dayz-agentic-modding-mcp
Provides Blender asset export for DayZ modding, using the Blender executable to export models into the mod project.
Click on "Install Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@dayz-agentic-modding-mcpBuild my DayZ mod and run a compile check"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
dayz-agentic-modding-mcp
An MCP server that lets an agent build a DayZ mod, check that the client compiles, run a test server and get a structured verdict instead of a log.
The server does the work itself: it calls FileBank, the signing tool and the diagnostic executable directly. A project does not need its own build script.
Why a profile
The server knows nothing about any particular mod. Everything specific lives in a two-part profile:
dayz-mcp.toml— portable, committed to the mod repository: which mods to pack, what a healthy boot looks like.dayz-mcp.local.toml— machine-specific, never committed: where the game, the tools and the test stand live.
Mixing the halves is rejected on load: that is how a repository stops building on
anyone else's machine. Start from dayz-mcp.example.toml.
A mod is declared once, by name: sources in <root>/Name by default, output
@Name/addons/Name.pbo. build.sources can redirect a mod's source elsewhere
(e.g. "." for a mod whose config.cpp sits at the repository root itself).
The portable half — dayz-mcp.toml
Key | Meaning |
| what to call this project |
| one entry per mod, by name; source, pbo and |
| where a mod's source really lives, relative to the profile ( |
| what must never be packed. Listing it replaces the default wholesale; the default is |
| pack a filtered copy instead of refusing when something excluded is present — the layout a root-layout mod needs |
| the directory every model path resolves against, relative to this file. It must contain the mod's prefix folder. Required by the model tools and by nothing else — see "The asset pipeline" |
| a PowerShell script run before packing, for projects that generate code first |
| the line the mod prints when it has finished loading — see below |
|
|
| warning budget; omit the key to disable the check |
| substrings that make a run bad regardless of anything else |
| regexes marking script errors that belong to you, used by the client compile check |
| extra engine noise to ignore, on top of the built-in list |
The machine half — dayz-mcp.local.toml, never committed
Key | Meaning |
| the game installation; discovered automatically if absent |
| DayZ Tools; discovered automatically if absent |
| the Blender executable, for |
| the prepared test stand. The server boots against it and its logs are read from |
| the server config filename inside the stand (default |
| the port |
| mod folder names, resolved under the game's own |
| full paths to anything else to load, for mods that do not live in |
| folder names to route to |
The ready line
server_start finishes when expect.ready_line appears in a log written after
that boot began. It is the one thing the server cannot work out for itself, and
without it two things change: nothing can be waited for, so the boot job starts
the server, confirms it is still alive a moment later and finishes saying so;
and log_verdict has no line to read counters off, so expect.counters never
matches anything. Errors, crashes and the warning budget are still judged. A
profile without a ready line is supported, not broken — project_open says so
in its notes.
Related MCP server: DayZ API MCP Server
Tools
Tool | What it does |
| read the profile, discover the game and tools, report what is missing |
| current project, running server, recent jobs |
| pack and sign every declared mod; returns a job id. Refuses a second build of the same project while one is still running |
| start the test server, finish when it is ready. Refuses if the mission the config names is not under |
| pid, whether the process is alive, whether the log is growing (sampled |
| stop the server this session started (optional pid for orphaned servers) |
| read — or deliberately change — the stand's |
| run the diagnostic client and read its logs |
| pass/fail with reasons: counters, forbidden strings, warning budget. |
| last lines, optionally filtered; same two sources |
| status of a long-running job |
| wait for a job to finish |
| retrieve outputs from a completed job |
| pack the bridge mod, whose sources ship with this server ( |
| is the bridge inside the running game still ticking: reports the tick number and whether it advanced over |
| discard the command stuck in the mailbox, naming what it threw away. Refuses while the bridge looks alive unless |
| wait until the bridge inside the game is actually claiming commands. Call it once after the boot job finishes, before the first world command — see "server ready is not bridge ready" below |
| snapshot of the world from the bridge's once-a-second publish: players, position, health, hands. Free with no arguments; with |
| create an item on the ground (with no lifetime, so it cannot vanish mid-check), in the player's hands, or in their inventory |
