Hoodie Grey
Clothing item repairable with configured kits
The uploaded DayZ configuration defines this classname as an item that weighs 850 g.
Game configuration facts
These values and relationships are extracted from the supplied DayZ config definitions rather than guessed from the economy XML.
Weight
850 g
Inventory size
3 × 3
Absorbency
0
Inventory slots
Body
Repair with
DuctTape, SewingKit
Repair methods
Where it spawns and where to look
The location guidance below combines your supplied types.xml tags with a small curated knowledge layer. The central-economy values remain the authoritative data for this website build.
Chernarus
EnabledTown residential and general-purpose loot points. Village residential and general-purpose loot points. The supplied economy limits this entry to Tier1, Tier2 loot value tags.
Usage tags
Loot tiers / values
Livonia
EnabledCoastal loot areas and shore-adjacent locations.
Usage tags
Sakhal
EnabledCoastal loot areas and shore-adjacent locations. The supplied economy limits this entry to Tier1, Tier2 loot value tags.
Usage tags
Loot tiers / values
Central economy comparison
| Map | Nominal | Min | Lifetime | Restock | Quant min | Quant max | Cost | Usage | Values |
|---|---|---|---|---|---|---|---|---|---|
| Chernarus | 40 | 32 | 14400 | 0 | -1 | -1 | 100 | Town, Village | Tier1, Tier2 |
| Livonia | 14 | 10 | 14400 | 0 | -1 | -1 | 100 | Coast | — |
| Sakhal | 20 | 15 | 14400 | 0 | -1 | -1 | 100 | Coast | Tier1, Tier2 |
Map-specific types.xml entries
Chernarus XML
<type name="Hoodie_Grey">
<nominal>40</nominal>
<lifetime>14400</lifetime>
<restock>0</restock>
<min>32</min>
<quantmin>-1</quantmin>
<quantmax>-1</quantmax>
<cost>100</cost>
<flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0" />
<category name="clothes" />
<usage name="Town" />
<usage name="Village" />
<value name="Tier1" />
<value name="Tier2" />
</type>Livonia XML
<type name="Hoodie_Grey">
<nominal>14</nominal>
<lifetime>14400</lifetime>
<restock>0</restock>
<min>10</min>
<quantmin>-1</quantmin>
<quantmax>-1</quantmax>
<cost>100</cost>
<flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0" />
<category name="clothes" />
<usage name="Coast" />
</type>Sakhal XML
<type name="Hoodie_Grey">
<nominal>20</nominal>
<lifetime>14400</lifetime>
<restock>0</restock>
<min>15</min>
<quantmin>-1</quantmin>
<quantmax>-1</quantmax>
<cost>100</cost>
<flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0" />
<category name="clothes" />
<usage name="Coast" />
<value name="Tier1" />
<value name="Tier2" />
</type>Related DayZ items
DuctTapeSewing KitSewingKitHockey MaskHockeyMaskHoodie BlackHoodie_BlackHoodie BlueHoodie_BlueHoodie BrownHoodie_BrownHoodie GreenHoodie_GreenHoodie RedHoodie_RedRaincoat BlackRaincoat_BlackRaincoat BlueRaincoat_BlueRaincoat GreenRaincoat_GreenRaincoat OrangeRaincoat_OrangeRaincoat PinkRaincoat_PinkRaincoat RedRaincoat_RedNeed this configured across a full server?
Use the data as a reference, then let CustomDayZServices handle the complete economy, balancing and deployment workflow.
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