// > Unturned Server Configuration File // > // > Lines beginning with // are comments. // > Comments beginning with > are auto-generated. // > Any comments you write (without >) will be preserved. // > // > Settings without a value use the default for the mode (easy/normal/hard). // > For example, this setting would use the default: // > // > Setting // > // > Whereas this setting is overridden with value four: // > // > Setting 4 // > Version 1 Browser { // > URL of a 64x64 image shown in the upper-left of the server lobby menu. Icon // > URL of a 32x32 image shown in the server list. Thumbnail // > Short description underneath the server name in the server lobby menu. Desc_Hint // > Long description in the lower-right of the server lobby menu. Desc_Full // > Short description underneath the server name in the server list. Desc_Server_List // > Documentation: https://docs.smartlydressedgames.com/en/stable/servers/game-server-login-tokens.html // > To generate a new token visit: https://steamcommunity.com/dev/managegameservers Login_Token // > IP address, DNS name, or a web address (to perform GET request) to advertise. // > // > Servers not using Fake IP can specify just a DNS entry. This way if server's IP changes clients can rejoin. // > For example, if you own the "example.com" domain you could add an A record "myunturnedserver" pointing at // > your game server IP and set that record here "myunturnedserver.example.com". // > // > Servers using Fake IP are assigned random ports at startup, but can implement a web API endpoint to return // > the IP and port. Clients perform a GET request if this string starts with http:// or https://. The returned // > text can be an IP address or DNS name with optional query port override. (e.g., "127.0.0.1:27015") // > // > Documentation: https://docs.smartlydressedgames.com/en/stable/servers/bookmark-host.html BookmarkHost // > If true, the server lobby warns that in-game ping may be higher than shown. // > Default: False Is_Using_Anycast_Proxy // > How the server is monetized (if at all). // > Options: Unspecified, Any, None, NonGameplay, Monetized // > Default: Unspecified Monetization // > Buttons shown in the server lobby menu. For example: // > ` Links // > ` [ // > ` { // > ` Message Visit our website! // > ` URL https://smartlydressedgames.com/ // > ` } // > ` ] Links } Server { // > Whether to enable Valve Anti-Cheat. // > Default: True VAC_Secure // > Players with a ping higher than this are kicked. // > Default: 750 Max_Ping_Milliseconds // > Players in the pre-join queue we haven't heard from in this past number of seconds are kicked. // > Default: 15 Timeout_Queue_Seconds // > Players in the server we haven't heard from in this past number of seconds are kicked. // > Default: 30 Timeout_Game_Seconds // > Default: 0 Max_Packets_Per_Second // > If ready-to-connect messages are received more than twice from the same client in less than this many // > seconds they will be kicked. // > Default: 40 Join_Rate_Limit_Window_Seconds // > If bad packets (that *may* be legitimate) are received more than threshold times within this many seconds // > of each other, reject the calling connection. // > Default: 2.5 Bad_Packet_Rate_Limit_Window_Seconds // > If more than this many bad packets (that *may* be legitimate) are received within window seconds of each // > other, reject the calling connection. // > Default: 10 Bad_Packet_Rate_Limit_Threshold // > If a rate-limited method is called this many times within cooldown window the client will be kicked. // > For example a value of 1 means the client will be kicked the first time they call the method off-cooldown. (not recommended) // > Default: 10 Rate_Limit_Kick_Threshold // > Only applicable when Fake IP is off. When a client is connecting, if their connection would push the number // > of simultaneous connections from the same IP address past this number, they are prevented from joining. // > // > May be useful to prevent against fake join requests coming from a single source IP. (public issue #5001) // > // > Defaults to a high value because some regions will have many more clients with the same IPv4 address than // > others. For example, due to Carrier-grade NAT (CGNAT). // > Default: 64 Max_Clients_With_Same_IP_Address // > Whether rejections for Max_Clients_With_Same_IP_Address should log to command output. Useful for checking // > if the limit is appropriate. // > Default: True Max_Clients_With_Same_IP_Address_Log_Warnings // > Ordinarily the server should be receiving multiple input packets per second from a client. If more than this // > amount of time passes between input packets we flag the client as potentially using a lag switch, and modify // > their stats (e.g. reduce player damage) for a corresponding duration. // > Default: 3 Fake_Lag_Threshold_Seconds // > Whether fake lag detection should log to command output. False positives are relatively likely when client // > framerate hitches (e.g. loading dense region), so this is best used for tuning threshold rather than bans. // > Default: False Fake_Lag_Log_Warnings // > PvP damage multiplier while under fake lag penalty. // > Default: 0.1 Fake_Lag_Damage_Penalty_Multiplier // > Should we kick players after detecting spammed calls to askInput? // > Default: False Enable_Kick_Input_Spam // > Should we kick players if they do not submit inputs for a long time? // > Default: False Enable_Kick_Input_Timeout // > Should the server