Free tool
Project Zomboid sandbox settings generator (SandboxVars.lua)
Checked against the game's own servertest_SandboxVars.lua and sandbox presets from a dedicated server install, Steam build 25485538 (Build 42) on . Sources: PZwiki: server settings.
The game's presets
A preset changes only the settings it lists; everything else stays as you set it.
Zombie population
Zombies
Picks how many zombies the world has, and the game's own menu also sets the population multiplier from it, so change both together.
Default: 4
Distribution
How zombies are spread across the map.
Default: 1
ZombieRespawn
How often new zombies are added, and the game's own menu also sets the zombie respawn time from it, so change both together.
Default: 4
ZombieConfig.PopulationMultiplier
The multiplier for how many zombies the world aims to hold, which the game's Zombie Count menu choice sets or you can set by hand.
Default: 0.65 · 0 to 4
ZombieConfig.PopulationPeakDay
The day on which the zombie population reaches its peak.
Default: 28 · 1 to 365
Time and calendar
DayLength
How long one full in-game day lasts in real time.
Default: 4
StartMonth
The month the game starts in.
Default: 7
StartTime
The hour of the day the game starts at.
Default: 2
DayNightCycle
Whether the time of day changes normally or stays at day or night.
Default: 1
TimeSinceApo
How long after the end of the world the game begins, which sets how overgrown the world and how spoiled the food is at the start.
Default: 1
NightDarkness
How dark the night is.
Default: 3
NightLength
How long the night lasts from dusk to dawn.
Default: 3
Weather and nature
ClimateCycle
Whether the weather changes normally or stays in one state.
Default: 1
FogCycle
Whether fog comes and goes normally, never appears, or is always there.
Default: 1
Temperature
How hot or cold the world is overall.
Default: 3
Rain
How often it rains.
Default: 3
ErosionSpeed
How fast nature takes the world back, as the days until vines, long grass and new trees reach full growth.
Default: 4
EnableSnowOnGround
Lets snow pile up on the ground, and when off it still shows on plants and roofs.
Default: on
Utilities
WaterShut
The water shut-off range the game's own menu picks a random day from; the server itself uses the days number below.
Default: 2
ElecShut
The power shut-off range the game's own menu picks a random day from; the server itself uses the days number below.
Default: 2
GeneratorFuelConsumption
How much fuel generators use for each in-game hour.
Default: 0.1 · 0 to 100
GeneratorSpawning
How likely it is that generators spawn on the map.
Default: 4
AllowExteriorGenerator
Lets generators work outdoors, which allows powering gas pumps.
Default: on
Loot
FoodLootNew
How much food that can rot or spoil turns up, where higher means more.
Default: 0.8 · 0 to 4
LiteratureLootNew
How many books, fliers and newspapers turn up, where higher means more.
Default: 0.6 · 0 to 4
SkillBookLoot
How many skill books turn up, where higher means more.
Default: 0.6 · 0 to 4
RecipeResourceLoot
How many items that teach recipes turn up, where higher means more.
Default: 0.6 · 0 to 4
MedicalLootNew
How much medicine, bandages and first aid gear turns up, where higher means more.
Default: 0.6 · 0 to 4
SurvivalGearsLootNew
How much fishing and camping gear turns up, where higher means more.
Default: 0.6 · 0 to 4
CannedFoodLootNew
How much canned and dried food and drink turns up, where higher means more.
Default: 0.6 · 0 to 4
WeaponLootNew
How many weapons that aren't tools in other groups turn up, where higher means more.
Default: 0.6 · 0 to 4
RangedWeaponLootNew
How many guns and weapon attachments turn up, where higher means more.
Default: 1.2 · 0 to 4
AmmoLootNew
How much loose ammo, ammo boxes and magazines turn up, where higher means more.
Default: 0.6 · 0 to 4
MechanicsLootNew
How many vehicle parts and the tools to fit them turn up, where higher means more.
Default: 0.6 · 0 to 4
OtherLootNew
How much of everything else turns up, including foraged items in towns and roads, where higher means more.
Default: 0.8 · 0 to 4
ClothingLootNew
How many wearable items that aren't containers turn up, where higher means more.
Default: 0.6 · 0 to 4
ContainerLootNew
How many backpacks and other wearable containers turn up, where higher means more.
Default: 0.6 · 0 to 4
KeyLootNew
How many keys, key rings and locks turn up, where higher means more.
Default: 0.4 · 0 to 4
MediaLootNew
How many VHS tapes and CDs turn up, where higher means more.
Default: 0.6 · 0 to 4
MementoLootNew
How many plushies, photos and other keepsakes turn up, where higher means more.
Default: 0.6 · 0 to 4
CookwareLootNew
How many cooking items turn up, where higher means more.
Default: 0.6 · 0 to 4
MaterialLootNew
How many items used for crafting and building turn up, where higher means more.
Default: 0.6 · 0 to 4
FarmingLootNew
How many seeds, trowels, shovels and other farming items turn up, where higher means more.
Default: 0.6 · 0 to 4
ToolLootNew
How many tools that don't fit another group turn up, where higher means more.
Default: 0.6 · 0 to 4
HoursForLootRespawn
If above 0, containers in towns and trailer parks respawn their loot after this many in-game hours.
Default: 0 · 0 hours or more
Farming and food
Farming
How fast plants grow.
Default: 3
NatureAbundance
How many items you find when foraging.
Default: 3
Nutrition
Makes the value of food affect the player's weight and condition, and turning it off stops weight gain and loss.
Default: on
FoodRotSpeed
How fast food spoils, whether inside or outside a fridge.
Default: 3
FridgeFactor
How well a fridge keeps food fresh.
Default: 3
PlantResilience
How much water plants lose each day and how well they avoid disease.
Default: 3
PlantAbundance
How much plants give when harvested.
Default: 3
FishAbundance
How many fish there are in rivers and lakes.
Default: 2
KillInsideCrops
Makes crops and herbs grown inside buildings die, though houseplants are fine.
Default: on
PlantGrowingSeasons
Makes plant growth depend on the season.
Default: on
FarmingSpeedNew
How fast plants grow, where 1 is the normal speed and higher is faster.
Default: 1 · 0.1 to 100
FarmingAmountNew
How many crops each harvest gives, where 1 is the normal amount and higher is more.
Default: 1 · 0.1 to 10
Survival
StatsDecrease
How fast the player's hunger, thirst and tiredness go down.
Default: 3
ConstructionBonusPoints
Gives player-built constructions extra hit points so zombies break them less easily.
Default: 3
BoneFracture
Lets survivors break bones from impacts, zombie damage and falls.
Default: on
InjurySeverity
How much injuries affect the body and how long they take to heal.
Default: 2
BloodLevel
How much blood injuries spray on floors and walls.
Default: 3
ClothingDegradation
How fast clothes wear out, get dirty and get bloody.
Default: 3
FireSpread
Lets fires spread once they start.
Default: on
EnablePoisoning
Decides whether poison can be added to food.
Default: 1
World events and buildings
Alarm
How likely it is that breaking into a new house sets off an alarm.
Default: 4
LockedHouses
How often doors of homes and buildings are locked when you find them.
Default: 6
Helicopter
How often a helicopter flies over the event zone.
Default: 2
MetaEvent
How often zombie-attracting events like far-off gunshots happen.
Default: 2
SleepingEvent
How often events like nightmares happen while the player sleeps.
Default: 1
AnnotatedMapChance
How often a found map has notes written on it by a dead survivor.
Default: 4
SurvivorHouseChance
How likely you are to find special buildings such as burnt-out houses or ones with loot stashes or bodies.
Default: 3
VehicleStoryChance
How likely road scenes such as police roadblocks are to spawn.
Default: 3
ZoneStoryChance
How likely scenes that belong to a map zone, such as a forest campsite, are to spawn.
Default: 3
Basement.SpawnFrequency
How often basements spawn in random places.
Default: 4
Characters
StarterKit
Starts each character with chips, a water bottle, a small backpack, a baseball bat and a hammer.
Default: off
CharacterFreePoints
Adds free points when a character is made, and a negative number takes points away.
Default: 0 · -100 to 100
AllClothesUnlocked
Lets players pick any piece of clothing when they make their character.
Default: off
NegativeTraitsPenalty
Decides whether picking many negative traits gives fewer bonus points each time.
