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The best Palworld server difficulty is a deliberate combination of settings, not a single slider. For most groups, start with DeathPenalty=Item, leave damage multipliers near 1.0, increase XP, capture and gathering rates only as needed, and disable raids until everyone understands the consequences. Make the server harder by increasing incoming damage, restoring harsher death losses, enabling raids and, for a true challenge, turning on hardcore options.
Palworld’s server settings are version-sensitive and community guides disagree about some defaults. Treat the values below as starting points, compare them with the PalWorldSettings.ini generated by your exact server build, and test one change at a time.
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Palworld difficulty is a group of independent settings
A dedicated server does not use one reliable “Easy,” “Normal” or “Hard” switch. Difficulty emerges from several parameters in PalWorldSettings.ini:
- DeathPenalty determines what a player loses on death.
- PlayerDamageRateAttack changes the damage players deal.
- PlayerDamageRateDefense changes the damage players receive in most community documentation.
- ExpRate, PalCaptureRate and gathering multipliers control how quickly the world is mastered.
- bEnableInvaderEnemy controls base raids.
- bHardcore and, where supported, bPalLost add permanent-loss stakes.
Because these settings interact, a server with fast XP but severe death losses can feel very different from one with normal progression and forgiving deaths. Decide whether your group wants slower progression, more dangerous combat, more expensive mistakes, or all three before changing values.
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Where to edit the settings
On a Linux dedicated server, edit:
/Pal/Saved/Config/LinuxServer/PalWorldSettings.ini
Do not edit DefaultPalWorldSettings.ini at the server root. The default file is a template; the saved configuration is the file loaded for your world. Hosting panels generally expose the same file through a configuration editor.
- Stop the server. Editing while the process is running can be overwritten when it shuts down.
- Back up the current file and record the server build, because defaults and available keys can change after updates.
- Change only the options you intend to test. Preserve the existing
PalWorldSettings=(OptionSettings=(...))structure and punctuation. - Save the file and start the server. Settings are read at startup; a restart is required before changes take effect.
- Join with a test character or a disposable world session and verify the result before announcing the new rules to the whole group.
If your host uses a web panel, the safe sequence is the same: stop, open the game-settings or INI editor, save, then restart. A panel’s friendly labels may map to different keys, so confirm the resulting INI when a value appears not to work.
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Settings that have the biggest effect
DeathPenalty: choose what death costs
DeathPenalty usually accepts the following values:
| Value | Reported consequence | Best fit |
|---|---|---|
None |
No inventory loss on death. | Building, exploration or family servers where setbacks should be minimal. |
Item |
Items are lost while equipped gear is kept. | A balanced default for a persistent group. |
ItemAndEquipment |
Items and equipment are lost. | Players who want deaths to require a real recovery run. |
All |
Items, equipment and Pals are reported as lost. | Extreme or challenge-focused worlds only. |
Two community references disagree about the default: one reports All for many dedicated servers, while another reports Item for version 1.0. That conflict is why you should inspect the generated file instead of assuming the game’s default. Also verify the behavior in a controlled test; the exact loss rules can change with the server build.
Damage multipliers: separate outgoing and incoming danger
Use PlayerDamageRateAttack for the damage players deal and PlayerDamageRateDefense for the damage players take, as reflected by most community setting tables. A value of 1.0 is commonly treated as the baseline. A casual preset lists PlayerDamageRateAttack=1.5 and PlayerDamageRateDefense=0.7, making players stronger while reducing incoming damage. A hard preset lists PlayerDamageRateDefense=4.0.
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Most summaries say a higher defense multiplier makes incoming hits hurt more. One guide describes the direction the other way around, so do not trust the label alone. Test with a repeatable enemy attack: change only the defense value, record the damage taken, and keep the interpretation that matches your build. Never raise this value on a valuable world without a backup.
For a balanced server, keep both damage values at 1.0. To increase difficulty without slowing every activity, raise incoming damage in small steps—such as 1.25, 1.5 and then 2.0—and let players adjust before going further. To make combat less punishing while preserving progression, lower incoming damage rather than multiplying XP.
Progression rates: XP, capture and gathering
Progression multipliers change how much time the group spends repeating routine tasks:
ExpRatecontrols experience gain. A friends-server preset uses2.0; a casual preset uses1.5.PalCaptureRatecontrols capture efficiency. The cited casual value is2.0, while the friends preset uses1.5.- The gathering-rate option is commonly set to
2.0in the friends preset, although no single universal key name or default is published for every server build. Use the exact key shown in your generated file.
Higher rates shorten the early and mid-game. That can be useful for a group that plays only a few hours a week, but it also reduces the value of exploration, resource routes and base automation. If the server feels too easy, lower progression rates before stacking extreme combat multipliers; if it feels grindy rather than dangerous, raise only the activity that is blocking the group.
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Raids: add pressure to the base
bEnableInvaderEnemy controls whether invader enemies can attack bases. Community guidance commonly turns this off for casual play. Enabling it adds unscheduled combat, makes base location and defenses matter, and can punish a group that is offline when an attack starts. Treat raids as a separate difficulty axis: a server can have normal combat and still feel demanding when raids are enabled.
Hardcore options and Pal loss
A reported hardcore combination uses PlayerDamageRateDefense=1.5 or higher, DeathPenalty=All and bHardcore=True. Some guides also suggest bPalLost=True. The evidence for this combination is limited and build-dependent, so confirm that each key exists and produces the intended behavior before using it. Hardcore rules should be announced before characters are created; retroactively changing them can invalidate a player’s progress.
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A summary claims that setting structure damage to 0 can make structures effectively invulnerable, but that behavior is not established by a verified source here. If you experiment with it, test destruction, raids and server restarts on a copy of the world.
