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Configure Vintage Story world-generation choices before creating a save, then use /worldconfig for supported changes while the server is running. Map dimensions, climate pattern, polar-equator distance and the major terrain-generation controls are effectively creation decisions: changing them later affects only chunks generated afterward. Keep a verified backup before changing generation values or regenerating terrain.
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How Vintage Story stores and applies world settings
Vintage Story has two administration paths. The server’s serverconfig.json contains a WorldConfiguration object used when a new world is created. Once the world is running, an administrator can inspect or change supported properties with /worldconfig. The available command names and accepted values can vary by game version, so run /help worldconfig on the exact server build before changing a production save.
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Decide these settings before generating a substantial map
The following options determine the map that players will explore. They should be selected before players travel far from spawn. The official reference identifies climate pattern, world size and polar-equator distance as creation-only settings; the other generation controls can also produce an obvious boundary between old and newly generated terrain if changed later.
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| Option | What it controls | Planning consequence |
|---|---|---|
worldClimate |
Climate distribution pattern: realistic or patchy. |
Choose before world creation. It determines how climate bands and regional variation are distributed. |
worldWidth and worldLength |
The map dimensions in blocks. | Creation-stage values. The versioned reference lists 1,024,000 blocks as the documented default for each dimension. |
polarEquatorDistance |
Distance between the pole and equator climate bands. | Creation-stage choice that determines how quickly climate changes across the map. |
landcover |
How much of the generated map is land. | Set the land-to-water balance before exploration. |
oceanscale |
The scale of oceans and land-cover regions; the Customize menu labels this “Landcover scale.” | Changing it later can make newly generated coastlines and ocean regions unlike existing ones. |
landformScale |
Size variation of generated landforms. | Choose the terrain scale that fits your travel and building style before players spread out. |
upheavelCommonness |
Chance of upheaval events in terrain generation. | Generation control; decide it with the rest of the terrain profile. |
geologicActivity |
Geological activity, including hot springs and lava. | The documented range is 0–0.4. Select it before generation if you want consistent geological features. |
worldEdge |
Whether the world edge can be traversed or is blocked. | Set the boundary behavior before players plan long-distance routes. |
storyStructuresDistScaling |
Spacing of locations used by story events. | Choose the intended story-structure density before exploration. |
Climate pattern, size and latitude
worldClimate realistic uses a more continuous climate pattern, while patchy creates more irregular regional patches. worldWidth and worldLength are independent dimensions, so a server can make a rectangular map when that suits its travel rules. The documented default is 1,024,000 blocks for both dimensions, not a promise that every server should use that size. Larger dimensions increase the area available for exploration; they do not automatically make a private server easier to manage.
polarEquatorDistance controls the span between polar and equatorial climate bands. Because these three settings are creation-stage values, settle them while provisioning the save rather than trying to retrofit a climate layout after players have established bases.
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landcover sets the proportion of land, whereas oceanscale changes the size of the ocean and land-cover features. A high land proportion does not necessarily mean broad continents if the scale produces many smaller regions. landformScale changes the size variation of generated landforms, so it works alongside—not instead of—landcover and ocean scale.
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upheavelCommonness sets how often upheaval is generated. geologicActivity affects geological behavior such as hot springs and lava; the reference documents values from 0 to 0.4. worldEdge determines whether the boundary is traversable or blocked, and storyStructuresDistScaling adjusts the spacing of story-event locations. These controls are easy to overlook because they are not all visible in the basic server setup flow, but they materially affect exploration.
Climate and biome multipliers
Three numeric controls tune the climate and vegetation generated in each region. They are multipliers or offsets, not commands that repaint terrain already stored in the save.
globalTemperature: documented from 0 to 5. Values around 0.1 produce very cold conditions; 5 produces very hot conditions.globalPrecipitation: documented from 0 to 5. Lower values produce drier conditions and higher values wetter conditions.globalForestation: an offset from -1 to 1. At -1 the setting removes forests, 0 represents default forest density, and 1 produces forest-heavy conditions.
The reference explicitly states that temperature and precipitation changes do not affect chunks that have already been generated. If a player has already explored an area, changing either multiplier will not recalculate that terrain; only future chunk generation uses the new value. Forestation is likewise a generation control, so changing it on a mature map can create a visible old/new vegetation transition.
