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To change how long an untouched item remains in DayZ, edit that item’s <lifetime> value in the active mission’s db/types.xml, using seconds, then restart the server. Use db/globals.xml only when you need to change a category-wide cleanup default. Loot lifetime controls cleanup; it does not control when a replacement item appears. Replacement is governed separately by nominal, min, restock, economy flags, and the Central Economy’s current state.
The safest approach is to decide whether you are tuning one class or every object that inherits a default, change the smallest possible setting, and test cleanup separately from respawn. That avoids the common mistake of increasing a lifetime while expecting the server to restock faster.
What you are changing
DayZ’s Central Economy (CE) continuously tracks loot entities and decides when to remove or replace them. A lifetime is a cleanup limit for an existing, generally untouched entity. Respawn is a separate population decision made after the CE evaluates how many copies exist, where they are counted, and whether the restock delay has elapsed.
That distinction explains most confusing results. Increasing <lifetime> can keep an untouched item on the ground longer, but it does not make replacement spawn faster. Lowering lifetime can remove an item sooner, but the location may remain empty until the CE’s population and restock rules allow another copy.
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A quick decision guide
| Your goal | First setting to inspect | Why |
|---|---|---|
| Keep one weapon, tool, or item on the ground longer | That class’s <lifetime> in types.xml |
It changes cleanup for that item without affecting unrelated classes. |
| Clean one class of abandoned objects sooner | That class’s <lifetime> |
A per-item edit is narrower than changing a global fallback. |
| Change the default for objects with no explicit lifetime | CleanupLifetimeDefault in globals.xml |
It applies broadly to classes that inherit the fallback. |
| Make loot return after players take it | nominal, min, and restock |
These control target population and replacement eligibility, not cleanup. |
| Understand a result that differs between tests | Player presence, item interaction, and mod CE files | Idle mode, item state, and overrides can change what you observe. |
Before editing: stop, back up, and identify the active mission
- Stop the DayZ server from its control panel or service manager. Editing while the mission is being written can overwrite your change or leave a partially written XML file.
- Create a backup of the complete active mission folder, including
dband any economy configuration files. Keep the backup outside the live folder so a later restart cannot replace it. - Confirm the map and mission actually loaded by the server. A common path is
mpmissions/dayzOffline.chernarusplus/; other maps use a different mission-directory name. Do not edit a template or an unused map folder. - Use a text editor that preserves plain UTF-8 text and does not add rich-text formatting. XML must remain well formed.
Record the current class name, old value, map, and mission path before changing anything. If a mod is involved, note the mod’s economy file and registration instructions as well. This small record makes it possible to tell whether a later test used the intended file or a different definition.
Change one item’s lifetime in types.xml
1. Open the item definition
In the active mission, open db/types.xml. Search for the exact class name used by the item, such as the class name supplied by the item’s configuration or mod documentation. Each item is represented by a <type name="..."> block.
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2. Edit only the lifetime value
The number is seconds. In this example, the item can remain for 7,200 seconds (two hours) before ordinary cleanup if it is otherwise eligible:
<type name="ExampleItem">
<nominal>20</nominal>
<min>10</min>
<lifetime>7200</lifetime>
<restock>0</restock>
<flags count_in_cargo="1" count_in_hoarder="1" count_in_map="1" count_in_player="1" crafted="0" deloot="0" />
</type>
Keep the surrounding element, closing tag, and required sibling tags. Replace 7200 with the number of seconds you want. For quick conversions, multiply minutes by 60 or hours by 3,600; for example, 30 minutes is 1,800 seconds and 24 hours is 86,400 seconds.
Change only the value while troubleshooting. Editing nominal, min, flags, or usage tags in the same test makes it difficult to know which setting caused the result. A lifetime of zero, a missing value, or malformed text should not be used as a substitute for understanding the CE rules; keep the value explicit and numeric.
3. Save and restart
Save the file, check that the editor did not add a second root element or alter quotation marks, and restart the server. The mission configuration is loaded during startup; a running server normally will not apply a changed mission XML file until it reloads.
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After the restart, verify the server reaches a normal running state before testing. If startup fails, restore the backup and inspect the startup or CE log for the malformed element or duplicate registration.
Change the global cleanup fallback in globals.xml
Open db/globals.xml in the same active mission and find the <variables> section. Change the appropriate <var> value when you want a default for objects that do not have a more specific lifetime. This is broader than editing one item, so make a backup and change only the variable you understand.
| Variable | Documented value | What it covers | Reference noted in the configuration documentation |
|---|---|---|---|
CleanupLifetimeDefault |
45 seconds | General cleanup fallback when an object has no more specific lifetime | Bohemia Interactive Community/BIS reference |
CleanupLifetimeRuined |
330 seconds | Ruined objects | Bohemia Interactive Community/BIS reference |
CleanupLifetimeDeadInfected |
330 seconds | Dead infected | StarDZ Team technical reference |
CleanupLifetimeDeadPlayer |
3,600 seconds | Dead-player bodies | StarDZ Team technical reference |
IdleModeCountdown |
60 seconds | Delay before the economy can enter empty-server idle mode | Bohemia Interactive Community/BIS reference |
These are documented configuration defaults, not a promise that every entity will disappear at exactly that wall-clock time. A per-item lifetime, item state, player interaction, server activity, and modded economy files can all change what you observe.
