The primary loot economy configuration for DayZ. Control which items spawn, their quantities, locations, restock rates, and distribution across your server map.
The types.xml file defines how items spawn in your DayZ server. It controls spawn eligibility (which items can appear), quantity limits (maximum and minimum counts), spawn locations (specific zones where items appear), and lifetime and restock rates (despawn timing and respawn intervals).
Each <type> element represents a unique item class with spawn parameters.
<type name="PeachesCan">
<nominal>15</nominal>
<lifetime>14400</lifetime>
<restock>0</restock>
<min>12</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="food"/>
<tag name="shelves"/>
<usage name="Town"/>
<usage name="Village"/>
<value name="Tier1"/>
<value name="Tier2"/>
</type>
The target number of this item type the server tries to maintain across the map. When the count falls below this value, the Central Economy system will attempt to spawn more. Higher values mean more of that item in the world, but be careful not to set this too high as it can impact server performance and game balance.
How long in seconds an item will persist in the world before being cleaned up by the server. The timer resets whenever a player interacts with the item. Common values: 3600 (1 hour) for common items, 14400 (4 hours) for standard items, 604800 (7 days) for base building materials.
The minimum delay in seconds before the item can respawn after being picked up or destroyed. Set to 0 for immediate respawn eligibility, or use higher values (1800-3600) to create scarcity and prevent rapid farming of specific items.
The absolute minimum number of this item that must exist on the server at all times. The economy will prioritize spawning this item until the minimum is reached. Typically set to 50-80% of the nominal value to ensure consistent availability.
The minimum percentage (0-100) of capacity an item spawns with. Applies to stackable items like ammunition, food with portions, or liquid containers. Set to -1 for items without quantity (weapons, clothing). Example: quantmin="20" means items spawn with at least 20% fill.
The maximum percentage (0-100) of capacity an item can spawn with. Works with quantmin to create a random range. For example, quantmin="20" and quantmax="80" means items spawn between 20-80% full. Set to -1 for non-stackable items like weapons or tools.
The spawn priority weight used by the Central Economy when selecting items to spawn. Higher values give the item priority over lower-cost items competing for the same spawn point. Default is 100. Use lower values (50-80) for rare items, higher values (100-150) for common items.
When set to 1, items stored inside containers like backpacks, crates, and vehicle inventories count toward the nominal/min limits. Enable this for items you want to remain scarce even when hoarded. Disable (0) if you want the economy to keep spawning regardless of stored quantities.
When set to 1, items in player-placed storage containers (tents, barrels, buried stashes, wooden crates) count toward limits. This is the key flag for controlling item hoarding. Enable for rare items to prevent players from stockpiling and breaking the economy.
When set to 1, items spawned on the ground in buildings and across the map count toward limits. This should almost always be enabled (1) as it's the primary way the economy tracks naturally spawned loot. Disabling this would cause infinite spawning.
When set to 1, items currently in player inventories (hands, clothing, equipped) count toward limits. Enable for extremely rare items where you want strict server-wide limits regardless of whether players are carrying them. Most items have this disabled.
When set to 1, this item will never spawn naturally through the economy system and can only be obtained through crafting. Use this for items like improvised weapons, leather clothing, or any item that should require player effort to create.
When set to 1, this item is designated as dynamic event loot and will only spawn at special event locations like helicopter crashes, police car wrecks, or contaminated zones. These items bypass normal spawn points and appear exclusively at event sites.
Defines the item's category for spawn point matching. Items only spawn at locations tagged with matching categories in cfglimitsdefinition.xml. Each item should have exactly one category.
Specifies which map areas or building types can spawn this item. Multiple usage tags allow items to appear in different locations. Defined in cfglimitsdefinition.xml. Max 4 per item.
Controls which map regions can spawn this item based on tier zones. Tier1 is coastal/starter areas, Tier4 is high-value inland military zones. Multiple values allow items to span regions.
High-tier military loot configuration
<type name="M4A1">
<nominal>8</nominal>
<min>3</min>
<lifetime>14400</lifetime>
<restock>1800</restock>
<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"/>
<value name="Tier4"/>
</type>
Common consumable configuration
<type name="TacticalBaconCan">
<nominal>40</nominal>
<min>25</min>
<lifetime>7200</lifetime>
<restock>1800</restock>
<quantmin>1</quantmin>
<quantmax>3</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="food"/>
<usage name="Town"/>
<usage name="Village"/>
<value name="Tier1"/>
<value name="Tier2"/>
</type>
Always backup your types.xml before making changes. Use version control or regular backups, and validate your XML after edits. Tools like DZconfig can help manage and validate your configurations automatically. Test changes on a staging environment first to prevent loot explosions or barren servers.