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Bug Report Draft — DayZ Central Economy / ContaminatedArea Loot

Issue Key

DZG-441

State

Assigned

Access

Public

Group

DayZ

Project

Stable Feedback

Creator

chilliy

Created

Aug 23, 2026

Views

52

Attachments

No attachments

Platform

PC Steam

What happened?

Items in types.xml whose <usage> is set exclusively to ContaminatedArea (no fallback usage such as Military or Underground) fail to spawn reliably, and we cannot find documentation that explains the actual intended interaction between painted ContaminatedArea zones (areaflags.map) and a building's own usage tag from mapgroupproto.xml.

Over a continuous test session with logging enabled (log_ce_lootspawn / log_ce_lootrespawn), items restricted exclusively to ContaminatedArea usage showed very low and inconsistent success rates:


  • AK101_Black: 1/10 successful, 22 "search overtime" warnings

  • AK101_Green: 1/10 successful, 73 "search overtime" warnings

  • Ammo_40mm_ChemGas: 0/8 successful, 12,755 "search overtime" warnings


By contrast, comparable items with a fallback usage (e.g. Underground+ContaminatedArea) spawned close to their full nominal count with far fewer warnings.


We tried to narrow down the cause ourselves by cross-referencing the exact spawn coordinates of the few successful placements against mapgrouppos.xml/mapgroupproto.xml. The results were inconsistent with any single explanation we could come up with: some successful spawns landed on buildings whose proto definition does not include ContaminatedArea usage at all, in locations we can confirm do not have a ContaminatedArea area-flag painted. This makes it hard for us to understand what determines eligibility here.

Multiple admins in DayZ modding Discord communities report the same confusion around this exact topic, so this doesn't appear to be specific to our setup.

Reproduction steps

  1. In types.xml, define an item with usage set exclusively to ContaminatedArea (no other usage tags), e.g.:

xml

   <type name="TestItem">
       <nominal>10</nominal>
       <lifetime>28800</lifetime>
       <restock>3600</restock>
       <min>6</min>
       <cost>100</cost>
       <category name="weapons"/>
       <usage name="ContaminatedArea"/>
   </type>
  1. In the CE Tool, paint a ContaminatedArea zone over an area containing normal loot-capable buildings that already have their own usage tag in mapgroupproto.xml (e.g. Military barracks).

  2. Export areaflags.map and deploy it to the mission folder.

  3. In cfgeconomycore.xml, set log_ce_lootspawn and log_ce_lootrespawn to true.

  4. Delete storage_1 to force a fresh economy wipe, then start the server and let it run for an extended period (a few minutes is not representative — differences only become clear over hours).

  5. Observe the RPT/console log for the test item versus a comparable item that has a fallback usage (e.g. Underground+ContaminatedArea).

Exact build version (optional)

Where did it happen?

Community

Is it modded?

Yes

Expected result

Expected result

We'd like to understand what the intended behavior actually is, since none of the documentation we found (Contaminated Areas Configuration wiki, Central Economy setup guide for custom terrains) covers this interaction:


  1. Does painting a usage flag (e.g. ContaminatedArea) over a building via the CE Tool / areaflags.map add to the building's existing usage tags, or replace them?

  2. Is there a fallback/relaxation mechanism that allows an item to spawn somewhere without a full usage match after enough failed placement attempts ("search overtime")? If so, how is that meant to behave?

  3. Is there a recommended way to give an item exclusive to a custom usage (like ContaminatedArea) a fair chance at spawning, when many other item types (roughly 100 in our case, including several vanilla ones) compete for the same usage across a limited number of painted zones?

Whatever the intended behavior turns out to be, clearer documentation on this specific interaction would help — this doesn't appear to be an isolated case based on Discord discussions we've seen.