Default: 1
World cleanup
HoursForWorldItemRemoval
How many hours an item lies on the ground before it is removed, and 0 means items are never removed.
Default: 24 · 0 hours or more
HoursForCorpseRemoval
How many hours before dead zombie bodies disappear, and 0 means maggots won't spawn on bodies.
Default: 216 · -1 hours or more
Vehicles
EnableVehicles
Lets vehicles spawn in the world.
Default: on
CarSpawnRate
How often vehicles can be found on the map.
Default: 3
ZombieAttractionMultiplier
How loud engines are to zombies overall.
Default: 1 · 0 to 100
VehicleEasyUse
Decides whether found vehicles are locked and need keys to start.
Default: off
InitialGas
How full the fuel tank of found vehicles is.
Default: 2
LockedCar
How likely cars are to be locked.
Default: 4
CarGasConsumption
How much fuel vehicles use, where 1 is normal and higher uses more.
Default: 1 · 0 to 100
CarGeneralCondition
The general condition of the vehicles you find.
Default: 3
TrafficJam
Lets traffic jams of wrecked cars appear on main roads.
Default: on
CarAlarm
How often found vehicles have an alarm going off.
Default: 3
Zombie behaviour
MultiHitZombies
Lets some melee weapons strike more than one zombie in a single hit.
Default: off
RearVulnerability
How likely a zombie attacking from behind is to bite.
Default: 3
ZombieLore.Speed
How fast zombies move.
Default: 4
ZombieLore.SprinterPercentage
How many zombies are sprinters when zombie speed is Random.
Default: 0 · 0 to 100 %
ZombieLore.Strength
How much damage a zombie does with each attack.
Default: 2
ZombieLore.Toughness
How hard zombies are to kill.
Default: 4
ZombieLore.Transmission
How the Knox virus spreads.
Default: 1
ZombieLore.Mortality
How fast the infection takes hold.
Default: 5
ZombieLore.Cognition
How clever zombies are at getting around and through doors.
Default: 3
ZombieLore.Memory
How long zombies remember a player after seeing or hearing them.
Default: 2
ZombieLore.Sight
How far zombies can see.
Default: 5
ZombieLore.Hearing
How far zombies can hear.
Default: 5
ZombieLore.ZombiesDragDown
Lets several attacking zombies drag a player down and kill them.
Default: on
Animals
AnimalStatsModifier
How fast animals get hungry and thirsty.
Default: 4
AnimalPregnancyTime
How long animals are pregnant before giving birth.
Default: 4
AnimalAgeModifier
How fast animals grow older.
Default: 4
AnimalRanchChance
How likely you are to find animals on a farm.
Default: 5
AnimalEggHatch
How long baby animals take to hatch from eggs.
Default: 4
Map
Map.AllowMiniMap
Lets players open a mini-map window.
Default: off
Map.AllowWorldMap
Lets players open the world map.
Default: on
Map.MapAllKnown
Fills in the whole world map when a player starts the game.
Default: off
Map.MapNeedsLight
Stops players reading maps unless there is a light.
Default: on
XP rates
MultiplierConfig.Global
How fast all skills level up when the global rate is used.
Default: 1 · 0 to 1,000
MultiplierConfig.GlobalToggle
Makes every skill use the global XP rate instead of its own.
Default: on
Reference
Every setting in servertest_SandboxVars.lua
All 269 settings this tool knows, with the default each one starts at and the values it takes. Advanced settings are included; in the editor they sit behind the Advanced switch.
Zombie population
| Setting | Default | Values | What it does |
|---|---|---|---|
ZombiesZombie count (menu choice) | Default4 | Values1 (Insane), 2 (Very High), 3 (High), 4 (Normal), 5 (Low), 6 (None) | What it doesPicks how many zombies the world has, and the game's own menu also sets the population multiplier from it, so change both together. |
DistributionZombie spread | Default1 | Values1 (Urban Focused), 2 (Uniform) | What it doesHow zombies are spread across the map. |
ZombieVoronoiNoiseRandomise zombie spread · advanced | Defaulton | ValuesOn or off | What it doesAdds some randomness to where zombies are placed. |
ZombieRespawnZombie respawn | Default4 | Values1 (High), 2 (Normal), 3 (Low), 4 (None) | What it doesHow often new zombies are added, and the game's own menu also sets the zombie respawn time from it, so change both together. |
ZombieMigrateZombies can migrate · advanced | Defaulton | ValuesOn or off | What it doesLets zombies wander into empty parts of the map. |
ZombieConfig.PopulationMultiplierZombie count | Default0.65 | Values0 to 4 | What it doesThe multiplier for how many zombies the world aims to hold, which the game's Zombie Count menu choice sets or you can set by hand. |
ZombieConfig.PopulationStartMultiplierStarting population · advanced | Default1 | Values0 to 4 | What it doesA multiplier for how many zombies the world aims to hold at the start of the game. |
ZombieConfig.PopulationPeakMultiplierPeak population · advanced | Default1.5 | Values0 to 4 | What it doesA multiplier for how many zombies the world aims to hold on the peak day. |
ZombieConfig.PopulationPeakDayPeak population day | Default28 | Values1 to 365 | What it doesThe day on which the zombie population reaches its peak. |
ZombieConfig.RespawnHoursZombie respawn time · advanced | Default0 | Values0 to 8,760 hours | What it doesHow many hours must pass before zombies can respawn in a cell, and 0 turns respawning off. |
ZombieConfig.RespawnUnseenHoursUnseen time before respawn · advanced | Default0 | Values0 to 8,760 hours | What it doesHow many hours an area must go unseen before zombies can respawn in it. |
ZombieConfig.RespawnMultiplierRespawn share · advanced | Default0 | Values0 to 1 | What it doesThe share of a cell's wanted zombie population that can respawn each time. |
ZombieConfig.RedistributeHoursZombie redistribution time · advanced | Default12 | Values0 to 8,760 hours | What it doesHow many hours must pass before zombies move into empty parts of the same cell, and 0 turns it off. |
ZombieConfig.FollowSoundDistanceSound following distance · advanced | Default100 | Values10 to 1,000 | What it doesHow far a zombie will walk towards the last sound it heard. |
ZombieConfig.RallyGroupSizeIdle group size · advanced | Default20 | Values0 to 1,000 | What it doesHow big the groups are that zombies form when idle, and 0 means no groups. |
ZombieConfig.RallyGroupSizeVarianceGroup size variance · advanced | Default50 | Values0 to 100 % | What it doesHow much group sizes can vary, as a percentage, both bigger and smaller. |
ZombieConfig.RallyTravelDistanceGroup gathering distance · advanced | Default20 | Values5 to 50 | What it doesHow far zombies travel to form groups when idle. |
ZombieConfig.RallyGroupSeparationGroup spacing · advanced | Default15 | Values5 to 25 | What it doesThe distance between zombie groups. |
ZombieConfig.RallyGroupRadiusGroup tightness · advanced | Default3 | Values1 to 10 | What it doesHow close group members stay to their group's leader. |
ZombieConfig.ZombiesCountBeforeDeleteZombie cleanup limit · advanced | Default300 | Values0 to 5,000 | What it doesHow many zombies are tracked before cleanup starts, and the game strongly recommends leaving it alone. |
Time and calendar
| Setting | Default | Values | What it does |
|---|---|---|---|
DayLengthDay length | Default4 | Values1 (15 Minutes), 2 (30 Minutes), 3 (1 Hour), 4 (1 Hour, 30 Minutes), 5 (2 Hours), 6 (3 Hours), 7 (4 Hours), 8 (5 Hours), 9 (6 Hours), 10 (7 Hours), 11 (8 Hours), 12 (9 Hours), 13 (10 Hours), 14 (11 Hours), 15 (12 Hours), 16 (13 Hours), 17 (14 Hours), 18 (15 Hours), 19 (16 Hours), 20 (17 Hours), 21 (18 Hours), 22 (19 Hours), 23 (20 Hours), 24 (21 Hours), 25 (22 Hours), 26 (23 Hours), 27 (Real-time) | What it doesHow long one full in-game day lasts in real time. |
StartYearStart year · advanced | Default1 | ValuesA whole number | What it doesThe year the game starts in, where 1 is the game's usual starting year (1993). |
