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Vintage Story World Settings for a Multiplayer Server

Compare all 64 Vintage Story world settings, see which 15 apply only when a world is created, and choose options for a shared server.

Difficulty
NormalDifficulty Normal
Time to do
15 min
Reading
21 min
Updated
By
Game Hosting team

You will need

  • A Vintage Story server or a new world in the hosting panel
  • Agreement on the group’s preferred difficulty and exploration style

Vintage Story’s world settings decide how a shared save feels: whether new players spawn near one another, how punishing death is, which survival challenges apply, and how the land is generated. In stable version 1.22.7, the game’s Customize screen exposes 64 options across five categories; 15 are marked as applying only when the world is created.

For a group, settle the choices that affect everyone before creating the save. The list below follows the current Customize screen and marks its creation-only fields. It is a reference to the options, not a universal “best settings” recipe: the right setup depends on whether your friends want a shared base, harsh survival, relaxed exploration, or creative building.

Start with a preset, then agree on group rules#

Vintage Story provides five playstyle presets: Standard, Exploration, Wilderness Survival, Homo sapiens, and Creative Building. Each preset establishes a baseline for the world options; changes made in Customize are applied over that baseline. Preset values and values left unset are not always identical, so treat the selected preset as the starting point rather than assuming every field equals one universal default.

For a multiplayer group, decide first how close new or returning players should spawn, what they lose on death, and whether the group wants survival pressure such as seasons and temporal storms. These choices are more likely to affect the group’s routine than a small change to one ore frequency. If your group is also changing a save you already have, see Vintage Story server config explained for the server-wide side of configuration.

For a closer look at how the harsher preset affects navigation and shared building, see Wilderness Survival for a multiplayer group.

Spawn and death settings#

These seven options shape first joins and setbacks. A large random respawn radius can scatter new or dead players; a smaller radius can make it easier for a group to regroup. Player lives and death punishment also change how serious a mistake feels. “Creation only” follows the current 1.22.7 panel flag.

Setting What it controls Field type Available choices in the panel (value) Creation only?
gameMode — Game mode Creative mode: Infinite blocks, infinite health, Can fly and access to the world edit tools Survival mode: Limited blocks, limited health, cannot fly Choice (string) Survival (survival); Creative (creative) No
playerlives — Player lives The number of times the player can die in this world before permanent death. Choice (string) 1 (1); 2 (2); 3 (3); 4 (4); 5 (5); 10 (10); 20 (20); Infinite (-1) No
startingClimate — Starting climate The approximate general climate conditions (based on latitude) which the player will start out in Only applies if Climate Distribution is set to Realistic Choice (string) Hot (28-32°C) (hot); Warm (19-23 °C) (warm); Temperate (6-14 °C) (temperate); Cool (-5 to 1 °C) (cool); Icy (-15 to -10 °C) (icy) Yes
spawnRadius — Random respawn radius When a new player joins or dies without setting a new spawn point, this is the radius around the map center inside which the player randomly spawns Choice (string) 10000 blocks (10000); 5000 blocks (5000); 2500 blocks (2500); 1000 blocks (1000); 500 blocks (500); 250 blocks (250); 100 blocks (100); 50 blocks (50); 25 blocks (25); 0 blocks (0) No
graceTimer — Grace timer How many days before mobs begin to spawn Choice (string) 10 days before monsters appear (10); 5 days before monsters appear (5); 4 days before monsters appear (4); 3 days before monsters appear (3); 2 days before monsters appear (2); 1 day before monsters appear (1); No timer. Monsters spawn right away. (0) Yes
deathPunishment — Death punishment Whether or not to keep your inventory when you die (default: lose inventory) Choice (string) Drop inventory contents (drop); Keep inventory contents (keep) No
droppedItemsTimer — Timer for items dropped on death If you drop your inventory contents when you die, how long (in real world time) the dropped items will remain before being automatically de-spawned Choice (string) 5 minutes (300); 10 minutes (600); 20 minutes (1200); 30 minutes (1800); 1 hour (3600) No

For friends who plan to build together, explicitly discuss the respawn radius and death rules before the first world is generated. Map access and spawn settings can influence how players find one another; that is a group decision, not a performance setting.