automatically shutdown at a configured time? // > Default: False Enable_Scheduled_Shutdown // > When the server should shutdown if Enable_Scheduled_Shutdown is true. // > Default: 1:30 am Scheduled_Shutdown_Time // > Broadcast "shutting down for scheduled maintenance" warnings at these intervals. // > Format is a list of hours:minutes:seconds, for example to warn only 5 seconds before: // > ` Scheduled_Shutdown_Warnings // > ` [ // > ` 00:00:05 // > ` ] // > Default starts at 30 minutes and counts down. Scheduled_Shutdown_Warnings // > Should the server automatically shutdown when a new version is detected? // > Default: False Enable_Update_Shutdown // > If Enable_Update_Shutdown is true, we check for updates to this branch of the game. // > (Unfortunately the server does not have a way to automatically determine the current beta branch.) // > Default: public Update_Steam_Beta_Name // > Broadcast "shutting down for update" warnings at these intervals. // > Refer to Scheduled_Shutdown_Warnings for an explanation of the format. // > Default starts at 3 minutes and counts down. Update_Shutdown_Warnings // > Should vanilla text chat messages always use rich text? // > Servers with plugins may want to enable because IMGUI does not fade out rich text. // > Kept because plugins might be setting this directly, but it no longer does anything. // > Default: False Chat_Always_Use_Rich_Text // > Should the EconInfo.json hash be checked by the server? // > Default: True Validate_EconInfo_Hash // > Documentation: https://docs.smartlydressedgames.com/en/stable/servers/fake-ip.html // > Default: False Use_FakeIP // > If greater than zero, vehicles with XZ position outside this threshold are saved in the center of the map. // > By default, vehicles outside ±40 km are teleported into the map. // > Intended to help with physics issues caused by vehicles far out in space. (public issue #4465) // > Default: 40000 Reset_Vehicles_Outside_Horizontal_Distance // > Whether to enable BattlEye Anti-Cheat. // > Default: True BattlEye_Secure } UnityEvents { // > Should ServerTextChatMessenger be allowed to broadcast? // > Default: False Allow_Server_Messages // > Should ServerTextChatMessenger be allowed to execute commands? // > Default: False Allow_Server_Commands // > Should ClientTextChatMessenger be allowed to broadcast? // > Default: False Allow_Client_Messages // > Should ClientTextChatMessenger be allowed to execute commands? // > Default: False Allow_Client_Commands } Items { // > Percentage [0 to 1] of item spawns to use. // > For example, if set to 0.2 and level has 100 item spawns, max 20 items will spawn at a time. // > Easy: 0.35 Normal: 0.35 Hard: 0.15 Spawn_Chance // > How long (in seconds) before an item dropped by a player is despawned. // > Default: 600 Despawn_Dropped_Time // > How long (in seconds) before a spawned item is despawned. // > (For example, an item nobody wants to pick up.) // > Default: 900 Despawn_Natural_Time // > When less than the target amount of items are dropped (determined by Spawn_Chance), a new // > item is spawned approximately this often (in seconds). // > Easy: 50 Normal: 100 Hard: 150 Respawn_Time // > Percentage [0 to 1] probability of item spawning at max quality. // > Easy: 0.1 Normal: 0.1 Hard: 0.01 Quality_Full_Chance // > When an item spawns without max quality, the random quality is scaled by this factor. // > For example, 0.5 halves the initial quality. // > Default: 1 Quality_Multiplier // > Percentage [0 to 1] probability of gun spawning with full ammo. // > Easy: 0.1 Normal: 0.05 Hard: 0.025 Gun_Bullets_Full_Chance // > When a gun spawns without full ammo, the random amount is scaled by this factor. // > Easy: 1 Normal: 0.25 Hard: 0.1 Gun_Bullets_Multiplier // > Percentage [0 to 1] probability of magazines spawning with full ammo. // > Easy: 0.1 Normal: 0.05 Hard: 0.025 Magazine_Bullets_Full_Chance // > When a magazine spawns without full ammo, the random amount is scaled by this factor. // > Easy: 1 Normal: 0.5 Hard: 0.25 Magazine_Bullets_Multiplier // > Percentage [0 to 1] probability of non-magazines spawning with full amount. // > (E.g., ammo boxes.) // > Easy: 0.1 Normal: 0.05 Hard: 0.025 Crate_Bullets_Full_Chance // > When a non-magazine spawns without full amount, the random amount is scaled by this factor. // > (E.g., ammo boxes.) // > Easy: 1 Normal: 1 Hard: 0.75 Crate_Bullets_Multiplier // > Original option for disabling item quality. If false, items spawn at 100% quality and // > their quality doesn't decrease. For backwards compatibility, the newer per-item-type // > durability options are ignored if this is off. // > Easy: False Normal: True Hard: True Has_Durability // > Food-specific replacement for Has_Durability. If true, food spawns at 100% quality. // > Easy: True Normal: False Hard: False Food_Spawns_At_Full_Quality // > Water-specific replacement for Has_Durability. If true, water spawns at 100% quality. // > Easy: True Normal: False Hard: False Water_Spawns_At_Full_Quality // > Clothing-specific replacement for Has_Durability. If true, clothing spawns at 100% quality. // > Easy: True Normal: False Hard: False Clothing_Spawns_At_Full_Quality // > Weapon-specific replacement for Has_Durability. If true, weapons spawns at 100% quality. // > Easy: True Normal: False Hard: False Weapons_Spawn_At_Full_Quality // > Fallback used when spawning an item that doesn't fit into one of the other quality/durability settings. // > If true, items