StartMonthStart month | Default7 | Values1 (January), 2 (February), 3 (March), 4 (April), 5 (May), 6 (June), 7 (July), 8 (August), 9 (September), 10 (October), 11 (November), 12 (December) | What it doesThe month the game starts in. |
StartDayStart day · advanced | Default9 | ValuesA whole number | What it doesThe day of the month the game starts on. |
StartTimeStart time of day | Default2 | Values1 (7 AM), 2 (9 AM), 3 (12 PM), 4 (2 PM), 5 (5 PM), 6 (9 PM), 7 (12 AM), 8 (2 AM), 9 (5 AM) | What it doesThe hour of the day the game starts at. |
DayNightCycleDay and night | Default1 | Values1 (Normal), 2 (Endless Day), 3 (Endless Night) | What it doesWhether the time of day changes normally or stays at day or night. |
TimeSinceApoMonths since the outbreak | Default1 | Values1 (0), 2 (1), 3 (2), 4 (3), 5 (4), 6 (5), 7 (6), 8 (7), 9 (8), 10 (9), 11 (10), 12 (11), 13 (12) | What it doesHow long after the end of the world the game begins, which sets how overgrown the world and how spoiled the food is at the start. |
NightDarknessNight darkness | Default3 | Values1 (Pitch Black), 2 (Dark), 3 (Normal), 4 (Bright) | What it doesHow dark the night is. |
NightLengthNight length | Default3 | Values1 (Always Night), 2 (Long), 3 (Normal), 4 (Short), 5 (Always Day) | What it doesHow long the night lasts from dusk to dawn. |
Weather and nature
| Setting | Default | Values | What it does |
|---|---|---|---|
ClimateCycleWeather | Default1 | Values1 (Normal), 2 (No Weather), 3 (Endless Rain), 4 (Endless Storm), 5 (Endless Snow), 6 (Endless Blizzard) | What it doesWhether the weather changes normally or stays in one state. |
FogCycleFog | Default1 | Values1 (Normal), 2 (No Fog), 3 (Endless Fog) | What it doesWhether fog comes and goes normally, never appears, or is always there. |
TemperatureTemperature | Default3 | Values1 (Very Cold), 2 (Cold), 3 (Normal), 4 (Hot), 5 (Very Hot) | What it doesHow hot or cold the world is overall. |
RainRain frequency | Default3 | Values1 (Very Dry), 2 (Dry), 3 (Normal), 4 (Rainy), 5 (Very Rainy) | What it doesHow often it rains. |
ErosionSpeedNature regrowth speed | Default4 | Values1 (Very Fast (20 Days)), 2 (Fast (50 Days)), 3 (Normal (100 Days)), 4 (Slow (200 Days)), 5 (Very Slow (500 Days)) | What it doesHow fast nature takes the world back, as the days until vines, long grass and new trees reach full growth. |
ErosionDaysCustom regrowth days · advanced | Default0 | Values-1 to 36,500 days | What it doesA custom number of days for nature to reach full growth, where 0 means use the regrowth speed setting. |
MaxFogIntensityMaximum fog · advanced | Default1 | Values1 (Normal), 2 (Moderate), 3 (Low), 4 (None) | What it doesHow thick fog is allowed to get. |
MaxRainFxIntensityMaximum rain effect · advanced | Default1 | Values1 (Normal), 2 (Moderate), 3 (Low) | What it doesHow heavy rain is allowed to look. |
EnableSnowOnGroundSnow on the ground | Defaulton | ValuesOn or off | What it doesLets snow pile up on the ground, and when off it still shows on plants and roofs. |
Utilities
| Setting | Default | Values | What it does |
|---|---|---|---|
WaterShutWater shut-off | Default2 | Values1 (Instant), 2 (0 - 30 Days), 3 (0 - 2 Months), 4 (0 - 6 Months), 5 (0 - 1 Year), 6 (0 - 5 Years), 7 (2 - 6 Months), 8 (6 - 12 Months), 9 (Disabled) | What it doesThe water shut-off range the game's own menu picks a random day from; the server itself uses the days number below. |
ElecShutPower shut-off | Default2 | Values1 (Instant), 2 (14 - 30 Days), 3 (14 Days - 2 Months), 4 (14 Days - 6 Months), 5 (14 Days - 1 Year), 6 (14 Days - 5 Years), 7 (2 - 6 Months), 8 (6 - 12 Months), 9 (Disabled) | What it doesThe power shut-off range the game's own menu picks a random day from; the server itself uses the days number below. |
AlarmDecayAlarm battery life · advanced | Default2 | Values1 (Instant), 2 (0 - 30 Days), 3 (0 - 2 Months), 4 (0 - 6 Months), 5 (0 - 1 Year), 6 (0 - 5 Years) | What it doesHow long alarm batteries last after the power goes off. |
WaterShutModifierWater stays on for · advanced | Default14 | Values-1 days or more | What it doesHow many days after the outbreak the taps keep running, probably working like the power setting, where -1 means no water from the start. |
ElecShutModifierPower stays on for · advanced | Default14 | Values-1 days or more | What it doesHow many days after the outbreak the power grid keeps working, and -1 means there is no power from the start. |
AlarmDecayModifierAlarm battery life number · advanced | Default14 | Values-1 or more | What it doesA number that goes with the alarm battery setting, and the game does not explain how the two combine. |
GeneratorFuelConsumptionGenerator fuel use | Default0.1 | Values0 to 100 | What it doesHow much fuel generators use for each in-game hour. |
GeneratorSpawningGenerator spawning | Default4 | Values1 (None (not recommended)), 2 (Insanely Rare), 3 (Extremely Rare), 4 (Rare), 5 (Normal), 6 (Common), 7 (Abundant) | What it doesHow likely it is that generators spawn on the map. |
AllowExteriorGeneratorOutdoor generators | Defaulton | ValuesOn or off | What it doesLets generators work outdoors, which allows powering gas pumps. |
FuelStationGasInfiniteEndless gas pumps · advanced | Defaultoff | ValuesOn or off | What it doesMakes gas pumps never run out of fuel. |
FuelStationGasMinGas pump minimum fill · advanced | Default0 | Values0 to 1 | What it doesThe least gasoline that can spawn in a gas pump. |
FuelStationGasMaxGas pump maximum fill · advanced | Default0.8 | Values0 to 1 | What it doesThe most gasoline that can spawn in a gas pump. |
FuelStationGasEmptyChanceEmpty gas pump chance · advanced | Default20 | Values0 to 100 % | What it doesThe chance that a gas pump starts with no fuel. |
GeneratorTileRangeGenerator range · advanced | Default20 | Values1 to 100 | What it doesHow many tiles away a generator can power things. |
GeneratorVerticalPowerRangeGenerator floors range · advanced | Default3 | Values1 to 15 | What it doesHow many floors above and below a generator get power. |
Loot
| Setting | Default | Values | What it does |
|---|---|---|---|
FoodLootNewFood loot | Default0.8 | Values0 to 4 | What it doesHow much food that can rot or spoil turns up, where higher means more. |
LiteratureLootNewReading material loot | Default0.6 | Values0 to 4 | What it doesHow many books, fliers and newspapers turn up, where higher means more. |
SkillBookLootSkill book loot | Default0.6 | Values0 to 4 | What it doesHow many skill books turn up, where higher means more. |
RecipeResourceLootRecipe item loot | Default0.6 | Values0 to 4 | What it doesHow many items that teach recipes turn up, where higher means more. |
MedicalLootNewMedical loot | Default0.6 | Values0 to 4 | What it doesHow much medicine, bandages and first aid gear turns up, where higher means more. |
SurvivalGearsLootNewSurvival gear loot | Default0.6 | Values0 to 4 | What it doesHow much fishing and camping gear turns up, where higher means more. |
CannedFoodLootNewCanned food loot | Default0.6 | Values0 to 4 | What it doesHow much canned and dried food and drink turns up, where higher means more. |
WeaponLootNewWeapon loot | Default0.6 | Values0 to 4 | What it doesHow many weapons that aren't tools in other groups turn up, where higher means more. |
RangedWeaponLootNewRanged weapon loot | Default1.2 | Values0 to 4 | What it doesHow many guns and weapon attachments turn up, where higher means more. |
AmmoLootNewAmmo loot | Default0.6 | Values0 to 4 | What it doesHow much loose ammo, ammo boxes and magazines turn up, where higher means more. |