| move the player to |
| set |
| delete objects of one class nearby. Requires the class; never deletes a real player |
| which objects are nearby, not how many: class, position, distance and health for each. A page, and it says so — the true total comes back beside the list |
| move the world clock. Every field left at -1 keeps its current value, read back from the engine first, because the engine sets a date as five numbers at once |
| move overcast, rain, fog, snowfall or wind. A nudge, not a lock: the engine keeps simulating weather afterwards, and both the tool and the mod say so |
| run a mod's own action through the engine's gate — see below |
| the escape hatch: an arbitrary verb through the same transport, marked non-standard in every answer |
| start the game client and connect it to the stand; returns a job id. Always windowed. Finishes when the bridge reports |
| client_status() | pid, window geometry, whether the window is minimized or in front, the background setting, the player count, and whether a virtual controller is attached |
| client_stop() | stop the client this session started, and unplug the virtual controller |
| client_shot(path) | capture the client's window to a PNG, with lit_fraction — the number that tells a real frame from an all-black one. No focus needed |
| client_move(x, y, seconds) | walk the character with the left stick. Analog, and the only tract that moves the character at all. No focus needed |
| client_look(x, y, seconds) | turn the camera with the right stick. No focus needed |
| client_press(button, seconds) | one gamepad button, from a closed table of fourteen names. No focus needed |
| client_chat(text, color) | put a line in chat — delivered server-side by the bridge, so no keyboard, no window, no focus |
| client_type(text, submit) | type into a client-side input field with real keystrokes. The only tool here that takes the foreground, and it says so in its answer |
| client_verdict(since) | judge the live client by its own .RPT — an errors-and-crashes verdict; see below |
| ui_menu() | what the client's interface is doing: open menu class, cursor, dialog. Free — republished every tick |
| ui_tree(root, depth, limit) | the client's widget tree: path, class, name, visibility, screen rectangle, depth and text. A page, and it says so |
| ui_find(name, class_name, text, root) | the same walk, filtered in the client so the whole tree never has to travel |
| ui_click(path, expect_name, expect_class, via) | press a widget. via="script" goes through the open menu's handler with no focus; via="cursor" puts the real mouse on its rectangle |
| ui_text(path, text, expect_name) | write into an edit box, and read the value back out of the widget |
| mod_lint(mod, strict) | judge the Enforce Script without packing or booting anything. mod_build runs it first and refuses on what it refuses |
| knowledge_build(layer, full, only) | build or refresh a layer of the API index; returns a job id. only=[path] re-reads exactly the files you name |
| knowledge_status() | what each layer holds, how old it is, and whether it still matches what is on disk |
| knowledge_find(name, kind, owner, layer, prefix, limit) | find a class, method, constant, enum or config class by name |
| knowledge_show(name, ..., body) | one declaration in full: signature, members, inheritance chain, and the source itself — read straight out of an archive if that is where it lives |
| knowledge_overrides(name, owner, layer) | who overrides this class or method |
| knowledge_callers(name, kind, owner, layer) | who calls this method or builds this class — every call site, with the class and method that made it |
| asset_export(blend, mod, source, name) | export a model out of a .blend into build.project_root, headless; returns a job id. The optional first step — see below |
| asset_build(mod, source, deploy) | binarize a mod's models from their MLOD sources, judge what came out, and only then put it in the mod; returns a job id |
| asset_check(mod, model) | judge the models and textures a mod already ships. Builds nothing, needs no DayZ Tools, answers in milliseconds |
| asset_convert(source, output) | convert one texture between .png and .paa, and judge the result |
Signatures, and why the engine's own message sends you the wrong way. Under
verifySignatures = 2 a stand refuses every client with code 118 and "missing
dtain.pbo" — a vanilla file name, with no mention of signatures at all. The
cause is usually the keyring: this tool launches the diagnostic executable out of
the CLIENT install, so the engine reads keys beside that executable, while
dayz.bikey — the key that signs the game's own pbos — ships with the separate
DayZServer install. A keys folder that is missing, or holding only a mod's own
key, leaves the server unable to verify anything, vanilla included. client_start
refuses and names which of the three it is; server_start only warns, because a
headless boot with no client is still useful. An unsigned pbo on the client's
-mod line is named the same way — including this server's own bridge, which is
packed unsigned on purpose.
