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.

How Config.txt works

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 doesDefault
Icon
URL of a 64x64 image shown in the upper-left of the server lobby menu.
Thumbnail
URL of a 32x32 image shown in the server list.
Desc_Hint
Short description underneath the server name in the server lobby menu.
Desc_Full
Long description in the lower-right of the server lobby menu.
Desc_Server_List
Short description underneath the server name in the server list.
Login_Token
Documentation: https://docs.smartlydressedgames.com/en/stable/servers/game-server-login-tokens.html To generate a new token visit: https://steamcommunity.com/dev/managegameservers
BookmarkHost
IP 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_Proxy
If true, the server lobby warns that in-game ping may be higher than shown.
False
Monetization
How the server is monetized (if at all). Options: Unspecified, Any, None, NonGameplay, Monetized
Unspecified

Server

Network and security: anti-cheat (VAC, BattlEye), ping and timeout kicks, rate limits, scheduled and update shutdowns, Fake IP.

Setting and what it doesDefault
VAC_Secure
Whether to enable Valve Anti-Cheat.
True
Max_Ping_Milliseconds
Players with a ping higher than this are kicked.
750
Timeout_Queue_Seconds
Players in the pre-join queue we haven't heard from in this past number of seconds are kicked.
15
Timeout_Game_Seconds
Players in the server we haven't heard from in this past number of seconds are kicked.
30
Max_Packets_Per_Second0
Join_Rate_Limit_Window_Seconds
If 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_Seconds
If 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_Threshold
If 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_Threshold
If 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_Address
Only 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_Warnings
Whether 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_Seconds
Ordinarily 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_Warnings
Whether 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_Multiplier
PvP damage multiplier while under fake lag penalty.
0.1
Enable_Kick_Input_Spam
Should we kick players after detecting spammed calls to askInput?
False
Enable_Kick_Input_Timeout
Should we kick players if they do not submit inputs for a long time?
False
Enable_Scheduled_Shutdown
Should the server automatically shutdown at a configured time?
False
Scheduled_Shutdown_Time
When the server should shutdown if Enable_Scheduled_Shutdown is true.
1:30 am
Scheduled_Shutdown_Warnings
Broadcast "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.
                        Scheduled_Shutdown_Warnings
[
    00:00:05
]
                      
Enable_Update_Shutdown
Should the server automatically shutdown when a new version is detected?
False
Update_Steam_Beta_Name
If 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_Warnings
Broadcast "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_Text
Should 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_Hash
Should the EconInfo.json hash be checked by the server?
True
Use_FakeIP
Documentation: https://docs.smartlydressedgames.com/en/stable/servers/fake-ip.html
False
Reset_Vehicles_Outside_Horizontal_Distance
If 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_Secure
Whether to enable BattlEye Anti-Cheat.
True

UnityEvents

Whether map makers' Unity events may send messages and run commands.

Setting and what it doesDefault
Allow_Server_Messages
Should ServerTextChatMessenger be allowed to broadcast?
False
Allow_Server_Commands
Should ServerTextChatMessenger be allowed to execute commands?
False
Allow_Client_Messages
Should ClientTextChatMessenger be allowed to broadcast?
False
Allow_Client_Commands
Should 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 doesDefault
Spawn_Chance
Percentage [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_Time
How long (in seconds) before an item dropped by a player is despawned.
600
Despawn_Natural_Time
How long (in seconds) before a spawned item is despawned. (For example, an item nobody wants to pick up.)
900
Respawn_Time
When 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_Chance
Percentage [0 to 1] probability of item spawning at max quality.
Easy 0.1
Normal 0.1
Hard 0.01
Quality_Multiplier
When 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_Chance
Percentage [0 to 1] probability of gun spawning with full ammo.
Easy 0.1
Normal 0.05
Hard 0.025
Gun_Bullets_Multiplier
When 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_Chance
Percentage [0 to 1] probability of magazines spawning with full ammo.
Easy 0.1
Normal 0.05
Hard 0.025
Magazine_Bullets_Multiplier
When 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_Chance
Percentage [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_Multiplier
When 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_Durability
Original 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_Quality
Food-specific replacement for Has_Durability. If true, food spawns at 100% quality.