MechanicsLootNewVehicle parts loot | Default0.6 | Values0 to 4 | What it doesHow many vehicle parts and the tools to fit them turn up, where higher means more. |
OtherLootNewOther loot | Default0.8 | Values0 to 4 | What it doesHow much of everything else turns up, including foraged items in towns and roads, where higher means more. |
ClothingLootNewClothing loot | Default0.6 | Values0 to 4 | What it doesHow many wearable items that aren't containers turn up, where higher means more. |
ContainerLootNewBag and container loot | Default0.6 | Values0 to 4 | What it doesHow many backpacks and other wearable containers turn up, where higher means more. |
KeyLootNewKey loot | Default0.4 | Values0 to 4 | What it doesHow many keys, key rings and locks turn up, where higher means more. |
MediaLootNewMedia loot | Default0.6 | Values0 to 4 | What it doesHow many VHS tapes and CDs turn up, where higher means more. |
MementoLootNewKeepsake loot | Default0.6 | Values0 to 4 | What it doesHow many plushies, photos and other keepsakes turn up, where higher means more. |
CookwareLootNewCookware loot | Default0.6 | Values0 to 4 | What it doesHow many cooking items turn up, where higher means more. |
MaterialLootNewCrafting material loot | Default0.6 | Values0 to 4 | What it doesHow many items used for crafting and building turn up, where higher means more. |
FarmingLootNewFarming gear loot | Default0.6 | Values0 to 4 | What it doesHow many seeds, trowels, shovels and other farming items turn up, where higher means more. |
ToolLootNewTool loot | Default0.6 | Values0 to 4 | What it doesHow many tools that don't fit another group turn up, where higher means more. |
RollsMultiplierLoot rolls multiplier · advanced | Default1 | Values0.1 to 100 | What it doesChanges how many times the game rolls loot tables, and the game recommends leaving it alone because high values can slow the server. |
LootItemRemovalListNever-spawn item list · advanced | Default(empty) | ValuesText | What it doesA comma-separated list of item types that won't spawn as ordinary loot. |
RemoveStoryLootRemove listed items from stories · advanced | Defaultoff | ValuesOn or off | What it doesKeeps items on the never-spawn list out of the random world stories too. |
RemoveZombieLootRemove listed items from zombies · advanced | Defaultoff | ValuesOn or off | What it doesKeeps items on the never-spawn list off the zombies too. |
ZombiePopLootEffectLoot grows with nearby zombies · advanced | Default0 | Values0 to 20 | What it doesIf above 0, more loot spawns where more zombies are nearby, scaled by this number. |
InsaneLootFactorInsane-rarity loot factor · advanced | Default0.05 | Values0 to 0.2 | What it doesThe loot chance factor for items the game rates as insanely rare. |
ExtremeLootFactorExtreme-rarity loot factor · advanced | Default0.2 | Values0.05 to 0.6 | What it doesThe loot chance factor for items the game rates as extremely rare. |
RareLootFactorRare-rarity loot factor · advanced | Default0.6 | Values0.2 to 1 | What it doesThe loot chance factor for items the game rates as rare. |
NormalLootFactorNormal-rarity loot factor · advanced | Default1 | Values0.6 to 2 | What it doesThe loot chance factor for items the game rates as normal. |
CommonLootFactorCommon-rarity loot factor · advanced | Default2 | Values1 to 3 | What it doesThe loot chance factor for items the game rates as common. |
AbundantLootFactorAbundant-rarity loot factor · advanced | Default3 | Values2 to 4 | What it doesThe loot chance factor for items the game rates as abundant. |
SeenHoursPreventLootRespawnSeen-area loot respawn block · advanced | Default0 | Values0 hours or more | What it doesIf above 0, loot won't respawn in zones visited within this many in-game hours. |
HoursForLootRespawnLoot respawn time | Default0 | Values0 hours or more | What it doesIf above 0, containers in towns and trailer parks respawn their loot after this many in-game hours. |
MaxItemsForLootRespawnLoot respawn item limit · advanced | Default5 | Values0 or more | What it doesContainers holding this many items or more won't respawn their loot. |
ConstructionPreventsLootRespawnBuilding stops loot respawn · advanced | Defaulton | ValuesOn or off | What it doesStops loot from respawning in buildings players have barricaded or built in. |
MaximumLootedBuildingRoomsLooting room limit · advanced | Default50 | Values0 to 200 | What it doesBuildings with more rooms than this won't be pre-looted. |
MaximumLootedPre-looted building chance · advanced | Default25 | Values0 to 200 | What it doesThe chance that a building has already been looted when you find it. |
DaysUntilMaximumLootedDays to reach pre-looted chance · advanced | Default90 | Values0 to 3,650 days | What it doesHow many days it takes for the pre-looted building chance to reach its maximum. |
RuralLootedPre-looted rural building chance · advanced | Default0.5 | Values0 to 2 | What it doesThe chance that a building in the countryside has already been looted when you find it. |
MaximumDiminishedLootMaximum loot lost over time · advanced | Default20 | Values0 to 100 % | What it doesThe share of loot that stops spawning once the days-to-diminished-loot setting is reached. |
DaysUntilMaximumDiminishedLootDays to diminished loot · advanced | Default3650 | Values0 to 3,650 days | What it doesHow many days it takes for the loot lost over time to reach its maximum. |
Farming and food
| Setting | Default | Values | What it does |
|---|---|---|---|
FarmingCrop growth speed | Default3 | Values1 (Very Fast), 2 (Fast), 3 (Normal), 4 (Slow), 5 (Very Slow) | What it doesHow fast plants grow. |
CompostTimeCompost time · advanced | Default2 | Values1 (1 Week), 2 (2 Weeks), 3 (3 Weeks), 4 (4 Weeks), 5 (6 Weeks), 6 (8 Weeks), 7 (10 Weeks), 8 (12 Weeks) | What it doesHow long food takes to break down in a composter. |
NatureAbundanceForaging abundance | Default3 | Values1 (Very Poor), 2 (Poor), 3 (Normal), 4 (Abundant), 5 (Very Abundant) | What it doesHow many items you find when foraging. |
NutritionNutrition | Defaulton | ValuesOn or off | What it doesMakes the value of food affect the player's weight and condition, and turning it off stops weight gain and loss. |
FoodRotSpeedFood rot speed | Default3 | Values1 (Very Fast), 2 (Fast), 3 (Normal), 4 (Slow), 5 (Very Slow) | What it doesHow fast food spoils, whether inside or outside a fridge. |
FridgeFactorFridge strength | Default3 | Values1 (Very Low), 2 (Low), 3 (Normal), 4 (High), 5 (Very High), 6 (No decay) | What it doesHow well a fridge keeps food fresh. |
PlantResiliencePlant toughness | Default3 | Values1 (Very High), 2 (High), 3 (Normal), 4 (Low), 5 (Very Low) | What it doesHow much water plants lose each day and how well they avoid disease. |
PlantAbundanceHarvest size | Default3 | Values1 (Very Poor), 2 (Poor), 3 (Normal), 4 (Abundant), 5 (Very Abundant) | What it doesHow much plants give when harvested. |
FishAbundanceFish abundance | Default2 | Values1 (Very Poor), 2 (Poor), 3 (Normal), 4 (Abundant), 5 (Very Abundant) | What it doesHow many fish there are in rivers and lakes. |
KillInsideCropsIndoor crops die | Defaulton | ValuesOn or off | What it doesMakes crops and herbs grown inside buildings die, though houseplants are fine. |
PlantGrowingSeasonsSeasonal growth | Defaulton | ValuesOn or off | What it doesMakes plant growth depend on the season. |
PlaceDirtAbovegroundDirt above ground floor · advanced | Defaultoff | ValuesOn or off | What it doesLets players place dirt and farm above ground level, which the game says can cause slowdowns. |
FarmingSpeedNewFarming speed | Default1 | Values0.1 to 100 | What it doesHow fast plants grow, where 1 is the normal speed and higher is faster. |
