Source-checkedWeapons, items & crafting

Chernarus Islands (1.07 The mod is currently buggy.)

by Streider · for DayZ

This mod adds new islands to Chernarus. This is a constant development. Please stop by on the mod every day or come on my Discord. If you use a workshop update tool, this will not update the mod for…

9.4KDownloads
7 yr agoLast updated
Steam WorkshopSource

About Chernarus Islands (1.07 The mod is currently buggy.)

From Steam Workshop

This mod adds new islands to Chernarus. This is a constant development. Please stop by on the mod every day or come on my Discord. If you use a workshop update tool, this will not update the mod for…

This mod adds new islands to Chernarus.

[b]This is a constant development. Please stop by on the mod every day or come on my Discord. 

If you use a workshop update tool, this will not update the mod for your server. You need to write in each update by hand.[/b]

This is a server mod. You need builderitems on your server.

How do I activate the mod?



Instructions for players:
 
Subscribe to both @Chernarus Islands AND @Builder Items
Load @Builder Items when starting DayZ - that is all you need to do!
 
Instructions for server owners- How to add all the caves to your server.
can recommend to have Notepad++
 
1. Subscribe to the Steam Workshop Chernarus Islands
2. Subscribe and add @BuilderItems to your server then add @BuilderItems to your server start.bat
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3. Open @Chernarus Islands usually found at: C:\Program Files (x86)\Steam\SteamApps\common\DayZ\!Workshop\@Chernarus Islands
4. Copy container.c,island01.c,island02.c,islandmili.c and prisonship.c into your mission folder ( the folder where Init.c is located )
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5. Now add :
 
void SpawnObject(string objectName, vector position, vector orientation)
{
    Object obj;
    obj = Object.Cast(GetGame().CreateObject(objectName, "0 0 0"));
    obj.SetPosition(position);
    obj.SetOrientation(orientation);
 
    // Force update collisions
    if (obj.CanAffectPathgraph())
    {
        obj.SetAffectPathgraph(true, false);
        GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(GetGame().UpdatePathgraphRegionByObject, 100, false, obj);
    }
}
 
#include "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\prisonship.c"
#include "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\island01.c"
#include "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\island02.c"
#include "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\container.c"
#include "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\islandmili.c"
 
to your Init.c file at the very top before the line :
 
void main()
{
 
--------------------------------------------------------------------------------------------------------------------------------
6. inside Init.c Include this line at the end of void main before the last }
 
	prisonship();
	island01();
	island02();
	container();
	islandmili();
 
--------------------------------------------------------------------------------------------------------------------------------
 
 
7. your Init.c should look something like this...
 
-------- !! Below only for reference !! ----------
 
void SpawnObject(string objectName, vector position, vector orientation)
{
    Object obj;
    obj = Object.Cast(GetGame().CreateObject(objectName, "0 0 0"));
    obj.SetPosition(position);
    obj.SetOrientation(orientation);
 
    // Force update collisions
    if (obj.CanAffectPathgraph())
    {
        obj.SetAffectPathgraph(true, false);
        GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(GetGame().UpdatePathgraphRegionByObject, 100, false, obj);
    }
}
 
#include "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\container.c"
#include "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\island01.c"
#include "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\island02.c"
#include "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\prisonship.c"
#include "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\islandmili.c"
 
void main()
{
    //INIT WEATHER BEFORE ECONOMY INIT------------------------
    Weather weather = g_Game.GetWeather();
 
    weather.MissionWeather(false);    // false = use weather controller from Weather.c
 
    weather.GetOvercast().Set( Math.RandomFloatInclusive(0.4, 0.6), 1, 0);
    weather.GetRain().Set( 0, 0, 1);
    weather.GetFog().Set( Math.RandomFloatInclusive(0.05, 0.1), 1, 0);
 
    //INIT ECONOMY--------------------------------------
    Hive ce = CreateHive();
    if ( ce )
        ce.InitOffline();
 
    //DATE RESET AFTER ECONOMY INIT-------------------------
    int year, month, day, hour, minute;
    int reset_month = 9, reset_day = 20;
    GetGame().GetWorld().GetDate(year, month, day, hour, minute);
 
    if ((month == reset_month) && (day < reset_day))
    {
        GetGame().GetWorld().SetDate(year, reset_month, reset_day, hour, minute);
    }
    else
    {
        if ((month == reset_month + 1) && (day > reset_day))
        {
            GetGame().GetWorld().SetDate(year, reset_month, reset_day, hour, minute);
        }
        else
        {
            if ((month < reset_month) || (month > reset_month + 1))
            {
                GetGame().GetWorld().SetDate(year, reset_month, reset_day, hour, minute);
            }
        }
    }
 
	prisonship();
	island01();
	island02();
	container();
	islandmili();
 
}
 
 
----------------------------------------------------------------------------------------------------------
 
8.  Copy "//GetCEApi().ExportProxyData("7500 0 7500", 10000);  //Centre of map, radius of how far to go out and find buildings."

Into your Init.c under your 

        prisonship();
	island01();
	island02();
	container();
	islandmili();

-------- !! Below only for reference !! ----------

        prisonship();
	island01();
	island02();
	container();
	islandmili();
	
	//GetCEApi().ExportProxyData("7500 0 7500", 10000);  //Centre of map, radius of how far to go out and find buildings.

----------------------------------------------------------------------------------------------------------

Read the full description on Steam Workshop →

Highlights

From source data

Footprint

Rated a light load on a server.

Last update

Its author last shipped an update 7 yr ago.

Chernarus Islands (1.07 The mod is currently buggy.) on Nxeon

From our catalogue
One-click install
Not available. One-click install isn't available for this game's mods yet. Download it and upload it to your server in Files.
Server load
light
Smallest plan we suggest
DayZ — 6 GB (6 GB RAM). This follows our own load rating above, not a benchmark.
Latest build
2019-06-09, released 2019-06-09

Game versions by loader

LoaderGame versionsNewest
Workshop

From 1 recorded build of Chernarus Islands (1.07 The mod is currently buggy.).

Dependencies

Declared by the newest build that lists any. Required ones are installed with it on one-click installs.

Run Chernarus Islands (1.07 The mod is currently buggy.) on a DayZ server

Deploy a server above, then upload the file in Files.

What kind of mod it is

From the catalog
Listed on Steam Workshop as “Workshop”

Weapons, items & crafting

New weapons, gear, items and the recipes to make them.

Compatibility

Game
DayZ

Verified at the source

  • ✓Steam WorkshopOfficial listing, checked 2026-10-10Open ↗
  • ✓AuthorStreider, as published on Steam Workshop
  • ✓LicenseNot published by the sourceFree

Chernarus Islands (1.07 The mod is currently buggy.), answered

Generated from the mod’s own source data.

Is it free?

Yes. Chernarus Islands (1.07 The mod is currently buggy.) is free to download from Steam Workshop.

How do I add it to my Nxeon server?

One-click install isn't available for this game's mods yet. Download Chernarus Islands (1.07 The mod is currently buggy.) from Steam Workshop and upload it to your Nxeon DayZ server in Files.

NxLabs

Run Chernarus Islands (1.07 The mod is currently buggy.) on a DayZ server.

Deploy in about a minute from $10.49 a month, then upload Chernarus Islands (1.07 The mod is currently buggy.) in Files.