Cauldron
DayZ item repairable with configured kits
The uploaded DayZ configuration defines this classname as an item that weighs 2 kg.
Game configuration facts
These values and relationships are extracted from the supplied DayZ config definitions rather than guessed from the economy XML.
Weight
2 kg
Inventory size
4 × 3
Absorbency
0
Quantity range
0–2000
Inventory slots
CookingEquipment, DirectCookingA, DirectCookingB, DirectCookingC
Repair with
Blowtorch
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 | 14400 | 0 | -1 | -1 | 100 | SeasonalEvent | — |
| Sakhal | 0 | 0 | 14400 | 0 | -1 | -1 | 100 | SeasonalEvent | — |
Attachments, compatibility and spawn loadouts
Mechanical compatibility is extracted from the supplied DayZ config definitions. “May spawn with” groups come from the supplied official cfgspawnabletypes.xml files and describe possible generated attachments or cargo, which is separate from everything the item can accept during play.
Map-specific types.xml entries
Chernarus XML
<type name="Cauldron">
<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="1" />
<usage name="SeasonalEvent" />
</type>Livonia XML
<type name="Cauldron">
<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="1" />
<usage name="SeasonalEvent" />
</type>Sakhal XML
<type name="Cauldron">
<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="1" />
<usage name="SeasonalEvent" />
</type>Related DayZ items
BarrelHoles_BlueBarrel Holes GreenBarrelHoles_GreenBarrel Holes RedBarrelHoles_RedBarrel Holes YellowBarrelHoles_YellowFireplaceFireplaceFireplace Fire BarrelFireplaceFireBarrelFireplace IndoorFireplaceIndoorOven IndoorOvenIndoorPortable Gas StovePortableGasStoveBlowtorchBlowtorchCupids BoltAmmo_CupidsBoltAnniversary BoxAnniversaryBoxBalaclava Mask PigBalaclavaMask_PigBroom BirchBroom_BirchCandycane GreenCandycane_GreenCandycane 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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