Easy True
Normal False
Hard False
Water_Spawns_At_Full_Quality
Water-specific replacement for Has_Durability. If true, water spawns at 100% quality.
Easy True
Normal False
Hard False
Clothing_Spawns_At_Full_Quality
Clothing-specific replacement for Has_Durability. If true, clothing spawns at 100% quality.
Easy True
Normal False
Hard False
Weapons_Spawn_At_Full_Quality
Weapon-specific replacement for Has_Durability. If true, weapons spawns at 100% quality.
Easy True
Normal False
Hard False
Default_Spawns_At_Full_Quality
Fallback 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_Durability
Clothing-specific replacement for Has_Durability. If false, clothing quality doesn't decrease when damaged.
Easy False
Normal True
Hard True
Weapons_Have_Durability
Melee 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 doesDefault
Decay_Time
Seconds vehicle can be neglected before it begins taking damage.
604800
Decay_Damage_Per_Second
After vehicle has been neglected for more than Decay_Time seconds it will begin taking this much damage per second.
0.1
Has_Battery_Chance
Percentage [0 to 1] probability of spawning with a battery.
Easy 1
Normal 0.8
Hard 0.25
Min_Battery_Charge
Percentage [0 to 1] minimum initial charge if spawning with a battery.
Easy 0.8
Normal 0.5
Hard 0.1
Max_Battery_Charge
Percentage [0 to 1] maximum initial charge if spawning with a battery.
Easy 1
Normal 0.75
Hard 0.3
Has_Tire_Chance
Percentage [0 to 1] probability of spawning with a tire per-wheel.
Easy 1
Normal 0.85
Hard 0.7
Respawn_Time
How long (in seconds) after vehicle explodes or gets stuck underwater before it despawns.
300
Unlocked_After_Seconds_In_Safezone
How long (in seconds) a locked vehicle can sit empty in the safezone before it is automatically unlocked.
3600
Armor_Multiplier
Scales the amount of damage taken by vehicles. For example, 0.5 halves the amount of damage dealt to vehicles.
1
Child_Explosion_Armor_Multiplier
Scales 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_Multiplier
Scales 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_Multiplier
Scales 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_Multiplier
Scales 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_Multiplier
Scales 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_Tiny
Maximum number of naturally-spawned vehicles on "Tiny" size levels.
4
Max_Instances_Small
Maximum number of naturally-spawned vehicles on "Small" size levels.
8
Max_Instances_Medium
Maximum number of naturally-spawned vehicles on "Medium" size levels.
16
Max_Instances_Large
Maximum number of naturally-spawned vehicles on "Large" size levels.
32
Max_Instances_Insane
Maximum number of naturally-spawned vehicles on "Insane" size levels.
64
Min_Natural_Vehicles
Vehicles 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 doesDefault
Spawn_Chance
Percentage [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_Chance
Percentage [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_Chance
Percentage [0 to 1] chance of zombie spawning as a crawler.
Easy 0
Normal 0.15
Hard 0.125
Sprinter_Chance
Percentage [0 to 1] chance of zombie spawning as a sprinter.
Easy 0
Normal 0.15
Hard 0.175
Flanker_Chance
Percentage [0 to 1] chance of zombie spawning as a flanker.
Easy 0
Normal 0.025
Hard 0.05
Burner_Chance
Percentage [0 to 1] chance of zombie spawning as a burner.
Easy 0
Normal 0.025
Hard 0.05
Acid_Chance
Percentage [0 to 1] chance of zombie spawning as an acid spitter.
Easy 0
Normal 0.025
Hard 0.05
Boss_Electric_Chance
Percentage [0 to 1] chance of zombie spawning as an electric boss.
0
Boss_Wind_Chance
Percentage [0 to 1] chance of zombie spawning as a ground-pounding boss.
0
Boss_Fire_Chance
Percentage [0 to 1] chance of zombie spawning as a fire-breathing boss.
0
Spirit_Chance
Percentage [0 to 1] chance of zombie spawning as a ghost.
