Table of Contents

LBmaster Loot & Container System — Complete Reference

Server: SUDO1
Last Updated: April 2, 2026
Config Path: SUDO1\LBmaster\Config\


Table of Contents

  1. System Overview
  2. Global Settings
  3. Chest Configurations (20)
  4. Key System
  5. Key Drop Locations
  6. Preset Lists (21)
  7. Zombie Loot
  8. HoverLoot UI
  9. How It Works — Mechanics

1. System Overview

LBmaster is a DayZ mod that places loot containers (chests/crates/boxes) at predefined positions across the map. Each container type:

  • Spawns at locations from a position pool (e.g. "Military", "Police", "Fishing")
  • Contains loot defined by a preset list from ItemPresets.json
  • May require a key to open
  • Respawns on a configurable timer after being looted
  • Can be blocked from spawning near Territory Flags

Files involved:

File Location Purpose
config.json Config\LootChests\ Chest spawn configs, key requirements, preset assignments
keynames.json Config\LootChests\ Key display names and descriptions
ZombieLoot.json Config\LootChests\ Zombie cargo/clothing loot overrides
ItemPresets.json Config\Common\ All loot preset definitions (21 preset lists)
HoverLoot\config.json Config\HoverLoot\ Loot preview UI settings

2. Global Settings

Setting Value
System Enabled Yes
Config Version 7
Min Player Distance for Respawn 30m
Spawn Blocking Item TerritoryFlag (50m radius)

3. Chest Configurations

Overview Table

# Location Display Name Spawns Key Required Preset Respawn
1 Hidden Stashes Hidden Stash 150 None Mil_Equipment 10–20 min
2 Firefighters Firefighter Equipment 40 Red Key Firefighter_Gear 20 min
3 Military Barracks Military Supply Crate 30 Green Key Mil_Weapons 30–40 min
4 Police Stations Police Evidence Locker 20 Blue Key Police_Gear 25–35 min
5 Hospitals Medical Supply Cabinet 125 None Medical_Gear 20–30 min
6 Supermarkets Food Storage Container 75 None Food_Civilian 15–25 min
7 Industrial Sites Tool Chest 150 None Industrial_Tools 17–27 min
8 Prison Blocks Prison Supply Cache 20 Grey Key (85%) Prison_Weapons 40–60 min
9 Schools Cassette 50 None Preset_Cassette 13–23 min
10 Offices Office Filing Cabinet 25 None Office_Loot 17–27 min
11 Churches Church Donation Box 75 None Preset_Sneakers 20–30 min
12 Farms Farm Supply Crate 25 None Farm_Supplies 18–28 min
13 Hunting Stands Hunter's Cache 14 None Preset_Weapons_Medium 30–40 min
14 Castles Ancient Treasure Chest 10 Yellow Key (90%) Castle_Treasure 60–80 min
15 Wrecks Wreckage Container 10 None Mil_Equipment 25–35 min
16 Lighthouses Lighthouse Storage 8 None Lighthouse_Loot 23–33 min
17 Fishing Spots Fishing Tackle Box 125 None Preset_Fishing 15–25 min
18 Greenhouses Garden Supply Box 27 None Greenhouse 13–23 min
19 Underground Bunker Underground Bunker Cache 50 Black Key Bunker_Loot 60–90 min
20 Medical Stims Advanced Medical Supply Cache 15 White Key Medical_Stims_Rare 40–60 min

Detailed Chest Configs


1. Hidden Stashes

  • Position Pool: Hidden_Stashes
  • Chest Models: LB_LC_StashBarrelGreen, LB_LC_StashBarrelRed, LB_LC_StashBarrelYellow, LB_LC_StashBarrelBlue
  • Keys: None
  • Loot Preset: Mil_Equipment (Military_Gear)
  • Max Spawns: 150 (0.5% spawn percent)
  • Respawn: 600–1200s
  • Notes: These are the primary key-finding locations. Keys to most locked chests drop here.

