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V Rising Server Settings Explained: ServerHostSettings and ServerGameSettings

V Rising splits dedicated-server configuration between ServerHostSettings.json for infrastructure and ServerGameSettings.json for world rules. This guide covers file paths, persistent overrides, presets, ports, troubleshooting and a safe editing workflow.
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V Rising uses two JSON files for dedicated-server configuration: ServerHostSettings.json controls how the server process is exposed and managed, while ServerGameSettings.json controls rules inside the vampire world. Put your customized files in the persistent override directory, keep each file limited to intentional changes, and check presets or launch arguments whenever a value appears to be ignored.

This separation lets you change ports, passwords, listings, saves, capacity, PvE/PvP mode, clan size, progression rates, castle rules and durability without mixing infrastructure settings with gameplay rules.

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What each V Rising settings file controls

File Purpose Typical settings
ServerHostSettings.json Server process, access and network identity Name, description, UDP ports, bind address, player and admin capacity, password, VAC security, Steam/EOS listing, save name, autosaves, presets and LAN mode
ServerGameSettings.json Rules that govern the world and player progression Game mode, PvP and castle damage, loot and resource rates, crafting, refining, research, servant conversion, blood drain, enemy modifiers, castle limits, clan size, death penalties and raid windows

Both files are loaded together. A host setting can determine which world save or preset is loaded, while the game file determines what players experience after they connect.

Where the files belong

Installation defaults

V Rising ships default JSON files in VRisingServer_Data/StreamingAssets/Settings/. Treat that directory as vendor-owned. Updates can replace its contents, so editing those copies is not a reliable way to preserve a custom server.

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Windows override directory

On Windows, local overrides are read from:

%USERPROFILE%AppDataLocalLowStunlock StudiosVRisingServerSettings

If the directory does not exist, create it and place ServerHostSettings.json and/or ServerGameSettings.json there. You do not have to copy every default key: a file containing only changed keys is supported, and missing keys continue to use built-in defaults.

Using a separate persistent data root

Add -persistentDataPath to the server launch arguments when you want an update-safe location or separate data roots for multiple servers. For example:

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-persistentDataPath .save-data

With that layout, keep configuration and saves beneath the chosen root:

save-dataSettingsServerHostSettings.json
save-dataSettingsServerGameSettings.json
save-dataSaves

Copy the generated settings into this persistent folder before making edits. This keeps customizations outside the installation directory and makes backups straightforward.

ServerHostSettings.json: infrastructure and access

Identity shown to players

  • Name is the server name displayed in listings.
  • Description supplies the listing description.
  • SaveName selects the save identity used by the server.

Network and listing controls

  • Port is the UDP port used for game traffic.
  • QueryPort is the UDP query port used for Steam server-list information.
  • Address binds the process to a specific local IP when a host has more than one interface or requires a particular bind address.
  • ListOnSteam and ListOnEOS control registration in those server lists.
  • LanMode limits operation to a local-area network rather than public discovery.

Common examples use UDP port 9876 for game traffic and 9877 for queries. These are examples, not mandatory values; if you choose different ports, open and forward the same UDP ports on the host firewall and router. The installed 1.1.x reference also allows port values to be overridden through launch arguments.

Capacity and access protection

  • MaxConnectedUsers sets the concurrent-player cap. Stunlock Studios documents a technical maximum of 128 players in its current 1.1.x instructions; hardware, bandwidth and gameplay load can make a lower cap more practical.
  • MaxConnectedAdmins reserves administrator slots that can connect even when the ordinary player limit is full.
  • Password restricts entry to people who know the password.
  • Secure enables VAC protection.

Saving and packaged presets

  • AutoSaveCount controls how many automatic save copies are retained.
  • AutoSaveInterval sets the interval between automatic saves.
  • GameSettingsPreset selects a packaged gameplay settings file.
  • GameDifficultyPreset selects a packaged difficulty bundle.

Keep a copy of the example startup batch file before changing it. The vendor warns that example scripts can be overwritten by updates. Periodic planned restarts are also recommended for routine maintenance.

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ServerGameSettings.json: rules inside the world

Use this file for the rules players feel directly. Think of the options as five decision axes rather than an unstructured list.

1. Mode and combat

Choose PvE or PvP and define how much damage players can deal to one another and to castles. Castle-damage and siege or raid scheduling determine when bases can be attacked. These settings should be agreed with the community before opening the server because changing them can alter the character of an existing world.

2. Progression speed

Loot multipliers, resource yields, crafting speed, refining speed, research time and servant-conversion time determine how quickly a new character reaches endgame equipment. Representative keys include CraftRateModifier, ResearchTimeModifier, RefinementRateModifier and the resource or loot modifiers documented in the installed configuration reference.

3. Survival pressure

BloodDrainModifier changes how quickly blood is consumed. Other modifiers affect sun exposure, garlic, enemy health and enemy damage. Durability settings determine how expensive it is to maintain equipment, while death-loss settings determine what a player forfeits on death. The reference lists Death_DurabilityFactorLoss with a default of 0.25; defaults can change between versions, so verify the value in the files installed on your server before publishing a preset.

