DayZ types.xml Explained
Every parameter of the Central Economy loot file, with real values from the official
Chernarus types.xml.
types.xml is the file that tells DayZ's Central Economy (CE) which items
exist on your server, how many of each should be on the map, how long they stay there and where they
can spawn. Every weapon, can of food, piece of clothing and vehicle part has its own
<type> entry.
You find it in the mission folder of your server:
| Map | Path |
|---|---|
| Chernarus | mpmissions/dayzOffline.chernarusplus/db/types.xml |
| Livonia | mpmissions/dayzOffline.enoch/db/types.xml |
| Sakhal | mpmissions/dayzOffline.sakhal/db/types.xml |
| Nasdara (Badlands) | mpmissions/dayzOffline.nasdara/db/types.xml |
The server reads the file on startup, so changes only take effect after a restart. Need a clean copy? Get the official files on the download page.
Anatomy of an entry
This is the AKM entry exactly as it appears in the official Chernarus file:
<type name="AKM">
<nominal>3</nominal>
<lifetime>7200</lifetime>
<restock>3600</restock>
<min>2</min>
<quantmin>30</quantmin>
<quantmax>80</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>
Read it like this: the economy aims for 3 AKMs on the map. When fewer than 2 are left, new ones are spawned. A dropped or untouched AKM disappears after 2 hours (7200 seconds). It only spawns in military buildings in Tier 4 areas, and its internal quantity is rolled between 30 % and 80 %.
How respawning works
The Central Economy constantly counts how many instances of every type exist. For each type it compares that count with two numbers:
- While the count is at or above
min, nothing new spawns. - When it drops below
min, the economy starts spawning new instances until the count reachesnominalagain.
Example: BandageDressing has nominal 40 and min 30. Players can
loot ten bandages before the economy reacts; after that it refills back up to 40.
Respawning is not instant across the whole map. The server's globals.xml limits how much
happens per cycle: by default RespawnTypes (12) different types and RespawnLimit
(20) items of one type at once. On top of that, loot only spawns in a loot group when no player is
closer than LootSpawnAvoidance (50 m by default).
Which instances are counted at all is controlled by the counting flags.
Parameter reference
| Parameter | Meaning | Typical vanilla values |
|---|---|---|
nominal | Target number of instances on the map. 0 means
the economy never spawns the item as loot (it can still come from crafting, events
or other sources). | 1–3 for rare weapons, 20–40 for common medical items |
min | Threshold that triggers respawning. Below this number, new
instances are spawned until nominal is reached. | Roughly 50–75 % of nominal |
lifetime | Seconds an item stays in the world while nobody interacts with it before the cleanup removes it. | 14400 (4 h) for most loot,
7200 (2 h) for weapons, 3888000 (45 days) for barrels |
restock | Delay in seconds before the item may be respawned again.
0 means it can respawn as soon as it is below min. | 0
for almost everything, 3600 for some weapons, 43200 (12 h) for
tents |
quantmin / quantmax | Range (in %) for the item's
quantity when it spawns, for example rounds in a magazine, liquid in a canteen or pills in
a bottle. -1 means the item has no quantity. | -1 for most
items, 5–50 for magazines |
cost | Spawn priority value. Vanilla leaves it at 100 for
practically every item; there is rarely a reason to change it. | 100
(1,969 of 1,970 entries) |
flags | Which instances count towards nominal and how the
item is treated. See counting flags. | Only
count_in_map="1" |
category | Type of loot. Loot points in buildings only accept certain categories. | weapons, tools, clothes,
food, … |
usage | Kind of place where the item can spawn. An item can have several. | Military, Town, Village, … |
value | Map tier the item can spawn in. An item can have several. | Tier1–Tier4, Unique |
tag | Where inside a building the item is placed. | shelves,
floor |
Counting flags
The <flags> line decides which existing instances the economy counts when it compares
against min and nominal.
| Flag | When set to 1 |
|---|---|
count_in_map | Items lying in the world and in buildings are counted. This is the normal setting for loot. |
count_in_cargo | Items stored inside other items (backpacks, containers) are counted. |
count_in_hoarder | Items in player storage such as tents, barrels and buried stashes are counted. |
count_in_player | Items in player inventories are counted. |
crafted | Marks the item as craftable, e.g. painted weapon variants
like AK74_Black. |
deloot | Dynamic event loot: the item spawns at dynamic events such as helicopter crash sites. |
Anti-hoarding: In the vanilla files almost every entry counts only items on the
map. The exceptions are about 50 base-building and rare items such as tents, barrels, flags,
traps, some backpacks and night vision goggles. If players stockpile an item and it becomes too common, set
count_in_hoarder="1" (and optionally count_in_cargo="1") for that item.