Higher dropped-item limits are reported to leave more objects in the world, while lower limits reduce clutter and may help performance. The exact key and effect can vary by build. Do not change these values as a substitute for combat balancing, and monitor whether important loot disappears sooner than expected.
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BaseCampWorkerMaxNum is reported not to take effect when set in the INI on some servers. If the worker limit remains unchanged after a restart, assume the option is unsupported or overridden rather than repeatedly raising the number.
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Starting presets for different groups
These are community starting points, not official Pocketpair profiles. “Not stated” means the preset summary did not establish a value for that category; leave your existing value unchanged until you decide deliberately.
| Play style | Progression | Combat | Death | Raids and hardcore |
|---|---|---|---|---|
| Casual | ExpRate=1.5; PalCaptureRate=2.0 |
PlayerDamageRateAttack=1.5; PlayerDamageRateDefense=0.7 |
Not stated in the preset summary. | Not stated; disable raids if the group wants uninterrupted building. |
| Friends co-op | XP 2.0; capture 1.5; gathering 2.0 |
Not stated; begin at 1.0. |
DeathPenalty=None |
Raids off; hardcore off. |
| Balanced | Leave rates at your build’s defaults. | All damage rates at 1.0. |
DeathPenalty=Item |
Choose raids based on whether base defense is desired; hardcore off. |
| Hard combat | Not stated; keep progression near default while testing. | PlayerDamageRateDefense=4.0 is the reported hard value; verify direction in-game. |
Not stated. | Raids optional; hardcore off unless the group explicitly agrees. |
| Hardcore | Not stated. | PlayerDamageRateDefense=1.5 or higher, subject to testing. |
DeathPenalty=All |
bHardcore=True; optionally bPalLost=True if supported and understood. |
Do not combine every “hard” value automatically. For example, quadrupling incoming damage, enabling raids and losing Pals on death can turn a minor configuration mistake into an unrecoverable world. Select one pressure axis first, then add another only after the group has adapted.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.How to make an existing server harder safely
- Measure the current experience. Ask players what feels easy or frustrating: combat, resource gathering, leveling, raids or death recovery.
- Back up the world and INI. Keep a dated copy so you can restore the previous rules if the change is unpopular or a key behaves unexpectedly.
- Choose one axis. Raise
PlayerDamageRateDefensefor more dangerous fights, changeDeathPenaltyfor more meaningful failures, enable raids for base pressure, or lower progression rates for a slower campaign. - Make a modest change. Move a multiplier in a small increment instead of jumping directly to an extreme value.
- Restart and test. Confirm the setting after startup, fight a known enemy, die in a controlled location if testing death loss, and check a base if raids were enabled.
- Record the result. Note the build, old value, new value and player feedback. This prevents conflicting edits when several administrators manage the server.
- Escalate only with consent. Permanent-loss settings should be agreed on before they affect someone’s character or Pal.
Tuning by symptom
| What players report | First adjustment | Why |
|---|---|---|
| “We level too quickly and have nothing left to unlock.” | Reduce ExpRate toward 1.0. |
Slows progression without making every fight lethal. |
| “Capturing Pals is the grind.” | Raise PalCaptureRate modestly. |
Removes repetition while preserving combat difficulty. |
| “Deaths have no consequence.” | Move from None to Item, then consider ItemAndEquipment. |
Adds recovery cost in stages. |
| “Enemies kill us before we can react.” | Lower PlayerDamageRateDefense after verifying its direction on your build. |
Reduces incoming damage without increasing XP or capture rates. |
| “The base is too safe.” | Enable bEnableInvaderEnemy. |
Adds defense and location pressure rather than changing every encounter. |
| “The world is cluttered with drops.” | Lower the applicable dropped-item limit, if your build exposes it. | Can reduce clutter and may help performance, but test loot retention first. |
Common problems after editing
The setting has no visible effect
- Confirm you edited
/Pal/Saved/Config/LinuxServer/PalWorldSettings.ini, not the default template. - Stop and restart the server; reconnecting alone does not reload the file.
- Check spelling, capitalization, commas and parentheses in the
OptionSettingslist. - Verify that the key is supported by the current build. Some reported options, including
BaseCampWorkerMaxNum, may be ignored. - Check for a hosting panel that rewrites the file from its own saved profile.
The server will not start after an edit
Restore the backup, start the server, and then reapply one change at a time. A missing comma, unmatched parenthesis or invalid value can prevent the configuration from loading. Keep a plain-text copy of the last known-good line so you can compare it character by character.
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The difficulty feels opposite to what the label suggests
Test PlayerDamageRateDefense with a repeatable attack and compare the damage number before and after the change. Because one published guide reverses the documented direction, the observed result on your server is more reliable than an unlabeled preset. Record the result for future administrators.
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Difficulty settings do not replace routine server maintenance. One hosting guide recommends restarting about every 24 hours to flush a reported memory leak. That is an operational precaution, not a difficulty rule: schedule it during a quiet period, warn players, and verify that the world saves before the restart.
Large numbers of dropped objects can add clutter and may affect performance. If you reduce dropped-item persistence, explain the change because players may lose track of loot. Keep backups before changing performance-related limits, especially on a long-running world.
Recommended default for most private servers
For a mixed group, use a conservative baseline: damage multipliers at 1.0, DeathPenalty=Item, progression rates near the generated defaults, and raids disabled until players request them. From there, adjust the single issue the group actually has. Raise XP or capture rate for limited play time, increase incoming damage for a stronger combat challenge, or enable raids when base defense is the goal. Reserve DeathPenalty=All, bHardcore=True and possible Pal loss for a group that has explicitly accepted permanent consequences.
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