Unturned server Config.txt
All 282 settings of the dedicated server's Config.txt, with their defaults, from the file a fresh Unturned 3.26.3.14 server writes on its first start. 61 of them change with the difficulty, so they get one default each for Easy, Normal and Hard.
- Browser 10
- Server 27
- UnityEvents 4
- Items 20
- Vehicles 20
- Zombies 42
- Animals 9
- Barricades 11
- Structures 7
- Players 47
- Objects 8
- Events 30
- Gameplay 47
How Config.txt works
- It sits in
Servers/<your server>/Config.txt, next toServer/Commands.dat. Since 3.25.8.0 it replaces the oldConfig.json; the server guide walks through the first start. - Each setting is a name on its own line, inside its section's braces. A name with nothing after it uses the default for the server's difficulty (
Modein Commands.dat). To change one, write the value after the name, for exampleSpawn_Chance 0.5. - The lines starting with
// >are the game's own comments, rewritten on every start. Comments you write yourself (//without>) are kept. - Values are numbers from 0 to 1 for chances and multipliers, seconds for times, and
True/Falsefor switches. - Restart the server for a change to take effect. Some maps override a few of these; each map page lists them.
Browser
How the server shows in the server list and lobby: icon, descriptions, links, the login token and the Monetization label.
| Setting and what it does | Default |
|---|---|
IconURL of a 64x64 image shown in the upper-left of the server lobby menu. | |
ThumbnailURL of a 32x32 image shown in the server list. | |
Desc_HintShort description underneath the server name in the server lobby menu. | |
Desc_FullLong description in the lower-right of the server lobby menu. | |
Desc_Server_ListShort description underneath the server name in the server list. | |
Login_TokenDocumentation: https://docs.smartlydressedgames.com/en/stable/servers/game-server-login-tokens.html To generate a new token visit: https://steamcommunity.com/dev/managegameservers | |
BookmarkHostIP address, DNS name, or a web address (to perform GET request) to advertise. Servers not using Fake IP can specify just a DNS entry. This way if server's IP changes clients can rejoin. For example, if you own the "example.com" domain you could add an A record "myunturnedserver" pointing at your game server IP and set that record here "myunturnedserver.example.com". Servers using Fake IP are assigned random ports at startup, but can implement a web API endpoint to return the IP and port. Clients perform a GET request if this string starts with http:// or https://. The returned text can be an IP address or DNS name with optional query port override. (e.g., "127.0.0.1:27015") Documentation: https://docs.smartlydressedgames.com/en/stable/servers/bookmark-host.html | |
Is_Using_Anycast_ProxyIf true, the server lobby warns that in-game ping may be higher than shown. | False |
MonetizationHow the server is monetized (if at all). Options: Unspecified, Any, None, NonGameplay, Monetized | Unspecified |
LinksButtons shown in the server lobby menu. For example:
|
Server
Network and security: anti-cheat (VAC, BattlEye), ping and timeout kicks, rate limits, scheduled and update shutdowns, Fake IP.
| Setting and what it does | Default |
|---|---|
VAC_SecureWhether to enable Valve Anti-Cheat. | True |
Max_Ping_MillisecondsPlayers with a ping higher than this are kicked. | 750 |
Timeout_Queue_SecondsPlayers in the pre-join queue we haven't heard from in this past number of seconds are kicked. | 15 |
Timeout_Game_SecondsPlayers in the server we haven't heard from in this past number of seconds are kicked. | 30 |
Max_Packets_Per_Second | 0 |
Join_Rate_Limit_Window_SecondsIf ready-to-connect messages are received more than twice from the same client in less than this many seconds they will be kicked. | 40 |
Bad_Packet_Rate_Limit_Window_SecondsIf bad packets (that *may* be legitimate) are received more than threshold times within this many seconds of each other, reject the calling connection. | 2.5 |
Bad_Packet_Rate_Limit_ThresholdIf more than this many bad packets (that *may* be legitimate) are received within window seconds of each other, reject the calling connection. | 10 |
Rate_Limit_Kick_ThresholdIf a rate-limited method is called this many times within cooldown window the client will be kicked. For example a value of 1 means the client will be kicked the first time they call the method off-cooldown. (not recommended) | 10 |
Max_Clients_With_Same_IP_AddressOnly applicable when Fake IP is off. When a client is connecting, if their connection would push the number of simultaneous connections from the same IP address past this number, they are prevented from joining. May be useful to prevent against fake join requests coming from a single source IP. (public issue #5001) Defaults to a high value because some regions will have many more clients with the same IPv4 address than others. For example, due to Carrier-grade NAT (CGNAT). | 64 |
Max_Clients_With_Same_IP_Address_Log_WarningsWhether rejections for Max_Clients_With_Same_IP_Address should log to command output. Useful for checking if the limit is appropriate. | True |
Fake_Lag_Threshold_SecondsOrdinarily the server should be receiving multiple input packets per second from a client. If more than this amount of time passes between input packets we flag the client as potentially using a lag switch, and modify their stats (e.g. reduce player damage) for a corresponding duration. | 3 |
Fake_Lag_Log_WarningsWhether fake lag detection should log to command output. False positives are relatively likely when client framerate hitches (e.g. loading dense region), so this is best used for tuning threshold rather than bans. | False |
Fake_Lag_Damage_Penalty_MultiplierPvP damage multiplier while under fake lag penalty. | 0.1 |
Enable_Kick_Input_SpamShould we kick players after detecting spammed calls to askInput? | False |
Enable_Kick_Input_TimeoutShould we kick players if they do not submit inputs for a long time? | False |
Enable_Scheduled_ShutdownShould the server automatically shutdown at a configured time? | False |
Scheduled_Shutdown_TimeWhen the server should shutdown if Enable_Scheduled_Shutdown is true. | 1:30 am |
Scheduled_Shutdown_WarningsBroadcast "shutting down for scheduled maintenance" warnings at these intervals. Format is a list of hours:minutes:seconds, for example to warn only 5 seconds before: Default starts at 30 minutes and counts down.