2. Firefighters

  • Position Pool: Firefighter
  • Chest Models: LB_LC_FileCabinet_Red
  • Keys: LB_LC_Key1_Red — Firefighter Key (use time: 10s, key dmg: 0.5, 100% success)
  • Loot Preset: Firefighter_Gear (Firefighter)
  • Max Spawns: 40
  • Respawn: 1200s

3. Military Barracks

  • Position Pool: Military
  • Chest Models: LB_LC_Military3_Green, LB_LC_Military4_Black
  • Keys: LB_LC_Key1_Green — Military Key (use time: 15s, key dmg: 0.3, 100% success)
  • Loot Preset: Mil_Weapons (Military_Gear)
  • Max Spawns: 30
  • Respawn: 1800–2400s
  • Notes: Has spawn timer laptop enabled

4. Police Stations

  • Position Pool: Police
  • Chest Models: LB_LC_Safe_1
  • Keys: LB_LC_Key1_Blue — Police Evidence Key (use time: 12s, key dmg: 0.4, 100% success)
  • Loot Preset: Police_Gear (Police)
  • Max Spawns: 20
  • Respawn: 1500–2100s

5. Hospitals

  • Position Pool: Medical
  • Chest Models: LB_LC_Medic_MetalCabinet, LB_LC_Medic_MetalKit_Red, LB_LC_Medic_Metal_Small
  • Keys: None
  • Loot Preset: Medical_Gear (Medical)
  • Max Spawns: 125
  • Respawn: 1200–1800s
  • Notes: White Key (Medical Stim) drops here at 8% chance

6. Supermarkets

  • Position Pool: Store
  • Chest Models: LB_LC_FruitBox_1, _2, _3, _4
  • Keys: None
  • Loot Preset: Food_Civilian (Civilian)
  • Max Spawns: 75
  • Respawn: 900–1500s
  • Notes: Red Key (Firefighter) and Yellow Key (Castle) drop here at 10% chance

7. Industrial Sites

  • Position Pool: Industrial
  • Chest Models: LB_LC_ToolDrawer_Big_Red, _Blue, LB_LC_Civ_ToolBox, LB_LC_HoseBox
  • Keys: None
  • Loot Preset: Industrial_Tools (Industrial)
  • Max Spawns: 150
  • Respawn: 1000–1600s

8. Prison Blocks

  • Position Pool: Prison
  • Chest Models: LB_LC_Door_Prison, LB_LC_Safe_2
  • Keys: LB_LC_Key1_Grey — Prison Guard Key (use time: 20s, key dmg: 0.5, 85% success)
  • Loot Preset: Prison_Weapons (Prison_Loot)
  • Max Spawns: 20
  • Respawn: 2400–3600s
  • Notes: 15% chance key fails to open — highest risk chest

9. Schools

  • Position Pool: School
  • Chest Models: LB_LC_FileCabinet_Black, _Blue, _Green, _Grey, _LightBlue, _Red, _Yellow
  • Keys: None
  • Loot Preset: Preset_Cassette (Cassette)
  • Max Spawns: 50
  • Respawn: 800–1400s
  • Notes: Loot health min 0.63. Contains 1,358 cassette tape variants.

10. Offices

  • Position Pool: Office
  • Chest Models: LB_LC_FileCabinet_Grey, _Black, LB_LC_Civ_Suitcase
  • Keys: None
  • Loot Preset: Office_Loot (Office_Loot)
  • Max Spawns: 25
  • Respawn: 1000–1600s
  • Loot Health: 0.4–0.9

11. Churches

  • Position Pool: Church
  • Chest Models: LB_LC_ShoeBox_1 through _5
  • Keys: None
  • Loot Preset: Preset_Sneakers (Sneakers)
  • Max Spawns: 75
  • Respawn: 1200–1800s

12. Farms

  • Position Pool: Farm
  • Chest Models: LB_LC_Civ_ArmyBox, LB_LC_Civ_WoodenBox, LB_LC_FruitBox_3
  • Keys: None
  • Loot Preset: Farm_Supplies (Farm_Supplies)
  • Max Spawns: 25
  • Respawn: 1100–1700s

13. Hunting Stands

  • Position Pool: Hunting
  • Chest Models: LB_LC_Civ_IronBox, LB_LC_Civ_WeaponBox
  • Keys: None
  • Loot Preset: Preset_Weapons_Medium (Default)
  • Max Spawns: 14
  • Respawn: 1800–2400s

14. Castles

  • Position Pool: Castle
  • Chest Models: LB_LC_Safe_1, LB_LC_Civ_IronBox
  • Keys: LB_LC_Key1_Yellow — Castle Treasure Key (use time: 25s, key dmg: 0.2, 90% success)
  • Loot Preset: Castle_Treasure (Castle_Treasure)
  • Max Spawns: 10
  • Respawn: 3600–4800s
  • Notes: Notification text configured but disabled. Very long respawn.

