| Class Name ↕ | Nominal ↕ | Min ↕ | Lifetime ↕ | Restock ↕ | Actions |
|---|
Stella Bulk Economy Boosters, Reducers & 1-Click Server Profiles
Apply smart multipliers across the entire map, specific categories, or specific tiers in one click. Every tool below automatically protects disabled items (nominal = 0), maintains valid min ≤ nominal ratios, and supports instant Undo/Redo.
Doubles (2.0x) active nominal & min on loot items, skips 1:1 & zero-nominal entries, and reduces restock timers by 25%.
Boosts Weapons, Ammo, Military Gear, Food & Medical by 5.0x, sets all magazines/food quantities to 100% full, and unlocks Hoarder/Player caps.
Reduces active loot nominal & min by 50% (preserving at least 1 where active), doubles restock cooldowns, and sets magazine fill to 10–50%.
Turns off count_in_hoarder & count_in_player on all weapons so player bases never block spawns, and sets all mag/food quantities to 100%.
Smart Spawn Count Multiplier
Scale nominal and min up (Booster) or down (Reducer) across any target scope with smart ratio protection.
Tier Booster & Map Zone Unlocker
Boost spawn counts on specific map progression tiers (Tier1 through Tier4 & Unique), or unlock high-tier military items to spawn in coastal/lower tiers.
Lifetime Reducer & Respawn Speed Optimizer
Shorten ground loot despawn timers (<lifetime>) to improve server FPS and loot cycling while automatically protecting 45-day persistent storage containers.
Magazine, Ammo, Food & Medical Fill Manager
Controls how full stackable/fillable items are when found (0 to 100%). Automatically ignores single-unit items (-1 / -1) so you never break non-stackable items.
Anti-Hoarding & Dynamic Event Flag Manager
When count_in_hoarder="1" or count_in_player="1" is enabled on an item, players stashing or carrying that item prevent new ones from spawning on the map!
Activate Painted / Color Weapon & Gear Variants
In vanilla types.xml, painted rifles and attachments (AK101_Black, M4A1_Green, Mosin9130_Camo, PlateCarrierVest_Green) often have nominal=0 and crafted=1. Activate them in 1 click!
Organize types.xml into Searchable Categories
Section assignments change the file's organization, not the item's category, usage, tags or tier values. Duplicate definitions remain separate entries.
Organizer Grouping & Banner Options
Category Directory & Ctrl+F Jump Tags
Click any category to previewLive Organized XML Preview
ReadyCompare Your 4 Attached Maps (Nasdara, Sakhal, Livonia, Chernarus)
See which items exist in one map but are missing from your active map, compare nominal spawn totals side-by-side, and port missing items into your current file in 1 click.
Uses custom MilitaryEast & MilitaryWest usages, includes 43 unique Land_House_* entries, and has 0 min > nominal errors.
Arctic survival economy with Special & Underground usages, 21 unique items (Land_WarheadStorage_*, MK4Optic_*), and tighter winter loot.
Enoch/Livonia economy with Underground bunker usage, ground tag, and Tier 1–3 + Unique progression.
Classic 4-Tier (Tier1–Tier4 + Unique) large-map economy with 60 dynamic event (deloot=1) items.
Items in Compared Map Missing from Active File
Import individual missing items or all of them in 1 click
Nominal & Economy Differences (Active vs. Compared Map)
Shows items where nominal, min, or lifetime differ between the two maps
DayZ CE types.xml Schema & Logic Diagnostics
Detects min > nominal, quantmin > quantmax, duplicates, and unlinked spawns
Raw types.xml Code Studio
Generate, inspect, copy, or edit raw XML and sync directly back to the Visual Editor
The Complete DayZ types.xml Master Guide & Reference
In DayZ's Central Economy (CE), types.xml is the master database that tells the server what items exist, how many of each should spawn across the map, how long they remain on the ground before despawning, how full magazines/food/consumables are, and which building categories and map tiers are allowed to spawn them.
1. Every <type> Tag & Property Explained
<nominal>
Target Map Count
The target maximum number of this item that the Central Economy tries to maintain across the map at any given time.
• If you set <nominal>20</nominal>, the server spawns up to 20 of this item.
• If you set <nominal>0</nominal> (and <min>0</min>), the item will never naturally spawn on the ground (though it can still exist if spawned by admin tools, crafting, or cfgspawnabletypes.xml cargo/attachments).
<min>
Restock Threshold
The minimum threshold that triggers respawning.
• Example: If nominal = 20 and min = 15, the server spawns 20 items. As players pick them up (19, 18, 17, 16...), nothing respawns yet. Once the count hits 15, the server queues 5 new items to respawn back up to 20!
• Golden Rule: min must always be ≤ nominal. If min > nominal, DayZ logs a CE warning and breaks restocking for that item.
<lifetime>
Despawn Timer (Seconds)
How long (in seconds) an item stays on the ground untouched before despawning so fresh loot can cycle in:
• 1800 = 30 Minutes | 3600 = 1 Hour
• 7200 = 2 Hours | 14400 = 4 Hours
• 28800 = 8 Hours | 86400 = 24 Hours (1 Day)
• 3888000 = 45 Days (Used for Barrels, Tents, Sea Chests, Wooden Crates, Flagpoles, and Stashes so player bases don't despawn!).