0
DL_Red_Volatile_Chance
Percentage [0 to 1] chance of zombie spawning as a Dying Light Volatile (crossover).
0
DL_Blue_Volatile_Chance
Percentage [0 to 1] chance of zombie spawning as a Dying Light Volatile (crossover).
0
Boss_Elver_Stomper_Chance
Percentage [0 to 1] chance of zombie spawning as the Elver final boss.
0
Boss_Kuwait_Chance
Percentage [0 to 1] chance of zombie spawning as the Kuwait final boss.
0
Respawn_Day_Time
How long (in seconds) before a dead zombie respawns by default.
360
Respawn_Night_Time
How long (in seconds) before a dead zombie respawns during a full moon.
30
Respawn_Beacon_Time
How long (in seconds) before a dead zombie respawns during a horde beacon.
0
Quest_Boss_Respawn_Interval
Minimum seconds between boss zombie spawns for players doing quests. Players were abusing the spawns to farm boss tier loot.
600
Damage_Multiplier
Scales 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_Multiplier
Scales 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_Multiplier
Scales the amount of damage taken by zombies when attacked from behind. Only certain weapons quality for this modifier.
1.25
NonHeadshot_Armor_Multiplier
Weapon damage multiplier against body, arms, legs. Useful for headshot-only mode.
1
Beacon_Experience_Multiplier
Scales amount of XP gained for killing a zombie during a horde beacon.
1
Full_Moon_Experience_Multiplier
Scales amount of XP gained for killing a zombie during the full moon.
2
Min_Drops
Minimum 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_Drops
Maximum number of loot drops from non-mega non-boss zombies.
1
Min_Mega_Drops
Minimum 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_Drops
Maximum number of loot drops from non-boss mega zombies.
5
Min_Boss_Drops
Minimum number of loot drops from boss zombies. Loot_Chance applies if the rolled number of drops between [min, max] is one.
8
Max_Boss_Drops
Maximum number of loot drops from boss zombies.
10
Slow_Movement
If true, all zombies are a bit slower, making it easier to escape them.
Easy True
Normal False
Hard False
Can_Stun
If false, nothing can stun zombies, making combat harder.
Easy True
Normal True
Hard False
Only_Critical_Stuns
If 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_Damage
If true, attacking a zombie uses the weapon's PvP damage values rather than zombie-specific damage.
Easy False
Normal False
Hard True
Can_Target_Barricades
If true, zombies will attack barricades obstructing their movement.
True
Can_Target_Structures
If true, zombies will attack structures obstructing their movement.
True
Can_Target_Vehicles
If true, zombies will attack vehicles obstructing their movement.
True
Can_Target_Objects
If true, zombies will attack level objects (e.g., fences) obstructing their movement.
True
Beacon_Max_Rewards
If 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_Participants
If 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_Multiplier
Scales 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 doesDefault
Respawn_Time
How long (in seconds) before a dead animal respawns.
180
Damage_Multiplier
Scales 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_Multiplier
Scales 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_Tiny
Maximum number of animals on "Tiny" size levels.
4
Max_Instances_Small
Maximum number of animals on "Small" size levels.
8
Max_Instances_Medium
Maximum number of animals on "Medium" size levels.
16
Max_Instances_Large
Maximum number of animals on "Large" size levels.
32
Max_Instances_Insane
Maximum number of animals on "Insane" size levels.
64
Weapons_Use_Player_Damage
If 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 doesDefault
Decay_Time
How 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_Multiplier
Scales 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_Multiplier
Scales 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_Multiplier
Scales 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_Multiplier
Scales 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_Multiplier
Scales 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_Multiplier
Scales 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_Vehicle
Should players be allowed to build on their vehicles?
True
Allow_Trap_Placement_On_Vehicle
Should players be allowed to build traps (e.g. barbed wire) on their vehicles?
True
Max_Item_Distance_From_Hull
Furthest away from colliders a player can build an item onto their vehicle.