Three limits the engine imposes on the UI tools, none of them worked around:
a plain TextWidget has SetText and no GetText anywhere in enwidgets.c, so a
label's string cannot be read at all — what a mod's interface MEANS stays a question for
the server-side bridge, where the data is real. A script-level click reaches only the open
scripted menu, because Widget has SetHandler and no GetHandler; via="cursor" is
there for everything else. And the client has to load the bridge: one pbo carries both
halves, so a profile listing it under mods.server_only keeps it off the client's -mod
line — that case is refused by name rather than answered with an empty tree.
job_wait is the tool meant to wait, and its timeout is capped at 600
seconds however large a value is passed. Two other tools sleep: server_status
samples the log twice, pulse_seconds apart, capped at 10 seconds — that pause
is how it tells a slow boot from a hung one — and bridge_status samples the
bridge's tick twice, window apart, capped at the same 10 seconds, for the same
reason. Everything else returns immediately; work that takes minutes happens
behind a job id.
The bridge mod
bridge_build packs bridge/ from this server's own repository into
@DZMCP_Bridge beside it. It is the server's mod, not yours: one copy serves
every project, nothing is written into your repository except the job record,
and no project's signing key is used — a -serverMod pbo is never handed to a
client to verify, so it is built unsigned and its output folder is kept free
of signatures and keys.
Building it does not load it. That stays your profile's decision, because the
bridge is an extra pbo in the stand and a run without it has to remain possible.
To attach it, add two lines to dayz-mcp.local.toml (the same two
bridge_build's job summary prints):
[mods]
extra = ["<path printed by bridge_build>/@DZMCP_Bridge"]
server_only = ["@DZMCP_Bridge"]server_only is what routes it to -serverMod instead of -mod. Without it
the stand boots perfectly well and bridge_status reports that the bridge never
wrote any state — which is true, and easy to mistake for a broken bridge.
bridge_status also reports the command mailbox. Inside the game only the mod
empties it, by claiming the command; on this side bridge_clear and
server_start's pre-boot clearing do. So a command sent while the stand was
down, or before the bridge was attached, is not discarded and does not expire on
its own — it keeps blocking
every later send, and a stand booted outside these tools would pick it up.
server_start clears both transport files before every boot, so a server
started through this tool never runs a command from a previous session; that is
hygiene, not a substitute for knowing the command is there. The state comes back
as stale_command, and
bridge_clear() is the way out of it. Clearing is a separate tool on purpose:
throwing away a queued command is a decision, not something a status check
should do behind your back. It refuses while the bridge looks alive unless you
pass force=True, and either way it reports the command id it discarded.
What bridge_status can tell apart
The tick alone is not enough to judge a bridge, because it restarts at 0 every
boot while the state file survives in the profile directory. Every answer
carries the channel's own verdict in heartbeat, and the four are genuinely
different facts:
|
| meaning |
|
| the tick moved within one session — the only |
|
| a new world came up between the two samples: alive, not frozen, and anything sent to the old session is gone |
|
| the same world seen twice, not moving — a script-side problem, so |
|
| a sample could not be read (or |
Every answer that read a sample also carries session_id — the live world's
id — and a restarted answer carries previous_session_id too, so a caller can
say which world went away.
no_server, stale_command, no_state_file, invalid_state,
unreadable_state and outdated_bridge come before any of that: nothing is
running, a command is wedged, the mod is not loaded, the state document is valid
JSON with a named field wrong (it says which, and checks twice before saying it),
the file never parses at all, or it parses but predates this server's protocol
(rebuild it with bridge_build).
The world commands
The world tools talk to the bridge over two JSON files in the server's
-profiles directory: a command mailbox (written atomically from this side,
deleted by the mod as its claim) and a state file the mod overwrites once a
second. Enforce Script has no rename, so the mod cannot write atomically —
the reader tolerates torn writes instead, and one failed read is never news.
Four facts, all measured on a live stand, decide how to use them:
Server ready is not bridge ready. The bridge starts claiming commands
tens of seconds after the server reports ready — the spread observed so far
is 18–38 seconds, and it varies boot to boot.
A command sent into that window is not rejected — it is claimed late and
completes after the caller gave up. So: server_start, wait for the boot job,
then world_ready(), then commands. Every world tool also refuses upfront
if the tick is not moving, naming world_ready as the remedy.
Every argument value crosses the wire as a string. The mod's parser is
strict: a JSON number anywhere in args rejects the whole args block. The
tools stringify numbers and booleans themselves and refuse values with no
faithful string form (lists, dicts, None). Positions travel as one string,
"x y z".
A refusal is a result. The mod's own sentence comes back verbatim as the error: "no player is on the server", "the class does not exist", "the action's own Can() said no". Nobody connected is the normal state of a headless stand, and every verb that needs a player says so instead of silently doing nothing.
