Config Settings XML Format

cfgIgnoreList.xml

Lists items to be excluded from the economy system. Useful for removing unwanted or modded items from spawning without deleting their type definitions.

Overview

The cfgIgnoreList.xml file tells the Central Economy to skip specific item classnames during spawn processing. Items listed here will not spawn on the map, even if they have valid entries in types.xml.

This is useful for temporarily disabling items without removing their type definitions, or for suppressing errors from modded items that are no longer installed. The file is located in the mission folder and is loaded at server startup.

XML Structure

The file contains a simple list of type entries, each referencing an item classname to ignore.

<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<ignore>
    <type name="ACOGOptic" />
    <type name="ACOGOptic_6x" />
    <type name="FNX45" />
</ignore>

How to Add Items

Add a <type name="ClassName" /> element inside the <ignore> root for each item you want to exclude. The classname must match exactly (case-sensitive) with the entry in types.xml.

1. Open cfgIgnoreList.xml in a text editor.
2. Add a new <type name="YourItemClass" /> line inside the <ignore> block.
3. Save the file and restart the server for changes to take effect.

Use Cases

Removing Modded Items

When you uninstall a mod but its types remain in types.xml, the CE will log errors for missing classnames. Adding those classnames to the ignore list suppresses the errors without needing to edit types.xml. This is especially useful when using shared type files across multiple servers.

Disabling Vanilla Items

If you want to prevent specific vanilla items from spawning (e.g., removing certain weapons for balance), add them to the ignore list instead of setting their nominal to 0 in types.xml. This keeps the type definition intact for future re-enabling and is cleaner than modifying the vanilla types file.

Seasonal or Event-Based Exclusions

Temporarily disable holiday or event items by adding them to the ignore list. When the event returns, simply remove the entries to re-enable spawning.

Example Configurations

Removing High-Tier Weapons

Disable specific military weapons to create a more survival-focused experience.

<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<ignore>
    <!-- High-tier assault rifles -->
    <type name="M4A1" />
    <type name="FAL" />
    <type name="AKM" />
    <type name="VSS" />
    <type name="SVD" />

    <!-- Associated magazines -->
    <type name="Mag_STANAGCoupled_30Rnd" />
    <type name="Mag_FAL_20Rnd" />
    <type name="Mag_AKM_30Rnd" />

    <!-- High-tier optics -->
    <type name="ACOGOptic" />
    <type name="ACOGOptic_6x" />
    <type name="PSO1Optic" />
</ignore>

Suppressing Removed Mod Items

Silence CE errors from a mod that was uninstalled but whose types remain.

<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<ignore>
    <!-- Removed mod: CustomWeaponPack -->
    <type name="CWP_AK12" />
    <type name="CWP_AK12_Mag" />
    <type name="CWP_Scar_H" />
    <type name="CWP_Scar_H_Mag" />
    <type name="CWP_MP7" />
    <type name="CWP_MP7_Mag" />

    <!-- Removed mod: ExtraClothing -->
    <type name="EC_TacticalVest_Black" />
    <type name="EC_TacticalVest_Green" />
    <type name="EC_CombatHelmet" />
</ignore>

Operational Notes

The ignore list stops future Central Economy processing for listed classnames. It does not instantly remove existing items from player inventories, containers, storage, vehicles, or the ground.

Use it as a reversible suppression layer. If the item may return later, keeping the type definition and adding an ignore entry is safer than deleting the type outright.

After uninstalling a mod, review server logs for missing classnames and add only the classnames that still appear in active economy files. A huge stale ignore list becomes hard to maintain.

Troubleshooting

Symptom Likely cause
Item still exists after adding itExisting copies persist until cleanup, player action, or manual removal.
Item still spawnsCheck exact classname casing and confirm the deployed file is the one the server loads.
CE logs still mention removed mod itemsThe classname may also appear in spawnable types, random presets, trader files, or event group data.
Server ignores the fileValidate the XML root and confirm cfgeconomycore references the expected CE files.