15. Wrecks

  • Position Pool: Wreck
  • Chest Models: LB_LC_Military1_Black, LB_LC_Military2_Black, LB_LC_Civ_ArmyBox
  • Keys: None
  • Loot Preset: Mil_Equipment (Military_Gear)
  • Max Spawns: 10
  • Respawn: 1500–2100s
  • Loot Health: 0.3–0.7 (damaged loot)

16. Lighthouses

  • Position Pool: Lighthouse
  • Chest Models: LB_LC_Cooler_Green, LB_LC_Civ_ToolBox
  • Keys: None
  • Loot Preset: Lighthouse_Loot (Lighthouse_Loot)
  • Max Spawns: 8
  • Respawn: 1400–2000s

17. Fishing Spots

  • Position Pool: Fishing
  • Chest Models: LB_LC_Cooler_Blue, _Green, _Red
  • Keys: None
  • Loot Preset: Preset_Fishing (Fishing)
  • Max Spawns: 125
  • Respawn: 900–1500s

18. Greenhouses

  • Position Pool: Greenhouse
  • Chest Models: LB_LC_FruitBox_4, LB_LC_Civ_WoodenBox
  • Keys: None
  • Loot Preset: Greenhouse (Greenhouse)
  • Max Spawns: 27
  • Respawn: 800–1400s

19. Underground Bunker

  • Position Pool: Underground
  • Chest Models: LB_LC_Military2_Sand
  • Keys: LB_LC_Key1_Black — Bunker Access Card
  • Loot Preset: Bunker_Loot (Bunker_Loot)
  • Max Spawns: 50
  • Respawn: 3600–5400s
  • Notes: Saves opened state over restart. Notification text configured but disabled. Elite top-tier loot.
  • Description: High-security underground weapons cache containing elite military hardware. Requires: Bunker Access Card (Black). Extremely rare and highly contested!

20. Medical Stims Special

  • Position Pool: Medical
  • Chest Models: LB_LC_Medic_Steel_Small, LB_LC_Safe_1
  • Keys: LB_LC_Key1_White — Medical Stim Key (use time: 10s, key dmg: 0.3, 100% success)
  • Loot Preset: Medical_Stims_Rare (Medical)
  • Max Spawns: 15
  • Respawn: 2400–3600s
  • Open Delay: 3 seconds
  • Notes: Saves both opened and closed state over restart. Has notification icon.
  • Description: Rare experimental medical stims with powerful healing properties. Requires: Medical Stim Key (White). Very limited supply - Handle with care!

4. Key System

Active Keys (7 in use by chests)

Key Display Name Used By Chest Success Rate
LB_LC_Key1_Black Bunker Access Card Underground Bunker 100%
LB_LC_Key1_Blue Police Evidence Key Police Stations 100%
LB_LC_Key1_Green Military Key Military Barracks 100%
LB_LC_Key1_Grey Prison Guard Key Prison Blocks 85%
LB_LC_Key1_Red Firefighter Key Firefighters 100%
LB_LC_Key1_White Medical Stim Key Medical Stims Special 100%
LB_LC_Key1_Yellow Castle Treasure Key Castles 90%

Named but Unused Keys

Key Display Name Description
LB_LC_Key1_Orange Lab Access Key Worn key card granting access to underground laboratory facilities.
LB_LC_Key1_Violet Crash Site Recovery Key Military recovery key for secured crash site containers.

Unconfigured Key2 Set

All 9 LB_LC_Key2_* variants (Black, Blue, Green, Grey, Orange, Red, Violet, White, Yellow) are placeholder keys with default names and "Edit me too!" descriptions. Available for future use.


5. Key Drop Locations

Keys drop as rare loot from unlocked containers to avoid circular requirements:

Drop Location Chance Keys Available How It Works
Hidden Stashes (Military) 12% per chest Blue, Green, Grey, Black MilKeys_Drop sub-preset in Mil_Equipment. Picks 1 random key.
Supermarkets (Civilian) 10% per chest Red, Yellow CivKeys_Drop sub-preset in Food_Civilian. Picks 1 random key.
Hospitals (Medical) 8% per chest White MedKeys_Drop sub-preset in Medical_Gear. Always White key.