The session id protects against yesterday's command. Every command carries the session the bridge most recently published; the mod refuses any command addressed to another session (or none) without executing it. A command written while the stand was down can therefore never fire into a freshly booted world. The tools stamp the session automatically — it only matters if you write the mailbox by hand.
Actions, and why there is no verb dictionary
A semantic verb like "hand in the sample" lies: in a real mod the same words
mean different things depending on which device is near, the player's faction,
and what is already unlocked. That context is not enumerable, so the bridge
does not try. world_action takes an action's class name, a target and the
held item, and asks the engine to run it through its own gate — the same one a
key press goes through. Applicability is decided by the action's own Can(),
and its refusal is a meaningful test result, not a tool failure. The
distinguishable answers: manager busy, player already acting, player
sprinting, unknown action class, and "the action's own Can() said no".
"Accepted" is not success either — the command stays running until the engine
actually releases the action, and every failure path releases the manager so
the player can still act afterwards.
world_exec is the escape hatch
Anything a mod exposes that is not an action — "how many points in the
faction pool" — goes through world_exec(verb, args): an arbitrary verb over
the same transport. Every answer is marked non_standard: this server does
not know the verb, does not validate it, and does not answer for what the mod
does with it. A verb the bridge build does not know comes back listing the
verbs it does. A project that needs its own verb edits its own copy of the
bridge's dispatcher (the comment above KnownVerbs() in
bridge/scripts/5_Mission says exactly where); there is no registration
machinery on purpose — a verb this server typed and validated would be a verb
this server answers for.
The client: three input layers, and why there are three
The bridge reaches the server. What it cannot do is look at the client's
screen or act through the client — walk a character across ground, open a
menu, fill a field a mod drew. The client_* tools are that, and they use
three different tracts because no one of them can do the other two's work.
Every line below is a measurement against a live client, not a design
intention.
Tract | What it does | Needs the foreground |
the bridge ( | the world, and text into chat | no |
a virtual gamepad, ViGEmBus ( | movement, camera, and some interface | no |
real keystrokes, | text into a field that exists only on the client | yes, and it takes it |
Keyboard emulation does not move the character, and window messages do
nothing at all. SendInput scancodes with the foreground verified: 25 s of
forward, 0 m. PostMessage/SendMessage WM_KEYDOWN into the main window
and its children: 0 m, and no reaction from the menus either. The engine
reads movement from raw input and ignores emulated keys, which is why no
tool here offers a window message.
The virtual gamepad does move it, unfocused, and it is ANALOG — the reason it stays even where a key would do. Measured in one run with a third-party application holding the foreground throughout:
stick fully forward, 10.0 s -> 38.40 m (3.84 m/s)
stick at 0.3 forward, 8.0 s -> 11.34 m (1.42 m/s)Same tract, same character, 2.7× the speed from stick deflection alone. "The character is walking, not running" cannot be expressed with a key, which knows only on and off. In the same run the character walked about 141 m of its own accord, and the mod's own count of objects within 10 m of it went 1 → 0 → 1 as it left the spot and came back — a state change caused by presence, which a teleport cannot produce.
Some of the interface answers the pad, and some does not. Measured, with
the game window behind another application the whole time: back opens and
closes the inventory, start opens the pause menu, b closes it — all at the
default 0.1 s tap, so a tap is long enough for the engine to latch. But a
moved nothing, at 0.1 s or at 0.5 s, and neither did the d-pad inside those
screens: the client did not switch to controller-navigation mode, so there was
no focused element for a confirm to act on. Treat menu dismissal as a
gamepad job and menu confirmation as unproven.
The eyes need no focus either. A capture is a live frame with the window
at the very bottom of the z-order (lit_fraction 0.9997 unfocused, 0.9997
focused in the same session). The one state that defeats them is a
minimized window, whose client area collapses to 0×0 — refused with a
reason rather than saved as a valid-looking empty picture.
All of that background behaviour rests on one client setting, pauseMode
(GAME → UPDATE IN BACKGROUND). At the value measured here the client keeps
drawing and simulating while unfocused, which is why the frame is live and the
stick still moves the character. At "no graphics" both would stop silently —
a frozen frame looks exactly like a live one. So client_start and
client_status READ that setting and warn; they never write it, because it
belongs to whoever owns the machine.
client_type is the only tool that takes the screen, and it is honest
about it: the answer carries foreground_taken and a sentence saying the
person at the machine could not type into their own window while it ran. It
verifies the foreground with GetForegroundWindow after asking for it, because
SetForegroundWindow returns success having done nothing when Windows refuses
— and typing blind sends the keystrokes into whatever window the person is
actually using. When the foreground cannot be had, nothing is typed and the
refusal names the process holding it.