Survival challenge settings#

The 30 survival options adjust time, weather, combat, movement, gathering, and exploration aids. They include seasons and days per month, hunger and health rates, creature behavior, tool wear, prospecting, the coordinate display and world map, plus lore and clutter rules. These broad categories are useful for a group conversation: how much time should a season take, how much survival pressure is fun, and how much map information should be available?

Setting What it controls Field type Available choices in the panel (value) Creation only?
seasons — Seasons Seasonal temperature changes and snow accumulation. Choice (string) Enabled (enabled); Off, always spring (spring); Off, always summer (summer); Off, always fall (fall); Off, always winter (winter) No
daysPerMonth — Days per month Amount of days each in-game month should have. Choice (string) 30 days (24 real life hours) (30); 20 days (16 real life hours) (20); 12 days (9.6 real life hours) (12); 9 days (7.2 real life hours) (9); 6 days (4.8 real life hours) (6); 3 days (2.4 real life hours) (3) No
harshWinters — True winters When enabled, cold temperatures will damage crops, reduce animal spawn during winter and reduce meat harvested from animals Choice (string) Enabled (true); Disabled (false) No
blockGravity — Block gravity Which blocks should fall down if they are not supported by a block below Choice (string) Sand and gravel (sandgravel); Sand, gravel and soil with sideways instability (sandgravelsoil) No
caveIns — Cave-ins Causes unstable rock to collapse when mined Choice (string) Disabled (off); Enabled (on) No
allowFallingBlocks — Allow falling blocks Allows unstable blocks to fall Boolean On (true); Off (false) No
allowFireSpread — Allow fire spread Allows fire to spread to other flammable blocks Boolean On (true); Off (false) No
lightningFires — Fire from lightning Whether a lightning strike should ignite a fire without protection from lightning rods Boolean On (true); Off (false) No
allowUndergroundFarming — Allow underground farming On: Crops can be grown below sea level with artificial light (block light) Off: Each meter below sea level incurs a 1 light level penalty, making deep farming impossible Boolean On (true); Off (false) No
noLiquidSourceTransport — Prevent liquid source transport by buckets On: Buckets cannot be used to create new water source blocks. Boolean On (true); Off (false) No
playerHealthPoints — Player health points How many base health points the player starts out with, excluding the extra health points gained from the nutrition system Choice (string) 5 hp (5); 10 hp (10); 15 hp (15); 20 hp (20); 25 hp (25); 30 hp (30); 35 hp (35) No
playerHealthRegenSpeed — Health regeneration rate The rate at which the player regenerates Health (default: Normal) Choice (string) Very fast (200%) (2); Fast (150%) (1.5); Slightly faster (125%) (1.25); Normal (100%) (1); Slightly slower (75%) (0.75); Slower (50%) (0.5); Much slower (25%) (0.25) No
playerHungerSpeed — Hunger rate The rate at which the player gets hungry (default: Normal) Choice (string) Very fast (200%) (2); Fast (150%) (1.5); Slightly faster (125%) (1.25); Normal (100%) (1); Slightly slower (75%) (0.75); Slower (50%) (0.5); Much slower (25%) (0.25) No
lungCapacity — Lung capacity How long you can breathe underwater Choice (string) 10 seconds (10000); 20 seconds (20000); 30 seconds (30000); 40 seconds (40000); 60 seconds (60000); 2 minutes (120000); 60 minutes (3600000) No
bodyTemperatureResistance — Body temperature hardiness The outside temperature the player can withstand without clothing, when dry and standing still Choice (string) -40 °C (-40); -30 °C (-30); -25 °C (-25); -20 °C (-20); -15 °C (-15); -10 °C (-10); -5 °C (-5); 0 °C (0); 5 °C (5); 10 °C (10); 15 °C (15); 20 °C (20) No