64
Max_Trap_Distance_From_Hull
Furthest 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 doesDefault
Decay_Time
How 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_Multiplier
Scales 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_Multiplier
Scales 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_Multiplier
Scales 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_Multiplier
Scales 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_Multiplier
Scales 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_Multiplier
Scales 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 doesDefault
Health_Default
Amount of health players spawn with. [0 to 100]
100
Health_Regen_Min_Food
Player must have more than this amount of food to begin regenerating health.
90
Health_Regen_Min_Water
Player must have more than this amount of water to begin regenerating health.
90
Health_Regen_Ticks
How quickly players health regenerates with sufficient food and water. Lower values regenerate health faster, higher values regenerate health slower.
60
Food_Default
Amount of food players spawn with. [0 to 100]
Easy 100
Normal 100
Hard 85
Food_Use_Ticks
How quickly players food meter depletes. Lower values burn food faster, higher values burn food slower.
Easy 350
Normal 300
Hard 250
Food_Damage_Ticks
How quickly players starve to death. Lower values kill the player faster, higher values kill the player slower.
15
Water_Default
Amount of water players spawn with. [0 to 100]
Easy 100
Normal 100
Hard 85
Water_Use_Ticks
How quickly players water meter depletes. Lower values lose water faster, higher values lose water slower.
Easy 320
Normal 270
Hard 220
Water_Damage_Ticks
How quickly players dehydrate to death. Lower values kill the player faster, higher values kill the player slower.
20
Virus_Default
Amount of immunity players spawn with. [0 to 100]
100
Virus_Infect
When immunity is below this amount it will gradually begin depleting.
50
Virus_Use_Ticks
How quickly players immunity depletes when below Virus_Infect. Lower values deplete faster, higher values deplete slower.
125
Virus_Damage_Ticks
How quickly players die at zero immunity. Lower values kill the player faster, higher values kill the player slower.
25
Leg_Regen_Ticks
How quickly broken legs heal automatically. Depends on Can_Fix_Legs. Lower values heal faster, higher values heal slower.
750
Bleed_Damage_Ticks
How frequently players lose health while bleeding. Lower values kill the player faster, higher values kill the player slower.
10
Bleed_Regen_Ticks
How quickly bleeding heals automatically. Depends on Can_Stop_Bleeding. Lower values heal faster, higher values heal slower.
750
Armor_Multiplier
Scales the amount of damage taken by players. For example, 0.5 halves the amount of damage dealt to players.
1
Experience_Multiplier
Scales the amount of XP gained from all activities.
Easy 1.5
Normal 1
Hard 1.5
Detect_Radius_Multiplier
Scales the radius within zombies and animals will detect the player.
Easy 0.5
Normal 1
Hard 1.25
Ray_Aggressor_Distance
How 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_PvP
Percentage [0 to 1] of skill levels to retain when killed by another player.
1
Lose_Skills_PvE
Percentage [0 to 1] of skill levels to retain when killed by the environment (e.g., zombies).
1
Lose_Skill_Levels_PvP
Number of skill levels to remove when killed by another player.
Easy 0
Normal 1
Hard 2
Lose_Skill_Levels_PvE
Number of skill levels to remove when killed by the environment (e.g., zombies).
Easy 0
Normal 1
Hard 2
Lose_Experience_PvP
Percentage [0 to 1] of XP to retain when killed by another player.
0.5
Lose_Experience_PvE
Percentage [0 to 1] of XP to retain when killed by the environment (e.g., zombies).
0.5
Skill_Cost_Multiplier
Scales XP cost to purchase/upgrade skills.
1
Lose_Items_PvP
Percentage [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_PvE
Percentage [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_PvP
If true, drop all clothing items when killed by another player.
True
Lose_Clothes_PvE
If true, drop all clothing items when killed by the environment (e.g., zombies).
True
Lose_Weapons_PvP
If true, drop primary and secondary weapon when killed by another player.
True
Lose_Weapons_PvE
If true, drop primary and secondary weapon when killed by the environment (e.g., zombies).
True
Can_Hurt_Legs
If false, players have no health loss from falling long distances.
True
Can_Break_Legs
If false, players cannot break their leg when falling long distances.
Easy False
Normal True
Hard True
Can_Fix_Legs
If false, broken legs cannot automatically heal themselves after Leg_Regen_Ticks.