Stored copies then count towards the limit and fewer new ones spawn.
Category, usage, value and tag
These four decide where an item can spawn. The names must match the definitions in
the mission's cfglimitsdefinition.xml, otherwise the item has no valid spawn points.
category
Used in the official Chernarus file: clothes (704 entries), tools (271),
weapons (262), lootdispatch (174, mainly vehicle parts),
containers (102), food (94) and explosives (15).
usage
The kind of location: Town, Village, Military,
Industrial, Farm, Hunting, School,
Police, Medic, Office, Coast,
Firefighter, Prison, Historical, Lunapark,
ContaminatedArea and SeasonalEvent. An item with several usages can spawn
in all of them.
value
The map is divided into tiers, from Tier1 (coast, starting areas) to Tier4
(far inland, high-value military areas). Unique is used for a handful of special items
such as M79, ClaymoreMine and Plastic_Explosive. An item
without a value tag is not limited to a tier.
tag
Fine placement inside a building: shelves or floor. Most entries have no tag.
The vanilla file in numbers
A few facts from the official Chernarus types.xml (October 2026) that help when you
compare it with your own file:
- 2,382 entries; Livonia has 2,391, Sakhal 2,404 and Nasdara 2,411 (how Nasdara differs).
- 1,267 entries have
nominal 0. They exist for crafting, events, infected, animals and similar, but do not spawn as regular loot. - 172 of those have
min 1withnominal 0, mostly infected and animals. That looks odd but is harmless, because nothing spawns at nominal 0. - Only 57 entries count more than items on the map (
count_in_player,count_in_cargoorcount_in_hoarder), mostly tents, barrels, flags and traps. - The most common lifetimes are 4 hours (1,293 entries) and 8 hours (441 entries).
Common mistakes
Raising weapons without magazines and ammo
If you increase nominal for rifles, increase their magazines and ammunition too. Otherwise
players find plenty of guns they cannot use.
min higher than nominal
For items that should spawn, min must not be larger than nominal. The
economy would never reach a stable state for them.
Items without usage or value
Mod items are often added with a nominal but without usage or
value, or with names that do not exist in cfglimitsdefinition.xml. Such
items may never find a spawn point.
Editing the vanilla file for every mod
Since game update 1.08 you can keep mod items in their own file and register it in
cfgeconomycore.xml, so it survives game and mod updates:
<economycore>
<!-- existing content -->
<ce folder="my_mods">
<file name="my_mod_types.xml" type="types" />
</ce>
</economycore>
Broken XML
A single missing closing tag can stop the economy from loading the file correctly. Validate the file before uploading it to your server.
The Loot Editor for DayZ shows all of this as a table, flags mistakes like the ones above and only writes valid XML. It runs in your browser and your files never leave your computer.
Open the EditorFAQ
What does nominal mean in DayZ types.xml?
The target number of instances the Central Economy keeps on the map. When the count drops below
min, new instances spawn until nominal is reached again.
What is the difference between min and nominal?
nominal is the target, min is the trigger. With nominal 40 and min 30, nothing
respawns while 30 or more exist; below 30 the economy refills to 40.
Where is types.xml located on a DayZ server?
In mpmissions/<mission>/db/types.xml, for example
dayzOffline.chernarusplus for Chernarus, dayzOffline.enoch for Livonia and
dayzOffline.sakhal for Sakhal and dayzOffline.nasdara for Nasdara
(Badlands).
Do I need to restart the server after editing types.xml?
Yes. The file is read on startup, so changes take effect after the next restart.
How do I increase loot on my DayZ server?
Raise nominal and min for the items you want more of, scale magazines and ammo
together with weapons, and make sure the items have a valid usage and value.
The Loot Editor's Mass Edit can change hundreds of items by a percentage
in one step.