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DayZ Loot Economy - Editing types.xml


This guide explains how to edit types.xml to customise the loot economy on your DayZ server hosted with Legion Hosting. You will learn what each attribute controls, see examples for common tuning scenarios, and understand how to validate your changes. For general server configuration, see the DayZ Server Setup Guide.

Stop your server before editing any configuration files. Always stop your server from the Console tab in GPanel before editing types.xml or any other mission file. Changes written while the server is running may be overwritten or ignored on the next shutdown.

Locating types.xml

The loot economy in DayZ is controlled by the types.xml file. This file defines every item that can spawn on the map and how often each item appears. It is located at:

mpmissions/dayzOffline.chernarusplus/db/types.xml

If you are running a different map (such as Livonia), replace dayzOffline.chernarusplus with the folder name for your mission. Common mission folder names:

Map Mission Folder
Chernarus dayzOffline.chernarusplus
Livonia dayzOffline.enoch

Open types.xml in the GPanel file editor or download it via SFTP, edit it locally, and re-upload.

Understanding the Key Attributes

Each item in types.xml is defined by a <type> element. The most important child elements for controlling loot frequency are:

Element Description
nominal The target number of this item that the server tries to maintain across the map at all times. Increase this to make the item more common. Set to 0 to disable spawning entirely.
min The minimum number of this item on the map before the restock system starts spawning more. Must be less than or equal to nominal.
lifetime How long (in seconds) an item persists on the ground before it despawns if not interacted with. Increase this value to make items last longer before disappearing.
restock Time (in seconds) between spawn attempts. Setting this to 0 means the item respawns as soon as the count drops below min.
quantmin / quantmax Controls the quantity range when the item spawns (e.g., ammo count in a magazine). A value of -1 means the game uses its default.
cost A priority weight used by the Central Economy. Higher values make the item spawn earlier during a restock cycle. Rare items typically have higher cost values.

Flags Explained

Each <type> element includes a <flags> element that controls how the economy counts existing instances of the item:

Flag Description
count_in_map Count items on the ground towards the nominal total.
count_in_cargo Count items inside containers (backpacks, storage) towards the total.
count_in_hoarder Count items in player stashes and buried containers towards the total.
count_in_player Count items carried by online players towards the total.
crafted Set to 1 if this item is craft-only and should not spawn naturally.
deloot Set to 1 for Dynamic Event loot (helicopter crashes, etc.).

Example: AKM Assault Rifle Entry

<type name="AKM">
    <nominal>5</nominal>
    <lifetime>14400</lifetime>
    <restock>0</restock>
    <min>2</min>
    <quantmin>-1</quantmin>
    <quantmax>-1</quantmax>
    <cost>100</cost>
    <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0"/>
    <category name="weapons"/>
    <usage name="Military"/>
</type>

In this example the server tries to keep 5 AKMs on the map at all times (nominal=5). When the count drops below 2 (min=2), new ones spawn immediately (restock=0). Each AKM despawns after 4 hours if untouched (lifetime=14400 seconds). Only ground spawns are counted (count_in_map=1), so AKMs inside player backpacks or buried stashes are not subtracted from the total.

Category and Usage Tags

The <category> and <usage> tags control where items spawn on the map:

  • <category name="weapons"/> -- classifies the item type (weapons, clothes, tools, food, etc.)
  • <usage name="Military"/> -- restricts spawns to military zones. Other values include Town, Village, Farm, Industrial, Hunting, School, Medic, Police, Firefighter, and Coast.

You can add multiple <usage> tags to allow an item to spawn in several location types.

Common Loot Tuning Examples

Goal What to Change
Make an item more common Increase nominal and min
Disable an item from spawning Set nominal to 0 and min to 0
Make items last longer before despawning Increase lifetime (value is in seconds; 3600 = 1 hour)
Speed up item respawning after pickup Decrease restock or set it to 0
Make rare loot count even when hoarded Set count_in_hoarder="1" and count_in_cargo="1"
Allow an item to spawn in towns and military areas Add both <usage name="Town"/> and <usage name="Military"/>

Validating Your Changes

Validate your XML before saving. types.xml must be valid XML. A single unclosed tag, mismatched bracket, or stray character will prevent the server from loading the mission and can cause it to crash on startup. Use a text editor with XML validation (such as Notepad++ or VS Code) when editing this file locally before uploading.

Common XML mistakes to watch for:

  • Forgetting to close a <type> element with </type>
  • Mismatched quotes in attribute values (e.g., name="AKM without a closing quote)
  • Stray characters or extra angle brackets
  • Accidentally deleting the XML declaration at the top of the file
Changes to types.xml take effect on server restart. The loot economy is loaded at startup. After saving your edits, restart the server from GPanel for the changes to take effect. New loot values will apply to items spawned after the restart -- items already on the map retain their original despawn timers.

Mod Interactions with types.xml

If you are running mods that add new items, those mods may include their own types.xml entries in the mod's db/ folder. If your changes to the vanilla types.xml do not seem to take effect for modded items, check whether the mod overrides the entry. You may need to edit the mod's own types.xml instead.

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Need further help? If you cannot resolve an issue after following this guide, open a support ticket at legionhosting.net/submitticket.php and include your server ID, GPanel console output, and a description of the problem.

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