ViGEm is emulation of a real device and this is a test stand. The driver is signed and installs without a reboot, and the gamepad is a new device rather than a filter over the machine's own keyboard and mouse — a filter driver was tried here once and cost the machine's owner all keyboard and mouse input until it was unwound by hand. None of that is a promise about anticheat on a live server, and nothing in this phase makes one.
The knowledge index
An agent writing a mod keeps asking the game the same questions: is there such
an API, what is it called, where is it declared, who overrides it. Answering
them meant unpacking scripts.pbo and sweeping the text — and every session
paid again. knowledge_* turns that work into a question.
It is a plain SQLite file in the project's own .dayz-mcp/, built by this
server out of the game, the mods a project declares and the project's own
sources. No embeddings, no external service, no key.
Three layers, and why their rhythms differ
Layer | Source | Goes stale when |
| the game: | the game updates |
| the archives of the mods the profile declares, read without unpacking them | a dependency is updated, or the declared set changes |
| the mod's own sources, read where they lie | every edit |
One index built in one go would be wrong within a minute of being right: the
game moves a few times a year, a dependency a few times a month, and the
project between one agent turn and the next. So each layer is built, aged and
measured on its own, and every build is incremental — unchanged sources are
skipped by size and modification time, and only=[path] skips even the walk
that discovers them.
An answer carries the age of the layer it came from
Staleness is measured, not guessed: a layer records the size and modification time of every source it read, and that is compared against the files as they are now.
Every answer names the layers it used and how old each one is. An answer with no results names every layer it searched — "not found" is worth exactly as much as the layers behind it are current.
The project layer's freshness is measured on every search, whether or not it contributed. That is the dangerous case: an agent adds a class, asks about it, and a layer built a minute ago says "not found" — a confident statement about code that exists.
A search over a layer that was never built is refused, and the refusal names the call that builds it. "Not found" and "not looked" are different facts, and only one of them is safe to act on.
Narrowing carries the same trap one level down, so an empty narrowed answer reports where the name does exist: asking
kind='class'about a name the game declares only in a config gets a true "no" that reads as "the game has no such class".
Config classes live under kind='config', not kind='class'. Counted in this
machine's own index of the game: 88 102 config classes against 43 595 script
declarations of every kind put together, so mixed into one kind they bury every
script answer. Separated, "does the game have an item class called X" is a
question you can ask exactly.
What it does not answer
The index answers what exists: class, method, signature, where declared, who
overrides. It does not answer what is right — that modded class X extends X compiles and silently fails to apply, that _co costs the alpha channel,
that binarize takes directories rather than files. None of that is derivable
from the sources; it was learned the hard way and lives in the modding skill and
in the mod itself. The index does not try to replace either, and it does not try
to understand what a field means or why a class is there.
Semantic search is deliberately not here
The decision was made by measurement, not caution: every lookup that shaped this server's earlier phases was a lookup by name. And an embedding index would break the rule the rest of this server keeps — install it and it works, with no external service and no key. The predecessor project this one deliberately did not build on documents its knowledge layer as local and free while its code imports a paid embedding client, fails without a key and carries hard-coded prices. Its two search tools also hang forever, because the client behind them was created without a timeout; hence the ceiling every search here runs under. If exact search turns out not to be enough, semantic search is a separate phase with one condition: the model ships inside the delivery.
The measured numbers
On this machine — the game with 2810 script files, 35 installed mods, one real project of 41 sources — through the tools, not their internals:
Build | Result | Time |
| 2927 sources, 131 697 declarations (41 gave nothing) | 70.2 s |
| 8 archives, 10 925 declarations | 0.9 s |
| 523 archives, 204 768 declarations, 3 archives unreadable and named | 139–147 s |
| 41 sources, 1196 declarations | 0.12 s |
The index on disk: 74.7 MB for a real project's three layers; 110 MB for the 523 dependency archives on their own. Those archives are 92 GB, and none of them is unpacked.
Call sites are what the index pays for. The game's own scripts hold 43 579 declarations and 113 703 call sites, and recording the second set roughly doubles the index: measured on the game layer alone, 23.8 MB and 3.7 s to build without them, 49.6 MB and 4.5 s with. That is the price of being able to answer "who calls this", and it is stated here rather than discovered later on a full disk.
