System Manifest · v0.9 BETA

Built
Different.

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.

L2

Rules-Based Reactive

HVT broadcast cycle. Activity-aware respawn timing. Soft mitigations (weighted distribution, per-player town cooldown, radius scaling). Future: dynamic event spawner, weather, day/night, NVG economy, optional radiation zones.

HIVE

Database Hive

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.