<restock>
Respawn Delay (Seconds)
How many seconds the server waits between spawning each single replacement item once the count drops to <min>:
• If <restock>0</restock>: As soon as count hits min, the server respawns all missing items at once in a single batch.
• If <restock>1800</restock> (30 mins): The server Trickle-Spawns 1 item every 30 minutes until it reaches nominal again.
<quantmin> & <quantmax>
Inner Fill % (-1 or 0–100)
Controls the starting fill percentage (1 to 100) of items that hold a quantity — such as Magazines, Loose Ammo, Ammo Boxes, Canned Food, Soda/Canteens, Pills, Disinfectant, Gas Canisters, and Batteries.
• Set both to -1 for items without an inner quantity bar (Rifles, Jackets, Backpacks, Hammers, Car Doors).
• Set both to 100 on Magazines/Food if you want every mag and food can to spawn 100% full!
<cost>
Spawn Priority (0–100)
Determines priority in the Central Economy spawn queue (almost always set to 100 across official Bohemia files). Items with cost="100" get highest priority when the server processes its loot spawn queue.
2. All 6 <flags> Attributes Explained (How DayZ Counts Loot & Rare Caps)
count_in_map="1"
Always 1 for Ground Loot
Counts copies of this item currently lying on the ground at spawn points across the map. Should be 1 on almost every spawning item. If set to 0 while nominal > 0, the server forgets how many it already spawned on the ground and will over-spawn the item!
count_in_hoarder="0 / 1"
Tents / Barrels / Crates
If set to 1, copies stored inside player Tents, Barrels, Sea Chests, Wooden Crates, and Underground Stashes count toward nominal! Pro Tip: Set this to 0 on rifles so one clan hoarding 10 M4A1s in a tent doesn't stop M4A1s from spawning for everyone else.
count_in_player="0 / 1"
Online Player Inventory
If set to 1, copies currently carried by online players on the server count toward nominal. Vanilla uses this on NVGoggles, PunchedCard, and top-tier rifles. Set to 0 if you want ground spawns unaffected by what online players are carrying.
count_in_cargo="0 / 1"
Inside Cars / Backpacks
If set to 1, copies sitting inside vehicle trunks or dropped backpacks on the map count toward nominal. Usually 0 on regular items and 1 only on ultra-limited containers/items.
deloot="0 / 1"
Dynamic Events (Heli / Convoy)
Stands for Dynamic Event Loot. When deloot="1", the item is reserved for Dynamic Events like Helicopter Crashes, Military Convoys, Police Cars, or Santa Sleighs. Set deloot="0" (and add a building <usage>) if you want the item to spawn in normal buildings!
crafted="0 / 1"
Crafted / Non-Loot Items
Marks items that players craft (like Spear, Fireplace, GhillieSuit, cooked meats, or painted guns) with nominal="0" so the server still knows their <lifetime> despawn timer after a player drops them!
3. Official <category> & <tag> Values
Each building spawn point in DayZ's mapgroupproto.xml only accepts specific categories and tags:
weapons
All Firearms, Magazines, Ammunition, Optics/Scopes, Bayonets, and Suppressors.
clothes
Jackets, Pants, Boots, Gloves, Helmets, Hats, Masks, Vests, Belts, and Backpacks.
food
Canned Food, Sodas, Canteens, Water Bottles, Fruits, Mushrooms, Meat, and Vitamins/Meds.
tools
Knives, Axes, Saws, Repair Kits, Medical Bandages, Car Wheels/Doors/Batteries, Locks, Electronics.
containers
Barrels, Tents, Sea Chests, First Aid Kits, Ammo Boxes, Protector Cases, Bear Traps.
explosives
Frag Grenades, Smoke Grenades, Flashbangs, Claymores, Plastic Explosives, 40mm Grenades.
<tag> floor / shelves / ground
Restricts where inside a room the item spawns (shelves = on tables/racks/shelves; floor = building floors; ground = outdoor/forest ground).
4. Location <usage> & Progression <value> Tiers
An item spawns in buildings that match at least one of its <usage> tags AND at least one of its <value> tiers (if specified):
Barracks, tents, bunkers, airfields. Note: Nasdara splits East & West military loot using MilitaryEast & MilitaryWest!
ContaminatedArea = Static Gas Zones (Rify/Pavlovo). Underground = Livonia & Sakhal Bunkers. Special = Sakhal Warhead/Key Containers.
Police stations & guardhouses, Hospitals & Star of Life clinics, Fire stations, and Island/Mainland Prisons.
Civilian city buildings, rural village houses, coastal boats/shacks, barns, and hunting stands/cabins.
Warehouses/garages, office buildings, schools, and medieval castles (Historical).
Tier1 = Spawn coast/river; Tier2 = Inland; Tier3 = Deep inland military; Tier4 = High-end NWAF/Tisy/Bunkers. Leave empty to allow spawning in all tiers!