spawn at 100% quality. // > Easy: True Normal: False Hard: False Default_Spawns_At_Full_Quality // > Clothing-specific replacement for Has_Durability. If false, clothing quality // > doesn't decrease when damaged. // > Easy: False Normal: True Hard: True Clothing_Has_Durability // > Melee and gun replacement for Has_Durability. If false, weapons quality // > doesn't decrease when used. // > Easy: False Normal: True Hard: True Weapons_Have_Durability } Vehicles { // > Seconds vehicle can be neglected before it begins taking damage. // > Default: 604800 Decay_Time // > After vehicle has been neglected for more than Decay_Time seconds it will begin taking this much damage per second. // > Default: 0.1 Decay_Damage_Per_Second // > Percentage [0 to 1] probability of spawning with a battery. // > Easy: 1 Normal: 0.8 Hard: 0.25 Has_Battery_Chance // > Percentage [0 to 1] minimum initial charge if spawning with a battery. // > Easy: 0.8 Normal: 0.5 Hard: 0.1 Min_Battery_Charge // > Percentage [0 to 1] maximum initial charge if spawning with a battery. // > Easy: 1 Normal: 0.75 Hard: 0.3 Max_Battery_Charge // > Percentage [0 to 1] probability of spawning with a tire per-wheel. // > Easy: 1 Normal: 0.85 Hard: 0.7 Has_Tire_Chance // > How long (in seconds) after vehicle explodes or gets stuck underwater before it despawns. // > Default: 300 Respawn_Time // > How long (in seconds) a locked vehicle can sit empty in the safezone before it is // > automatically unlocked. // > Default: 3600 Unlocked_After_Seconds_In_Safezone // > Scales the amount of damage taken by vehicles. // > For example, 0.5 halves the amount of damage dealt to vehicles. // > Default: 1 Armor_Multiplier // > Scales damage to the vehicle when an attached barricade obstructions an explosion. // > For example, 0.5 halves the explosion damage when blocked by a barricade. // > Default: 1 Child_Explosion_Armor_Multiplier // > Scales the amount of damage taken by vehicles from non-"Heavy Weapon" guns. // > For example, 2.0 doubles the amount of damage dealt to vehicles by non-"Heavy Weapon" guns. // > Default: 1 Gun_Lowcal_Damage_Multiplier // > Scales the amount of damage taken by vehicles from "Heavy Weapon" guns. // > For example, 2.0 doubles the amount of damage dealt to vehicles by "Heavy Weapon" guns. // > Default: 1 Gun_Highcal_Damage_Multiplier // > Scales the amount of damage taken by vehicles from melee weapons and fists. // > For example, 2.0 doubles the amount of damage dealt to vehicles by melee. // > Default: 1 Melee_Damage_Multiplier // > Scales the amount of HP restored by melee items like the Blowtorch. // > For example, 2.0 doubles the amount of health restored by melee items. // > Default: 1 Melee_Repair_Multiplier // > Maximum number of naturally-spawned vehicles on "Tiny" size levels. // > Default: 4 Max_Instances_Tiny // > Maximum number of naturally-spawned vehicles on "Small" size levels. // > Default: 8 Max_Instances_Small // > Maximum number of naturally-spawned vehicles on "Medium" size levels. // > Default: 16 Max_Instances_Medium // > Maximum number of naturally-spawned vehicles on "Large" size levels. // > Default: 32 Max_Instances_Large // > Maximum number of naturally-spawned vehicles on "Insane" size levels. // > Default: 64 Max_Instances_Insane // > Vehicles are considered "natural" if they were spawned by the level as opposed to players or vendors. // > If less than this many natural vehicles exist in the level, more will be spawned. The minimum of this or // > Max_Instances is used. (I.e., if this value is higher than max instances the max instances value is used // > instead.) // > Default: 16 Min_Natural_Vehicles } Zombies { // > Percentage [0 to 1] of zombie spawns to use. // > For example, if set to 0.2 and an area has 100 zombie spawns, max 20 zombies will spawn at a time. // > Easy: 0.2 Normal: 0.25 Hard: 0.3 Spawn_Chance // > Percentage [0 to 1] chance of zombie dropping an item except when dropping more than one item. // > Easy: 0.55 Normal: 0.5 Hard: 0.3 Loot_Chance // > Percentage [0 to 1] chance of zombie spawning as a crawler. // > Easy: 0 Normal: 0.15 Hard: 0.125 Crawler_Chance // > Percentage [0 to 1] chance of zombie spawning as a sprinter. // > Easy: 0 Normal: 0.15 Hard: 0.175 Sprinter_Chance // > Percentage [0 to 1] chance of zombie spawning as a flanker. // > Easy: 0 Normal: 0.025 Hard: 0.05 Flanker_Chance // > Percentage [0 to 1] chance of zombie spawning as a burner. // > Easy: 0 Normal: 0.025 Hard: 0.05 Burner_Chance // > Percentage [0 to 1] chance of zombie spawning as an acid spitter. // > Easy: 0 Normal: 0.025 Hard: 0.05 Acid_Chance // > Percentage [0 to 1] chance of zombie spawning as an electric boss. // > Default: 0 Boss_Electric_Chance // > Percentage [0 to 1] chance of zombie spawning as a ground-pounding boss. // > Default: 0 Boss_Wind_Chance // > Percentage [0 to 1] chance of zombie spawning as a fire-breathing boss. // > Default: 0 Boss_Fire_Chance // > Percentage [0 to 1] chance of zombie spawning as a ghost. // > Default: 0 Spirit_Chance // > Percentage [0 to 1] chance of zombie spawning as a Dying Light Volatile (crossover). // > Default: 0 DL_Red_Volatile_Chance // > Percentage [0 to 1] chance of zombie spawning as a Dying Light Volatile (crossover). // > Default: 0 DL_Blue_Volatile_Chance // > Percentage [0 to 1] chance of zombie spawning as the Elver final boss. // > Default: 0 Boss_Elver_Stomper_Chance // > Percentage [0 to 1] chance of zombie spawning as the