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The Central Economy never tells you why something does not spawn. CE Doctor reads your entire mission folder, cross-checks every file and weighs your types.xml against the map's real loot slots — taken from the original mapgroupproto.xml and mapgrouppos.xml.
Drop your mission folder here
A ZIP of the mission folder, the folder itself, or single XML files — the more files, the more checks are possible.
Everything runs in your browser. No file is uploaded to our servers and nothing in your files is changed.
Cross-file checks: unknown usage flags, typos in class names, events without positions, missing presets — exactly the mistakes that silently switch the loot economy off.
Loot budget from real map data: how many spawn slots your map has per building type, and how far your values drift from the vanilla state.
Nothing leaves your browser: the analysis runs entirely locally, no file is uploaded or modified.
Upload the complete mission folder (as a ZIP or directly as a folder). CE Doctor reads types.xml, events.xml, cfgspawnabletypes.xml, cfgrandompresets.xml, cfglimitsdefinition.xml, cfgeconomycore.xml, globals.xml and every extra file registered in cfgeconomycore.
It then cross-checks the files: is every usage flag defined in cfglimitsdefinition.xml? Does every event point at types that exist? Does every registered file actually exist? And is every class name known to the item database?
Finally it weighs your types.xml against the map's real loot slots and shows which entries can never spawn and how full each building type is compared to vanilla.
The most common cause is a single invalid value in types.xml: a usage or value flag that is not defined in cfglimitsdefinition.xml, or a class name that no longer exists. The Central Economy does not report this — it simply stops restocking. Those are exactly the cases CE Doctor finds. The second most common cause is IdleModeStartup in globals.xml: with it set to 1 and nobody online, the economy stops running.
No. The whole analysis runs in your browser. Only the map data and the list of known class names come from the server. Your files are neither stored nor changed.
It compares your load with the untouched vanilla state of the same map. Factor 1 means as full as the original. Factor 3 means three times as much requested loot per available slot. The higher the factor, the more likely rare items drop out completely because the economy can no longer find free slots.
Modded entries are checked as long as their files sit in the mission folder — including the extra files registered in cfgeconomycore.xml. Class names from mods are unknown to our item database; they are listed as a note, not as an error. The budget calculation currently covers Chernarus, Livonia and Sakhal, because those original map files are available.
No, it goes further. An XML validator checks whether a file is syntactically correct. CE Doctor also checks whether the content can work at all in the interplay of all files — that is the class of error that breaks servers silently.
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