| |
Enable_Update_ShutdownShould the server automatically shutdown when a new version is detected? | False |
Update_Steam_Beta_NameIf Enable_Update_Shutdown is true, we check for updates to this branch of the game. (Unfortunately the server does not have a way to automatically determine the current beta branch.) | public |
Update_Shutdown_WarningsBroadcast "shutting down for update" warnings at these intervals. Refer to Scheduled_Shutdown_Warnings for an explanation of the format. Default starts at 3 minutes and counts down. | |
Chat_Always_Use_Rich_TextShould vanilla text chat messages always use rich text? Servers with plugins may want to enable because IMGUI does not fade out rich text. Kept because plugins might be setting this directly, but it no longer does anything. | False |
Validate_EconInfo_HashShould the EconInfo.json hash be checked by the server? | True |
Use_FakeIPDocumentation: https://docs.smartlydressedgames.com/en/stable/servers/fake-ip.html | False |
Reset_Vehicles_Outside_Horizontal_DistanceIf greater than zero, vehicles with XZ position outside this threshold are saved in the center of the map. By default, vehicles outside ±40 km are teleported into the map. Intended to help with physics issues caused by vehicles far out in space. (public issue #4465) | 40000 |
BattlEye_SecureWhether to enable BattlEye Anti-Cheat. | True |
UnityEvents
Whether map makers' Unity events may send messages and run commands.
| Setting and what it does | Default |
|---|---|
Allow_Server_MessagesShould ServerTextChatMessenger be allowed to broadcast? | False |
Allow_Server_CommandsShould ServerTextChatMessenger be allowed to execute commands? | False |
Allow_Client_MessagesShould ClientTextChatMessenger be allowed to broadcast? | False |
Allow_Client_CommandsShould ClientTextChatMessenger be allowed to execute commands? | False |
Items
Loot: how much spawns, its quality and ammo, durability, and when items despawn or respawn.
| Setting and what it does | Default |
|---|---|
Spawn_ChancePercentage [0 to 1] of item spawns to use. For example, if set to 0.2 and level has 100 item spawns, max 20 items will spawn at a time. | Easy 0.35 Normal 0.35 Hard 0.15 |
Despawn_Dropped_TimeHow long (in seconds) before an item dropped by a player is despawned. | 600 |
Despawn_Natural_TimeHow long (in seconds) before a spawned item is despawned. (For example, an item nobody wants to pick up.) | 900 |
Respawn_TimeWhen less than the target amount of items are dropped (determined by Spawn_Chance), a new item is spawned approximately this often (in seconds). | Easy 50 Normal 100 Hard 150 |
Quality_Full_ChancePercentage [0 to 1] probability of item spawning at max quality. | Easy 0.1 Normal 0.1 Hard 0.01 |
Quality_MultiplierWhen an item spawns without max quality, the random quality is scaled by this factor. For example, 0.5 halves the initial quality. | 1 |
Gun_Bullets_Full_ChancePercentage [0 to 1] probability of gun spawning with full ammo. | Easy 0.1 Normal 0.05 Hard 0.025 |
Gun_Bullets_MultiplierWhen a gun spawns without full ammo, the random amount is scaled by this factor. | Easy 1 Normal 0.25 Hard 0.1 |
Magazine_Bullets_Full_ChancePercentage [0 to 1] probability of magazines spawning with full ammo. | Easy 0.1 Normal 0.05 Hard 0.025 |
Magazine_Bullets_MultiplierWhen a magazine spawns without full ammo, the random amount is scaled by this factor. | Easy 1 Normal 0.5 Hard 0.25 |
Crate_Bullets_Full_ChancePercentage [0 to 1] probability of non-magazines spawning with full amount. (E.g., ammo boxes.) | Easy 0.1 Normal 0.05 Hard 0.025 |
Crate_Bullets_MultiplierWhen a non-magazine spawns without full amount, the random amount is scaled by this factor. (E.g., ammo boxes.) | Easy 1 Normal 1 Hard 0.75 |
Has_DurabilityOriginal option for disabling item quality. If false, items spawn at 100% quality and their quality doesn't decrease. For backwards compatibility, the newer per-item-type durability options are ignored if this is off. | Easy False Normal True Hard True |
Food_Spawns_At_Full_QualityFood-specific replacement for Has_Durability. If true, food spawns at 100% quality. | Easy True Normal False Hard False |
Water_Spawns_At_Full_QualityWater-specific replacement for Has_Durability. If true, water spawns at 100% quality. | Easy True Normal False Hard False |
Clothing_Spawns_At_Full_QualityClothing-specific replacement for Has_Durability. If true, clothing spawns at 100% quality. | Easy True Normal False Hard False |
Weapons_Spawn_At_Full_QualityWeapon-specific replacement for Has_Durability. If true, weapons spawns at 100% quality. | Easy True Normal False Hard False |
Default_Spawns_At_Full_QualityFallback used when spawning an item that doesn't fit into one of the other quality/durability settings. If true, items spawn at 100% quality. | Easy True Normal False Hard False |
Clothing_Has_DurabilityClothing-specific replacement for Has_Durability. If false, clothing quality doesn't decrease when damaged. | Easy False Normal True Hard True |
Weapons_Have_DurabilityMelee and gun replacement for Has_Durability. If false, weapons quality doesn't decrease when used. | Easy False Normal True Hard True |
Vehicles
Vehicle decay, batteries and tyres, respawn, damage multipliers, and how many spawn for each map size.