Kuwait final boss. // > Default: 0 Boss_Kuwait_Chance // > How long (in seconds) before a dead zombie respawns by default. // > Default: 360 Respawn_Day_Time // > How long (in seconds) before a dead zombie respawns during a full moon. // > Default: 30 Respawn_Night_Time // > How long (in seconds) before a dead zombie respawns during a horde beacon. // > Default: 0 Respawn_Beacon_Time // > Minimum seconds between boss zombie spawns for players doing quests. // > Players were abusing the spawns to farm boss tier loot. // > Default: 600 Quest_Boss_Respawn_Interval // > Scales the amount of damage dealt by zombies. // > For example, 2.0 doubles the amount of damage from zombie attacks. // > Easy: 0.75 Normal: 1 Hard: 1.5 Damage_Multiplier // > Scales the amount of damage taken by zombies. // > For example, 0.5 halves the amount of damage dealt to zombies. // > Easy: 1.25 Normal: 1 Hard: 0.75 Armor_Multiplier // > Scales the amount of damage taken by zombies when attacked from behind. // > Only certain weapons quality for this modifier. // > Default: 1.25 Backstab_Multiplier // > Weapon damage multiplier against body, arms, legs. Useful for headshot-only mode. // > Default: 1 NonHeadshot_Armor_Multiplier // > Scales amount of XP gained for killing a zombie during a horde beacon. // > Default: 1 Beacon_Experience_Multiplier // > Scales amount of XP gained for killing a zombie during the full moon. // > Default: 2 Full_Moon_Experience_Multiplier // > Minimum number of loot drops from non-mega non-boss zombies. // > Loot_Chance applies if the rolled number of drops between [min, max] is one. // > Default: 1 Min_Drops // > Maximum number of loot drops from non-mega non-boss zombies. // > Default: 1 Max_Drops // > Minimum number of loot drops from non-boss mega zombies. // > Loot_Chance applies if the rolled number of drops between [min, max] is one. // > Default: 5 Min_Mega_Drops // > Maximum number of loot drops from non-boss mega zombies. // > Default: 5 Max_Mega_Drops // > Minimum number of loot drops from boss zombies. // > Loot_Chance applies if the rolled number of drops between [min, max] is one. // > Default: 8 Min_Boss_Drops // > Maximum number of loot drops from boss zombies. // > Default: 10 Max_Boss_Drops // > If true, all zombies are a bit slower, making it easier to escape them. // > Easy: True Normal: False Hard: False Slow_Movement // > If false, nothing can stun zombies, making combat harder. // > Easy: True Normal: True Hard: False Can_Stun // > If true, only certain weapons and attacks can stun zombie (e.g., backstabs). // > Not applicable if Can_Stun is false. // > Easy: False Normal: False Hard: True Only_Critical_Stuns // > If true, attacking a zombie uses the weapon's PvP damage values rather than zombie-specific damage. // > Easy: False Normal: False Hard: True Weapons_Use_Player_Damage // > If true, zombies will attack barricades obstructing their movement. // > Default: True Can_Target_Barricades // > If true, zombies will attack structures obstructing their movement. // > Default: True Can_Target_Structures // > If true, zombies will attack vehicles obstructing their movement. // > Default: True Can_Target_Vehicles // > If true, zombies will attack level objects (e.g., fences) obstructing their movement. // > Default: True Can_Target_Objects // > If greater than zero, maximum number of items a horde beacon can drop. // > Useful to clamp the number of drops when a large number of players participate. // > Default: 0 Beacon_Max_Rewards // > If greater than zero, maximum player count for horde beacon loot scaling. // > Useful to clamp the number of drops when a large number of players participate. // > Default: 0 Beacon_Max_Participants // > Scales total number of horde beacon loot drops, applied before Beacon_Max_Rewards. // > Default: 1 Beacon_Rewards_Multiplier } Animals { // > How long (in seconds) before a dead animal respawns. // > Default: 180 Respawn_Time // > Scales the amount of damage dealt by animals. // > For example, 2.0 doubles the amount of damage from animal attacks. // > Easy: 0.75 Normal: 1 Hard: 1.5 Damage_Multiplier // > Scales the amount of damage taken by animals. // > For example, 0.5 halves the amount of damage dealt to animals. // > Easy: 1.25 Normal: 1 Hard: 0.75 Armor_Multiplier // > Maximum number of animals on "Tiny" size levels. // > Default: 4 Max_Instances_Tiny // > Maximum number of animals on "Small" size levels. // > Default: 8 Max_Instances_Small // > Maximum number of animals on "Medium" size levels. // > Default: 16 Max_Instances_Medium // > Maximum number of animals on "Large" size levels. // > Default: 32 Max_Instances_Large // > Maximum number of animals on "Insane" size levels. // > Default: 64 Max_Instances_Insane // > If true, attacking an animal uses the weapon's PvP damage values rather than animal-specific damage. // > Easy: False Normal: False Hard: True Weapons_Use_Player_Damage } Barricades { // > How long (in seconds) since the barricade owner/group last played before the barricade won't be saved. // > If the server is offline for more than half the Decay_Time, all decay timers are reset. // > Default: 604800 Decay_Time // > Scales the amount of damage taken by "Armor Tier: Low" barricades. // > For example, 0.5 halves the amount of damage dealt to barricades. // > Default: 1 Armor_Lowtier_Multiplier // > Scales the amount of damage taken by "Armor Tier: High" barricades. // > For example, 0.5 halves the amount