playerMoveSpeed — Walk speed The speed at which the player normally moves around (default: Normal) In-game choices (character class, armor) will also affect movement speed Choice (string) Fast (2); Slightly faster (1.75); Normal (1.5); Slightly slower (1.25); Slower (1); Much slower (0.75) No
creatureHostility — Creature hostility Aggressive: Wolves, Drifters and Locust will attack you on sight. Choice (string) Aggressive (aggressive); Passive (passive); Never hostile (off) No
creatureStrength — Creature strength How much damage a creature should inflict, e.g. Choice (string) Deadly (400%) (4); Very Strong (200%) (2); Strong (150%) (1.5); Normal (100%) (1); Weak (50%) (0.5); Very weak (25%) (0.25) No
creatureSwimSpeed — Creature swim speed Affects overall swim speed of all creatures Choice (string) 50% (0.5); 75% (0.75); 100% (1); 125% (1.25); 150% (1.5); 175% (1.75); 200% (2); 300% (3) No
foodSpoilSpeed — Food spoilage rate How fast food should spoil (default: 100%) Choice (string) 400% (4); 300% (3); 200% (2); 150% (1.5); 125% (1.25); 100% (1); 75% (0.75); 50% (0.5); 25% (0.25) No
saplingGrowthRate — Tree sapling growth time Affects how much time is needed before a sapling grows into a full tree Choice (string) Extremely slow (16x) (16); Much slower (8x) (8); Slower (4x) (4); Somewhat slower (2x) (2); Slightly slower (1.5x) (1.5); Normal (1x) (1); Slightly faster (0.75x) (0.75); Faster (0.5x) (0.5); Much faster (0.25x) (0.25) No
toolDurability — Tool durability How long tools should last until they break (default: 100%) Choice (string) 400% (4); 300% (3); 200% (2); 150% (1.5); 125% (1.25); 100% (1); 75% (0.75); 50% (0.5) No
toolMiningSpeed — Tool mining speed How fast tools should break blocks (default: 100%) Choice (string) 300% (3); 200% (2); 150% (1.5); 125% (1.25); 100% (1); 75% (0.75); 50% (0.5); 25% (0.25) No
propickNodeSearchRadius — Prospecting Pick node search radius The prospecting pick is a tool to help players to find the approximate location of ores. Choice (string) Disabled (0); 2 blocks (2); 4 blocks (4); 6 blocks (6); 8 blocks (8) No
microblockChiseling — Microblock chiseling If enabled, the chisel can be used to carve and change the shape of blocks Default: Stone, Wood & Bricks in survival Most cubic blocks in creative Choice (string) Off (off); Stone, Wood and Bricks (stonewood); Most cubic blocks (all) No
allowCoordinateHud — Coordinate overlay Whether to allow the use of the coordinate overlay (toggled via Ctrl+V by default, the key combination can be changed) Boolean On (true); Off (false) No
allowMap — World map Whether to allow the use of the world map Boolean On (true); Off (false) No
colorAccurateWorldmap — Color-accurate World map If activated, the world map will be rendered with the authentic block colors, otherwise, it will feature visuals reminiscent of a medieval world map Boolean On (true); Off (false) No
loreContent — Lore content Whether to generate lore related content or anything related to previous human history Boolean On (true); Off (false) No
clutterObtainable — Clutter obtainable Can the player obtain clutter blocks from ruins by breaking them? Choice (string) Only if first repaired using glue (ifrepaired); Yes, simply by breaking them (yes); No, they always shatter (no) No

Map access, coordinates, and lore affect how players share discoveries; seasons, hunger, and creature behavior affect the pace and challenge of a long-running world. Pick those settings together, especially if some players are new and others want a harder survival loop.

Temporal stability settings#

The six temporal stability fields control the overall mechanic, storms, rifts, storm duration, sleeping through storms, and how many uses a temporal gear has for respawning. These choices can change when the group needs to regroup or wait out an event. Decide whether storms are part of the shared challenge before players commit to a routine around them.