Answer | Time |
| 4.2 ms end to end, of which 3.0 ms is the project walk |
| 3.2 ms of query |
| 4.2 ms |
| 0.38 ms of query |
| 277 ms of text checks, 7 ms of index checks |
Measured on a live stand, three boots: world_time_set(hour=3, minute=7) moved
the clock to 2026-09-20 03:07 and left the date where it was;
world_weather_set("fog", 0.9, seconds=2) took the published fog from 0.085 to
0.900 and held it; world_entities(pos="7500 0 7500", radius=150, limit=5)
listed 5 of 171 objects with truncated: true. Distances came back at 320 m
for a 150 m radius until they were made horizontal, which is what the engine's
own radius test measures.
| knowledge_show, a class with 400 members and its ancestry | 6.8 ms |
| knowledge_status, all three layers measured | 41 ms (110 ms on the first call after a build) |
Incrementality, on the real project: a full rebuild 136 ms; one edited file
found by the walk 8.8 ms (15×); the same file named through only= 5.8 ms
(23×). On a 2810-file tree the walk dominates and only= is worth far more
— but on a project of this size, 15× is what an ordinary rebuild actually buys.
The ceiling bites for real: a query measured at 77 ms, run under a 19.3 ms ceiling, was stopped at 19.9 ms, and the connection went on answering.
The asset pipeline
Getting a model from Blender into a mod is ten steps, and until this phase all of them were run by hand. The value is not in launching the tools. It is that every tool in this chain is structurally unable to report failure, and each of those silences had already cost days.
Measured on the real binaries, not assumed:
What happened | What the tool returned |
| 0, an empty output directory, not one line of text |
| 0, an ODOL of 46,190 bytes where a correct build is 58,644 |
|
|
the Blender exporter with its own default arguments |
|
So the rule this whole namespace is built on: the verdict is read off the artifact, never off the tool's report. The exit code is recorded and believed in neither direction.
The root is declared, not assumed
binarize has no project-root option at all — the full switch list was
enumerated against the real binary. The root is the working directory of the
process. The same command, the same input, a different directory, and out comes
a valid ODOL with plausible texture paths that the engine renders untextured,
with a success code and no complaint. The exporting Blender add-on has the same
root in a preference of its own, remembered from whatever project was open
last: on the machine this was developed on it pointed at a directory from an
unrelated session, and against a wrong root the add-on does not fail either —
it strips the drive letter, keeps the rest, and writes paths that look like
paths.
build.project_root is that directory, stated once in the portable half of the
profile. The server sets it as the binarizer's working directory and pushes it
into the add-on for the duration of the run, so what the add-on has stored
decides nothing (it is reported, so you can go and fix it). That is what makes
a wrong root impossible rather than detectable, and it is why the key is
required before anything model-shaped will run at all.
The refusals it produces happen before a process exists — measured at 0.0003 s — and a refused build leaves the model the mod already ships byte for byte untouched.
Twelve checks on the artifact, and four of them refuse
asset_check runs them without building anything and without DayZ Tools,
because a fresh clone must be able to ask whether what it is shipping is
healthy. Four refuse: a built model is there and is an ODOL (C1), no reference
escapes the mod (C3), a material was actually inlined (C4), and nothing already
binarized is offered back to binarize (C10). The rest warn: dangling
references, an rvmat pointing into another mod, a transparency lost to DXT1
(C7), an animation that never reached the artifact, a model.cfg that is not
the one the artifact was built from, a structural fingerprint that no longer
matches what the last build deployed. Every finding says what to do.
C4 is the one worth knowing about. When binarize resolves an rvmat it copies
that material's own stage textures into the model — fresnel,
#(argb,8,8,3), env_land_co.paa, _nohq, _smdi — strings no MLOD
contains. Six artifacts out of six were separated correctly by that one test,
and it found a broken model on this machine that nobody knew about.
The Blender step is optional
asset_export is the only tool here that needs Blender, and everything
downstream works on a .p3d from anywhere — a hand export, a partner's file, a
model committed years ago. A machine with no Blender builds and ships a mod
perfectly well; the refusal says so rather than presenting it as a broken
installation. It does need the exporting add-on to be enabled in the Blender it
finds, and it never writes Blender's user preferences back (verified: the
preferences file was byte-identical after every run).
