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What the Palworld server settings control
A dedicated server’s behavior is split between a saved configuration file and the arguments supplied when the server process starts. The INI controls the simulation itself: rates, death rules, PvP, fast travel, bases, workers, crossplay permissions, chat, voice, administration, APIs, and backups. Startup arguments control how the process listens, how it is advertised, how logs are formatted, and whether the game-data API is exposed.
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Most balance fields are multipliers. Raising experience, capture, damage, drop, hunger, stamina, work-speed, or hatching values changes the rate at which that system operates; lowering them slows it. A change can therefore make a world substantially easier or harder even when the option name sounds harmless. Capacity and replication fields also have operational consequences: more bases, workers, spawned Pals, or replicated actors can increase server processing and network load.
Before editing: start the server once and stop it cleanly
- Launch the dedicated server once. This creates the saved-data and configuration directories that the server expects.
- Stop the process normally so the latest world data is written before you change settings.
- Keep a copy of the original files and record each change. If a new value causes instability, you can return to the previous known-good configuration.
- Make changes while the server is offline, then start it again and verify the result in-game.
Option names and availability are version-sensitive. Pocketpair’s current guide is marked Version 1.0.4; an update can add, rename, remove, or change the behavior of a field.
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Where PalWorldSettings.ini is located
Pocketpair instructs administrators to copy DefaultPalWorldSettings.ini into the active saved-config directory and edit the copied file. The paths differ by operating system:
| Platform | Active configuration path | What to edit |
|---|---|---|
| Windows dedicated server | PalSavedConfigWindowsServerPalWorldSettings.ini |
The copied PalWorldSettings.ini |
| Linux dedicated server | Pal/Saved/Config/LinuxServer/PalWorldSettings.ini |
The copied PalWorldSettings.ini |
The directories are created after the server has started. The default file is a template, not the live configuration; editing DefaultPalWorldSettings.ini does not apply changes. If the active file is missing, start the server once, stop it, copy the template into the matching directory, and then edit the copy.
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How to edit the active INI safely
- Open the operating-system-specific directory shown above.
- Copy
DefaultPalWorldSettings.iniand name the copyPalWorldSettings.ini. - Open the copied file in a plain-text editor. Avoid word processors that add formatting.
- Change only the parameter values you intend to change, preserving the existing syntax, commas, quotation marks, and parentheses.
- Save the file as plain text with the exact filename
PalWorldSettings.ini. Check that the editor did not append an extra extension such as.txt. - Start the server and test one group of changes at a time. If the server rejects the file or behaves unexpectedly, stop it and restore the last working copy.
Use a change log containing the date, the option, the old value, and the new value. That makes it possible to identify a bad edit instead of rebuilding the entire file.
Startup arguments versus PalWorldSettings.ini
Startup arguments are read when the process launches. They are the right place for listening and discovery settings, log format, and the game-data API switch. They do not replace the INI for world rules. A port or player-capacity argument can also override what an administrator expects from the saved configuration, so document both layers together.
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| Argument | Purpose | Important qualification |
|---|---|---|
-port=8211 |
Sets the listening port. | The example uses port 8211; choose a free, reachable port for your installation. |
-players=32 |
Sets the maximum number of participants at process start. | This is a startup capacity setting, separate from INI administration fields. |
-publiclobby |
Publishes the server as a community server. | Use it when you want the server discoverable as a public lobby. |
-publicip |
Supplies the public address metadata used for community-server discovery. | It describes the externally reachable address; it is not a substitute for firewall or router configuration. |
-publicport |
Supplies the public port metadata used for discovery. | It does not change the port on which the server listens. |
-logformat=text |
Selects Text or Json log output. | Choose the format your log collector or troubleshooting workflow can parse. |
-enable-gamedata-api |
Enables the game-data API at process start. | Expose it only when you have a reason to consume the data and have secured the host. |
Pocketpair also documents -useperfthreads -NoAsyncLoadingThread -UseMultithreadForDS as performance-related flags. The guide notes that leaving this parameter unset may improve performance in version 1.0 and later, so benchmark your own workload rather than adding the flags automatically.
Performance and scaling options
These fields determine how much the simulation can contain and how much state is replicated to clients. Increasing a limit can improve a large community’s building or breeding experience while raising CPU, memory, save, or network pressure.
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| Option | What it changes | Operational implication |
|---|---|---|
BaseCampMaxNum |
Total number of bases allowed across the server. | More bases increase the amount of base logic the server must process. |
BaseCampMaxNumInGuild |
Maximum bases per guild. | The official default is 4 and the documented maximum is 10. Raising it increases processing load. |
BaseCampWorkerMaxNum |
Maximum Pals assigned to one base. | The documented maximum is 50; higher worker populations increase base simulation work. |
ItemContainerForceMarkDirtyInterval |
How often, in seconds, a container UI is forced to resynchronize. | A shorter interval can refresh state more aggressively, while frequent synchronization adds work. |
MaxBuildingLimitNum |
Per-player building limit. | A value of 0 means unlimited; unlimited construction can increase world and save complexity. |
PhysicsActiveDropItemMaxNum |
Maximum number of dropped items using active physics. | Restricting the count helps prevent large piles of simulated objects from consuming resources. |
ServerReplicatePawnCullDistance |
Distance at which Pal actors are synchronized to players. | The documented range is 5,000–15,000 cm. A larger distance can improve awareness but increases replication traffic. |
Choosing safe scaling changes
- Raise one limit at a time and watch CPU, memory, tick stability, and save times.