of damage dealt to barricades. // > Default: 0.5 Armor_Hightier_Multiplier // > Scales the amount of damage taken by barricades from non-"Heavy Weapon" guns. // > For example, 2.0 doubles the amount of damage dealt to barricades by non-"Heavy Weapon" guns. // > Default: 1 Gun_Lowcal_Damage_Multiplier // > Scales the amount of damage taken by barricades from "Heavy Weapon" guns. // > For example, 2.0 doubles the amount of damage dealt to barricades by "Heavy Weapon" guns. // > Default: 1 Gun_Highcal_Damage_Multiplier // > Scales the amount of damage taken by barricades from melee weapons and fists. // > For example, 2.0 doubles the amount of damage dealt to barricades by melee. // > Default: 1 Melee_Damage_Multiplier // > Scales the amount of HP restored by melee items like the Blowtorch. // > For example, 2.0 doubles the amount of health restored by melee items. // > Default: 1 Melee_Repair_Multiplier // > Should players be allowed to build on their vehicles? // > Default: True Allow_Item_Placement_On_Vehicle // > Should players be allowed to build traps (e.g. barbed wire) on their vehicles? // > Default: True Allow_Trap_Placement_On_Vehicle // > Furthest away from colliders a player can build an item onto their vehicle. // > Default: 64 Max_Item_Distance_From_Hull // > Furthest away from colliders a player can build a trap (e.g. barbed wire) onto their vehicle. // > Default: 16 Max_Trap_Distance_From_Hull } Structures { // > How long (in seconds) since the structure owner/group last played before the structure won't be saved. // > If the server is offline for more than half the Decay_Time, all decay timers are reset. // > Default: 604800 Decay_Time // > Scales the amount of damage taken by "Armor Tier: Low" structures. // > For example, 0.5 halves the amount of damage dealt to structures. // > Default: 1 Armor_Lowtier_Multiplier // > Scales the amount of damage taken by "Armor Tier: High" structures. // > For example, 0.5 halves the amount of damage dealt to structures. // > Default: 0.5 Armor_Hightier_Multiplier // > Scales the amount of damage taken by structures from non-"Heavy Weapon" guns. // > For example, 2.0 doubles the amount of damage dealt to structures by non-"Heavy Weapon" guns. // > Default: 1 Gun_Lowcal_Damage_Multiplier // > Scales the amount of damage taken by structures from "Heavy Weapon" guns. // > For example, 2.0 doubles the amount of damage dealt to structures by "Heavy Weapon" guns. // > Default: 1 Gun_Highcal_Damage_Multiplier // > Scales the amount of damage taken by structures from melee weapons and fists. // > For example, 2.0 doubles the amount of damage dealt to structures by melee. // > Default: 1 Melee_Damage_Multiplier // > Scales the amount of HP restored by melee items like the Blowtorch. // > For example, 2.0 doubles the amount of health restored by melee items. // > Default: 1 Melee_Repair_Multiplier } Players { // > Amount of health players spawn with. [0 to 100] // > Default: 100 Health_Default // > Player must have more than this amount of food to begin regenerating health. // > Default: 90 Health_Regen_Min_Food // > Player must have more than this amount of water to begin regenerating health. // > Default: 90 Health_Regen_Min_Water // > How quickly players health regenerates with sufficient food and water. // > Lower values regenerate health faster, higher values regenerate health slower. // > Default: 60 Health_Regen_Ticks // > Amount of food players spawn with. [0 to 100] // > Easy: 100 Normal: 100 Hard: 85 Food_Default // > How quickly players food meter depletes. // > Lower values burn food faster, higher values burn food slower. // > Easy: 350 Normal: 300 Hard: 250 Food_Use_Ticks // > How quickly players starve to death. // > Lower values kill the player faster, higher values kill the player slower. // > Default: 15 Food_Damage_Ticks // > Amount of water players spawn with. [0 to 100] // > Easy: 100 Normal: 100 Hard: 85 Water_Default // > How quickly players water meter depletes. // > Lower values lose water faster, higher values lose water slower. // > Easy: 320 Normal: 270 Hard: 220 Water_Use_Ticks // > How quickly players dehydrate to death. // > Lower values kill the player faster, higher values kill the player slower. // > Default: 20 Water_Damage_Ticks // > Amount of immunity players spawn with. [0 to 100] // > Default: 100 Virus_Default // > When immunity is below this amount it will gradually begin depleting. // > Default: 50 Virus_Infect // > How quickly players immunity depletes when below Virus_Infect. // > Lower values deplete faster, higher values deplete slower. // > Default: 125 Virus_Use_Ticks // > How quickly players die at zero immunity. // > Lower values kill the player faster, higher values kill the player slower. // > Default: 25 Virus_Damage_Ticks // > How quickly broken legs heal automatically. // > Depends on Can_Fix_Legs. // > Lower values heal faster, higher values heal slower. // > Default: 750 Leg_Regen_Ticks // > How frequently players lose health while bleeding. // > Lower values kill the player faster, higher values kill the player slower. // > Default: 10 Bleed_Damage_Ticks // > How quickly bleeding heals automatically. // > Depends on Can_Stop_Bleeding. // > Lower values heal faster, higher values heal slower. // > Default: 750 Bleed_Regen_Ticks // > Scales the amount of damage taken by players. // > For example, 0.5 halves the amount of damage dealt to players. // > Default: 1 Armor_Multiplier // > Scales