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Workshop mod by olmotje

Milsim Creator Framework - Eco Arma Reforger Mod

milsim, economy, loot, scarcity, survival, zombies, ai, spawner, dayz, game master, website

6A9E2C41D7B35F08
Milsim Creator Framework - Eco preview

Ranking

Popular#1007164.3Falling#322043.0
2Serversrunning this mod
0Observed players nowon servers reporting this mod
46Estimated player-hours (7d)7-day data
DeploymentTop 29%71.3ahead of 71% of tracked mods by servers running it
ActivityTop 46%53.9ahead of 54% of tracked mods by play on those servers
Popularity64.3deployment and activity combined
How those 2 installs happen100% traced
  • Not identified as a dependency2
Last 30 days
Servers, last 30 days
2 latest3 peak, 31 Oct0 low, 30 Oct

Servers reporting the mod in each hourly observation. Covers 10 days of the last 30 days. Shaded bands mark periods with no observations, which is not the same as zero.

Daily values
Servers, last 30 days, one row per day (UTC)
DayLastPeakLowObs.
29 Oct1111
30 Oct22024
31 Oct33224
1 Nov22224
2 Nov22124
3 Nov22224
4 Nov22224
5 Nov12124
6 Nov22124
7 Nov22224
8 Nov22221
Observed players, last 30 days
1 latest6 peak, 7 Nov0 low, 29 Oct

Sampled player counts on servers reporting the mod; not unique players. Covers 10 days of the last 30 days. Shaded bands mark periods with no observations, which is not the same as zero.

Daily values
Observed players, last 30 days, one row per day (UTC)
DayLastPeakLowObs.
29 Oct0001
30 Oct02024
31 Oct12024
1 Nov00024
2 Nov01024
3 Nov02024
4 Nov02024
5 Nov01024
6 Nov33024
7 Nov06024
8 Nov11021

Calculated Nov 8, 2026, 11:54 PM UTCDerived from observed server and mod activity. Trend positions describe recent observed change, not future adoption.

Summary

milsim, economy, loot, scarcity, survival, zombies, ai, spawner, dayz, game master, website

Official Workshop description

MILSIM CREATOR FRAMEWORK - ECONOMY MODULE TEST BUILD - it works and has been walked through, but it is new. Expect rough edges, and please report what you find (see the bottom of this page). One brain for what exists on your map. Economy decides what lies where and who lives where, remembers it, and only makes it real where a player can see it. It stands on its own beside Core: no other MCF module is needed. LOOT THAT STAYS - Loot lies on the furniture of every building on the map: desks, counters, kitchen tables, nightstands, crates. Not only in towns -- the lonely farmhouse in the fields is read too. - What lies where is decided once and remembered. Walk away and come back, and the same items lie in the same places. Nothing is re-rolled by leaving, and nothing pops into view: a place is only filled when nobody is close. - Scarcity is server-wide: each place has a cap on useful items, an emptied shelf waits before it is filled again, and untaken loot goes back to the pool after a while. - Things belong where they belong: civilian clothes on beds and dressers, medicine in kitchens and medicine cabinets, army gear and rare guns only in military buildings -- and now and then a pistol in a nightstand, sometimes with its own magazines. - Junk everywhere: empty bottles, cigarette packs, matchboxes, expired tins, old newspapers, mugs, ashtrays and postcards, made from the game's own litter models. Worthless, and the reason a real find feels like one. AI AND CREATURES THAT LIVE SOMEWHERE - Populations live in villages or by single buildings: a rebel fire team holding a village, a straggler or two by a farm, a small pack among the houses, a rare horde in a big town. - They are a number until a player comes near, and appear out of sight. Walk away and they become a number again, with their survivors remembered. - Wipe out a village and it stays quiet for a while. - A cap on bands and on AI agents keeps the server's AI cost in check. MODS, OUT OF THE BOX - Items any mod adds to the game's catalogs are loot candidates at once. - Any mod's AI groups and characters can be a population, with no code: Project Outbreak's zombies work this way. - The Doctor checks every prefab before it is ever spawned and refuses, with the reason, what would not work -- including a GUID that points at another file than its path says. - For modders: a small, versioned API (MCF_Economy_API) to put items in a pool every rule can take ("@junk" and others), and to plug in how a creature with its own brain walks about. - Optional addon for Creature Melee AI: "Milsim Creator Framework - Economy for Creature Melee AI". FOR SERVER OWNERS - Everything is in one settings file, written with sensible defaults the first time: $profile:MCF/economy/settings.json - Loot rules say what goes where: furniture kinds or words, building words, item types, catalogs, cost, chance, how many. - Populations say who lives where: group, members, settlements or every building, chance, size, behaviour, how long a wiped place stays quiet. - A tick budget keeps the economy's cost per frame low; towns fill in from where a player stands outwards. THE WEBSITE (optional) With the MCF website linked, Game Masters get three pages per scenario: - A live map drawn from the game itself -- relief, sea, every building -- with layers for loot, junk, AI bands and wiped places, a filter per system, search, and per place: loot on or off, AI on or off, its own cap. - The loot rules and the populations as forms, with pickers of every item, group and character the server has, mods included, and the Doctor's word. - Never a player position: the map shows counts per place, not people. WHAT IS NOT IN THIS BUILD YET - AI bands are laid out again after a restart (loot is kept). - Threat and a director that sets the pressure per area. - Resources (mines, forests, hunting) for crafting. - Editing the economy in game from the Game Master screen. DEPENDENCIES - Milsim Creator Framework - Core REPORTING Use the Discord linked on the Core page, or the Workshop comments. A log from the server's profile with the lines that start with [MCF-EC] helps most.

Servers running this mod

2

2 currently listed servers report Milsim Creator Framework - Eco in its mod list. Showing the 2 with the most players.

Versions

10
published · approved · 124 KiB
published · approved · 124 KiB
published · approved · 124 KiB
published · approved · 122 KiB
published · approved · 121 KiB
published · approved · 120 KiB
published · approved · 120 KiB
published · approved · 110 KiB
published · approved · 110 KiB
published · approved · 105 KiB
0.0.29Game 1.9.0.37 · 124 KiB · Nov 6, 2026
Dependencies: 1Scenarios: 0PublishedApproved
No changelog text is available for this version.

config.json entry

{
  "modId": "6A9E2C41D7B35F08",
  "name": "Milsim Creator Framework - Eco",
  "version": "0.0.29"
}

Use Milsim Creator Framework - Eco on your server

Add Milsim Creator Framework - Eco to the game.mods array of your server config.json. The config generator builds the full file, the mod manager keeps the mod list and its dependencies organized, and the config validator checks an existing config. The adding mods guide and mod dependencies guide walk through it step by step.

Fetch this mod from the API

The same metadata is available as JSON. See the API quickstart, the V2 reference, or the V1 reference.

GET https://api.reforgermods.net/v2/mods/6A9E2C41D7B35F08
GET https://api.reforgermods.net/v2/mods/6A9E2C41D7B35F08/versions

Data is cached from Arma Reforger Workshop metadata and may be stale. reforgermods.net is independent and is not affiliated with Bohemia Interactive.