| Setting and what it does | Default |
|---|---|
Decay_TimeSeconds vehicle can be neglected before it begins taking damage. | 604800 |
Decay_Damage_Per_SecondAfter vehicle has been neglected for more than Decay_Time seconds it will begin taking this much damage per second. | 0.1 |
Has_Battery_ChancePercentage [0 to 1] probability of spawning with a battery. | Easy 1 Normal 0.8 Hard 0.25 |
Min_Battery_ChargePercentage [0 to 1] minimum initial charge if spawning with a battery. | Easy 0.8 Normal 0.5 Hard 0.1 |
Max_Battery_ChargePercentage [0 to 1] maximum initial charge if spawning with a battery. | Easy 1 Normal 0.75 Hard 0.3 |
Has_Tire_ChancePercentage [0 to 1] probability of spawning with a tire per-wheel. | Easy 1 Normal 0.85 Hard 0.7 |
Respawn_TimeHow long (in seconds) after vehicle explodes or gets stuck underwater before it despawns. | 300 |
Unlocked_After_Seconds_In_SafezoneHow long (in seconds) a locked vehicle can sit empty in the safezone before it is automatically unlocked. | 3600 |
Armor_MultiplierScales the amount of damage taken by vehicles. For example, 0.5 halves the amount of damage dealt to vehicles. | 1 |
Child_Explosion_Armor_MultiplierScales damage to the vehicle when an attached barricade obstructions an explosion. For example, 0.5 halves the explosion damage when blocked by a barricade. | 1 |
Gun_Lowcal_Damage_MultiplierScales the amount of damage taken by vehicles from non-"Heavy Weapon" guns. For example, 2.0 doubles the amount of damage dealt to vehicles by non-"Heavy Weapon" guns. | 1 |
Gun_Highcal_Damage_MultiplierScales the amount of damage taken by vehicles from "Heavy Weapon" guns. For example, 2.0 doubles the amount of damage dealt to vehicles by "Heavy Weapon" guns. | 1 |
Melee_Damage_MultiplierScales the amount of damage taken by vehicles from melee weapons and fists. For example, 2.0 doubles the amount of damage dealt to vehicles by melee. | 1 |
Melee_Repair_MultiplierScales the amount of HP restored by melee items like the Blowtorch. For example, 2.0 doubles the amount of health restored by melee items. | 1 |
Max_Instances_TinyMaximum number of naturally-spawned vehicles on "Tiny" size levels. | 4 |
Max_Instances_SmallMaximum number of naturally-spawned vehicles on "Small" size levels. | 8 |
Max_Instances_MediumMaximum number of naturally-spawned vehicles on "Medium" size levels. | 16 |
Max_Instances_LargeMaximum number of naturally-spawned vehicles on "Large" size levels. | 32 |
Max_Instances_InsaneMaximum number of naturally-spawned vehicles on "Insane" size levels. | 64 |
Min_Natural_VehiclesVehicles are considered "natural" if they were spawned by the level as opposed to players or vendors. If less than this many natural vehicles exist in the level, more will be spawned. The minimum of this or Max_Instances is used. (I.e., if this value is higher than max instances the max instances value is used instead.) | 16 |
Zombies
Zombie numbers, types, damage, armour, loot, respawn times and horde beacons.