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Because a global edit affects every class that falls back to it, use it for an intentional server-wide policy rather than as a quick fix for one disappearing item. If only one class is problematic, return to types.xml and give that class an explicit lifetime instead.
What nominal, min, and restock actually do
| Setting | Role | What changing it does not do |
|---|---|---|
lifetime |
Maximum cleanup lifetime, in seconds, for an eligible untouched item | It does not set the replacement delay or guarantee a respawn |
nominal |
Target population of that class in the economy | It does not force the target number to appear immediately |
min |
Population threshold at which the CE attempts to replenish the class | It does not override invalid usage, category, or counting flags |
restock |
Minimum delay before a replacement can be spawned after an item is removed or taken | It does not shorten an existing item’s lifetime |
flags |
Defines whether copies in cargo, hoards, the map, or player inventory count toward CE totals | It does not change the cleanup timer by itself |
For example, an item can be removed after its lifetime expires while the CE still waits for its restock interval or for the class to fall below min. Conversely, increasing nominal does not make an untouched item live longer. Treat cleanup and population as two linked but separate controls.
The flags matter because the CE counts copies in the places they specify. If count_in_cargo, count_in_hoarder, count_in_map, and count_in_player are enabled, an item stored in a container or carried by a player may still satisfy the class population. A server can therefore appear to have no world loot while the CE believes the nominal target has already been met.
Why an item may disappear sooner or later than expected
Untouched versus interacted-with items
The Central Loot Economy reference describes persistent objects that are regularly used as generally not being automatically despawned merely because a player walks away. Testing a freshly spawned, untouched item therefore produces a different result from testing an item that has been picked up, moved, stored, or otherwise used.
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For a clean lifetime test, leave the item in place and record whether anyone picked it up, moved it, opened it, or stored it. A test involving a moved or used item is useful for gameplay behavior, but it is not a controlled test of an untouched entity’s lifetime.
Active server versus empty server
When no players are present, the economy can enter idle mode. The documented IdleModeCountdown value is 60 seconds, so an empty-server test may not progress like an active-server test. Keep at least one player connected while measuring a gameplay scenario, and record whether the item was untouched.
Do not compare an overnight empty-server observation directly with a busy-session observation and assume the timers are identical. Note the player count and server state for every test, then repeat the test under the same conditions when comparing two values.
Inherited defaults and overrides
If an item has no explicit lifetime, it may inherit the 45-second CleanupLifetimeDefault. That is a common reason for apparently instant disappearance. A mod can also supply an override or a different CE file, causing the value you edited to be ignored.
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Modded servers and cfgEconomyCore.xml
Mods may register their own CE classes and files instead of relying only on the vanilla mission definitions. The official CE reference identifies cfgEconomyCore.xml as a configuration file located in the mission folder and used for CE class/file registration.
If a mod provides an economy XML file, follow that mod’s installation instructions and register it through the active mission’s economy-core configuration. Do not create a second definition for the same class in an attempt to “override” it; duplicate or conflicting definitions can make startup fail or make the server load a different value than the one you edited. After registration, restart and inspect the server’s CE or startup logs when logging is enabled.
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Keep the registration change and the lifetime change as separate steps when possible. First confirm that the mod’s class loads, then adjust its value and restart again. This isolates a registration error from a valid lifetime change and makes rollback straightforward.
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The item vanishes almost immediately
- Confirm the item’s
<type>block contains an explicit<lifetime>. - Check whether it is inheriting
CleanupLifetimeDefault, documented as 45 seconds. - Search the active mission and mod-registered files for another definition of the same class.
- Make sure the item was not already in a ruined or otherwise special state with a different cleanup rule.
- Repeat the test with a player connected and an untouched item so idle mode or interaction is not confusing the result.
The item never returns after removal
- Check that
nominalandminare sensible for the intended population. - Review
restock; it is a minimum delay, not an instant-spawn command. - Verify valid
usageandcategorytags for the locations where the item should spawn. - Inspect the economy flags. If copies in cargo, hoards, the map, or player inventory are counted, the CE may believe the target population has already been met.
- Allow for a later CE cycle. Replacement is not guaranteed to occur at the exact second an entity disappears.
- Confirm that the class is registered through the active economy-core configuration when a mod supplies it.
My edit has no effect
- Recheck that you edited the mission folder selected by the server, not a template or inactive map directory.