Easy True
Normal True
Hard False
Can_Start_Bleeding
If false, damage cannot cause players to bleed.
Easy False
Normal True
Hard True
Can_Stop_Bleeding
If false, bleeding cannot automatically heal itself after Bleed_Regen_Ticks.
Easy True
Normal True
Hard False
Spawn_With_Max_Skills
Should all skills default to max level?
False
Spawn_With_Stamina_Skills
Should cardio, diving, exercise, and parkour default to max level?
False
Skillset_Reduces_Skill_Cost
If true, skills related to player's skillset/speciality are half cost.
True
Skillset_Prevents_Skill_Loss
If true, skills related to player's skillset/speciality cannot lose levels on death.
True
Prevent_Level_Skill_Overrides
If true, prevent levels from modifying skill starting levels, costs, and max levels.
False
Allow_Instakill_Headshots
Should guns with Instakill Headshots (snipers) bypass armor?
Easy False
Normal False
Hard True
Allow_Per_Character_Saves
Should each character slot have separate savedata?
False
Enable_Terrain_Color_Kick
If 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 doesDefault
Binary_State_Reset_Multiplier
Scales how long before interactables like fridges automatically close.
1
Fuel_Reset_Multiplier
Scales how long before sources of fuel in the world are automatically partially refilled.
1
Water_Reset_Multiplier
Scales how long before sources of water in the world are automatically partially refilled.
1
Resource_Reset_Multiplier
Scales how long before trees, rocks, and bushes in the world grow back.
1
Resource_Drops_Multiplier
Scales number of items dropped by resources like trees and rocks.
1
Rubble_Reset_Multiplier
Scales how long before destructible objects (e.g., fences) automatically repair.
1
Allow_Holiday_Drops
Should holiday-specific objects be able to drop special items? For example, whether christmas presents contain guns.
True
Items_Obstruct_Tree_Respawns
Should 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 doesDefault
Rain_Frequency_Min
Minimum 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_Max
Maximum 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_Min
Minimum 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_Max
Maximum 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_Min
Minimum 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_Max
Maximum 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_Min
Minimum 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_Max
Maximum 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_Multiplier
Scales 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_Multiplier
Scales 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_Min
Minimum number of in-game days between airdrops. Depends on Use_Airdrops.
0.8
Airdrop_Frequency_Max
Maximum number of in-game days between airdrops. Depends on Use_Airdrops.
6.5
Airdrop_Speed
How 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_Force
Amount 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_Players
Minimum number of teams needed to start an arena match.
2
Arena_Compactor_Damage
Base damage per second while standing outside the arena field.
9
Arena_Compactor_Extra_Damage_Per_Second
Accumulating additional damage per second while standing outside the arena field.
1
Arena_Clear_Timer
How long (in seconds) between match ready and teleporting players into the arena.
5
Arena_Finale_Timer
How long (in seconds) after a winner is announced to wait before restarting.
10
Arena_Restart_Timer
How long (in seconds) to wait in intermission before starting the next match.
15
Arena_Compactor_Delay_Timer
How long (in seconds) before first arena circle starts shrinking.
1
Arena_Compactor_Pause_Timer
How long (in seconds) after arena circle finishes shrinking to start shrinking again.
5
Use_Airdrops
Should airplanes fly over the level dropping carepackages?
True
Arena_Use_Compactor_Pause
If true, arena selects multiple smaller circles within the initial circle. Otherwise, arena cricle shrinks toward its initial center.
True
Arena_Compactor_Speed_Tiny
How quickly (in meters per second) the arena radius shrinks on "Tiny" size levels.
0.5
Arena_Compactor_Speed_Small
How quickly (in meters per second) the arena radius shrinks on "Small" size levels.
1.5
Arena_Compactor_Speed_Medium
How quickly (in meters per second) the arena radius shrinks on "Medium" size levels.
3
Arena_Compactor_Speed_Large
How quickly (in meters per second) the arena radius shrinks on "Large" size levels.
4.5
Arena_Compactor_Speed_Insane
How quickly (in meters per second) the arena radius shrinks on "Insane" size levels.