Export and build are two calls rather than one, because each half has its own verdict and a build refused by one and allowed by the other is not a decision.
Byte-equality is never promised
Neither half of this pipeline is reproducible, and the design says so instead of pretending:
The export. Seven exports of one unchanged source file — three from one session, three from another, and one made by hand in the GUI months earlier — gave seven different SHA-256s at a constant 334,032 bytes. The difference is the order of one internal block.
binarize. Four runs on one unchanged input gave three different results: the size moved by 5 bytes and two 8-byte fragments leaked out of compressed regions.
So a model is never cached or compared by content hash. What is compared is a structural fingerprint — the file's kind, its LOD count and its set of names. Across all seven of those exports that fingerprint was one value.
The measured numbers
One small model, on this machine, through the tools:
Step | Result | Time |
| MLOD, 334,032 B, 5 LODs, clean | 2.1 s (about 8 s on a cold start) |
| ODOL v55, 58,646 B, 4 LODs, all five C4 markers | 43.8 s (75.6–78.7 s measured on four earlier runs) |
| 1 model and 10 texture pairs judged | milliseconds |
| one PNG to DXT1, 50,764 B | 0.52 s |
a refusal on a wrong root | before any process is started | 0.0003 s |
Both logs are almost entirely boilerplate, and what is muted is counted rather
than dropped: Blender's 169 lines came down to 4, and binarize's 91 to
6 — one of those six being the model's only genuine complaint.
Chained end to end, the export and the build reproduced a model that had been made by hand months earlier: same kind, same 4 LODs, the same 50 strings, and a size one byte apart.
What none of it answers
Whether the model looks right, is scaled right, is wound right, has a collision. Nothing outside the game answers that. C1–C12 shorten the road to it; they do not replace it.
Known limitations
Stale-pbo detection is mtime-based, not content-based.
mod_buildrefuses a freshly built pbo that is older than its sources -- the usual cause is a running server still holding the old file open, so packing silently produced nothing. Butgit checkoutchanges a file's modification time without changing its content, so a perfectly good pbo built right after switching branches can trip this check too. Ifmod_buildreports "stale pbo" immediately after a branch switch, this is the likely reason, not a real packing failure -- rebuild and it will pass. A mature tool in this space moved to a content hash for exactly this reason; that is future work here, not done in this phase (seepacker.py,pack_one).A mod source folder is packed whole.
mod_buildrefuses to pack a mod whose source directory contains anything matchingbuild.exclude(the seven-pattern default is listed above) rather than silently shipping it inside the published pbo. It refuses regardless ofbuild.excludewhen the source contains this server's own artifacts -- the signing keys, either half of the profile, the job store, the mod's previous build -- because packing those publishes the private signing key, and no project should have to configure that away. By default it does not stage a filtered copy first: a copy is always newer than the sources, which would permanently disable the stale-pbo check above if that check measured the copy.build.stage = trueopts into copying anyway -- safe only because the stale-pbo comparison always measures the original source tree, never the copy. This is the layout a mod whose source is the repository root needs (it always contains at least.git).A verdict judges the whole log, not just your mod's lines.
log_verdictreads the log of the stand it is pointed at, so a stand shared with other mods counts their warnings against yourexpect.max_warningsbudget and their errors as reasons. Two projects sharing onemachine.stand_rootwill see each other's baseline. Either give each project its own stand, or set the budget knowing what else is loaded. A project-scoped filter, symmetric withexpect.error_regex, is the obvious refinement and is not implemented.expect.noisecannot rescue a line that already counts as an error. Classification is orderedforbid→ crash → error → noise → warning, so a line containingERRORorFATAL(or one of yourforbidstrings) is decided before noise is consulted. That order is deliberate -- noise matching first would let an innocuous substring swallow a fatal line -- but it meansnoisecan only suppress warnings and ordinary lines, never demote an error-level one.client_verdictis an errors-and-crashes verdict, not a readiness one.[expect]describes the server's log: its ready line and counters are printed by a mod's server-side init, andmax_warningsis a budget counted over that same log. A client.RPTcontains none of it, so those three keys are deliberately not applied here and the answer lists them innot_applied.forbid,error_regexandnoiseare about the text of a log line and still apply. There is no client-side ready line to declare; whether the client got in is answered by the player countclient_startwaits on, not by its log.The client tools join a stand this session did not start;
client_chatcannot.client_startwill happily connect to whatever is already on the port, and says whose it is. But chat is delivered server-side, through the same channel as theworld_*tools, and that channel acts only on a server this session started — so on a borrowed stand everything exceptclient_chatworks. The refusal names the pids holding the port rather than suggesting aserver_startthat would refuse them.Chat is not reachable from the gamepad, and confirming a menu is not either. The game binds its chat line to Enter and nothing else, and there is no on-screen keyboard, so text is either a bridge message (
client_chat, free) or real keystrokes (client_type, costs the foreground).client_type("", submit=True)sends Enter alone, which is how the chat line is opened — and, on the evidence above, the only confirm the tool set has.Every knowledge search pays a walk of the project tree. That walk is how the project layer's staleness is measured on every answer, which is the one property the index exists for. It costs 3.0 ms on a real 41-source mod (whose tree holds about 1800 entries) and 21 ms on a tree of 2810 files. Caching it for a second or two would remove the cost and restore exactly the window of silence the design refuses; if it ever becomes too expensive, that trade has to be made deliberately, not by accident.
