economy.xml
Purpose
economy.xml is a master toggle file for the Central Economy (CE). It controls whether each major entity group is initialized, loaded from storage, saved to storage, and respawned at server startup. Think of it as a series of on/off switches for the CE subsystems.
On console servers this file is rarely edited. The defaults work correctly for normal operation. It becomes relevant when diagnosing persistent world issues or when intentionally resetting specific entity groups.
Console Path
dayzxb_missions/dayzOffline.<mapname>/db/economy.xml (Xbox)
dayzps_missions/dayzOffline.<mapname>/db/economy.xml (PlayStation)
Full Block Structure
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<economy>
<dynamic init="1" load="1" respawn="1" save="1"/>
<animals init="1" load="0" respawn="1" save="0"/>
<zombies init="1" load="0" respawn="1" save="0"/>
<vehicles init="1" load="1" respawn="1" save="1"/>
<randoms init="0" load="0" respawn="1" save="0"/>
<custom init="0" load="0" respawn="0" save="0"/>
<building init="1" load="1" respawn="0" save="1"/>
<player init="1" load="1" respawn="1" save="1"/>
</economy>
What the Vanilla Defaults Tell You
The table below reflects the block structure shown above as an observed mission snapshot. Treat it as policy this install ships with, not a value hard-coded into the engine — confirm against your own db/economy.xml before relying on it.
Reading these defaults reveals key design decisions about how Bohemia intends the CE to work:
- Animals and zombies do not persist between restarts (
load="0",save="0") — their populations rebuild fresh every restart. - Building loot persists but does not respawn on startup (
load="1",respawn="0") — looted buildings stay looted at restart, CE gradually refills them during runtime. - Dynamic events and vehicles fully persist (
load="1",save="1") — their world state carries across restarts. - Randoms and custom are disabled by default (
init="0") — not active unless explicitly enabled.
Entity Groups
| Element | What it covers |
|---|---|
dynamic | Dynamic events (vehicle wrecks, heli crashes, item events) |
animals | Animal population (deer, wolves, bears, etc.) |
zombies | Infected (zombie) population |
vehicles | Spawned vehicles |
randoms | Random loot spawns |
custom | Custom CE entities |
building | Loot inside buildings |
player | Player-related CE data |
Attributes on Each Line
Every entity group element has four boolean attributes:
init
Type: Boolean (true/false)
Whether the CE initializes this entity group at server startup.
true— group is active and managed by CEfalse— CE ignores this group entirely at startup. That group of entities will not exist.
load
Type: Boolean
Whether CE loads the previously saved state of this group from storage on startup.
true— server continues from last saved state (persistent world)false— group starts fresh each restart (no persistence for this group)
respawn
Type: Boolean
Whether CE respawns entities from this group at startup.
true— entities in this group are respawned at server startfalse— entities are not auto-respawned at startup (they must build up naturally)
Note: the installed example above has player respawn="1". Treat this as an observed mission policy, not a universal binary-hardcoded default — do not assume every install ships the same value without checking your own economy.xml.
save
Type: Boolean
Whether CE saves the state of this group to storage periodically and on shutdown.
true— state is persisted between restartsfalse— state is not saved — all entities in this group are gone on next restart
Common Use Cases
Wiping loot on next restart
Set load="false" on building temporarily. On next restart, building loot starts fresh instead of loading from stored state. Set back to true after the wipe restart.
Wiping animals on next restart
Set load="false" on animals. Animal population starts from scratch.
Disabling vehicle CE entirely
Set init="false" on vehicles. No vehicle spawning at all.
What Console Admins Typically Adjust
This file is almost never edited in normal operation. The defaults are correct for a standard server. The most common reason to touch it is a deliberate wipe of one entity group without doing a full server wipe.
Common Mistakes
| Mistake | Result |
|---|---|
Setting save="false" on building permanently | Loot resets completely every restart |
Setting init="false" on zombies | No infected spawn anywhere on the server |
Leaving load="false" after a wipe restart | Entity group keeps wiping every restart |