- Increase
BaseCampWorkerMaxNumonly when players actually need more workers per base; raising it globally can burden every active base. - Treat
PalSpawnNumRateas both a gameplay and performance setting because more wild Pals require more actors and processing. - Use the smallest replication distance that supports your community’s play style instead of maximizing it by default.
Access, identity, and administration
| Option | Function | How to use it |
|---|---|---|
AdminPassword |
Grants administrative privileges. | Set a strong, private value and distribute it only to trusted operators. |
ServerPassword |
Requires a password to log in. | Use it for a private or invitation-only world. |
ServerName |
Sets the name shown to players. | Choose a clear name that identifies the community or ruleset. |
ServerDescription |
Provides identifying or rule information. | Use it to state PvP, progression, language, or moderation expectations. |
ServerPlayerMaxNum |
Sets the player limit in the saved configuration. | Keep it consistent with the capacity you advertise and with the startup -players argument. |
CrossplayPlatforms |
Controls which platforms may connect. | The documented default is (Steam,Xbox,PS5,Mac). Restrict the list when your community requires a narrower platform set. |
bIsShowJoinLeftMessage |
Shows join and leave notifications. | Enable it when presence information helps moderation; disable it for a quieter chat feed. |
ChatPostLimitPerMinute |
Limits chat messages per minute. | Use a lower limit to reduce spam, while allowing enough volume for active group coordination. |
RCON, REST API, and operational controls
Remote administration is optional and should be enabled only when you have a management tool, firewall rules, and credentials ready.
RCONEnabledturns RCON on or off.RCONPortidentifies the port on which RCON listens.RESTAPIEnabledturns the REST API on or off.RESTAPIPortidentifies the REST API port.-enable-gamedata-apiis a startup switch for the game-data API and is separate from the INI API enablement fields.
Do not expose administrative ports broadly to the internet. Place them behind a firewall or private network, restrict source addresses, and keep credentials out of public configuration examples. After enabling an API, test a read-only request first and confirm that the expected port is reachable only from an authorized management host.
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Backups and save-data recovery
Set bIsUseBackupSaveData to enable world backups. When enabled, the server creates a backup directory inside the save-data directory. Pocketpair documents the following cadence:
| Window | Save data retained |
|---|---|
| 30 seconds | 5 save data |
| 10 minutes | 6 save data |
| 1 hour | 12 save data |
| 1 day | 7 save data |
This schedule can create substantial disk activity and storage consumption. Check available disk space, include the backup directory in your monitoring, and establish a retention policy appropriate for your world. Before restoring anything, stop the server, preserve the current save directory, and verify which backup point contains the desired world state. A backup is useful only if you can identify, copy, and restore it without overwriting your last recoverable state.
World rules and feature switches
| Option | Effect |
|---|---|
bIsPvP |
Enables player-versus-player combat. |
bHardcore |
Prevents a player from respawning after death. |
bEnableFastTravel |
Enables fast travel. |
bEnableFastTravelOnlyBaseCamp |
Restricts fast travel to base-to-base travel. |
bEnableInvaderEnemy |
Controls whether invader enemies can appear. |
bExistPlayerAfterLogout |
Determines whether a player remains sleeping at the logout location. |
bIsStartLocationSelectByMap |
Allows players to choose a starting location on the map. |
bShowPlayerList |
Shows the player list in the ESC menu. |
bEnableVoiceChat |
Enables voice chat. |
| Voice-distance settings | Control how far voice chat can be heard; use them with bEnableVoiceChat. |
Randomized Pal spawns
RandomizerType accepts None, Region, or All. None leaves spawns non-randomized, Region randomizes within regions, and All applies randomization broadly. Set RandomizerSeed when you need a repeatable randomized arrangement for a group or event.
Progression, survival, combat, and economy rates
The following fields are the core of a server’s difficulty and pacing. Treat each as a multiplier: values above the existing setting accelerate that system, while lower values slow it. Change related rates together so one adjustment does not create an unintended bottleneck.