FarmingAmountNewFarming yield | Default1 | Values0.1 to 10 | What it doesHow many crops each harvest gives, where 1 is the normal amount and higher is more. |
ClayLakeChanceClay chance at lakes · advanced | Default0.05 | Values0 to 1 | What it doesThe chance that a dirt floor at a lake turns into clay. |
ClayRiverChanceClay chance at rivers · advanced | Default0.05 | Values0 to 1 | What it doesThe chance that a dirt floor at a river turns into clay. |
Survival
| Setting | Default | Values | What it does |
|---|---|---|---|
StatsDecreaseHunger and thirst speed | Default3 | Values1 (Very Fast), 2 (Fast), 3 (Normal), 4 (Slow), 5 (Very Slow) | What it doesHow fast the player's hunger, thirst and tiredness go down. |
EndRegenTiredness recovery · advanced | Default3 | Values1 (Very Fast), 2 (Fast), 3 (Normal), 4 (Slow), 5 (Very Slow) | What it doesHow fast the player recovers from being tired after doing things. |
ConstructionBonusPointsBuilding strength | Default3 | Values1 (Very Low), 2 (Low), 3 (Normal), 4 (High), 5 (Very High) | What it doesGives player-built constructions extra hit points so zombies break them less easily. |
BoneFractureBroken bones | Defaulton | ValuesOn or off | What it doesLets survivors break bones from impacts, zombie damage and falls. |
InjurySeverityInjury severity | Default2 | Values1 (Low), 2 (Normal), 3 (High) | What it doesHow much injuries affect the body and how long they take to heal. |
DecayingCorpseHealthImpactCorpse smell effect · advanced | Default3 | Values1 (None), 2 (Low), 3 (Normal), 4 (High), 5 (Insane) | What it doesHow much nearby rotting bodies hurt the player's health and mood. |
ZombieHealthImpactLiving zombies affect mood · advanced | Defaultoff | ValuesOn or off | What it doesMakes nearby living zombies hurt the player's health and mood the same way rotting bodies do. |
BloodLevelBlood amount | Default3 | Values1 (None), 2 (Low), 3 (Normal), 4 (High), 5 (Ultra Gore) | What it doesHow much blood injuries spray on floors and walls. |
ClothingDegradationClothing wear | Default3 | Values1 (Disabled), 2 (Slow), 3 (Normal), 4 (Fast) | What it doesHow fast clothes wear out, get dirty and get bloody. |
FireSpreadFire spreads | Defaulton | ValuesOn or off | What it doesLets fires spread once they start. |
AttackBlockMovementsAttacking slows you down · advanced | Defaulton | ValuesOn or off | What it doesMakes swinging a melee weapon slow the player down. |
EnableTaintedWaterTextTainted water warning · advanced | Defaulton | ValuesOn or off | What it doesShows a warning on tainted water. |
EnablePoisoningFood poisoning | Default1 | Values1 (True), 2 (False), 3 (Only bleach poisoning is disabled) | What it doesDecides whether poison can be added to food. |
LightBulbLifespanLight bulb life · advanced | Default2 | Values0 to 1,000 | What it doesHow long light bulbs last before they break, where higher lasts longer and 0 means they never break. |
MuscleStrainFactorMuscle strain · advanced | Default0.7 | Values0 to 10 | What it doesHow strongly swinging weapons and carrying heavy loads strain muscles. |
DiscomfortFactorClothing discomfort · advanced | Default0.8 | Values0 to 10 | What it doesHow strongly worn items cause discomfort. |
WoundInfectionFactorWound infection damage · advanced | Default1 | Values0 to 10 | What it doesHow much damage serious wound infections do, and 0 turns it off. |
NoBlackClothesNo black clothes · advanced | Defaulton | ValuesOn or off | What it doesStops randomly tinted clothes from looking almost black. |
EasyClimbingEasy climbing · advanced | Defaultoff | ValuesOn or off | What it doesRemoves the chance of failing when climbing sheet ropes or over walls. |
MaximumFireFuelHoursFire fuel limit · advanced | Default8 | Values1 to 168 hours | What it doesThe most hours of fuel you can put in a campfire, wood stove and similar. |
World events and buildings
| Setting | Default | Values | What it does |
|---|---|---|---|
AlarmHouse alarm chance | Default4 | Values1 (Never), 2 (Extremely Rare), 3 (Rare), 4 (Sometimes), 5 (Often), 6 (Very Often) | What it doesHow likely it is that breaking into a new house sets off an alarm. |
LockedHousesLocked houses | Default6 | Values1 (Never), 2 (Extremely Rare), 3 (Rare), 4 (Sometimes), 5 (Often), 6 (Very Often) | What it doesHow often doors of homes and buildings are locked when you find them. |
HelicopterHelicopter | Default2 | Values1 (Never), 2 (Once), 3 (Sometimes), 4 (Often) | What it doesHow often a helicopter flies over the event zone. |
MetaEventDistant noise events | Default2 | Values1 (Never), 2 (Sometimes), 3 (Often) | What it doesHow often zombie-attracting events like far-off gunshots happen. |
SleepingEventSleep events | Default1 | Values1 (Never), 2 (Sometimes), 3 (Often) | What it doesHow often events like nightmares happen while the player sleeps. |
AnnotatedMapChanceAnnotated map chance | Default4 | Values1 (Never), 2 (Extremely Rare), 3 (Rare), 4 (Sometimes), 5 (Often), 6 (Very Often) | What it doesHow often a found map has notes written on it by a dead survivor. |
SurvivorHouseChanceRandom building chance | Default3 | Values1 (Never), 2 (Extremely Rare), 3 (Rare), 4 (Sometimes), 5 (Often), 6 (Very Often), 7 (Always Tries) | What it doesHow likely you are to find special buildings such as burnt-out houses or ones with loot stashes or bodies. |
VehicleStoryChanceRoad story chance | Default3 | Values1 (Never), 2 (Extremely Rare), 3 (Rare), 4 (Sometimes), 5 (Often), 6 (Very Often), 7 (Always Tries) | What it doesHow likely road scenes such as police roadblocks are to spawn. |
ZoneStoryChanceZone story chance | Default3 | Values1 (Never), 2 (Extremely Rare), 3 (Rare), 4 (Sometimes), 5 (Often), 6 (Very Often), 7 (Always Tries) | What it doesHow likely scenes that belong to a map zone, such as a forest campsite, are to spawn. |
MaximumRatIndexMaximum rat infestation · advanced | Default25 | Values0 to 50 | What it doesHow common and how strong rat infestations in buildings get. |
DaysUntilMaximumRatIndexDays to maximum rats · advanced | Default90 | Values0 to 365 days | What it doesHow many days it takes for rat infestations to reach their maximum. |
Basement.SpawnFrequencyBasement frequency | Default4 | Values1 (Never), 2 (Extremely Rare), 3 (Rare), 4 (Sometimes), 5 (Often), 6 (Very Often), 7 (Always) | What it doesHow often basements spawn in random places. |
Characters
| Setting | Default | Values | What it does |
|---|---|---|---|
StarterKitStarter kit | Defaultoff | ValuesOn or off | What it doesStarts each character with chips, a water bottle, a small backpack, a baseball bat and a hammer. |
CharacterFreePointsFree character points | Default0 | Values-100 to 100 | What it doesAdds free points when a character is made, and a negative number takes points away. |
AllClothesUnlockedAll clothes unlocked | Defaultoff | ValuesOn or off | What it doesLets players pick any piece of clothing when they make their character. |
MetaKnowledgeUnseen media display · advanced | Default3 | Values1 (Fully revealed), 2 (Shown as ???), 3 (Completely hidden) | What it doesHow media you haven't fully seen or read is shown to the player. |
SeeNotLearntRecipeShow unlearnt recipes · advanced | Defaulton | ValuesOn or off | What it doesLets players see recipes a station can make even if they haven't learned them yet. |
LevelForMediaXPCutoffMedia XP stops at level · advanced | Default3 | Values0 to 10 | What it doesSkills at this level or higher stop gaining XP from TV, VHS and other media. |
LevelForDismantleXPCutoffScrapping XP stops at level · advanced | Default0 | Values0 to 10 | What it doesSkills at this level or higher stop gaining XP from scrapping furniture. |
LiteratureCooldownRe-reading cooldown · advanced | Default45 | Values1 to 365 days | What it doesHow many days before reading the same book again helps you. |
