ArmaDB

Shared foundation for ATG's mods: settings, server messages and logging, without Workbench

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13 downloads

Get it on the Workshop reforger.armaplatform.com/workshop/69DD3057610963D7

Busiest servers running it 6 in total

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daily, last 30 days

0 4 8 12 16 17 Sep 24 Sep 1 Oct 8 Oct 15 Oct peak 13
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Details

Author
Smudge202
Version
8.3.1
Size
107 KB
Licence
APL-ND
Game version
1.8.0.13
Likes
0 / 0 dislikes
Published
8 Aug 2026
Updated
3 weeks ago
Workshop ID
69DD3057610963D7

Recent adoption

30 days: +23 −15 ↑1

Version history

6
  1. v8.3.1 107 KB 23 Sep 2026

    ADDED - Config reload and write-back: the JSON is re-applied over the live config, written back with a .bak, and re-sent to connected clients. - ATG_Settings, the shared config root every ATG mod contributes to, and the ATG settings tab. - A per-player send queue for ATG settings: the server sends a block, waits for that player's game to say it has applied it, and only then sends more. Every player is paced at whatever speed they can manage. - A mod declares how important its settings are, splits a large set into segments, and can withhold the parts no client reads. - Four server dials for the pacing, under Settings replication — block size, a ceiling on unacknowledged data, and packet-loss and round-trip-time brakes. - A connection test that measures what a client can actually take, reported back with its own consent dialog. - Deploy is held until the settings a player needs in order to spawn correctly have arrived. - A multiple-choice row in the ATG settings tab, writing back a whole-number setting. CHANGED - Subsystems honour a reload rather than only a restart. - Both send paths — the join-time set and a later change — go through the queue instead of firing every config in one frame. - A struggling connection is given smaller bursts with a gap between them, judged on packet loss and round-trip time together, and never sped up. - Server message settings are withheld from clients entirely. - A player sets their own log verbosity rather than being handed the server's.

  2. v8.3.0 41 KB 8 Sep 2026
  3. v8.2.0 40 KB 28 Aug 2026
  4. v8.1.0 36 KB 20 Aug 2026
  5. v8.0.0 26 KB 15 Aug 2026
  6. v7.0.0 24 KB 8 Aug 2026
Description from the Workshop

ATG Core carries the parts more than one ATG mod needs, so they are written and fixed once rather than copied. It is not a gameplay mod - loading it on its own changes nothing you can see. SETTINGS Every ATG mod's settings become readable from a plain JSON file in the server's profile directory: no mod of your own, no Workbench, no rebuild, and one server's tuning is a file you can copy to another. With ATG Commands loaded too, /atg reload re-reads those files and applies them to the running server without a restart, and every connected player is sent the new values in the same step. The dependency is soft in both directions. An ATG mod runs normally without Core and falls back to its own config; Core does nothing on its own. SETTINGS DELIVERY A joining player is sent the ATG settings through a queue of their own rather than in one burst: the server sends a block, waits for that player's game to confirm it, and only then sends more. A struggling connection is given smaller blocks with a gap between them, judged on packet loss and round-trip time, and is never sped up. The pacing dials are in atg-core.json. The Deploy button is held until the settings a player needs in order to spawn correctly have arrived, and says so on the button. It opens when they land, never on a timer. Settings a mod marks as server-only are never sent to a client at all. With ATG Commands loaded, /atg rplprobe measures how much one player's connection will actually carry - the tool for a server where players drop on join and nobody can say whose connection is at fault. Testing somebody else asks them first. THE ATG TAB Preferences each player answers for themselves sit on an ATG tab in the game's settings menu, built from the rows the loaded ATG mods contribute. Nothing on it reaches the server, and it appears only once a mod has put something on it. SERVER MESSAGES Core can post messages to every player's chat on a schedule, configured the same way as everything else. Rotating me...