Key Economy Flow

Hidden Stashes (150 spawns, no key)
  ├── Blue Key  → Police Stations (20 spawns)
  ├── Green Key → Military Barracks (30 spawns)
  ├── Grey Key  → Prison Blocks (20 spawns, 85% success)
  └── Black Key → Underground Bunker (50 spawns)

Supermarkets (75 spawns, no key)
  ├── Red Key    → Firefighter Stations (40 spawns)
  └── Yellow Key → Castles (10 spawns, 90% success)

Hospitals (125 spawns, no key)
  └── White Key  → Medical Stims Special (15 spawns)

6. Preset Lists

How Presets Work

Each preset list has two sections:

  • base[] — Hierarchy of selection logic (sub-presets referencing other sub-presets or items)
  • items[] — Leaf-node item definitions with actual DayZ classnames

Key properties:

Property Meaning
individualChance: 1 Random pick — rolls chance for each item in the list independently
individualChance: 0 Give all — tries to spawn every item in the list
chance Probability (0.0–1.0) that this sub-preset activates when selected
root: 1 Entry point — the system starts evaluating from root entries
root: 0 Sub-preset — only runs when referenced by a parent's items[]
minSpawnTries / maxSpawnTries How many items to pick from this sub-preset

Preset 1: Default

Used by: Hunting Stands (Preset_Weapons_Medium)

Base Hierarchy:

ROOT: Preset_Weapons_Medium (random-pick, 1–1)
  ├── Preset_M4A1 (give-all) → M4A1 + STANAG mags + scope
  ├── Preset_SVD (give-all) → SVD + ammo
  └── Preset_SKS (give-all) → SKS + ammo + PUScopeOptic

ROOT: Preset_Military_Clothing (random-pick, 1–1)
  ├── TTSKO set (give-all) → full outfit + vest
  ├── Green set (give-all) → full outfit + vest
  └── Black set (give-all) → full outfit + vest

ROOT: Preset_Vanilla_Loadout (random-pick, 1–1)
  ├── Clothes → 5 color variants
  └── Items → food, lights, rags

Item definitions: 64


Preset 2: Firefighter

Used by: Firefighter chest (Red Key required)

Base Hierarchy:

ROOT: Firefighter_Gear (random-pick, 2–6 picks)
  ├── Firefighter_Clothing (80%, 1–1) → 11 clothing items
  ├── Firefighter_Tools (90%, 1–2) → 9 tools
  └── Firefighter_Medical (70%, 1–3) → 9 medical items

Item definitions: 29


Preset 3: Police

Used by: Police Stations (Blue Key required)

Base Hierarchy:

ROOT: Police_Gear (random-pick, 1–1 pick)
  ├── Police_Weapons (70%, 1–2) → 8 vanilla weapons/ammo
  ├── Police_Clothing (80%, 1–2) → 7 police outfit items
  ├── Police_Equipment (90%, 1–3) → 6 utility items
  ├── Snafu_Pistols (60%, 1–5) → 13 modded pistols (each with suppressor sub-preset)
  └── Snafu_SubMachine (100%, 1–2) → 13 modded SMGs (each with optics/suppressors/lights)

Item definitions: 47 (includes weapon+attachment combos)


Preset 4: Medical

Used by: Hospitals (no key) + Medical Stims Special (White Key)

Base Hierarchy:

ROOT: Medical_Gear (random-pick, 3–5 picks)
  ├── Medical_Supplies (100%, 2–3) → 7 bandages/bags/IVs
  ├── Medical_Equipment (90%, 1–3) → 10 drugs/disinfectants
  ├── Medical_Stims_Rare (70%, 1–2) → 10 CZ stim colors + case
  └── MedKeys_Drop (8%, 1–1) → White Key

Item definitions: 28


Preset 5: Civilian

Used by: Supermarkets (no key)

Base Hierarchy:

ROOT: Food_Civilian (random-pick, 1–5 picks)
  ├── Canned_Food (90%, 1–2) → 6 canned goods
  ├── Fresh_Food (70%, 1–3) → 6 fruits/vegetables
  ├── CivKeys_Drop (10%, 1–1) → Red Key, Yellow Key
  ├── Drinks (80%, 1–2) → 5 sodas/water
  ├── Civilian_Items (60%, 1–4) → 7 utility items (rope, tape, knife, etc.)
  ├── MFP_MRE (100%, 1–1) → 7 MRE types
  ├── MFP_Drinks (100%, 1–1) → 36 sodas/beers
  ├── MFP_Chocolate (100%, 1–1) → 29 candy bars
  ├── MFP_Cereal (100%, 1–1) → 9 cereals
  ├── MFP_Chips (100%, 1–1) → 12 chip bags
  ├── MFP_Jerky (100%, 1–1) → 5 jerky types
  ├── MFP_Cans_Misc (100%, 1–1) → 17 misc canned goods
  └── MFP_Candy (100%, 1–1) → 14 candy types