Setting What it controls Field type Available choices in the panel (value) Creation only?
temporalStability — Temporal stability Enables or disables the temporal stability game mechanic Boolean On (true); Off (false) No
temporalStorms — Temporal storms How often temporal storms should occur Choice (string) Off (off); Approx. every 30-40 days, increase strength/frequency by +2.5% each time, capped at 25% (veryrare); Approx. every 20-30 days, increase strength/frequency by +5% each time, capped at 50% (rare); Approx. every 10-20 days, increase strength/frequency by +10% each time, capped at 100% (sometimes); Approx. every 5-10 days, increase strength/frequency by +15% each time, capped at 150% (often); Approx. every 3-6 days, increase strength/frequency by +20% each time, capped at 200% (veryoften) No
tempstormDurationMul — Temporal storm length How long a temporal storms should last Choice (string) Much longer (200%) (2); Longer (150%) (1.5); Slightly longer (125%) (1.25); Normal (100%) (1); Slightly shorter (75%) (0.75); Shorter (50%) (0.5); Much Shorter (25%) (0.25) No
temporalRifts — Temporal Rifts Temporal rifts cause Drifters to appear on the worlds surface. Choice (string) Off (off); Invisible (invisible); Visible (visible) No
temporalGearRespawnUses — Temporal gear respawn uses The temporal gear allows you to set a spawn point. Choice (string) Infinite (-1); 20 times (20); 10 times (10); 5 times (5); 4 times (4); 3 times (3); 2 times (2); One time (1) No
temporalStormSleeping — Sleeping during temporal storms Are players allowed to sleep during Temporal Storms, and so miss all the fun? Choice (string) Disallowed (0); Allowed (1) No

World generation settings#

World generation has 18 options, from climate and land shape to dimensions, temperature, precipitation, forestation, ore deposits, and snow. Thirteen are marked creation-only in the current panel. The options that define the initial climate and generated geography deserve extra attention because the panel explicitly warns that those values only apply when creating the world.