| Setting and what it does | Default |
|---|---|
Spawn_ChancePercentage [0 to 1] of zombie spawns to use. For example, if set to 0.2 and an area has 100 zombie spawns, max 20 zombies will spawn at a time. | Easy 0.2 Normal 0.25 Hard 0.3 |
Loot_ChancePercentage [0 to 1] chance of zombie dropping an item except when dropping more than one item. | Easy 0.55 Normal 0.5 Hard 0.3 |
Crawler_ChancePercentage [0 to 1] chance of zombie spawning as a crawler. | Easy 0 Normal 0.15 Hard 0.125 |
Sprinter_ChancePercentage [0 to 1] chance of zombie spawning as a sprinter. | Easy 0 Normal 0.15 Hard 0.175 |
Flanker_ChancePercentage [0 to 1] chance of zombie spawning as a flanker. | Easy 0 Normal 0.025 Hard 0.05 |
Burner_ChancePercentage [0 to 1] chance of zombie spawning as a burner. | Easy 0 Normal 0.025 Hard 0.05 |
Acid_ChancePercentage [0 to 1] chance of zombie spawning as an acid spitter. | Easy 0 Normal 0.025 Hard 0.05 |
Boss_Electric_ChancePercentage [0 to 1] chance of zombie spawning as an electric boss. | 0 |
Boss_Wind_ChancePercentage [0 to 1] chance of zombie spawning as a ground-pounding boss. | 0 |
Boss_Fire_ChancePercentage [0 to 1] chance of zombie spawning as a fire-breathing boss. | 0 |
Spirit_ChancePercentage [0 to 1] chance of zombie spawning as a ghost. | 0 |
DL_Red_Volatile_ChancePercentage [0 to 1] chance of zombie spawning as a Dying Light Volatile (crossover). | 0 |
DL_Blue_Volatile_ChancePercentage [0 to 1] chance of zombie spawning as a Dying Light Volatile (crossover). | 0 |
Boss_Elver_Stomper_ChancePercentage [0 to 1] chance of zombie spawning as the Elver final boss. | 0 |
Boss_Kuwait_ChancePercentage [0 to 1] chance of zombie spawning as the Kuwait final boss. | 0 |
Respawn_Day_TimeHow long (in seconds) before a dead zombie respawns by default. | 360 |
Respawn_Night_TimeHow long (in seconds) before a dead zombie respawns during a full moon. | 30 |
Respawn_Beacon_TimeHow long (in seconds) before a dead zombie respawns during a horde beacon. | 0 |
Quest_Boss_Respawn_IntervalMinimum seconds between boss zombie spawns for players doing quests. Players were abusing the spawns to farm boss tier loot. | 600 |
Damage_MultiplierScales the amount of damage dealt by zombies. For example, 2.0 doubles the amount of damage from zombie attacks. | Easy 0.75 Normal 1 Hard 1.5 |
Armor_MultiplierScales the amount of damage taken by zombies. For example, 0.5 halves the amount of damage dealt to zombies. | Easy 1.25 Normal 1 Hard 0.75 |
Backstab_MultiplierScales the amount of damage taken by zombies when attacked from behind. Only certain weapons quality for this modifier. | 1.25 |
NonHeadshot_Armor_MultiplierWeapon damage multiplier against body, arms, legs. Useful for headshot-only mode. | 1 |
Beacon_Experience_MultiplierScales amount of XP gained for killing a zombie during a horde beacon. | 1 |
Full_Moon_Experience_MultiplierScales amount of XP gained for killing a zombie during the full moon. | 2 |
Min_DropsMinimum number of loot drops from non-mega non-boss zombies. Loot_Chance applies if the rolled number of drops between [min, max] is one. | 1 |
Max_DropsMaximum number of loot drops from non-mega non-boss zombies. | 1 |
Min_Mega_DropsMinimum number of loot drops from non-boss mega zombies. Loot_Chance applies if the rolled number of drops between [min, max] is one. | 5 |
Max_Mega_DropsMaximum number of loot drops from non-boss mega zombies. | 5 |
Min_Boss_DropsMinimum number of loot drops from boss zombies. Loot_Chance applies if the rolled number of drops between [min, max] is one. | 8 |
Max_Boss_DropsMaximum number of loot drops from boss zombies. | 10 |
Slow_MovementIf true, all zombies are a bit slower, making it easier to escape them. | Easy True Normal False Hard False |
Can_StunIf false, nothing can stun zombies, making combat harder. | Easy True Normal True Hard False |
Only_Critical_StunsIf true, only certain weapons and attacks can stun zombie (e.g., backstabs). Not applicable if Can_Stun is false. | Easy False Normal False Hard True |
Weapons_Use_Player_DamageIf true, attacking a zombie uses the weapon's PvP damage values rather than zombie-specific damage. | Easy False Normal False Hard True |
Can_Target_BarricadesIf true, zombies will attack barricades obstructing their movement. | True |
Can_Target_StructuresIf true, zombies will attack structures obstructing their movement. | True |
Can_Target_VehiclesIf true, zombies will attack vehicles obstructing their movement. | True |
Can_Target_ObjectsIf true, zombies will attack level objects (e.g., fences) obstructing their movement. | True |
Beacon_Max_RewardsIf greater than zero, maximum number of items a horde beacon can drop. Useful to clamp the number of drops when a large number of players participate. | 0 |
Beacon_Max_ParticipantsIf greater than zero, maximum player count for horde beacon loot scaling. Useful to clamp the number of drops when a large number of players participate. | 0 |
Beacon_Rewards_MultiplierScales total number of horde beacon loot drops, applied before Beacon_Max_Rewards. | 1 |
Animals
Animal respawn, damage, armour and how many spawn for each map size.
| Setting and what it does | Default |
|---|---|
Respawn_TimeHow long (in seconds) before a dead animal respawns. | 180 |
Damage_MultiplierScales the amount of damage dealt by animals. For example, 2.0 doubles the amount of damage from animal attacks. | Easy 0.75 Normal 1 Hard 1.5 |
Armor_MultiplierScales the amount of damage taken by animals. For example, 0.5 halves the amount of damage dealt to animals. | Easy 1.25 Normal 1 Hard 0.75 |
Max_Instances_TinyMaximum number of animals on "Tiny" size levels. | 4 |
Max_Instances_SmallMaximum number of animals on "Small" size levels. | 8 |
Max_Instances_MediumMaximum number of animals on "Medium" size levels. | 16 |
Max_Instances_LargeMaximum number of animals on "Large" size levels. | 32 |
Max_Instances_InsaneMaximum number of animals on "Insane" size levels. | 64 |
Weapons_Use_Player_DamageIf true, attacking an animal uses the weapon's PvP damage values rather than animal-specific damage. | Easy False Normal False Hard True |
Barricades
Placed barricades: decay, armour, damage multipliers, and items or traps on vehicles.