the amount of XP gained from all activities. // > Easy: 1.5 Normal: 1 Hard: 1.5 Experience_Multiplier // > Scales the radius within zombies and animals will detect the player. // > Easy: 0.5 Normal: 1 Hard: 1.25 Detect_Radius_Multiplier // > How close an attack is to a player to be considered aggressive. // > For example, when a bullet passes within this distance of a player the shooter is // > considered the aggressor. // > Default: 8 Ray_Aggressor_Distance // > Percentage [0 to 1] of skill levels to retain when killed by another player. // > Default: 1 Lose_Skills_PvP // > Percentage [0 to 1] of skill levels to retain when killed by the environment (e.g., zombies). // > Default: 1 Lose_Skills_PvE // > Number of skill levels to remove when killed by another player. // > Easy: 0 Normal: 1 Hard: 2 Lose_Skill_Levels_PvP // > Number of skill levels to remove when killed by the environment (e.g., zombies). // > Easy: 0 Normal: 1 Hard: 2 Lose_Skill_Levels_PvE // > Percentage [0 to 1] of XP to retain when killed by another player. // > Default: 0.5 Lose_Experience_PvP // > Percentage [0 to 1] of XP to retain when killed by the environment (e.g., zombies). // > Default: 0.5 Lose_Experience_PvE // > Scales XP cost to purchase/upgrade skills. // > Default: 1 Skill_Cost_Multiplier // > Percentage [0 to 1] chance to lose each inventory item when killed by another player. // > Depends on Lose_Clothes_PvP because losing storage will drop contained items. // > Default: 1 Lose_Items_PvP // > Percentage [0 to 1] chance to lose each inventory item when killed by the environment (e.g., zombies). // > Depends on Lose_Clothes_PvE because losing storage will drop contained items. // > Default: 1 Lose_Items_PvE // > If true, drop all clothing items when killed by another player. // > Default: True Lose_Clothes_PvP // > If true, drop all clothing items when killed by the environment (e.g., zombies). // > Default: True Lose_Clothes_PvE // > If true, drop primary and secondary weapon when killed by another player. // > Default: True Lose_Weapons_PvP // > If true, drop primary and secondary weapon when killed by the environment (e.g., zombies). // > Default: True Lose_Weapons_PvE // > If false, players have no health loss from falling long distances. // > Default: True Can_Hurt_Legs // > If false, players cannot break their leg when falling long distances. // > Easy: False Normal: True Hard: True Can_Break_Legs // > If false, broken legs cannot automatically heal themselves after Leg_Regen_Ticks. // > Easy: True Normal: True Hard: False Can_Fix_Legs // > If false, damage cannot cause players to bleed. // > Easy: False Normal: True Hard: True Can_Start_Bleeding // > If false, bleeding cannot automatically heal itself after Bleed_Regen_Ticks. // > Easy: True Normal: True Hard: False Can_Stop_Bleeding // > Should all skills default to max level? // > Default: False Spawn_With_Max_Skills // > Should cardio, diving, exercise, and parkour default to max level? // > Default: False Spawn_With_Stamina_Skills // > If true, skills related to player's skillset/speciality are half cost. // > Default: True Skillset_Reduces_Skill_Cost // > If true, skills related to player's skillset/speciality cannot lose levels on death. // > Default: True Skillset_Prevents_Skill_Loss // > If true, prevent levels from modifying skill starting levels, costs, and max levels. // > Default: False Prevent_Level_Skill_Overrides // > Should guns with Instakill Headshots (snipers) bypass armor? // > Easy: False Normal: False Hard: True Allow_Instakill_Headshots // > Should each character slot have separate savedata? // > Default: False Allow_Per_Character_Saves // > If true, players will be kicked if their skin color is too similar to one of the level's terrain colors. // > Default: True Enable_Terrain_Color_Kick } Objects { // > Scales how long before interactables like fridges automatically close. // > Default: 1 Binary_State_Reset_Multiplier // > Scales how long before sources of fuel in the world are automatically partially refilled. // > Default: 1 Fuel_Reset_Multiplier // > Scales how long before sources of water in the world are automatically partially refilled. // > Default: 1 Water_Reset_Multiplier // > Scales how long before trees, rocks, and bushes in the world grow back. // > Default: 1 Resource_Reset_Multiplier // > Scales number of items dropped by resources like trees and rocks. // > Default: 1 Resource_Drops_Multiplier // > Scales how long before destructible objects (e.g., fences) automatically repair. // > Default: 1 Rubble_Reset_Multiplier // > Should holiday-specific objects be able to drop special items? // > For example, whether christmas presents contain guns. // > Default: True Allow_Holiday_Drops // > Should barricades placed on tree stumps prevent the tree from growing back // > while the server is running? // > Default: True Items_Obstruct_Tree_Respawns } Events { // > Minimum number of in-game days between legacy rain events. // > Only applicable for backwards compatibility with levels using the legacy weather features. // > Default: 2.3 Rain_Frequency_Min // > Maximum number of in-game days between legacy rain events. // > Only applicable for backwards compatibility with levels using the legacy weather features. // > Default: 5.6 Rain_Frequency_Max // > Minimum number of in-game days a legacy rain event lasts. Zero turns off legacy rain. // > Only applicable for backwards compatibility with levels using the