A build always goes through a job, and the job costs more than a small build does. Turnaround measured at 70–95 ms against a 6 ms project rebuild:
job_waitpolls at 100 ms. The single shape is deliberate — a caller must not have to know which build blocks — and nothing forces you to wait, because the next search measures the layer itself.The dependency layer is measured against the profile as it is now. Add a mod to
mods.requiredand its archives arrive asadded; remove one and its archives read asmissing. That is the requirement (the declared set is part of what the layer is built from) but it looks like the index went stale when what actually changed was the profile.corealways includes the game's configs, and that is most of its cost. 70 s with them against about 4 s for the scripts alone. There is no switch: without the configs "is there an item class called X" cannot be answered, and a second axis would make the staleness measurement ambiguous — the walk would not know whether to expect theAddonsarchives.knowledge_showanswers nearest-layer-first. For a class a dependency reopens withmodded class, the mod's declaration comes before the game's. That is the right order and a surprising one; passlayer='core'for the game's own.Conditional compilation is indexed, not resolved. 4.9% of the game's script lines sit inside
#ifdef, including about a hundred class declarations. This server drives server, client and diagnostic builds, so there is no single correct set of defines: everything is indexed and the guard is recorded on the declaration. A name can therefore be reported that a particular build excludes — the alternative, filtering by one guess at the defines, would deny the existence of methods that are in the running build.C12's fingerprint carries the file's size, and
binarize's size is not stable. Rebuilding a model that nobody edited produced an artifact one byte larger than the shipped one, with the same kind, the same LOD count and the same fifty strings — and a different digest, because the size is part of it. So C12 can warn about a rebuild that changed nothing. It warns rather than refuses for exactly this reason, and the parts it is built from are reported beside it so the comparison can be made by hand. Splitting the digest into a stable half and a size is the obvious refinement and is not done.A partial export warns; it does not refuse. With the exporter's own default arguments a model came out carrying 2 of its 5 LODs and passing every other check. This server does not pass those arguments, so it should not happen — but an object marked as a LOD and not linked into the scene counts on one side of the comparison and not the other, which is a legitimate reason for the counts to differ, so a refusal would have false positives. Read E3.
The containment rule cannot see every wrong root. It refuses a root that does not hold the mod's prefix folder, which is the measured failure. A root that does hold a folder of that name — a repository whose own mod directory is spelled like the prefix, for instance — passes it, and what catches that case is C10 or C3/C4 one layer down. Measured: pointed at such a root, the build refused, deployed nothing and left the shipped artifact untouched, but the refusal came from the job rather than from the call.
asset_exportneeds the exporting add-on enabled in Blender, and cannot install it. Blender is launched with the machine owner's real preferences, because starting it with--factory-startuptakes the add-on away entirely. Their other add-ons are kept off the search path for the run (two of the ones installed here reach the network as they start and are blamed for crashes), which Blender reports as "Add-on not loaded" in the log — that line is this server's own doing, not a fault.A binarised config has no body to show.
knowledge_show(body=True)reads a declaration back out of the file or archive it was indexed from, but aconfig.binholds the binary form while the index holds whatCfgConvertmade of it. The answer says so instead of returning nothing.
Install
python -m pip install -e ".[dev]"
python -m pytestRegister in your MCP client:
{ "mcpServers": { "dayz": { "command": "dayz-mcp" } } }Licence
GPL-3.0-or-later. See NOTICE.md.
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