| Setting and what it does | Default |
|---|---|
Decay_TimeHow long (in seconds) since the barricade owner/group last played before the barricade won't be saved. If the server is offline for more than half the Decay_Time, all decay timers are reset. | 604800 |
Armor_Lowtier_MultiplierScales the amount of damage taken by "Armor Tier: Low" barricades. For example, 0.5 halves the amount of damage dealt to barricades. | 1 |
Armor_Hightier_MultiplierScales the amount of damage taken by "Armor Tier: High" barricades. For example, 0.5 halves the amount of damage dealt to barricades. | 0.5 |
Gun_Lowcal_Damage_MultiplierScales the amount of damage taken by barricades from non-"Heavy Weapon" guns. For example, 2.0 doubles the amount of damage dealt to barricades by non-"Heavy Weapon" guns. | 1 |
Gun_Highcal_Damage_MultiplierScales the amount of damage taken by barricades from "Heavy Weapon" guns. For example, 2.0 doubles the amount of damage dealt to barricades by "Heavy Weapon" guns. | 1 |
Melee_Damage_MultiplierScales the amount of damage taken by barricades from melee weapons and fists. For example, 2.0 doubles the amount of damage dealt to barricades by melee. | 1 |
Melee_Repair_MultiplierScales the amount of HP restored by melee items like the Blowtorch. For example, 2.0 doubles the amount of health restored by melee items. | 1 |
Allow_Item_Placement_On_VehicleShould players be allowed to build on their vehicles? | True |
Allow_Trap_Placement_On_VehicleShould players be allowed to build traps (e.g. barbed wire) on their vehicles? | True |
Max_Item_Distance_From_HullFurthest away from colliders a player can build an item onto their vehicle. | 64 |
Max_Trap_Distance_From_HullFurthest away from colliders a player can build a trap (e.g. barbed wire) onto their vehicle. | 16 |
Structures
Built structures: decay, armour and damage multipliers.
| Setting and what it does | Default |
|---|---|
Decay_TimeHow long (in seconds) since the structure owner/group last played before the structure won't be saved. If the server is offline for more than half the Decay_Time, all decay timers are reset. | 604800 |
Armor_Lowtier_MultiplierScales the amount of damage taken by "Armor Tier: Low" structures. For example, 0.5 halves the amount of damage dealt to structures. | 1 |
Armor_Hightier_MultiplierScales the amount of damage taken by "Armor Tier: High" structures. For example, 0.5 halves the amount of damage dealt to structures. | 0.5 |
Gun_Lowcal_Damage_MultiplierScales the amount of damage taken by structures from non-"Heavy Weapon" guns. For example, 2.0 doubles the amount of damage dealt to structures by non-"Heavy Weapon" guns. | 1 |
Gun_Highcal_Damage_MultiplierScales the amount of damage taken by structures from "Heavy Weapon" guns. For example, 2.0 doubles the amount of damage dealt to structures by "Heavy Weapon" guns. | 1 |
Melee_Damage_MultiplierScales the amount of damage taken by structures from melee weapons and fists. For example, 2.0 doubles the amount of damage dealt to structures by melee. | 1 |
Melee_Repair_MultiplierScales the amount of HP restored by melee items like the Blowtorch. For example, 2.0 doubles the amount of health restored by melee items. | 1 |
Players
Health, food, water, infection, bleeding and broken legs, XP and skills, and what you lose when you die.