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| Option | System affected | Decision it supports |
|---|---|---|
ExpRate |
Experience gain. | Increase for faster leveling; reduce for a longer progression curve. |
PalCaptureRate |
Pal capture probability. | Increase for a collection-focused server; lower it when captures should require more attempts. |
PalSpawnNumRate |
Number of spawned Pals. | More spawns provide more encounters but can reduce performance. |
DayTimeSpeedRate |
Speed of the daytime cycle. | Adjust the length of useful daylight without changing night behavior. |
NightTimeSpeedRate |
Speed of the nighttime cycle. | Set independently when nights should be shorter or longer. |
| Pal attack and defense multipliers | Pal combat damage and resistance. | Use together when changing the challenge of fights involving Pals. |
| Player attack and defense multipliers | Player combat damage and resistance. | Change survivability or offensive power without altering Pal statistics. |
| Stamina depletion rate | How quickly stamina is consumed. | Lower pressure for exploration, or increase it for a harsher survival ruleset. |
| Hunger depletion rate | How quickly hunger accumulates. | Adjust food-management pressure. |
| Natural HP regeneration rate | Passive health recovery. | Control recovery while the player is active or idle. |
| Sleep HP regeneration rate | Health recovery during sleep. | Make resting a stronger or weaker recovery tool. |
WorkSpeedRate |
Work activity speed. | Shorten or lengthen production and base-work cycles. |
| Collection and drop rates | Resource gathering and item drops. | Accelerate construction supply or make materials scarcer. |
PalEggDefaultHatchingTime |
Default egg-hatching time. | Shorten breeding waits for a faster server or extend them for a slower economy. |
SupplyDropSpan |
Supply-drop interval. | Control how often supply drops become available. |
DeathPenalty choices
DeathPenalty determines what is lost on death. The valid choices are:
| Value | Loss on death |
|---|---|
None |
No drops. |
Item |
All items except equipment. |
ItemAndEquipment |
All items, including equipment. |
All |
All items and all Pals on the team. |
Select the penalty before advertising the server’s difficulty. A forgiving progression rate paired with All can still feel severe, while slower rates paired with None produce a low-risk experience.
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Relaxed cooperative world
Prioritize convenience: enable fast travel, consider base-only fast travel if you want movement tied to infrastructure, use a forgiving death penalty, and raise experience, capture, work, collection, and hatching rates only as far as your group enjoys. Keep player and Pal combat multipliers aligned so fights do not become trivial by accident. Use a password, enable backups, and leave resource-intensive limits near their existing values until the population grows.
Hard survival world
Keep progression and collection rates restrained, preserve meaningful hunger and stamina pressure, and choose a stricter death penalty. If bHardcore is enabled, state clearly that death prevents respawn. Avoid combining hardcore rules with untested spawn or combat changes; a performance issue or unexpected encounter should not be mistaken for intended difficulty.
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Large community world
Set the participant limit deliberately, configure CrossplayPlatforms for the audience, and publish accurate server metadata with -publiclobby, -publicip, and -publicport. Increase base, worker, or spawn limits only after measuring load. Enable backups and choose RCON or REST API management only when those endpoints can be secured.
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- Choose the listening port with
-portand open that port in the host firewall and any router forwarding rule. - If advertising a community server, set the public address metadata with
-publicipand-publicport. - Remember that
-publicportdescribes discovery information; it does not move the listening socket. - Set the process player cap with
-playersand keep the savedServerPlayerMaxNumconsistent with your intended limit. - Use
CrossplayPlatformsto match the platforms you actually support. - After changing a port, restart the process and test from an external network rather than relying only on a local connection.
Troubleshooting common configuration failures
The server ignores my changes
Confirm that you edited the active PalWorldSettings.ini, not DefaultPalWorldSettings.ini. Check the operating-system path, verify the filename has no hidden extra extension, and restart the dedicated server after saving.
Players cannot connect
Check the startup -port, firewall and router rules, and the address advertised through -publicip and -publicport. A discovery port value cannot compensate for a closed listening port.
The server becomes unstable after raising limits
Return the most recently changed base, worker, spawn, or replication value to its previous setting. Test each increase independently and monitor processing, memory, save duration, and network behavior before adding another.
Backups consume too much storage
Inspect the save-data backup directory, estimate growth from the documented cadence, and apply a retention policy that preserves useful restore points without filling the disk. Keep a separate copy of the current save before deleting older backups.
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Verify the relevant enable switch, confirm the configured RCON or REST API port, and check that the firewall permits access only from the management network. Do not expose an administrative endpoint simply to make a client connect; fix the network path and authentication instead.
A safe change procedure for live communities
- Announce a maintenance window and stop player activity.
- Stop the server cleanly and copy the current save and active INI files.
- Change one related group, such as access settings or progression rates, and record the values.
- Start the server, connect with an administrator account, and test the exact behavior changed.
- Check logs, player connectivity, CPU and memory use, and save behavior.
- Keep the change only after the test succeeds; otherwise restore the previous files and restart.
This workflow separates a syntax error from a balance decision and gives you a recoverable point before every substantial change.
Quick Recap
Key points to keep beside your configuration file
- The live file is the copied
PalWorldSettings.iniin the WindowsServer or LinuxServer saved-config directory. - Startup arguments handle process and discovery behavior; INI fields handle world rules and administration.
-publicportis discovery metadata and does not change the listening port.- Rates are multipliers, so progression, combat, survival, work, drops, and hatching can all change dramatically.
- Base, worker, Pal-spawn, and replication increases can consume additional processing or network capacity.
- Backups, RCON, REST API, PvP, hardcore, fast travel, voice chat, and crossplay are explicit settings that should be documented for players.
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