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Temporal difficulty settings that can usually be changed in-game
Temporal options primarily change survival pressure rather than the physical shape of the map. Use /worldconfig to adjust them after confirming the accepted syntax on your server.
| Option | Accepted values or behavior | Effect |
|---|---|---|
temporalStorms |
off, veryrare, rare, sometimes, often, veryoften |
Sets how frequently temporal storms occur. |
temporalStability |
true or false |
Enables or disables the temporal-stability system. |
temporalRifts |
off, invisible, visible |
Invisible rifts still spawn drifters but do not show or affect players. Visible rifts appear, make sound, drain nearby stability and spawn drifters. |
temporalGearRespawnUses |
-1 for unlimited uses, or a finite number |
Controls how many respawns a temporal gear provides. |
temporalStormSleeping |
Boolean setting | Controls whether players may sleep during a temporal storm. |
These settings can be tuned as a server’s population or preferred difficulty changes. Changing storm frequency does not regenerate terrain, so it is a safer runtime adjustment than changing map dimensions or landform controls.
Map visibility and coordinate permissions
allowMap controls player access to the world map, while allowCoordinateHud controls access to the coordinate HUD. colorAccurateWorldmap changes how the map is rendered. The documentation describes both global and per-player privilege approaches for map presentation and access, allowing an administrator to keep map tools restricted without changing terrain generation.
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These options affect information and interface access, not the underlying chunks. If a player reports that the map is unavailable, check the relevant permission before suspecting a world-generation problem.
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- Choose the physical world profile. Decide climate pattern, width, length, polar-equator distance, landcover, ocean scale, landform scale, upheaval, geological activity, world-edge behavior and story-structure spacing. Make this decision before anyone explores beyond the initial area.
- Set defaults in
serverconfig.json. Place the documented properties inside the server’sWorldConfigurationobject. For example, a configuration can include"worldClimate": "realistic","worldWidth": 1024000and"worldLength": 1024000. Add only keys and value types recognized by the server version. - Create the save and start the server. The world is generated using those defaults. Keep the original configuration file with the save so you can identify the intended generation profile later.
- Verify runtime syntax. On the running server, execute
/help worldconfig. Use the exact spelling and value names shown there; world-configuration options are especially version-dependent. - Adjust temporal or access settings as needed. Commands such as
/worldconfig temporalStorms rareor/worldconfig allowMap falseillustrate the form, but the help output for your build is authoritative. - Back up before generation changes. Make and verify a copy of the save before altering climate multipliers, landcover, geological activity or any setting that could affect future chunk generation.
What happens when you change settings on an existing world?
Changed world-generation settings apply to newly generated chunks. Existing chunks retain the terrain that was generated under the earlier values. As a result, a server can develop a visible transition: an explored region may have one climate or landform pattern, while an unvisited region beyond it follows the new settings.
This behavior is useful when a server deliberately wants new territory to differ, but it is usually surprising when the change was accidental. Do not expect a new temperature or precipitation value to remodel an established base, refill an explored ocean, or move an existing story structure.
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Safe regeneration practice
Regenerating chunks can remove player buildings, farms, roads and other work. Test any regeneration command on a disposable copy of the save first. Keep a verified backup that can be restored, and record which chunks are being removed before performing destructive maintenance on the production world.
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Troubleshooting common configuration problems
New terrain looks different from the spawn region
First check whether a generation value was changed after the region was explored. Compare the current WorldConfiguration and recent /worldconfig changes with the settings used at world creation. If the change was intentional, the difference is expected; if not, restore the intended value and decide whether to keep the mixed-generation boundary or restore a backup.
The command is rejected or an option is missing
Run /help worldconfig on the live server. Option names, accepted values and runtime support can differ between releases. Check spelling carefully—upheavelCommonness, for example, uses the documented “upheavel” spelling—and make sure numeric, boolean and enumerated values are supplied in the form shown by the server.
A climate change did not alter an explored area
That is expected. globalTemperature and globalPrecipitation do not affect already generated chunks. Travel into ungenerated territory, or regenerate only after testing on a disposable copy and confirming that the backup can be restored.
Players cannot see the map or coordinates
Check allowMap and allowCoordinateHud, then review the relevant player privileges. If the map is present but its colors differ, inspect colorAccurateWorldmap; that setting changes rendering rather than granting access.
A concise decision checklist
- Set
worldClimate, dimensions andpolarEquatorDistancebefore creating the save. - Choose landcover, ocean scale, landform scale, upheaval, geological activity, world edge and story-structure spacing before substantial exploration.
- Use the documented 0–5 ranges for global temperature and precipitation, and the -1 to 1 forestation offset.
- Remember that the documented
geologicActivityrange is 0–0.4 and that it affects hot springs and lava. - Use temporal and map-access settings for runtime difficulty and permissions where supported.
- Run
/help worldconfigon the exact server version before issuing a command. - Back up the save before changing generation values or regenerating chunks.
Source and version note
The Vintage Story Wiki World Configuration reference used for these names and ranges was last verified for Vintage Story 1.21.6. A Vintage-Story-Server command reference specifically advises checking /help worldconfig because world-configuration options are version-dependent. Treat the in-game help output and the configuration reference for your installed release as the final authority.
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