- Validate the XML: every opening element needs a matching close, attributes need quoted values, and the file must retain its required root structure.
- Confirm the server was fully restarted after saving.
- Look at CE logs if they are enabled through the economy-core configuration; parse errors and registration conflicts are often reported there.
- Check for a more specific per-item value or a mod file that takes precedence over the fallback you changed.
Measure a change without misleading yourself
- Write down the map, mission folder, class name, old value, new value, and whether any mod registers that class.
- Restart with the server populated by at least one player so empty-server idle behavior is not part of the test.
- Place or locate an untouched instance and record the time it becomes eligible for cleanup. Do not use a previously moved or stored item for this baseline.
- Run a separate replacement test: remove or take an item, then observe when the class returns. Record the current population,
min,nominal, andrestockvalues. - Repeat after a restart if the first result is ambiguous. A single disappearance or spawn does not prove that a replacement will appear at the same location or at an exact interval.
Use two independent notes: one for cleanup and one for replacement. For cleanup, record spawn time, whether the item was touched, player presence, and the lifetime value. For replacement, record removal time, current copies counted by the flags, the threshold values, and the restock setting. Mixing those observations is the fastest way to blame the wrong XML field.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Practical tuning patterns
Keep valuable world loot available longer
Set a longer per-item <lifetime> for the specific class in types.xml. Leave global defaults unchanged so unrelated objects retain their normal cleanup behavior. If the item is still removed, check for a mod override and whether the test object was actually untouched.
Clean abandoned junk faster
Lower the selected class’s lifetime rather than lowering the global default. This limits the change to that class and avoids unexpectedly accelerating cleanup for every object that relies on the fallback.
Increase the supply after players take items
Adjust the class’s nominal, min, and, where appropriate, restock together. Then verify usage/category tags and counting flags. A shorter restock value can make a replacement eligible sooner, but it cannot compensate for a class that the CE still counts above its threshold.
Apply a broad cleanup policy
Use globals.xml only when the intended policy covers all classes inheriting the fallback. Before changing CleanupLifetimeDefault, list the kinds of objects that may be affected and keep the original value in your backup. If the result is too broad, restore the fallback and use explicit per-item lifetimes instead.
Final configuration checklist
- Server stopped and mission backup created.
- Active map mission confirmed.
- Correct class located in
db/types.xml, or correct global variable located indb/globals.xml. - Lifetime entered as seconds and required XML tags preserved.
- Nominal, minimum, restock, usage/category, and counting flags reviewed separately from lifetime.
- Mod CE files registered through
cfgEconomyCore.xmlaccording to their instructions, with no duplicate definitions. - Server restarted and logs checked when a change appears ineffective.
- Tests performed with a player connected and with the item’s interaction state recorded.
The reliable rule is simple: use types.xml for a specific item, globals.xml for a fallback category, and treat cleanup timing and respawn timing as different systems.
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Frequently Asked Questions
Where is the DayZ loot despawn timer?
For one item, it is the <lifetime> value in that class’s block in the active mission’s db/types.xml. For a class without a specific value, the fallback is controlled by CleanupLifetimeDefault in db/globals.xml.
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Are lifetime values seconds or minutes?
They are seconds. For example, 1,800 is 30 minutes, 7,200 is two hours, and 86,400 is 24 hours.
Why did changing lifetime not make loot respawn faster?
Lifetime only controls cleanup of an existing eligible item. Replacement depends on nominal, min, restock, usage and category tags, counting flags, and the CE’s later population cycle.
What is the documented default cleanup lifetime?
CleanupLifetimeDefault is documented as 45 seconds. An item without an explicit lifetime may therefore disappear quickly, subject to its state, interaction, server activity, and any mod override.
Does picking up or moving an item change the test?
Yes. Persistent objects that are regularly used generally are not automatically despawned simply because a player walks away. Test an untouched item when measuring the ordinary lifetime, and record interaction state.
Why do tests behave differently when nobody is online?
The CE can enter empty-server idle mode. The documented IdleModeCountdown is 60 seconds, so keep a player connected for a comparable active-server test.
Should I edit globals.xml or types.xml?
Use types.xml for a single class. Use globals.xml only for a broad fallback policy affecting objects without a more specific lifetime.
What should I check when loot never returns?
Review nominal, min, restock, valid usage/category tags, and flags that count items in cargo, hoards, the map, or player inventories. Also allow for a later CE cycle and confirm mod files are registered.
Do I need to restart after editing an XML file?
Yes. Restart the server so the mission configuration is loaded again. Check startup or CE logs if the server reports a parse or registration problem.
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Edit the specific class’s <lifetime> in db/types.xml for targeted cleanup changes, or edit CleanupLifetimeDefault in db/globals.xml for a broad fallback. Values are seconds. Keep lifetime separate from nominal, min, and restock, restart the server, and test with player presence and item interaction recorded.
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