legacy weather features. // > Default: 0.05 Rain_Duration_Min // > Maximum number of in-game days a legacy rain event lasts. Zero turns off legacy rain. // > Only applicable for backwards compatibility with levels using the legacy weather features. // > Default: 0.15 Rain_Duration_Max // > Minimum number of in-game days between legacy snow events. // > Only applicable for backwards compatibility with levels using the legacy weather features. // > Default: 1.3 Snow_Frequency_Min // > Maximum number of in-game days between legacy snow events. // > Only applicable for backwards compatibility with levels using the legacy weather features. // > Default: 4.6 Snow_Frequency_Max // > Minimum number of in-game days a legacy snow event lasts. Zero turns off legacy snow. // > Only applicable for backwards compatibility with levels using the legacy weather features. // > Default: 0.2 Snow_Duration_Min // > Maximum number of in-game days a legacy snow event lasts. Zero turns off legacy snow. // > Only applicable for backwards compatibility with levels using the legacy weather features. // > Default: 0.5 Snow_Duration_Max // > Scales number of in-game days between weather events. (Levels using the newer weather // > features can have multiple weather types with different frequencies.) If this was // > accidentally set to a high value you can use the "/weather 0" command to reschedule // > the next weather event. // > // > Lower values cause more frequent weather, higher values cause less frequent weather. // > (Misnomer, sorry!) // > Default: 1 Weather_Frequency_Multiplier // > Scales number of in-game days a weather event lasts. (Levels using the newer weather // > features can have multiple weather types with different durations.) // > Zero turns off weather entirely. // > Default: 1 Weather_Duration_Multiplier // > Minimum number of in-game days between airdrops. Depends on Use_Airdrops. // > Default: 0.8 Airdrop_Frequency_Min // > Maximum number of in-game days between airdrops. Depends on Use_Airdrops. // > Default: 6.5 Airdrop_Frequency_Max // > How fast (in meters per second) the airdrop plane flies across the level. // > Lower values give players more time to react and chase the airplane. // > Default: 128 Airdrop_Speed // > Amount of upward force applied to the carepackage, resisting gravity. // > Higher values require players to wait longer for the carepackage. // > (This isn't intuitive, sorry!) // > Default: 9.5 Airdrop_Force // > Minimum number of teams needed to start an arena match. // > Default: 2 Arena_Min_Players // > Base damage per second while standing outside the arena field. // > Default: 9 Arena_Compactor_Damage // > Accumulating additional damage per second while standing outside the arena field. // > Default: 1 Arena_Compactor_Extra_Damage_Per_Second // > How long (in seconds) between match ready and teleporting players into the arena. // > Default: 5 Arena_Clear_Timer // > How long (in seconds) after a winner is announced to wait before restarting. // > Default: 10 Arena_Finale_Timer // > How long (in seconds) to wait in intermission before starting the next match. // > Default: 15 Arena_Restart_Timer // > How long (in seconds) before first arena circle starts shrinking. // > Default: 1 Arena_Compactor_Delay_Timer // > How long (in seconds) after arena circle finishes shrinking to start shrinking again. // > Default: 5 Arena_Compactor_Pause_Timer // > Should airplanes fly over the level dropping carepackages? // > Default: True Use_Airdrops // > If true, arena selects multiple smaller circles within the initial circle. // > Otherwise, arena cricle shrinks toward its initial center. // > Default: True Arena_Use_Compactor_Pause // > How quickly (in meters per second) the arena radius shrinks on "Tiny" size levels. // > Default: 0.5 Arena_Compactor_Speed_Tiny // > How quickly (in meters per second) the arena radius shrinks on "Small" size levels. // > Default: 1.5 Arena_Compactor_Speed_Small // > How quickly (in meters per second) the arena radius shrinks on "Medium" size levels. // > Default: 3 Arena_Compactor_Speed_Medium // > How quickly (in meters per second) the arena radius shrinks on "Large" size levels. // > Default: 4.5 Arena_Compactor_Speed_Large // > How quickly (in meters per second) the arena radius shrinks on "Insane" size levels. // > Default: 6 Arena_Compactor_Speed_Insane // > Percentage [0 to 1] of arena circle radius retained when selecting next smaller circle. // > Depends on Arena_Use_Compactor_Pause. // > Default: 0.5 Arena_Compactor_Shrink_Factor } Gameplay { // > Blueprints requiring a repair skill level higher than this cannot be crafted. // > Restricts players from repairing higher-tier items. // > Default: 3 Repair_Level_Max // > Should a hit confirmation be shown when players deal damage? // > Easy: True Normal: True Hard: False Hitmarkers // > Should a crosshair be visible while holding a gun? // > Easy: True Normal: True Hard: False Crosshair // > Should bullets be affected by gravity and travel time? // > Easy: False Normal: True Hard: True Ballistics // > Should the player have permanent access to a "paper" map of the level even when they // > don't have the associated in-game item? // > Easy: True Normal: False Hard: False Chart // > Should the player have permanent access to a GPS map of the level even when they // > don't have the associated in-game item? // > Default: False Satellite // > Should the player have permanent access to their