Setting What it controls Field type Available choices in the panel (value) Creation only?
worldClimate — Climate distribution Realistic: Cold towards north, hot towards south. Choice (string) Realistic (realistic); Patchy (patchy) Yes
landcover — Landcover How much percent of the world should be land. Choice (string) ~0% (0); 10% (0.1); 20% (0.2); 30% (0.3); 40% (0.4); 50% (0.5); 60% (0.6); 70% (0.7); 80% (0.8); 90% (0.9); 95% (0.95); 97.5% (0.975); 100% (1) Yes
oceanscale — Landcover scale Determines how much ocean will be between pieces of land Choice (string) 10% (0.1); 25% (0.25); 50% (0.5); 75% (0.75); 100% (1); 125% (1.25); 150% (1.5); 175% (1.75); 200% (2); 300% (3); 400% (4); 500% (5) Yes
upheavelCommonness — Upheaval rate How common geologic upheaval should be. Choice (string) 0% (0); 10% (0.1); 20% (0.2); 30% (0.3); 40% (0.4); 50% (0.5); 60% (0.6); 70% (0.7); 80% (0.8); 90% (0.9); 100% (1) Yes
geologicActivity — Geologic Activity High geologic activity means hot springs and lava closer to the surface. Choice (string) None (0); Rare (0.05); Uncommon (0.1); Common (0.2); Very Common (0.4) Yes
landformScale — Landform scale Landforms are the principal mechanic that shape the terrain. Choice (string) 20% (0.2); 40% (0.4); 60% (0.6); 80% (0.8); 100% (1.0); 120% (1.2); 140% (1.4); 160% (1.6); 180% (1.8); 200% (2); 300% (3) Yes
worldWidth — World width How wide the world map should be (X Axis, West-East) Choice (string) 8 mil blocks (8192000); 4 mil blocks (4096000); 2 mil blocks (2048000); 1 mil blocks (1024000); 600k blocks (600000); 512k blocks (512000); 384k blocks (384000); 256k blocks (256000); 102k blocks (102400); 51k blocks (51200); 25k blocks (25600); 10k blocks (10240); 5120 blocks (5120); 1024 blocks (1024); 512 blocks (512); 384 blocks (384); 256 blocks (256); 128 blocks (128); 64 blocks (64); 32 blocks (32) Yes
worldLength — World length How long the world map should be (Z Axis, North-South) Choice (string) 8 mil blocks (8192000); 4 mil blocks (4096000); 2 mil blocks (2048000); 1 mil blocks (1024000); 600k blocks (600000); 512k blocks (512000); 384k blocks (384000); 256k blocks (256000); 102k blocks (102400); 51k blocks (51200); 25k blocks (25600); 10k blocks (10240); 5120 blocks (5120); 1024 blocks (1024); 512 blocks (512); 384 blocks (384); 256 blocks (256); 128 blocks (128); 64 blocks (64); 32 blocks (32) Yes
worldEdge — World edge What should happen when a player or a creature walks over the edge of the world Choice (string) Blocked (blocked); Traversable (Can fall down) (traversable) No
polarEquatorDistance — Polar-Equator distance How far (in blocks) must a player walk to reach the equator starting from polar regions Only applies if Climate Distribution is set to Realistic Choice (string) 800k blocks (800000); 400k blocks (400000); 200k blocks (200000); 100k blocks (100000); 50k blocks (50000); 25k blocks (25000); 15k blocks (15000); 10k blocks (10000); 5000 blocks (5000) Yes
storyStructuresDistScaling — Story structures distance scaling If lore content is enabled, this determines how far you have to travel to reach them (50% means only half as far as the default. Choice (string) 15% (0.15); 25% (0.25); 50% (0.5); 75% (0.75); 100% (1); 150% (1.5); 200% (2); 300% (3) Yes
globalTemperature — Global temperature Changes the world wide temperature Low or high temperatures might be difficult or impossible to survive or progress Choice (string) Scorching hot (4); Very hot (2); Hot (1.5); Normal (1); Cold (0.75); Very Cold (0.5); Snowball earth (0.25) Yes
globalPrecipitation — Global precipitation Changes the world wide precipitation levels Extreme aridity or humidity might be difficult or impossible to survive Choice (string) Super humid (4); Very humid (2); Humid (1.5); Normal (1); Semi-Arid (0.5); Arid (0.25); Hyperarid (0.1) Yes
globalForestation — Forestation & shrubs Changes the amount of forests and shrubs to be generated. Choice (string) Forest World (+100%) (1); Extremely forested (+90%) (0.9); Very highly forested (+75%) (0.75); Highly forested (+50%) (0.5); Somewhat more forest (+25%) (0.25); Normal (0); Somewhat less forest (-25%) (-0.25); Significantly less forested (-50%) (-0.5); Much less forested (-75%) (-0.75); Near Tree-less (-90%) (-0.9); Tree-less World (-100%) (-1) Yes
globalDepositSpawnRate — Global deposit spawn rate Affects the spawn rate of all ores. Choice (string) 300% (3); 200% (2); 180% (1.8); 160% (1.6); 140% (1.4); 120% (1.2); 100% (1); 80% (0.8); 60% (0.6); 40% (0.4); 20% (0.2) No
surfaceCopperDeposits — Surface copper deposit frequency How often surface copper deposits should spawn Choice (string) Very common (1); Common (0.5); Uncommon (0.2); Rare (0.12); Very Rare (0.05); Extremely rare (0.015); Never (0) No
surfaceTinDeposits — Surface tin deposit frequency How often surface tin deposits should spawn Choice (string) Very common (0.5); Common (0.25); Uncommon (0.12); Rare (0.03); Very Rare (0.014); Extremely rare (0.007); Never (0) No
snowAccum — Snow and ice When enabled, snow will accumulate on the ground in snowy weather at cold temperatures, as well as water freezing when it’s cold enough. Choice (string) Enabled (true); Disabled (false) No

If your main question is how terrain settings affect exploration, world size, or oceans, the separate planned terrain guide will cover recommendations. This reference identifies every current field; it does not prescribe an ideal map for all groups. Confirm options in your selected preset before settling on a size or climate.