Item definitions: 155


Preset 6: Industrial

Used by: Industrial Sites (no key)

Base Hierarchy:

ROOT: Industrial_Tools (random-pick, 2–4 picks)
  ├── Tools (90%, 1–2) → 8 hand tools
  ├── Construction_Materials (80%, 1–3) → 7 building materials
  ├── BBP (70%, 1–4) → 2 base building items
  ├── Preset_AV_Water (give-all, 1–1) → 6 water system kits
  ├── Preset_Drug_Equipment (give-all, 1–1) → 13 lab equipment kits
  ├── Preset_Drug_Barrel (give-all, 1–1) → 4 chemical barrels
  ├── Preset_Drug_Ingredients (give-all, 1–1) → 16 chemical ingredients
  └── Preset_Drug_BindingAgents (30%, 1–1) → binding agents

Item definitions: 55


Preset 7: Prison_Loot

Used by: Prison Blocks (Grey Key, 85% success)

Base Hierarchy (3 root entries):

ROOT: Prison_Weapons (80%, 1–2 picks)
  ├── Prison_Pistols (60%, 1–2) → 6 pistols
  ├── Prison_SMGs (40%, 1–1) → 4 SMGs
  └── Prison_Melee (70%, 1–2) → 5 melee weapons

ROOT: Prison_Contraband (70%, 1–3 picks)
  ├── Prison_Drugs (50%, 1–2) → 4 drug bricks
  ├── Prison_Currency (30%, 1–2) → gold/silver bars + cash
  └── Prison_Keys (20%, 1–1) → 3 DNA keycards

ROOT: Prison_Supplies (90%, 1–2 picks)
  ├── Prison_Medical (80%, 1–2) → 4 medical items
  └── Prison_Tools (70%, 1–2) → 5 tools

Item definitions: 34


Preset 8: Military_Gear

Used by: Hidden Stashes + Wrecks (Mil_Equipment), Military Barracks (Mil_Weapons)

Base Hierarchy (3 root entries):

ROOT: Mil_Weapons (85%, 1–3 picks)
  ├── Mil_M4A1, Mil_AKM, Mil_SVD, Mil_VSS (vanilla weapons)
  ├── Snafu_Rifles (40%, 1–1) → 8 modded assault rifles
  ├── Snafu_Snipers_Rare (10%, 1–1) → 4 modded snipers
  └── Snafu_HMGs_UltraRare (5%, 1–1) → 4 modded HMGs

ROOT: Mil_Clothing (90%, 1–3 picks)
  └── 5 clothing items (pants, jacket, boots, helmet)

ROOT: Mil_Equipment (100%, 2–4 picks)
  ├── Mil_Vest, Mil_Backpack, Mil_Ammo, Mil_Optics
  └── MilKeys_Drop (12%, 1–1) → Blue, Green, Grey, Black keys

Item definitions: 33


Preset 9: KeyCards

Admin/Event preset — not used by any chest config

Base Hierarchy:

ROOT: KeyCards_All (random-pick, 1–2 picks)
  ├── LB_Key_Police → Blue Key
  ├── LB_Key_Military → Green Key
  ├── LB_Key_Prison → Grey Key
  ├── LB_Key_Firefighter → Red Key
  ├── DNA_Keycards → 5 DNA keycards
  ├── Hunter_BunkerKey → HM_Bunker_Key
  ├── LB_Key_Castle → Yellow Key
  └── LB_Key_MedStims → White Key

Item definitions: 12


Preset 10: Greenhouse

Used by: Greenhouses (no key)

Base Hierarchy:

ROOT: Greenhouse (random-pick, 1–1)
  ├── Default_Seeds (100%, 1–3) → 5 vanilla seed packs + GardenLime
  ├── iM7_Seeds (100%, 1–5) → 9 iM7 drug seed packs
  ├── Mushroom (100%, 1–3) → 9 mushroom types
  └── GH_Fresh_Food (70%, 1–3) → 6 fruits/vegetables

Item definitions: 30


Preset 11: Fishing

Used by: Fishing Spots (no key)

Base Hierarchy:

ROOT: Preset_Fishing (random-pick, 2–4 picks)
  ├── Preset_Fishing_Rods (100%, 1–3) → 7 rods (vanilla + Gebs colored + repair kit)
  ├── Preset_Fishing_Misc (100%, 1–1) → 6 Gebs fish knives
  ├── Preset_Fishing_Containers (100%, 1–6) → 22 tackle boxes/containers
  ├── Preset_Fishing_Bait (100%, 1–6) → 15 bait types
  └── Preset_Fishing_Clothing (30%, 1–1) → 3 fishing outfit pieces

Item definitions: 53


Preset 12: Cassette

Used by: Schools (no key)

Base Hierarchy:

ROOT: Preset_Cassette (give-all, 1–30 picks)
  └── 1,358 cassette tape items

Item definitions: 1,358


Preset 13: Sneakers

Used by: Churches (no key)

Base Hierarchy:

ROOT: Preset_Sneakers (give-all, 1–10 picks)
  └── 56 sneaker models (Air Force 1s, Jordan 1s/4s, etc.)

Item definitions: 56


Preset 14: Castle_Treasure

Used by: Castles (Yellow Key, 90% success)

Base Hierarchy:

ROOT: Castle_Treasure (random-pick, 2–4 picks)
  ├── Castle_Valuables (90%, 1–3) → Gold Bar, Silver Bar, Hryvnia
  ├── Castle_Weapons (60%, 1–1) → SVD, M4A1, AKM, FRF2, M110
  └── Castle_Rare (20%, 1–2) → DNA Purple/Red, NVGoggles, PlateCarrier, Nightforce scope

Item definitions: 13


Preset 15: Office_Loot

Used by: Offices (no key)

Base Hierarchy:

ROOT: Office_Loot (random-pick, 2–4 picks)
  ├── Office_Electronics (90%, 1–2) → Battery, Radio, Flashlight, Compass
  ├── Office_Supplies (80%, 1–3) → DuctTape, Pen, Paper, Matchbox
  └── Office_Valuables (30%, 1–1) → Silver/Gold Bar, DNA Yellow, Hryvnia

Item definitions: 12


Preset 16: Farm_Supplies

Used by: Farms (no key)

Base Hierarchy:

ROOT: Farm_Supplies (random-pick, 2–5 picks)
  ├── Farm_Seeds (90%, 1–6) → 5 seed types + GardenLime
  ├── Farm_Tools (80%, 1–2) → 5 tools
  ├── Farm_Food (70%, 1–3) → 6 fruits/vegetables
  ├── Farm_Animal (40%, 1–1) → 4 animal pelts
  ├── Farm_DrugSeeds (40%, 1–2) → 18 iM7 drug seeds (individual + packs)
  └── Farm_Spores (20%, 1–1) → 5 mushroom spore syringes

Item definitions: 44


Preset 17: Lighthouse_Loot

Used by: Lighthouses (no key)

Base Hierarchy:

ROOT: Lighthouse_Loot (random-pick, 3–6 picks)
  ├── LH_Navigation (90%, 1–2) → Compass, Binoculars, Battery, Flashlight
  ├── LH_Fishing (80%, 1–2) → FishingRod, Hook, Rope, Bait
  ├── LH_GebsGear (60%, 1–2) → 15 Gebs rods/knives/tackle/net/repair kit
  ├── LH_GebsBait (70%, 1–3) → 12 Gebs spinners/lures/bugs
  ├── LH_GebsClothing (35%, 1–2) → 10 Gebs fishing hats/shirts/gloves
  ├── LH_Survival (70%, 1–2) → Raincoat, WaterBottle, Matchbox, DuctTape
  └── LH_Weapons (30%, 1–1) → FlareGun, Roadflare

Item definitions: 51


Preset 18: Bunker_Loot

Used by: Underground Bunker (Black Key required)

Base Hierarchy:

ROOT: Bunker_Loot (random-pick, 2–4 picks)
  ├── Bunker_WeaponsElite (75%, 1–1) → AWM, Alligator, DVL10, M300, M60
  ├── Bunker_GearElite (85%, 1–2) → NVGoggles, PlateCarrier + attachments
  ├── Bunker_Valuables (60%, 1–2) → Gold Bar, Silver Bar
  └── Bunker_MedSupplies (50%, 1–1) → SurgicalKit, AntiChemInjector

Item definitions: 13

Weapons detail:

Preset Name DayZ Classname Type
BK_AWM SNAFU_AWM_GUN Bolt-action sniper (top-tier)
BK_Alligator SNAFUAlligator Semi-auto sniper
BK_DVL10 SNAFUDVL10M2 Compact sniper
BK_M300 SNAFU_M300BK High-caliber sniper
BK_M60 SNAFU_M60 Heavy machine gun

Preset 19: Zombie_NBC

Used by: NBC zombies (Yellow/Grey suits)

ROOT: Zombie_NBC_Cargo → PurificationTablets, Disinfectant, NBCFilter, Epinephrine
ROOT: Zombie_NBC_Clothing → NBC full suit (jacket, pants, boots, gloves, hood)

Item definitions: 9


Preset 20: Zombie_Military

Used by: Patrol/Soldier zombies

ROOT: Zombie_Military_Cargo → 9mm ammo, 5.56 ammo, bandage, smoke grenade, roadflare
ROOT: Zombie_Military_Clothing → TTSKO outfit (pants, jacket, boots, gloves)

Item definitions: 9


Preset 21: Zombie_Firefighter

Used by: Firefighter zombies

ROOT: Zombie_Firefighter_Cargo → Bandage, Battery, Matchbox, Rope
ROOT: Zombie_Firefighter_Clothing → Fire outfit (helmet, jacket, pants, boots)

Item definitions: 8


7. Zombie Loot

Zombies are configured in ZombieLoot.json. All 3 are enabled.

Zombie Type Classnames Clear Cargo? Clear Attachments? Cargo Preset Clothing Preset
NBC ZmbM_NBC_Yellow, ZmbM_NBC_Grey Yes Yes Zombie_NBC_Cargo Zombie_NBC_Clothing
Military ZmbM_PatrolNormal_Base, ZmbM_SoldierNormal, ZmbM_usSoldier_normal_Base Yes Yes Zombie_Military_Cargo Zombie_Military_Clothing
Firefighter ZmbM_FirefighterNormal Yes Yes Zombie_Firefighter_Cargo Zombie_Firefighter_Clothing

All use includeChildClasses: 1 (affects child zombie variants too).


8. HoverLoot UI

Setting Value
Loot Preview Timer 0.2 seconds
Background Color Semi-transparent red (A:120, R:255, G:50, B:50)

9. How It Works — Mechanics

Loot Selection Flow

  1. Player opens a chest → system looks up the chest's lootPreset in config.json
  2. Finds the matching preset list in ItemPresets.json
  3. Evaluates all root: 1 base entries in that preset
  4. For each root entry:
    • Rolls chance — if it fails, skip entirely
    • Picks minSpawnTries to maxSpawnTries items from its items[] list
    • If individualChance: 1 → rolls each item independently (random pick)
    • If individualChance: 0 → tries to give all items in the list
  5. If a selected "item" is actually another sub-preset name (matches a base[] entry), recurse into it
  6. If it's a leaf item (matches an items[] definition), spawn the actual DayZ item

Key Mechanics

  • Keys are checked before opening — if keys[] is set and displayRequiredKeys: 1, player sees what key is needed
  • Key success rate is per-key config (most are 100%, Prison is 85%, Castle is 90%)
  • Keys take damage on use (keyDamagePerUse setting)
  • Keys are not deleted when ruined (deleteOnRuined: 0)

Spawn Blocking

  • Chests will not spawn within 50m of a TerritoryFlag
  • Chests will not respawn if a player is within 30m

Loot Respawn

  • After being looted, chests respawn on a timer (varies by chest type)
  • Some chests save their state over server restart (saveOpenedChestsOverRestart)

Quick Reference — Spawn Counts by Type

Category Total Spawns Chests
Loot Containers 619 Stashes(150) + Industrial(150) + Hospitals(125) + Fishing(125) + Supermarkets(75) + Churches(75) + Schools(50) + Bunker(50) + Firefighters(40) + Military(30) + Greenhouses(27) + Offices(25) + Farms(25) + Police(20) + Prison(20) + Medical Stims(15) + Hunting(14) + Castles(10) + Wrecks(10) + Lighthouses(8)
Locked (Key Required) 185 Firefighters(40) + Military(30) + Bunker(50) + Police(20) + Prison(20) + Medical Stims(15) + Castles(10)
Unlocked (Free Loot) 434 Everything else

This document is auto-generated from the LBmaster configuration files. To update, regenerate after config changes.