Sweater Christmas Blue
Clothing item repairable with configured kits
The uploaded DayZ configuration defines this classname as an item that weighs 1.32 kg.
Game configuration facts
These values and relationships are extracted from the supplied DayZ config definitions rather than guessed from the economy XML.
Weight
1.32 kg
Inventory size
3 × 2
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
DisabledPresent in the file but disabled from ordinary central-economy spawning with nominal and minimum set to zero.
Usage tags
Livonia
DisabledPresent in the file but disabled from ordinary central-economy spawning with nominal and minimum set to zero.
Usage tags
Sakhal
DisabledPresent in the file but disabled from ordinary central-economy spawning with nominal and minimum set to zero.
Usage tags
Central economy comparison
| Map | Nominal | Min | Lifetime | Restock | Quant min | Quant max | Cost | Usage | Values |
|---|---|---|---|---|---|---|---|---|---|
| Chernarus | 0 | 0 | 14400 | 0 | -1 | -1 | 100 | SeasonalEvent | — |
| Livonia | 0 | 0 | 1800 | 0 | -1 | -1 | 100 | Town, Village, Hunting | — |
| Sakhal | 0 | 0 | 1800 | 0 | -1 | -1 | 100 | Town, Village | — |
Map-specific types.xml entries
Chernarus XML
<type name="Sweater_ChristmasBlue">
<nominal>0</nominal>
<lifetime>14400</lifetime>
<restock>0</restock>
<min>0</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="SeasonalEvent" />
</type>Livonia XML
<type name="Sweater_ChristmasBlue">
<nominal>0</nominal>
<lifetime>1800</lifetime>
<restock>0</restock>
<min>0</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" />
<usage name="Hunting" />
</type>Sakhal XML
<type name="Sweater_ChristmasBlue">
<nominal>0</nominal>
<lifetime>1800</lifetime>
<restock>0</restock>
<min>0</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" />
<usage name="Town" />
<usage name="Village" />
</type>Related DayZ items
DuctTapeSewing KitSewingKitSweater Christmas GreenSweater_ChristmasGreenSweater Christmas RedSweater_ChristmasRedBalaclava Mask PigBalaclavaMask_PigBalaclava3 Holes GreenBalaclava3Holes_GreenBalaclava Mask GreenBalaclavaMask_GreenChest HolsterChestHolsterPilot Jacket YellowPilotJacket_YellowSantas BeardSantasBeardSweater BlueSweater_BlueSweater GraySweater_GraySweater RedSweater_RedCandycane RedCandycane_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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