NegativeTraitsPenaltyNegative trait penalty | Default1 | Values1 (None), 2 (1 point penalty for every 3 negative traits selected), 3 (1 point penalty for every 2 negative traits selected), 4 (1 point penalty for every negative trait selected after the first) | What it doesDecides whether picking many negative traits gives fewer bonus points each time. |
MinutesPerPageReading time per page · advanced | Default2 | Values0 to 60 minutes | What it doesHow many in-game minutes it takes to read one page of a skill book. |
World cleanup
| Setting | Default | Values | What it does |
|---|---|---|---|
WorldItemRemovalListGround item removal list · advanced | DefaultBase.Hat, Base.Glasses, Base.Maggots, Base.Slug, Base.Slug2, Base.Snail, Base.Worm, Base.Dung_Mouse, Base.Dung_Rat | ValuesText | What it doesA comma-separated list of item types that are removed from the ground after the removal time. |
HoursForWorldItemRemovalGround item removal time | Default24 | Values0 hours or more | What it doesHow many hours an item lies on the ground before it is removed, and 0 means items are never removed. |
ItemRemovalListBlacklistToggleRemove everything not on the list · advanced | Defaultoff | ValuesOn or off | What it doesMakes the game remove every dropped item that is not on the ground item removal list. |
HoursForCorpseRemovalCorpse removal time | Default216 | Values-1 hours or more | What it doesHow many hours before dead zombie bodies disappear, and 0 means maggots won't spawn on bodies. |
DaysForRottenFoodRemovalRotten food removal time · advanced | Default-1 | Values-1 days or more | What it doesHow many in-game days before rotten food is removed from the map, and -1 means never. |
MaggotSpawnMaggots · advanced | Default1 | Values1 (In and Around Bodies), 2 (In Bodies Only), 3 (Never) | What it doesDecides if and where maggots can spawn on corpses. |
BloodSplatLifespanDaysBlood splat lifetime · advanced | Default0 | Values0 to 365 days | What it doesHow many days before old blood splats are removed, and 0 means they never go away. |
Vehicles
| Setting | Default | Values | What it does |
|---|---|---|---|
EnableVehiclesVehicles | Defaulton | ValuesOn or off | What it doesLets vehicles spawn in the world. |
CarSpawnRateVehicle spawn rate | Default3 | Values1 (None), 2 (Very Low), 3 (Low), 4 (Normal), 5 (High) | What it doesHow often vehicles can be found on the map. |
ZombieAttractionMultiplierEngine noise to zombies | Default1 | Values0 to 100 | What it doesHow loud engines are to zombies overall. |
VehicleEasyUseEasy vehicles | Defaultoff | ValuesOn or off | What it doesDecides whether found vehicles are locked and need keys to start. |
InitialGasStarting fuel in vehicles | Default2 | Values1 (Very Low), 2 (Low), 3 (Normal), 4 (High), 5 (Very High), 6 (Full) | What it doesHow full the fuel tank of found vehicles is. |
LockedCarLocked car chance | Default4 | Values1 (Never), 2 (Extremely Rare), 3 (Rare), 4 (Sometimes), 5 (Often), 6 (Very Often) | What it doesHow likely cars are to be locked. |
CarGasConsumptionVehicle fuel use | Default1 | Values0 to 100 | What it doesHow much fuel vehicles use, where 1 is normal and higher uses more. |
CarGeneralConditionVehicle condition | Default3 | Values1 (Very Low), 2 (Low), 3 (Normal), 4 (High), 5 (Very High) | What it doesThe general condition of the vehicles you find. |
CarDamageOnImpactCrash damage to vehicles · advanced | Default3 | Values1 (Very Low), 2 (Low), 3 (Normal), 4 (High), 5 (Very High) | What it doesHow much damage vehicles take when they crash. |
DamageToPlayerFromHitByACarDamage from being run over · advanced | Default1 | Values1 (None), 2 (Low), 3 (Normal), 4 (High), 5 (Very High) | What it doesHow much damage a player takes from being hit by a car. |
TrafficJamTraffic jams | Defaulton | ValuesOn or off | What it doesLets traffic jams of wrecked cars appear on main roads. |
CarAlarmCar alarm chance | Default3 | Values1 (Never), 2 (Extremely Rare), 3 (Rare), 4 (Sometimes), 5 (Often), 6 (Very Often) | What it doesHow often found vehicles have an alarm going off. |
PlayerDamageFromCrashInjured in crashes · advanced | Defaulton | ValuesOn or off | What it doesLets players get hurt in a car accident. |
SirenShutoffHoursSiren shut-off time · advanced | Default0 | Values0 to 168 hours | What it doesHow many in-game hours before a wailing siren turns off. |
ChanceHasGasChance a vehicle has fuel · advanced | Default2 | Values1 (Low), 2 (Normal), 3 (High) | What it doesHow likely a found vehicle is to have fuel in its tank. |
RecentlySurvivorVehiclesWell-kept vehicles · advanced | Default2 | Values1 (None), 2 (Low), 3 (Normal), 4 (High) | What it doesHow likely you are to find a car that was cared for after the infection started. |
SirenEffectsZombiesSirens draw zombies · advanced | Defaulton | ValuesOn or off | What it doesMakes zombies head for the sound of vehicle sirens. |
Zombie behaviour
| Setting | Default | Values | What it does |
|---|---|---|---|
MultiHitZombiesHit several zombies at once | Defaultoff | ValuesOn or off | What it doesLets some melee weapons strike more than one zombie in a single hit. |
RearVulnerabilityBite chance from behind | Default3 | Values1 (Low), 2 (Medium), 3 (High) | What it doesHow likely a zombie attacking from behind is to bite. |
ZombieLore.SpeedZombie speed | Default4 | Values1 (Sprinters), 2 (Fast Shamblers), 3 (Shamblers), 4 (Random) | What it doesHow fast zombies move. |
ZombieLore.SprinterPercentageSprinter share | Default0 | Values0 to 100 % | What it doesHow many zombies are sprinters when zombie speed is Random. |
ZombieLore.StrengthZombie strength | Default2 | Values1 (Superhuman), 2 (Normal), 3 (Weak), 4 (Random) | What it doesHow much damage a zombie does with each attack. |
ZombieLore.ToughnessZombie toughness | Default4 | Values1 (Tough), 2 (Normal), 3 (Fragile), 4 (Random) | What it doesHow hard zombies are to kill. |
ZombieLore.TransmissionInfection spread | Default1 | Values1 (Blood and Saliva), 2 (Saliva Only), 3 (Everyone's Infected), 4 (None) | What it doesHow the Knox virus spreads. |
ZombieLore.MortalityInfection speed | Default5 | Values1 (Instant), 2 (0-30 Seconds), 3 (0-1 Minutes), 4 (0-12 Hours), 5 (2-3 Days), 6 (1-2 Weeks), 7 (Never) | What it doesHow fast the infection takes hold. |
ZombieLore.ReanimateRising time · advanced | Default3 | Values1 (Instant), 2 (0-30 Seconds), 3 (0-1 Minutes), 4 (0-12 Hours), 5 (2-3 Days), 6 (1-2 Weeks) | What it doesHow fast infected bodies rise as zombies. |
ZombieLore.CognitionZombie intelligence | Default3 | Values1 (Navigate and Use Doors), 2 (Navigate), 3 (Basic Navigation), 4 (Random) | What it doesHow clever zombies are at getting around and through doors. |
ZombieLore.DoorOpeningPercentageDoor opening chance · advanced | Default0 | Values0 to 100 % | What it doesThe share of zombies that can open doors, from 0 to 100. |
ZombieLore.CrawlUnderVehicleCrawling under vehicles · advanced | Default5 | Values1 (Crawlers Only), 2 (Extremely Rare), 3 (Rare), 4 (Sometimes), 5 (Often), 6 (Very Often), 7 (Always) | What it doesHow often zombies can crawl under parked vehicles. |
ZombieLore.MemoryZombie memory | Default2 | Values1 (Long), 2 (Normal), 3 (Short), 4 (None), 5 (Random), 6 (Random between Normal and None) | What it doesHow long zombies remember a player after seeing or hearing them. |
ZombieLore.SightZombie eyesight | Default5 | Values1 (Eagle), 2 (Normal), 3 (Poor), 4 (Random), 5 (Random between Normal and Poor) | What it doesHow far zombies can see. |
ZombieLore.HearingZombie hearing | Default5 | Values1 (Pinpoint), 2 (Normal), 3 (Poor), 4 (Random), 5 (Random between Normal and Poor) | What it doesHow far zombies can hear. |