| Setting and what it does | Default |
|---|---|
Health_DefaultAmount of health players spawn with. [0 to 100] | 100 |
Health_Regen_Min_FoodPlayer must have more than this amount of food to begin regenerating health. | 90 |
Health_Regen_Min_WaterPlayer must have more than this amount of water to begin regenerating health. | 90 |
Health_Regen_TicksHow quickly players health regenerates with sufficient food and water. Lower values regenerate health faster, higher values regenerate health slower. | 60 |
Food_DefaultAmount of food players spawn with. [0 to 100] | Easy 100 Normal 100 Hard 85 |
Food_Use_TicksHow quickly players food meter depletes. Lower values burn food faster, higher values burn food slower. | Easy 350 Normal 300 Hard 250 |
Food_Damage_TicksHow quickly players starve to death. Lower values kill the player faster, higher values kill the player slower. | 15 |
Water_DefaultAmount of water players spawn with. [0 to 100] | Easy 100 Normal 100 Hard 85 |
Water_Use_TicksHow quickly players water meter depletes. Lower values lose water faster, higher values lose water slower. | Easy 320 Normal 270 Hard 220 |
Water_Damage_TicksHow quickly players dehydrate to death. Lower values kill the player faster, higher values kill the player slower. | 20 |
Virus_DefaultAmount of immunity players spawn with. [0 to 100] | 100 |
Virus_InfectWhen immunity is below this amount it will gradually begin depleting. | 50 |
Virus_Use_TicksHow quickly players immunity depletes when below Virus_Infect. Lower values deplete faster, higher values deplete slower. | 125 |
Virus_Damage_TicksHow quickly players die at zero immunity. Lower values kill the player faster, higher values kill the player slower. | 25 |
Leg_Regen_TicksHow quickly broken legs heal automatically. Depends on Can_Fix_Legs. Lower values heal faster, higher values heal slower. | 750 |
Bleed_Damage_TicksHow frequently players lose health while bleeding. Lower values kill the player faster, higher values kill the player slower. | 10 |
Bleed_Regen_TicksHow quickly bleeding heals automatically. Depends on Can_Stop_Bleeding. Lower values heal faster, higher values heal slower. | 750 |
Armor_MultiplierScales the amount of damage taken by players. For example, 0.5 halves the amount of damage dealt to players. | 1 |
Experience_MultiplierScales the amount of XP gained from all activities. | Easy 1.5 Normal 1 Hard 1.5 |
Detect_Radius_MultiplierScales the radius within zombies and animals will detect the player. | Easy 0.5 Normal 1 Hard 1.25 |
Ray_Aggressor_DistanceHow close an attack is to a player to be considered aggressive. For example, when a bullet passes within this distance of a player the shooter is considered the aggressor. | 8 |
Lose_Skills_PvPPercentage [0 to 1] of skill levels to retain when killed by another player. | 1 |
Lose_Skills_PvEPercentage [0 to 1] of skill levels to retain when killed by the environment (e.g., zombies). | 1 |
Lose_Skill_Levels_PvPNumber of skill levels to remove when killed by another player. | Easy 0 Normal 1 Hard 2 |
Lose_Skill_Levels_PvENumber of skill levels to remove when killed by the environment (e.g., zombies). | Easy 0 Normal 1 Hard 2 |
Lose_Experience_PvPPercentage [0 to 1] of XP to retain when killed by another player. | 0.5 |
Lose_Experience_PvEPercentage [0 to 1] of XP to retain when killed by the environment (e.g., zombies). | 0.5 |
Skill_Cost_MultiplierScales XP cost to purchase/upgrade skills. | 1 |
Lose_Items_PvPPercentage [0 to 1] chance to lose each inventory item when killed by another player. Depends on Lose_Clothes_PvP because losing storage will drop contained items. | 1 |
Lose_Items_PvEPercentage [0 to 1] chance to lose each inventory item when killed by the environment (e.g., zombies). Depends on Lose_Clothes_PvE because losing storage will drop contained items. | 1 |
Lose_Clothes_PvPIf true, drop all clothing items when killed by another player. | True |
Lose_Clothes_PvEIf true, drop all clothing items when killed by the environment (e.g., zombies). | True |
Lose_Weapons_PvPIf true, drop primary and secondary weapon when killed by another player. | True |
Lose_Weapons_PvEIf true, drop primary and secondary weapon when killed by the environment (e.g., zombies). | True |
Can_Hurt_LegsIf false, players have no health loss from falling long distances. | True |
Can_Break_LegsIf false, players cannot break their leg when falling long distances. | Easy False Normal True Hard True |
Can_Fix_LegsIf false, broken legs cannot automatically heal themselves after Leg_Regen_Ticks. | Easy True Normal True Hard False |
Can_Start_BleedingIf false, damage cannot cause players to bleed. | Easy False Normal True Hard True |
Can_Stop_BleedingIf false, bleeding cannot automatically heal itself after Bleed_Regen_Ticks. | Easy True Normal True Hard False |
Spawn_With_Max_SkillsShould all skills default to max level? | False |
Spawn_With_Stamina_SkillsShould cardio, diving, exercise, and parkour default to max level? | False |
Skillset_Reduces_Skill_CostIf true, skills related to player's skillset/speciality are half cost. | True |
Skillset_Prevents_Skill_LossIf true, skills related to player's skillset/speciality cannot lose levels on death. | True |
Prevent_Level_Skill_OverridesIf true, prevent levels from modifying skill starting levels, costs, and max levels. | False |
Allow_Instakill_HeadshotsShould guns with Instakill Headshots (snipers) bypass armor? | Easy False Normal False Hard True |
Allow_Per_Character_SavesShould each character slot have separate savedata? | False |
Enable_Terrain_Color_KickIf true, players will be kicked if their skin color is too similar to one of the level's terrain colors. | True |
Objects
Map objects: how fast resources, fuel, water and rubble come back, resource drops, holiday drops.
| Setting and what it does | Default |
|---|---|
Binary_State_Reset_MultiplierScales how long before interactables like fridges automatically close. | 1 |
Fuel_Reset_MultiplierScales how long before sources of fuel in the world are automatically partially refilled. | 1 |
Water_Reset_MultiplierScales how long before sources of water in the world are automatically partially refilled. | 1 |
Resource_Reset_MultiplierScales how long before trees, rocks, and bushes in the world grow back. | 1 |
Resource_Drops_MultiplierScales number of items dropped by resources like trees and rocks. | 1 |
Rubble_Reset_MultiplierScales how long before destructible objects (e.g., fences) automatically repair. | 1 |
Allow_Holiday_DropsShould holiday-specific objects be able to drop special items? For example, whether christmas presents contain guns. | True |
Items_Obstruct_Tree_RespawnsShould barricades placed on tree stumps prevent the tree from growing back while the server is running? | True |
Events
Rain and snow, airdrops, and the timers and shrinking area of arena maps.