6
Arena_Compactor_Shrink_Factor
Percentage [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 doesDefault
Repair_Level_Max
Blueprints requiring a repair skill level higher than this cannot be crafted. Restricts players from repairing higher-tier items.
3
Hitmarkers
Should a hit confirmation be shown when players deal damage?
Easy True
Normal True
Hard False
Crosshair
Should a crosshair be visible while holding a gun?
Easy True
Normal True
Hard False
Ballistics
Should bullets be affected by gravity and travel time?
Easy False
Normal True
Hard True
Chart
Should 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
Satellite
Should the player have permanent access to a GPS map of the level even when they don't have the associated in-game item?
False
Compass
Should the player have permanent access to their compass heading HUD even when they don't have the associated in-game item?
False
Group_Map
Should group members and similar info be visible on the in-game map?
Easy True
Normal True
Hard False
Group_HUD
Should group member names be visible through walls?
True
Group_Player_List
Should group connections be shown on player list?
True
Allow_Static_Groups
Should Steam clans/groups be enables as in-game groups?
True
Allow_Dynamic_Groups
Should players be allowed to create in-game groups and invite members of the server?
True
Allow_Lobby_Groups
If 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_Camera
Should the third-person camera extend out to the side? If false, the third-person camera is centered over your character.
True
Can_Suicide
Should players be allowed to kill themselves from the pause menu?
True
Friendly_Fire
Is friendly-fire within groups allowed?
False
Bypass_Buildable_Mobility
Are sentry guns and beds allowed on vehicles?
False
Bypass_No_Building_Zones
If true, buildables can be placed in "no building" zones.
False
Bypass_Building_In_Safezones
If true, buildables can be placed in safezones.
False
Allow_Holidays
Should holiday (Halloween and Christmas) content like NPC outfits and decorations be loaded?
True
Allow_Freeform_Buildables
Can "freeform" barricades be placed in the world?
True
Allow_Freeform_Buildables_On_Vehicles
Can "freeform" barricades be placed on vehicles?
True
Enable_Damage_Flinch
If true, aim flinches away from center when damaged.
True
Enable_Explosion_Camera_Shake
If true, camera will shake near explosions. Can also be toned down client-side in Options menu.
True
Enable_Workstation_Requirements
If 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_Options
If true, client-side options like damage flinch, explosion camera shake, viewmodel bob are ignored.
False
Disable_Foliage_Off
If true, minimum foliage density of "Low" is enforced.
False
Use_2D_Scope_Overlay
If 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_Challenge
If 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_Exit
How long (in seconds) before a player can leave the server through the pause menu.
10
Timer_Respawn
How long (in seconds) after death before a player can respawn.
10
Timer_Home
How long (in seconds) after death before a player can respawn at their bed.
30
Timer_Leave_Group
How 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_Members
Maximum number of players invitable to an in-game "dynamic" group. Depends on Allow_Dynamic_Groups.
0
Explosion_Launch_Speed_Multiplier
Scales velocity added to players by explosion knock-back.
1
AirStrafing_Acceleration_Multiplier
Scales midair input change in player direction.
1
AirStrafing_Deceleration_Multiplier
Scales midair decrease in speed while faster than max walk speed.
1
FirstPerson_RecoilMultiplier
Scales magnitude of recoil while using first-person perspective.
1
FirstPerson_AimingRecoilMultiplier
Scales magnitude of recoil while aiming in first-person perspective.
1
FirstPerson_AimingZoomRecoilReduction
Scales magnitude of recoil inversely with zoom level while aiming in first-person perspective.
Easy 0.25
Normal 0
Hard 0
ThirdPerson_RecoilMultiplier
Scales magnitude of recoil while using third-person perspective.
Easy 1
Normal 2
Hard 2
ThirdPerson_SpreadMultiplier
Scales 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_Interval
Shortest amount of time before a fish takes the bait.
Easy 35
Normal 48
Hard 48
Max_Fishing_Bite_Interval
Longest amount of time before a fish takes the bait.
Easy 48
Normal 60
Hard 60
Fishing_MaxStrength_Bite_Interval_Multiplier
Multiplier 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.