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404 containers on Chernarus spawn as loot: backpacks, vests, clothing with pockets, chests and barrels. 60 of them are backpacks, and 19 of those spawn empty every single time because vanilla gives them no cargo rule at all. Pick a container, decide what goes inside, and take the result to your server as complete files or as snippets to paste.
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All paths below start at your mission folder, for example mpmissions/dayzOffline.chernarusplus/. Which mission is running is written in serverDZ.cfg under template.
cfgspawnabletypes.xml
Sits directly in the mission folder, next to init.c, and NOT in db/. Holds one entry per class that spawns with something in or on it: containers, infected, wrecks, weapons with attachments. This editor only touches the container entries and leaves the other roughly 300 alone.
cfgrandompresets.xml
Also in the mission folder. Holds the shared loot groups that entries in the first file point at by name. Neither file is listed in cfgeconomycore.xml; the engine loads both by itself, so there is nothing to register.
db/types.xml
Not edited here, but it decides whether your entries do anything at all: a class missing from types.xml is skipped when the server starts. If you add a modded item to a container, add it to types.xml as well. The editor marks items that are missing from the current map.
Pick the map first
Chernarus, Livonia and Sakhal carry different loot groups and different types.xml. Editing on the wrong map and copying the result over silently changes what spawns, so switch to the map your server runs before you touch anything.
Load your own file if you have one
If your server already runs a tuned economy or mods with their own containers, load its cfgspawnabletypes.xml through the button in the toolbar. The editor then builds every export on top of your file instead of the vanilla one.
Edit the containers
Pick a container, add blocks, and watch the preview on the right: it shows how many out of 100 containers carry each item, whether the content fits into the grid and whether every class exists in the map's economy. Use the filter "Spawns empty" to find the containers that currently give nothing.
Choose add-only or whole files
In the output tab, "Only add snippets" gives you just the changed blocks with a note per block saying whether it replaces an existing entry or is new. That way your files keep everything else. "Whole files" gives you two finished downloads instead, which is faster but replaces the files completely.
Stop the server, back up, edit
Both files are read once at mission start, so the server has to be down. Copy cfgspawnabletypes.xml and cfgrandompresets.xml aside first, then paste the snippets in or upload the new files. New loot groups must be in cfgrandompresets.xml before any type points at them.
Start and check
Start the server and let it come up fully. Containers already lying in the world keep their old content until they despawn, so give it a restock cycle before you judge the result. If the server does not start at all, the cause is almost always broken XML in one of the two files.
No. Container content is plain vanilla configuration in two XML files of your mission, so it works the same on PC, Xbox and PlayStation servers.
Add-only gives you the changed blocks as text with a note telling you whether to replace an existing entry or insert a new one. Your files keep everything else, which matters if mods or other tools also write there. Whole files give you two ready downloads that replace the old ones entirely.
No. A restart is enough. Containers already lying in the world keep their old content until they despawn, so the change shows up gradually. Never delete the storage folder for this; that would destroy player bases without changing any loot rule.
Yes. Type the class name into the item field; it does not have to be in our database. The item also needs an entry in your db/types.xml, otherwise the server skips it at start and the block produces nothing. Classes the editor does not recognise are marked, so you can tell a modded item from a typo.
Three usual causes. The class is missing from db/types.xml, so the server drops it at start. The item is too big for the container's grid, so the engine cannot place it. Or the block points at a loot group that does not exist under that exact name in cfgrandompresets.xml. The editor flags all three cases while you edit.
Only if you edit a shared loot group. Container entries themselves are separate from the infected entries, but many groups are used by both: on Chernarus foodVillage feeds 24 containers and 16 infected. Every group shows who else uses it, and "Only for this one" turns a group into a private block for a single container. For the infected themselves, use the zombie editor.
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