Section
is_modded = "Yes"

Mod list

@CF;@Dabs Framework;@GSC Gameworld Assets 2026;@PripyatGamma v114;@Namalsk Survival;@VPPAdminTools;@Community-Online-Tools;@SkyZ - Skybox Overhaul;@Breachingcharge;@Code Lock;@BaseBuildingPlus;@DayZ-Expansion-Core;@DayZ-Expansion-Licensed;@DayZ-Expansion-BaseBuilding;@DayZ-Expansion-Book;@DayZ-Expansion-Groups;@DayZ-Expansion-Navigation;@DayZ-Expansion-Missions;@DayZ-Expansion-Animations;@DayZ-Expansion-Vehicles;@DayZ-Expansion;@WindstridesClothingPack;@Band Shirts;@RaG_Core;@RaG_BaseItems;@NLZ

Load order / launch params

@CF;@Dabs Framework;@GSC Gameworld Assets 2026;@PripyatGamma v114;@Namalsk Survival;@VPPAdminTools;@Community-Online-Tools;@SkyZ - Skybox Overhaul;@Breachingcharge;@Code Lock;@BaseBuildingPlus;@DayZ-Expansion-Core;@DayZ-Expansion-Licensed;@DayZ-Expansion-BaseBuilding;@DayZ-Expansion-Book;@DayZ-Expansion-Groups;@DayZ-Expansion-Navigation;@DayZ-Expansion-Missions;@DayZ-Expansion-Animations;@DayZ-Expansion-Vehicles;@DayZ-Expansion;@WindstridesClothingPack;@Band Shirts;@RaG_Core;@RaG_BaseItems;@NLZ


serverMission.Pripyat

Activity

    4 days ago

  • chilliy
    created issue4 days ago
  • chilliy
    changed4 days ago
  • chilliycommented(edited)
    4 days ago

    I've spent multiple days trying to properly configure contaminated-zone loot on my server, but despite following the documented setup, it still isn't spawning reliably. Regular loot at these locations gets prioritized over items with ContaminatedArea usage, rather than the other way around.

    i analyzed in some relevant discords that a lot admins have the same issues regadring this topic.

  • chilliy
    changed3 days ago
  • chilliy
    changed3 days ago
  • chilliy
    changed3 days ago
  • 3 days ago

  • l909
    changed state to
    ASSIGNED
    3 days ago
  • traqucommented(edited)
    2 days ago

    Both paints should be overlapped on the map, at least that works good for me (Military and ContaminatedArea)
    Not sure if that is even related to your question, but is it how you have it?

  • chilliycommented
    2 days ago

    i only painted Tierzones and now the contaimation:

  • chilliycommented
    2 days ago

    Follow-up:

    tried increasing RespawnAttempt (2→4), RespawnLimit (20→50), and RespawnTypes (12→30) in globals.xml, since our very large modded item count (3400+ types across 13 files) meant most types never got a chance per CE cycle. Tested over roughly 16 hours (four consecutive ~4h server sessions, 2026-08-24 04:01-20:01).


    Total placement attempts logged for our ContaminatedArea-restricted test items over that period:

    AK101_Black (800 "search overtime"/"hard to place" combined).

    AK101_Green (776 "search overtime"/"hard to place" combined).

    M4A1_Green (1007 "search overtime"/"hard to place" combined).

    Ammo_40mm_ChemGas (1885 "search overtime"/"hard to place" combined).


    None of the successful spawns accumulated across that same 16h period landed inside any of our 7 painted ContaminatedArea zones.


    So increasing the CE's per-cycle throughput did not fix the underlying issue. Our original questions from the initial report still stand and are, if anything, more clearly demonstrated by this data: items appear to spawn at locations that don't match their configured usage/area-flag requirement at all, rather than being constrained to (or evenly competing for) the painted zones.

  • chilliycommented
    2 days ago

    from the CE Editor:

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Issue Key

DZG-441

State

Assigned

Access

Public

Group

DayZ

Project

Stable Feedback

Creator

chilliy

Created

Aug 23, 2026

Views

52

Attachments

No attachments