Multiplayer settings#

The three multiplayer fields control land claiming, class-exclusive recipes, and the trader auction house. Land claiming can help a group define private building areas; class-exclusive recipes shape whether players rely on one another for particular crafts. The auction house affects how players trade through traders.

Setting What it controls Field type Available choices in the panel (value) Creation only?
allowLandClaiming — Land claiming Whether to allow the use of the land claiming system, which allows players to deny access to areas of the world to other players Boolean On (true); Off (false) No
classExclusiveRecipes — Class exclusive recipes If enabled, some crafting recipes become exclusive to certain character classes (recommended) Boolean On (true); Off (false) No
auctionHouse — Auction house Whether to allow the use of the server wide auction house at traders Boolean On (true); Off (false) No

For a small private group, agree on land-claim expectations and whether class roles should encourage trading or cooperation. These rules do more to set expectations than a generic “multiplayer” preset label.

What the creation-only marker means#

The current 1.22.7 Customize list marks exactly 15 options as creation-only: starting climate, grace timer, climate distribution, landcover, landcover scale, upheaval rate, geological activity, landform scale, world width, world length, polar-equator distance, story-structure distance scaling, global temperature, global precipitation, and forestation and shrubs. The tables mark those fields “Yes.”

Do not treat that list as every possible world configuration value. The official wiki documents 23 additional settings created through /worldconfigcreate, but its advanced list is marked as last verified for 1.21.6. That count is a dated wiki inventory, not a confirmed 1.22.7 total. /worldconfig and command-created settings are covered separately in the planned command guide.

Before you change, migrate, or restore a world, verify that a recent backup exists and that you know how to recover it. Do not delete or overwrite a save just to test a setting. For an existing world, first identify whether the specific setting is creation-only and follow the dedicated post-creation instructions when available.

Configure a shared world in the panel#

The Game Hosting Vintage Story panel offers the five game presets and a Customize form for these 64 options, grouped into the same five categories. It labels creation-only fields in the form. Review shared decisions before creating another world; the panel says the current world is saved and remains in data/Saves when a new one is created. If you already have a world, Game Hosting supports free world migration; make and verify a recoverable backup before any move or restore. For the file steps, see how to upload a single-player world to a Vintage Story server.

See the Vintage Story server hosting plans for the current panel and migration details. For server-wide settings, continue with Vintage Story server config explained or how to choose a Vintage Story server host.

Frequently asked questions#

Which world settings matter most for friends?

Discuss the respawn radius, player lives, death punishment, map access, land claiming, and the survival or temporal-storm rules. These choices shape how players find one another and how the group handles setbacks.

Which settings only apply when a world is created?

The current 1.22.7 Customize list marks 15 of 64 options as creation-only. They include world dimensions, climate distribution, landform scale, and global climate adjustments.

Can I change settings after a world exists?

Some settings can be changed later, while the 15 creation-only options are labeled in the current panel. Verify a backup and recovery path before editing, migrating, or restoring a save, and check the specific option’s behavior before changing it.

Sources#

Quick answers

Which Vintage Story world settings matter most for friends?

Start with the respawn radius, death punishment, player lives, map access, land claiming, and the challenge or temporal-storm settings your group wants. These choices shape how far apart players can appear and how costly setbacks feel.

Which options only apply when a world is created?

The current 1.22.7 Customize list marks 15 of its 64 options as creation-only. They include climate distribution, world dimensions, landform scale, and several global climate values.

Can I change world settings after a Vintage Story world exists?

Some world configuration values can be changed later, but the 15 creation-only options in the current panel are labeled as such. Back up the world and verify recovery before changing or migrating a save.