ZombieLore.SpottedLogicAdvanced stealth · advanced | Defaulton | ValuesOn or off | What it doesTurns on the newer stealth rules, where you can hide from zombies behind cars and your traits and the weather matter. |
ZombieLore.ThumpNoChasingIdle zombies attack doors · advanced | Defaultoff | ValuesOn or off | What it doesLets zombies that haven't seen or heard a player attack doors and buildings while they wander. |
ZombieLore.ThumpOnConstructionZombies break buildings · advanced | Defaulton | ValuesOn or off | What it doesLets zombies destroy the things players build and the defences they put up. |
ZombieLore.ActiveOnlyWhen zombies are active · advanced | Default1 | Values1 (Both), 2 (Night), 3 (Day) | What it doesWhether zombies are more active by day, by night or both, and the inactive ones are slower and chase less. |
ZombieLore.TriggerHouseAlarmZombies set off alarms · advanced | Defaulton | ValuesOn or off | What it doesLets zombies set off house alarms when they break through windows or doors. |
ZombieLore.ZombiesDragDownDrag-down attacks | Defaulton | ValuesOn or off | What it doesLets several attacking zombies drag a player down and kill them. |
ZombieLore.ZombiesCrawlersDragDownCrawlers help drag down · advanced | Defaultoff | ValuesOn or off | What it doesLets crawler zombies next to a player add to the chance of being dragged down. |
ZombieLore.ZombiesFenceLungeFence lunge · advanced | Defaulton | ValuesOn or off | What it doesGives zombies a chance to lunge at you after climbing a fence or window when you are too close. |
ZombieLore.ZombiesArmorFactorZombie armour strength · advanced | Default2 | Values0 to 100 | What it doesHow well armour worn by zombies protects them. |
ZombieLore.ZombiesMaxDefenseZombie maximum defence · advanced | Default85 | Values0 to 100 % | What it doesThe most protection, as a percentage, that worn clothing can give a zombie. |
ZombieLore.ChanceOfAttachedWeaponZombie attached weapon chance · advanced | Default6 | Values0 to 100 % | What it doesThe chance that a zombie has a random weapon attached to it. |
ZombieLore.ZombiesFallDamageZombie fall damage · advanced | Default1 | Values0 to 100 | What it doesHow much damage zombies take when they fall from a height. |
ZombieLore.DisableFakeDeadFake-dead zombies · advanced | Default1 | Values1 (World Zombies), 2 (World and Combat Zombies), 3 (Never) | What it doesWhether some zombies that look dead will get up and attack. |
ZombieLore.PlayerSpawnZombieRemovalClear zombies at spawn · advanced | Default1 | Values1 (Inside the building and around it), 2 (Inside the building), 3 (Inside the room), 4 (Zombies can spawn anywhere) | What it doesHow much of the area around where a player spawns is kept free of zombies. |
ZombieLore.FenceThumpersRequiredZombies needed to break fences · advanced | Default25 | Values-1 to 100 | What it doesHow many zombies it takes to damage a tall fence. |
ZombieLore.FenceDamageMultiplierFence damage speed · advanced | Default1 | Values0.01 to 100 | What it doesHow fast zombies damage tall fences. |
Animals
| Setting | Default | Values | What it does |
|---|---|---|---|
AnimalStatsModifierAnimal hunger and thirst speed | Default4 | Values1 (Ultra Fast), 2 (Very Fast), 3 (Fast), 4 (Normal), 5 (Slow), 6 (Very Slow) | What it doesHow fast animals get hungry and thirsty. |
AnimalMetaStatsModifierOffscreen animal hunger speed · advanced | Default4 | Values1 (Ultra Fast), 2 (Very Fast), 3 (Fast), 4 (Normal), 5 (Slow), 6 (Very Slow) | What it doesHow fast animals get hungry and thirsty while they are not on screen. |
AnimalPregnancyTimeAnimal pregnancy time | Default4 | Values1 (Ultra Fast), 2 (Very Fast), 3 (Fast), 4 (Normal), 5 (Slow), 6 (Very Slow) | What it doesHow long animals are pregnant before giving birth. |
AnimalAgeModifierAnimal ageing speed | Default4 | Values1 (Ultra Fast), 2 (Very Fast), 3 (Fast), 4 (Normal), 5 (Slow), 6 (Very Slow) | What it doesHow fast animals grow older. |
AnimalMilkIncModifierMilk production speed · advanced | Default4 | Values1 (Ultra Fast), 2 (Very Fast), 3 (Fast), 4 (Normal), 5 (Slow), 6 (Very Slow) | What it doesHow fast animals produce more milk. |
AnimalWoolIncModifierWool growth speed · advanced | Default4 | Values1 (Ultra Fast), 2 (Very Fast), 3 (Fast), 4 (Normal), 5 (Slow), 6 (Very Slow) | What it doesHow fast animals grow more wool. |
AnimalRanchChanceFarm animal chance | Default5 | Values1 (Never), 2 (Extremely Rare), 3 (Rare), 4 (Sometimes), 5 (Often), 6 (Very Often), 7 (Always) | What it doesHow likely you are to find animals on a farm. |
AnimalGrassRegrowTimeGrass regrow time · advanced | Default240 | Values1 to 9,999 hours | What it doesHow many hours grass takes to grow back after an animal eats it or the player cuts it. |
AnimalMetaPredatorOffscreen fox attacks · advanced | Defaultoff | ValuesOn or off | What it doesLets an offscreen fox attack your chickens if the hutch door is left open at night. |
AnimalMatingSeasonBreeding seasons · advanced | Defaulton | ValuesOn or off | What it doesMakes animals mate only in their breeding season, and when off they can breed all year round. |
AnimalEggHatchEgg hatch time | Default4 | Values1 (Ultra Fast), 2 (Very Fast), 3 (Fast), 4 (Normal), 5 (Slow), 6 (Very Slow) | What it doesHow long baby animals take to hatch from eggs. |
AnimalSoundAttractZombiesAnimal noise draws zombies · advanced | Defaulton | ValuesOn or off | What it doesMakes animal calls attract zombies nearby. |
AnimalTrackChanceAnimal track chance · advanced | Default4 | Values1 (Never), 2 (Extremely Rare), 3 (Rare), 4 (Sometimes), 5 (Often), 6 (Very Often) | What it doesHow likely animals are to leave tracks. |
AnimalPathChanceHunting path chance · advanced | Default4 | Values1 (Never), 2 (Extremely Rare), 3 (Rare), 4 (Sometimes), 5 (Often), 6 (Very Often) | What it doesHow likely a path for hunting animals is to be made. |
Firearms
| Setting | Default | Values | What it does |
|---|---|---|---|
FirearmUseDamageChanceAim-based gun damage · advanced | Default2 | Values1 (Disabled), 2 (Zombies only), 3 (All types of target) | What it doesSwaps chance-to-hit for chance-to-damage, so careful aiming matters more. |
FirearmNoiseMultiplierGunshot noise · advanced | Default1 | Values0.2 to 2 | What it doesHow far away zombies can hear gunshots. |
FirearmJamMultiplierGun jam chance · advanced | Default1 | Values0 to 10 | What it doesHow often guns jam, and 0 turns jamming off. |
FirearmMoodleMultiplierStatus effects on aiming · advanced | Default1 | Values0 to 10 | What it doesHow much moodles (status effects) change the chance to hit, and 0 turns it off. |
FirearmWeatherMultiplierWeather effects on aiming · advanced | Default1 | Values0 to 10 | What it doesHow much wind, rain and fog change the chance to hit, and 0 turns it off. |
FirearmHeadGearEffectHeadgear affects aiming · advanced | Defaulton | ValuesOn or off | What it doesLets headgear such as welding masks change the chance to hit. |
Map
| Setting | Default | Values | What it does |
|---|---|---|---|
Map.AllowMiniMapMini-map | Defaultoff | ValuesOn or off | What it doesLets players open a mini-map window. |
Map.AllowWorldMapWorld map | Defaulton | ValuesOn or off | What it doesLets players open the world map. |
Map.MapAllKnownFully revealed map | Defaultoff | ValuesOn or off | What it doesFills in the whole world map when a player starts the game. |
Map.MapNeedsLightMaps need light | Defaulton | ValuesOn or off | What it doesStops players reading maps unless there is a light. |
XP rates
| Setting | Default | Values | What it does |
|---|---|---|---|
