors with trunk loot.
Per-building world loot scanner. Spawn menu (random / town / beacon / last location).
Map markers and town/store radar. Activity-based respawn.
Multiple servers, one shared MySQL backbone. Players log off on Arland, join Everon —
their gear, wallet, bank, and lifetime stats are right there waiting.
Server-by-server uniqueness without losing the persistent operator identity.
AUTH
Server Authoritative
Every state change — economy, inventory, spawning, transactions — runs through the server.
The client doesn't write history. Players see one shared truth, replicated. No exceptions.
Core Systems
Sixteen Pillars Of The Mod
Every required system mapped to its production status. Map-agnostic, server-tunable, lore-driven.
#01
Persistence
Per-server MySQL persistence with cross-server hive support. Money, inventory, position,
faction — all server-side. Survives restarts, wipes, and rotations.
#02
Bank · ATM · Wallet
Server-side wallet. ATM network. Transaction logging. Comms relay sabotage takes the whole
banking grid offline until repaired.
#03
Trader · Gun Store
Catalog of 227 items, server-defined sets, per-store assignment. Stock rotation.
Map countdown. Proximity radar (white clear, red contact).
#04
Town Radar
Lore-driven motion sensors detect players entering city limits. Map circle goes red.
High-loot zones, full visibility cost.
#05
Spawn Towns
Tiered town sizes (small / medium / large). Slot counts and bonus multipliers per tier.
Polar-sweep loot placement. Smart respawn — only missing items refill.
#06
Loot Sets
Named admin-configured item groups. Same primitive used by stores, world loot, vehicle trunks,
and mission rewards. Rarity weighting per set.
#07
Stats & Scoreboard
Session stats plus persistent lifetime stats. Server scoreboard plus all-time leaderboard.
Kill feed on HUD. Hive-shared across the server cluster.
#08
Server Hive
Log off on one server, jump into another — gear, wallet, bank balance, and lifetime stats follow.
Multiple servers share one MySQL hive. Cross-server inventory persistence. One operator, many maps.
#09
Mission System
Capture, defend, eliminate, retrieve, convoy, crash site, airdrop. Configurable timers and pools.
Crate rewards driven by loot sets.
#10
Vehicles
Durability, repair kits, locking, fuel network, vehicle menus, gas stations. Trunks ship with starter weapons.
Idle despawn after one hour.
#11
Player Device
Phone / tablet / radio bound to a keybind. Call airdrops, view stats, manage groups,
scan map intel. Faction-themed.
#12
Survival Layer
Light food / water / stamina system. Items found in world. Drain over time, affect regen.
Tuned for tactical pressure, not DayZ-grade hardcore.
#13
Custom Prefabs
Money item, water bottle, food, repair kit, lockpick, player device. Stored in
Prefabs/Items/WastelandZ/.
#14
Custom HUD
Status bar (food, water, stamina, wallet). Compass / coordinates. Template-based UI architecture
(.layout + config). Overlay framework for all menus.
#15
Admin Menu
In-game HUD overlay, Steam ID whitelisted. Tabs: Players, Economy, World, Character, Server.
Every action server-side RPC, every action logged.
#16
Death Drop System
Configurable money drop %. Item scatter. Voluntary drops while alive.
Server tunables for percent, radius, and item types.
300+ Hours In, And Counting
Production Quality. Hardened From Day One.
Every system above has been written, tested, and iterated with a single rule: code must compile on first attempt.
That's the Heavy Forge standard.