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Configuration File
XML Format

Economy.xml Configuration

Master control file that determines which entity types are initialized, loaded, respawned, and saved by the Central Economy system.

Overview

The economy.xml file acts as the master switch for the Central Economy (CE) system. Each entity type has four boolean flags: init (spawn on server start), load (load from storage), respawn (respawn after removal), and save (persist to storage).

File Structure

Each <ce> element defines an entity category with its initialization and persistence behavior.

<economy>
    <ce folder="db">
        <file name="types.xml" type="types"/>
        <file name="spawnabletypes.xml" type="spawnabletypes"/>
        <file name="globals.xml" type="globals"/>
        <file name="economy.xml" type="economy"/>
        <file name="events.xml" type="events"/>
        <file name="messages.xml" type="messages"/>
    </ce>
    <dynamic init="1" load="1" respawn="1" save="1"/>
    <animals init="1" load="0" respawn="1" save="0"/>
    <zombies init="1" load="0" respawn="1" save="0"/>
    <vehicles init="1" load="1" respawn="1" save="1"/>
</economy>

Entity Types

dynamic entity

Loot items, weapons, clothing, and all interactable objects spawned by the economy. Usually init=1, load=1, respawn=1, save=1 for full persistence and respawning.

animals entity

Wildlife including deer, boar, wolves, and chickens. Typically init=1, load=0, respawn=1, save=0 since animals don't need persistence between restarts.

zombies entity

Infected spawns across the map. Usually init=1, load=0, respawn=1, save=0. They respawn dynamically based on player proximity and don't persist.

vehicles entity

Cars, trucks, boats, and helicopters. Typically init=1, load=1, respawn=1, save=1 for full persistence. Vehicle state, damage, and inventory are saved.

randoms entity

Random events like helicopter crashes and police car wrecks. Usually init=1, load=0, respawn=1, save=0. Events spawn fresh each restart.

building entity

Player-built structures like tents, fences, and watchtowers. Usually init=1, load=1, respawn=0, save=1. Bases persist but don't respawn if destroyed.

player entity

Player characters and their inventories. Always init=1, load=1, respawn=1, save=1. Player progress must persist across sessions.

custom entity

Custom entities added by mods or server administrators. Default is all flags=0. Configure based on whether your custom content needs persistence.

Flag Meanings

init boolean

When set to 1, entities of this type are spawned when the server starts. Set to 0 to prevent initial spawning.

load boolean

When set to 1, entities are loaded from storage files on server start. Required for persistence between restarts.

respawn boolean

When set to 1, entities respawn after being removed from the world. Controls whether the economy replenishes this type.

save boolean

When set to 1, entities are saved to storage files. Required for persistence. Works with load flag for full persistence.

Best Practices

Recommended

  • Keep player, vehicles, and building with full persistence (all flags = 1 except building respawn)
  • Use load=0 and save=0 for entities that should reset each restart (zombies, animals)
  • Test changes on a staging server before applying to production

Avoid

  • Setting player save=0 which would cause players to lose all progress on restart
  • Enabling save for zombies/animals which bloats storage files unnecessarily
  • Disabling init for dynamic loot which would result in empty servers

Pro Tips

The <ce folder> section at the top defines which configuration files the economy system reads. You can add custom types files here for modded content. If you're experiencing loot issues after a restart, check that dynamic has both load=1 and save=1 enabled.