Upload cfgspawnabletypes.xml
Note: Use one browser tab to avoid overwriting your cfgspawnabletypes.xml. File must have <spawnabletypes> root tag.
How to Use the Spawnables Editor: A Complete Guide
This tool is designed to give you precise control over cfgspawnabletypes.xml, the file that defines how items spawn with other items, such as attachments on a weapon, cargo in a backpack, or parts on a vehicle.
1. Understanding the Main Editor Table
The central table displays every item entry (<type>) from your file. Here's what each column means:
- ✔ (Checkbox): Use this to select one or more items. Selected items are highlighted and become targets for the bulk operations in the control boxes at the top of the page, like applying a preset or building a vehicle.
- Name: The classname of the base item (e.g.,
M4A1,AssaultBag_Ttsko). - Attachments / Cargo: These columns show a summary of what's defined to spawn with the base item. You'll see "Groups" with a spawn chance and a list of the items inside.
- Damage/Hoarder: Shows if an item spawns with pre-applied damage or is flagged as a
Hoarderitem. - Actions:
Edit: Opens the Edit Modal, a powerful tool for making detailed changes to that specific item.Delete: Immediately removes the entire item entry from your file. This action can be undone with the "Undo" button.
2. Filtering, Sorting, and Adding New Items
Filtering and Sorting
To find items quickly in a large file, use the "Filter The Table" box:
- Category Dropdown: Filter the table to show only items of a specific category (e.g., Vehicles, Zombies, Weapons).
- Name Search: Type a partial name to instantly filter the list.
- Sorting Buttons: Use "Sort Vehicles to Top" or "Sort Zombies to Top" to bring those categories into view immediately.
Adding a New Item to the Table
You can add new entries to your spawnables file using the "Add New Types Item" box:
- Use the dropdowns to find any valid game asset.
- Click the "➕ Add to Table" button.
- This creates a new, empty
<type name="...">entry at the top of the main table. You can then use the Add Cargo / Add Attachments & Edit buttons to define its attachments, cargo, and other properties.
3. The Power of Editing: Two Ways to Modify Items
There are two primary ways to edit an item's attachments and cargo, each for a different purpose.
Method A: The "Edit" Button (Fine-Tuning a Single Item)
Clicking the Edit button in any table row opens the Edit Modal. This is best for making quick, simple changes or viewing the exact XML structure of an item.
- Two-Panel View: The left panel shows the item's properties and a simplified list of its attachment/cargo groups. The right panel shows a live XML preview that updates as you make changes.
- Properties: You can toggle the
Hoardertag or set aDamagerange for the item.- Hoarder Tag: This tag should be applied to storage items (like chests, tents, barrels). It signals the server's Central Economy to count the items stored inside this container towards the total server count. It does not affect the container itself.
- Managing Groups: You can change the spawn chance of a whole group or remove it. However, you cannot add or remove individual items from a group here. This view is for high-level adjustments.
Method B: The "Modify Selected Item" Buttons (Building Complex Structures)
These buttons at the top of the page—"Add Attachments" and "Add Cargo"—are used for building complex, nested loot structures from scratch. They operate on the single item you have selected in the main table.
- Select exactly one item in the table using its checkbox.
- Click "Add Attachments" or "Add Cargo". This opens the large Image Item Modal.
- In this modal, you build a complete loot structure on the right side by adding items from the grid on the left.
Understanding the Structure Tree
- Add Group (Random Pick): Creates a loot group where only one of the contained items will spawn, chosen randomly based on their individual chances. The group itself also has a master spawn chance.
Example: A group containing a pistol suppressor and a rifle suppressor. A player will get one or the other, but never both. - Add Individual Item(s): This is for items that should spawn independently. Each item added this way gets its own spawn chance.
Example: Adding a scope and a buttstock. The game will try to spawn the scope, AND it will separately try to spawn the buttstock. - Nesting (The Key to Power): Inside the structure tree, every item has its own "Add Attachments/Cargo" buttons. Use these to create nested items.
Example: Add an M4A1. Then, using its buttons, give it an PSO11Optic scope as an attachment. Then, using the PSO11Optic's buttons, give *it* a 9V Battery as cargo. - Editing Items in the Tree: Use the
Editbutton on any item in the tree to open the "Edit Attributes" modal and fine-tune its properties.
The "Edit Attributes" Modal Explained
When you edit an item inside the structure tree, this modal appears with the following options:
- Chance: The individual spawn chance for this item. This is only used if the item is inside a "Random Pick" group with other items. not needed for "Individual Items".
- Preset: Applies a pre-defined presets from vanila cfglimiteddeffinitions.xml (like
AmmoCivilian) as attachments or cargo to this item, creating another layer of nesting. You cannot add a preset if the item already has child items or is set to 'Equip'. - Damage (Min/Max): Sets a random damage state for the item on spawn, from pristine (0.0) to ruined (1.0). A range of 0.0-0.0 ensures it spawns pristine.
- Quant (Min/Max %): Sets a percentage range of how "full" the item is. This is for items with a variable quantity, like magazines (ammo count), canteens (water level), or medkits. A value of -1 means the game uses its default. A range of 50-100 means the item will spawn between half-full and completely full.
- Equip: If checked, this item will spawn directly equipped on its parent (using the ALREADY DEFINED SPAWNABLETYPES CONFIG FOR THAT ITEM). An equipped item cannot have its own child items or presets.
4. Bulk Operations & Presets
These tools are designed to apply changes to many items at once.
Applying Presets
The "Apply Preset" box allows you to add or remove pre-defined loot pools (like ToolsIndustrial or AmmoCivilian) to all checked items. The Preset menu is populated from the presets in your file.
- Select Items: Check the boxes for all items you want to modify.
- Choose Preset Type: Select whether you're adding the preset as
attachmentsorcargo. - Select Preset: Choose the desired preset from the list.
- Choose Action: Select "Add" or "Remove".
- Click "Apply Preset" to execute the change on all selected items.
Building a Full Vehicle
- Select exactly one vehicle from the table.
- The "Build Full Vehicle" button will become clickable.
- Clicking it will delete all existing attachments on that vehicle and replace them with a full set of required parts (doors, wheels, spark plug, battery), each with a 100% spawn chance.
5. Saving, Downloading, and Undoing
- Undo Last Change: This button reverts the single most recent change you made (e.g., an edit, a deletion, or a bulk preset application). It only goes back one step.
- Download cfgspawnabletypes.xml: When you are finished with all your edits, click this button to save the fully modified file to your computer.