MultiplierConfig.GlobalXP rate for all skills | Default1 | Values0 to 1,000 | What it doesHow fast all skills level up when the global rate is used. |
MultiplierConfig.GlobalToggleUse one XP rate | Defaulton | ValuesOn or off | What it doesMakes every skill use the global XP rate instead of its own. |
MultiplierConfig.FitnessFitness XP rate · advanced | Default1 | Values0 to 1,000 | What it doesHow fast the Fitness skill levels up, where 1 is the normal rate and higher is faster. |
MultiplierConfig.StrengthStrength XP rate · advanced | Default1 | Values0 to 1,000 | What it doesHow fast the Strength skill levels up, where 1 is the normal rate and higher is faster. |
MultiplierConfig.SprintingSprinting XP rate · advanced | Default1 | Values0 to 1,000 | What it doesHow fast the Sprinting skill levels up, where 1 is the normal rate and higher is faster. |
MultiplierConfig.LightfootLightfooted XP rate · advanced | Default1 | Values0 to 1,000 | What it doesHow fast the Lightfooted skill levels up, where 1 is the normal rate and higher is faster. |
MultiplierConfig.NimbleNimble XP rate · advanced | Default1 | Values0 to 1,000 | What it doesHow fast the Nimble skill levels up, where 1 is the normal rate and higher is faster. |
MultiplierConfig.SneakSneaking XP rate · advanced | Default1 | Values0 to 1,000 | What it doesHow fast the Sneaking skill levels up, where 1 is the normal rate and higher is faster. |
MultiplierConfig.AxeAxe XP rate · advanced | Default1 | Values0 to 1,000 | What it doesHow fast the Axe skill levels up, where 1 is the normal rate and higher is faster. |
MultiplierConfig.BluntLong Blunt XP rate · advanced | Default1 | Values0 to 1,000 | What it doesHow fast the Long Blunt skill levels up, where 1 is the normal rate and higher is faster. |
MultiplierConfig.SmallBluntShort Blunt XP rate · advanced | Default1 | Values0 to 1,000 | What it doesHow fast the Short Blunt skill levels up, where 1 is the normal rate and higher is faster. |
MultiplierConfig.LongBladeLong Blade XP rate · advanced | Default1 | Values0 to 1,000 | What it doesHow fast the Long Blade skill levels up, where 1 is the normal rate and higher is faster. |
MultiplierConfig.SmallBladeShort Blade XP rate · advanced | Default1 | Values0 to 1,000 | What it doesHow fast the Short Blade skill levels up, where 1 is the normal rate and higher is faster. |
MultiplierConfig.SpearSpear XP rate · advanced | Default1 | Values0 to 1,000 | What it doesHow fast the Spear skill levels up, where 1 is the normal rate and higher is faster. |
MultiplierConfig.MaintenanceMaintenance XP rate · advanced | Default1 | Values0 to 1,000 | What it doesHow fast the Maintenance skill levels up, where 1 is the normal rate and higher is faster. |
MultiplierConfig.WoodworkCarpentry XP rate · advanced | Default1 | Values0 to 1,000 | What it doesHow fast the Carpentry skill levels up, where 1 is the normal rate and higher is faster. |
MultiplierConfig.CookingCooking XP rate · advanced | Default1 | Values0 to 1,000 | What it doesHow fast the Cooking skill levels up, where 1 is the normal rate and higher is faster. |
MultiplierConfig.FarmingAgriculture XP rate · advanced | Default1 | Values0 to 1,000 | What it doesHow fast the Agriculture skill levels up, where 1 is the normal rate and higher is faster. |
MultiplierConfig.DoctorFirst Aid XP rate · advanced | Default1 | Values0 to 1,000 | What it doesHow fast the First Aid skill levels up, where 1 is the normal rate and higher is faster. |
MultiplierConfig.ElectricityElectrical XP rate · advanced | Default1 | Values0 to 1,000 | What it doesHow fast the Electrical skill levels up, where 1 is the normal rate and higher is faster. |
MultiplierConfig.MetalWeldingWelding XP rate · advanced | Default1 | Values0 to 1,000 | What it doesHow fast the Welding skill levels up, where 1 is the normal rate and higher is faster. |
MultiplierConfig.MechanicsMechanics XP rate · advanced | Default1 | Values0 to 1,000 | What it doesHow fast the Mechanics skill levels up, where 1 is the normal rate and higher is faster. |
MultiplierConfig.TailoringTailoring XP rate · advanced | Default1 | Values0 to 1,000 | What it doesHow fast the Tailoring skill levels up, where 1 is the normal rate and higher is faster. |
MultiplierConfig.AimingAiming XP rate · advanced | Default1 | Values0 to 1,000 | What it doesHow fast the Aiming skill levels up, where 1 is the normal rate and higher is faster. |
MultiplierConfig.ReloadingReloading XP rate · advanced | Default1 | Values0 to 1,000 | What it doesHow fast the Reloading skill levels up, where 1 is the normal rate and higher is faster. |
MultiplierConfig.FishingFishing XP rate · advanced | Default1 | Values0 to 1,000 | What it doesHow fast the Fishing skill levels up, where 1 is the normal rate and higher is faster. |
MultiplierConfig.TrappingTrapping XP rate · advanced | Default1 | Values0 to 1,000 | What it doesHow fast the Trapping skill levels up, where 1 is the normal rate and higher is faster. |
MultiplierConfig.PlantScavengingForaging XP rate · advanced | Default1 | Values0 to 1,000 | What it doesHow fast the Foraging skill levels up, where 1 is the normal rate and higher is faster. |
MultiplierConfig.FlintKnappingKnapping XP rate · advanced | Default1 | Values0 to 1,000 | What it doesHow fast the Knapping skill levels up, where 1 is the normal rate and higher is faster. |
MultiplierConfig.MasonryMasonry XP rate · advanced | Default1 | Values0 to 1,000 | What it doesHow fast the Masonry skill levels up, where 1 is the normal rate and higher is faster. |
MultiplierConfig.PotteryPottery XP rate · advanced | Default1 | Values0 to 1,000 | What it doesHow fast the Pottery skill levels up, where 1 is the normal rate and higher is faster. |
MultiplierConfig.CarvingCarving XP rate · advanced | Default1 | Values0 to 1,000 | What it doesHow fast the Carving skill levels up, where 1 is the normal rate and higher is faster. |
MultiplierConfig.HusbandryAnimal Care XP rate · advanced | Default1 | Values0 to 1,000 | What it doesHow fast the Animal Care skill levels up, where 1 is the normal rate and higher is faster. |
MultiplierConfig.TrackingTracking XP rate · advanced | Default1 | Values0 to 1,000 | What it doesHow fast the Tracking skill levels up, where 1 is the normal rate and higher is faster. |
MultiplierConfig.BlacksmithBlacksmithing XP rate · advanced | Default1 | Values0 to 1,000 | What it doesHow fast the Blacksmithing skill levels up, where 1 is the normal rate and higher is faster. |
MultiplierConfig.ButcheringButchering XP rate · advanced | Default1 | Values0 to 1,000 | What it doesHow fast the Butchering skill levels up, where 1 is the normal rate and higher is faster. |
MultiplierConfig.GlassmakingGlassmaking XP rate · advanced | Default1 | Values0 to 1,000 | What it doesHow fast the Glassmaking skill levels up, where 1 is the normal rate and higher is faster. |
Questions
Questions and answers.
- Where is SandboxVars.lua?
- Beside servertest.ini, in the Zomboid/Server folder of the account that runs the server. Its name starts with the server's name, so a server started as servertest reads servertest_SandboxVars.lua.
- Does a changed sandbox file affect a world that already exists?
- Mostly, yes: in our tests the server read the file at every start. The start date is the exception: settings like StartMonth only apply to a new world.
- Where do the presets come from?
- Rising, Outbreak, Extinction and Six Months Later are the game's own presets, read from its files (Build 42, Steam build 25485538). A preset changes only the settings it lists.
- Is this for Build 41 or Build 42?
- Build 42, the default Steam branch. Build 41 is on the legacy41 branch, and its sandbox settings may differ.
Next steps