| Setting and what it does | Default |
|---|---|
Rain_Frequency_MinMinimum number of in-game days between legacy rain events. Only applicable for backwards compatibility with levels using the legacy weather features. | 2.3 |
Rain_Frequency_MaxMaximum number of in-game days between legacy rain events. Only applicable for backwards compatibility with levels using the legacy weather features. | 5.6 |
Rain_Duration_MinMinimum number of in-game days a legacy rain event lasts. Zero turns off legacy rain. Only applicable for backwards compatibility with levels using the legacy weather features. | 0.05 |
Rain_Duration_MaxMaximum number of in-game days a legacy rain event lasts. Zero turns off legacy rain. Only applicable for backwards compatibility with levels using the legacy weather features. | 0.15 |
Snow_Frequency_MinMinimum number of in-game days between legacy snow events. Only applicable for backwards compatibility with levels using the legacy weather features. | 1.3 |
Snow_Frequency_MaxMaximum number of in-game days between legacy snow events. Only applicable for backwards compatibility with levels using the legacy weather features. | 4.6 |
Snow_Duration_MinMinimum number of in-game days a legacy snow event lasts. Zero turns off legacy snow. Only applicable for backwards compatibility with levels using the legacy weather features. | 0.2 |
Snow_Duration_MaxMaximum number of in-game days a legacy snow event lasts. Zero turns off legacy snow. Only applicable for backwards compatibility with levels using the legacy weather features. | 0.5 |
Weather_Frequency_MultiplierScales number of in-game days between weather events. (Levels using the newer weather features can have multiple weather types with different frequencies.) If this was accidentally set to a high value you can use the "/weather 0" command to reschedule the next weather event. Lower values cause more frequent weather, higher values cause less frequent weather. (Misnomer, sorry!) | 1 |
Weather_Duration_MultiplierScales number of in-game days a weather event lasts. (Levels using the newer weather features can have multiple weather types with different durations.) Zero turns off weather entirely. | 1 |
Airdrop_Frequency_MinMinimum number of in-game days between airdrops. Depends on Use_Airdrops. | 0.8 |
Airdrop_Frequency_MaxMaximum number of in-game days between airdrops. Depends on Use_Airdrops. | 6.5 |
Airdrop_SpeedHow fast (in meters per second) the airdrop plane flies across the level. Lower values give players more time to react and chase the airplane. | 128 |
Airdrop_ForceAmount of upward force applied to the carepackage, resisting gravity. Higher values require players to wait longer for the carepackage. (This isn't intuitive, sorry!) | 9.5 |
Arena_Min_PlayersMinimum number of teams needed to start an arena match. | 2 |
Arena_Compactor_DamageBase damage per second while standing outside the arena field. | 9 |
Arena_Compactor_Extra_Damage_Per_SecondAccumulating additional damage per second while standing outside the arena field. | 1 |
Arena_Clear_TimerHow long (in seconds) between match ready and teleporting players into the arena. | 5 |
Arena_Finale_TimerHow long (in seconds) after a winner is announced to wait before restarting. | 10 |
Arena_Restart_TimerHow long (in seconds) to wait in intermission before starting the next match. | 15 |
Arena_Compactor_Delay_TimerHow long (in seconds) before first arena circle starts shrinking. | 1 |
Arena_Compactor_Pause_TimerHow long (in seconds) after arena circle finishes shrinking to start shrinking again. | 5 |
Use_AirdropsShould airplanes fly over the level dropping carepackages? | True |
Arena_Use_Compactor_PauseIf true, arena selects multiple smaller circles within the initial circle. Otherwise, arena cricle shrinks toward its initial center. | True |
Arena_Compactor_Speed_TinyHow quickly (in meters per second) the arena radius shrinks on "Tiny" size levels. | 0.5 |
Arena_Compactor_Speed_SmallHow quickly (in meters per second) the arena radius shrinks on "Small" size levels. | 1.5 |
Arena_Compactor_Speed_MediumHow quickly (in meters per second) the arena radius shrinks on "Medium" size levels. | 3 |
Arena_Compactor_Speed_LargeHow quickly (in meters per second) the arena radius shrinks on "Large" size levels. | 4.5 |
Arena_Compactor_Speed_InsaneHow quickly (in meters per second) the arena radius shrinks on "Insane" size levels. | 6 |
Arena_Compactor_Shrink_FactorPercentage [0 to 1] of arena circle radius retained when selecting next smaller circle. Depends on Arena_Use_Compactor_Pause. | 0.5 |
Gameplay
Rules and HUD: crosshair, hitmarkers, map and compass, groups, friendly fire, building limits, timers, recoil, fishing.