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4. Building and territory

Castle limits, build height, castle spacing, decay and siege behavior belong here. Build-cost and recipe-cost controls are represented by BuildCostModifier and RecipeCostModifier. Repair costs and castle-servant limits can be tuned independently of the host’s player capacity.

5. Group scale

ClanSize sets the maximum clan membership. The reference lists a default of 4, but treat that as version-sensitive and confirm it against the generated file before advertising a server rule.

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Minimal override example

A partial file is often easier to maintain than a full copy of every default:

{
  "GameModeType": "PvE",
  "ClanSize": 4,
  "CraftRateModifier": 1.5
}

Only these three values are changed in this example. Every omitted key falls back to the built-in or packaged default, so newly introduced options can continue to work without manually merging a large file.

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Why a value in ServerGameSettings.json can be ignored

V Rising can have more than one configuration layer. Diagnose them in this order:

  1. Launcher arguments and environment variables: the official host reference documents command-line and environment-variable overrides for many host keys. An argument can replace the value written in ServerHostSettings.json.
  2. Host-level preset selectors: GameSettingsPreset loads a packaged ServerGameSettings preset from the server’s GameSettingPresets directory.
  3. Difficulty preset: GameDifficultyPreset is a separate host setting. It can override individual gameplay values at startup, including blood drain, enemy health or damage, loot and sun damage.
  4. Individual game-file keys: values in ServerGameSettings.json apply only after higher-priority overrides are accounted for.

Do not confuse GameDifficulty inside ServerGameSettings.json with GameDifficultyPreset. The former is a narrower control for boss-behavior complexity; the latter is a bundled difficulty configuration that can replace several individual values.

For a clean test, remove or account for preset selectors, change one layer at a time, restart the server, and verify the resulting behavior in-game. Checking only the text in the game file is not enough to establish the effective value.

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Ports, firewalls and RCON

Forward the selected Port and QueryPort as UDP ports. The game port carries player traffic; the query port supports server-list information. If the server is reachable by direct connection but does not appear in a list, check the query-port rule and the corresponding listing switch before changing gameplay JSON.

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RCON is a separate administrative channel. Its port and authentication details vary with the installed version and host settings, so use the generated settings for that version instead of copying an RCON value from an older guide.

Safe editing workflow

  1. Stop the server. Never edit active JSON while the process may write a save or reload settings.
  2. Back up the Settings folder and save data. Keep a dated copy so a malformed file or unwanted rule change can be rolled back.
  3. Copy the example launcher. Edit your copy and leave the vendor-provided batch file untouched.
  4. Choose the data root. Add -persistentDataPath when you need update-safe storage or multiple isolated servers.
  5. Place the files in the persistent Settings directory. Use the exact filenames ServerHostSettings.json and ServerGameSettings.json.
  6. Keep overrides minimal. Add only keys you deliberately change; preserve valid JSON syntax and quoted key names.
  7. Set world rules in the game file. Decide PvE/PvP, clan size, progression rates, castle rules, durability and raid windows there.
  8. Set infrastructure in the host file. Configure name, ports, capacity, password, listing, save name, autosaves and preset selectors there.
  9. Check all preset fields. Resolve GameSettingsPreset and GameDifficultyPreset before troubleshooting an apparently ignored gameplay key.
  10. Restart and verify. Test server listing, direct connection, effective rates, the selected save and creation of new save files.

Common failure symptoms and fixes

The server starts with old settings

Confirm that the file is in the active persistent Settings directory, not only in StreamingAssets/Settings. Verify the launcher’s -persistentDataPath value and restart after saving the JSON.

The server is reachable directly but missing from listings

Check ListOnSteam or ListOnEOS, allow the UDP QueryPort through the firewall and router, and ensure the query port is not already used by another service.

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A gameplay multiplier has no visible effect

Look for GameSettingsPreset and GameDifficultyPreset. A preset may intentionally replace the individual value. Also confirm that you changed the game file rather than the host file and that the server was restarted.

An update erased customizations

Move the edited files into the persistent override path, use a copied launcher, and restore from your backup if the installation directory was replaced.

Players cannot join when the listed capacity is reached

Check both MaxConnectedUsers and MaxConnectedAdmins. Admin slots are a separate allowance and do not increase the ordinary player cap. Although 128 is the documented technical ceiling, lowering the limit may be necessary for the host’s resources.

Planning a server preset

Write down the intended player experience before changing numbers. A cooperative PvE server might prioritize a larger clan, faster crafting and refining, and reduced death penalties. A competitive PvP server needs explicit castle-damage rules, raid windows and a clear durability policy so players understand when bases and equipment are at risk. Whatever the style, record the final JSON files with the launcher arguments and backup date; that record is more reliable than a list of settings copied from a different game version.

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