compass heading HUD even when they // > don't have the associated in-game item? // > Default: False Compass // > Should group members and similar info be visible on the in-game map? // > Easy: True Normal: True Hard: False Group_Map // > Should group member names be visible through walls? // > Default: True Group_HUD // > Should group connections be shown on player list? // > Default: True Group_Player_List // > Should Steam clans/groups be enables as in-game groups? // > Default: True Allow_Static_Groups // > Should players be allowed to create in-game groups and invite members of the server? // > Default: True Allow_Dynamic_Groups // > If true, allow automatically creating an in-game group for members of your Steam lobby. // > Requires Allow_Dynamic_Groups to be enabled as well. // > Default: True Allow_Lobby_Groups // > Should the third-person camera extend out to the side? // > If false, the third-person camera is centered over your character. // > Default: True Allow_Shoulder_Camera // > Should players be allowed to kill themselves from the pause menu? // > Default: True Can_Suicide // > Is friendly-fire within groups allowed? // > Default: False Friendly_Fire // > Are sentry guns and beds allowed on vehicles? // > Default: False Bypass_Buildable_Mobility // > If true, buildables can be placed in "no building" zones. // > Default: False Bypass_No_Building_Zones // > If true, buildables can be placed in safezones. // > Default: False Bypass_Building_In_Safezones // > Should holiday (Halloween and Christmas) content like NPC outfits and decorations be loaded? // > Default: True Allow_Holidays // > Can "freeform" barricades be placed in the world? // > Default: True Allow_Freeform_Buildables // > Can "freeform" barricades be placed on vehicles? // > Default: True Allow_Freeform_Buildables_On_Vehicles // > If true, aim flinches away from center when damaged. // > Default: True Enable_Damage_Flinch // > If true, camera will shake near explosions. Can also be toned down client-side in Options menu. // > Default: True Enable_Explosion_Camera_Shake // > If true, crafting blueprints can require nearby workstations. // > If false, only the backwards-compatibility "Heat Source" vanilla crafting tag can be required. This // > functions identically to the cooking-skill-also-requires-heat behavior from before. // > Default: True Enable_Workstation_Requirements // > If true, client-side options like damage flinch, explosion camera shake, viewmodel bob are ignored. // > Default: False Disable_Motion_Sickness_Options // > If true, minimum foliage density of "Low" is enforced. // > Default: False Disable_Foliage_Off // > If true, hide viewmodel while aiming a dual-render scope and show a 2D overlay instead. // > Useful for backwards compatibility with modded scopes that have a small enough // > dual-render surface to zoom-*out* when aiming in. // > Default: False Use_2D_Scope_Overlay // > If true, a challenge must be completed before catching a fish. // > Only applicable for supported maps and fishing rods. (I.e., not older custom maps.) // > Default: True Enable_Fishing_Catch_Challenge // > How long (in seconds) before a player can leave the server through the pause menu. // > Default: 10 Timer_Exit // > How long (in seconds) after death before a player can respawn. // > Default: 10 Timer_Respawn // > How long (in seconds) after death before a player can respawn at their bed. // > Default: 30 Timer_Home // > How long (in seconds) after a player requests to leave an in-game "dynamic" group // > before they are actually removed. Gives group members time to take cover. // > Default: 30 Timer_Leave_Group // > Maximum number of players invitable to an in-game "dynamic" group. // > Depends on Allow_Dynamic_Groups. // > Default: 0 Max_Group_Members // > Scales velocity added to players by explosion knock-back. // > Default: 1 Explosion_Launch_Speed_Multiplier // > Scales midair input change in player direction. // > Default: 1 AirStrafing_Acceleration_Multiplier // > Scales midair decrease in speed while faster than max walk speed. // > Default: 1 AirStrafing_Deceleration_Multiplier // > Scales magnitude of recoil while using first-person perspective. // > Default: 1 FirstPerson_RecoilMultiplier // > Scales magnitude of recoil while aiming in first-person perspective. // > Default: 1 FirstPerson_AimingRecoilMultiplier // > Scales magnitude of recoil inversely with zoom level while aiming in first-person perspective. // > Easy: 0.25 Normal: 0 Hard: 0 FirstPerson_AimingZoomRecoilReduction // > Scales magnitude of recoil while using third-person perspective. // > Easy: 1 Normal: 2 Hard: 2 ThirdPerson_RecoilMultiplier // > Scales magnitude of bullet inaccuracy while using third-person perspective. // > Easy: 1 Normal: 2 Hard: 2 ThirdPerson_SpreadMultiplier // > [0 to 1] Scales how much the first-person move up and down while jumping/landing. // > Default: 1 Viewmodel_AimingJumpLandMultiplier // > [0 to 1] Scales how much the first-person arms move while ADS. // > Easy: 0.2 Normal: 0.5 Hard: 1 Viewmodel_AimingMisalignmentMultiplier // > Shortest amount of time before a fish takes the bait. // > Easy: 35 Normal: 48 Hard: 48 Min_Fishing_Bite_Interval // > Longest amount of time before a fish takes the bait. // > Easy: 48 Normal: 60 Hard: 60 Max_Fishing_Bite_Interval // > Multiplier for fishing bite interval when casting strength bar is full. // > Default: 0.3 Fishing_MaxStrength_Bite_Interval_Multiplier }