I have a suggestion for loot spawning, which may or may not be viable, but here it is: Have you considered loot zones? For example, coding each unique building as a "loot zone", so that when anything is looted from a spawn point within a zone, after a time interval (set or variable), all of the loot for that "loot zone" resets. This would eliminate low value loot from piling up (chemlights, books, gas stoves, etc) due to players not looting them, and allow for correct loot dispersion upon loot zone respawn that can be highly controlled. -------------------------------- Below is a example scenario of what I'm experiencing on experimental. Loot tables and spawn points are for illustrative purposes only, and are not to be interpreted as the actual loot tables, but I think you'll get the idea. Example building: House, 3 loot spawnsExample loot table: Baseball cap, chemlight, apple, gas stove, canned food, purple hard hat, book, can opener. Initial spawn:1. Baseball cap (looted)2. Chemlight (not looted)3. Apple (looted) Next spawn:1. Chemlight (not looted)2. Chemlight (not looted - leftover from previous spawn)3. Tactical Bacon (player looted) Next spawn(ad infinium):1. Chemlight (not looted - leftover from previous spawn)2. Chemlight (not looted - leftover from previous spawn)3. Book (not looted, and likely never will be) Next spawn - No new spawns occur, since all spawned loot is still in place. Since chemlights and books are rarely looted, these typically remain in place and no fresh loot seems to spawn, leading to what we're seeing right now -- towns without food and buildings full of worthless/low value items. On occasion we see loot spawning on top of loot, but that seems to be rare and obviously not intended. ---------------------------------- Example of loot zones, again for illustrative purposes. This example sets the entire house set as a loot zone: Example building: House, 3 loot spawnsExample loot table: Baseball cap, chemlight, apple, gas stove, canned food, purple hard hat, book, can opener. Initial spawn:1. Baseball cap (looted)2. Chemlight (not looted)3. Apple (looted) Next spawn(loot zone resets):1. Gas Stove (not looted)2. Canned Peaches (looted)3. Tactical Bacon (looted) Next spawn(loot zone resets, ad infinium):1. Purple Hard Hat (not looted)2. Book (not looted)3. Can opener (looted) Ideally the respawn timers for loot zones would be randomized within a range (example: 30-120 minutes) to prevent building camping and make the respawn process a bit more organic. Each unique building model would have its own loot zone, almost like a nav mesh layer, and since there are a set number of unique buildings in DayZ, this might be fairly easy to accomplish and later tweak and adjust settings. From a processing standpoint, I envision it would be easier for servers to process and track a smaller number of loot zones as opposed to what is probably tens of thousands of individual loot spawns. I'm sure there are issues and limitations with coding that I'm not taking into account, but I thought I would share my ideas. Also, i apologize if this idea has already been brought up, but I didn't see anything similar to this with a quick forum search. Best, Dek