| Setting and what it does | Default |
|---|---|
Repair_Level_MaxBlueprints requiring a repair skill level higher than this cannot be crafted. Restricts players from repairing higher-tier items. | 3 |
HitmarkersShould a hit confirmation be shown when players deal damage? | Easy True Normal True Hard False |
CrosshairShould a crosshair be visible while holding a gun? | Easy True Normal True Hard False |
BallisticsShould bullets be affected by gravity and travel time? | Easy False Normal True Hard True |
ChartShould the player have permanent access to a "paper" map of the level even when they don't have the associated in-game item? | Easy True Normal False Hard False |
SatelliteShould the player have permanent access to a GPS map of the level even when they don't have the associated in-game item? | False |
CompassShould the player have permanent access to their compass heading HUD even when they don't have the associated in-game item? | False |
Group_MapShould group members and similar info be visible on the in-game map? | Easy True Normal True Hard False |
Group_HUDShould group member names be visible through walls? | True |
Group_Player_ListShould group connections be shown on player list? | True |
Allow_Static_GroupsShould Steam clans/groups be enables as in-game groups? | True |
Allow_Dynamic_GroupsShould players be allowed to create in-game groups and invite members of the server? | True |
Allow_Lobby_GroupsIf true, allow automatically creating an in-game group for members of your Steam lobby. Requires Allow_Dynamic_Groups to be enabled as well. | True |
Allow_Shoulder_CameraShould the third-person camera extend out to the side? If false, the third-person camera is centered over your character. | True |
Can_SuicideShould players be allowed to kill themselves from the pause menu? | True |
Friendly_FireIs friendly-fire within groups allowed? | False |
Bypass_Buildable_MobilityAre sentry guns and beds allowed on vehicles? | False |
Bypass_No_Building_ZonesIf true, buildables can be placed in "no building" zones. | False |
Bypass_Building_In_SafezonesIf true, buildables can be placed in safezones. | False |
Allow_HolidaysShould holiday (Halloween and Christmas) content like NPC outfits and decorations be loaded? | True |
Allow_Freeform_BuildablesCan "freeform" barricades be placed in the world? | True |
Allow_Freeform_Buildables_On_VehiclesCan "freeform" barricades be placed on vehicles? | True |
Enable_Damage_FlinchIf true, aim flinches away from center when damaged. | True |
Enable_Explosion_Camera_ShakeIf true, camera will shake near explosions. Can also be toned down client-side in Options menu. | True |
Enable_Workstation_RequirementsIf true, crafting blueprints can require nearby workstations. If false, only the backwards-compatibility "Heat Source" vanilla crafting tag can be required. This functions identically to the cooking-skill-also-requires-heat behavior from before. | True |
Disable_Motion_Sickness_OptionsIf true, client-side options like damage flinch, explosion camera shake, viewmodel bob are ignored. | False |
Disable_Foliage_OffIf true, minimum foliage density of "Low" is enforced. | False |
Use_2D_Scope_OverlayIf true, hide viewmodel while aiming a dual-render scope and show a 2D overlay instead. Useful for backwards compatibility with modded scopes that have a small enough dual-render surface to zoom-*out* when aiming in. | False |
Enable_Fishing_Catch_ChallengeIf true, a challenge must be completed before catching a fish. Only applicable for supported maps and fishing rods. (I.e., not older custom maps.) | True |
Timer_ExitHow long (in seconds) before a player can leave the server through the pause menu. | 10 |
Timer_RespawnHow long (in seconds) after death before a player can respawn. | 10 |
Timer_HomeHow long (in seconds) after death before a player can respawn at their bed. | 30 |
Timer_Leave_GroupHow long (in seconds) after a player requests to leave an in-game "dynamic" group before they are actually removed. Gives group members time to take cover. | 30 |
Max_Group_MembersMaximum number of players invitable to an in-game "dynamic" group. Depends on Allow_Dynamic_Groups. | 0 |
Explosion_Launch_Speed_MultiplierScales velocity added to players by explosion knock-back. | 1 |
AirStrafing_Acceleration_MultiplierScales midair input change in player direction. | 1 |
AirStrafing_Deceleration_MultiplierScales midair decrease in speed while faster than max walk speed. | 1 |
FirstPerson_RecoilMultiplierScales magnitude of recoil while using first-person perspective. | 1 |
FirstPerson_AimingRecoilMultiplierScales magnitude of recoil while aiming in first-person perspective. | 1 |
FirstPerson_AimingZoomRecoilReductionScales magnitude of recoil inversely with zoom level while aiming in first-person perspective. | Easy 0.25 Normal 0 Hard 0 |
ThirdPerson_RecoilMultiplierScales magnitude of recoil while using third-person perspective. | Easy 1 Normal 2 Hard 2 |
ThirdPerson_SpreadMultiplierScales magnitude of bullet inaccuracy while using third-person perspective. | Easy 1 Normal 2 Hard 2 |
Viewmodel_AimingJumpLandMultiplier[0 to 1] Scales how much the first-person move up and down while jumping/landing. | 1 |
Viewmodel_AimingMisalignmentMultiplier[0 to 1] Scales how much the first-person arms move while ADS. | Easy 0.2 Normal 0.5 Hard 1 |
Min_Fishing_Bite_IntervalShortest amount of time before a fish takes the bait. | Easy 35 Normal 48 Hard 48 |
Max_Fishing_Bite_IntervalLongest amount of time before a fish takes the bait. | Easy 48 Normal 60 Hard 60 |
Fishing_MaxStrength_Bite_Interval_MultiplierMultiplier for fishing bite interval when casting strength bar is full. | 0.3 |
Descriptions are the comments Unturned writes into Config.txt (Smartly Dressed Games' text). Settings with no comment have none in the game either. What the zombie settings mean in play: Unturned zombies.