7 Days to Die Server Config Generator

Build a complete, working serverconfig.xml for your 7 Days to Die dedicated server without hand-editing XML or guessing which <property> name the wiki renamed this patch. Tune blood moon frequency, zombie speed, loot abundance, difficulty, land claim durability, ports, and EAC — every setting here is verified against the current V1.0 / V2.x server. Pick a preset to start, tweak what you care about, copy the whole file. Vanilla only — Darkness Falls and other overhaul mods ship their own configs and aren't pretended-at here.

Server Identity

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Name, description, password, and which save the server loads. The two that catch people are GameName (it picks the save folder — change it and you load a different or empty game) and GameWorld (Navezgane vs a random RWG map). Get those right before anyone joins.

The name shown in the in-game server browser. Make it searchable — people find your server by typing part of this. Defaults to "My Game Host", which is what every un-configured server is also called, so change it unless you enjoy being one of a thousand "My Game Host" entries.

Short blurb under your server name in the browser. One line of "PvE, no wipes, friendly" does more to fill slots than the name does. Defaults to a generic "A 7 Days to Die server".

Optional link to your Discord, rules page, or community site — it shows as a clickable link on the server's browser entry. Empty by default. Worth filling in if you run a community server people might want to find again.

Leave blank for an open public server; set a password to make it private (friends still join via the browser or direct connect with the password). Empty by default. A password is the simplest way to keep a co-op game from filling with strangers.

If set, players see this message and must click "OK" before they finish connecting — handy for a rules notice or a "this server wipes on Sundays" warning. Empty by default (no prompt). Keep it short; it's a popup, not a manifesto.

The region your server is filed under in the browser, so nearby players can filter for low-ping servers. Set it to where the box actually lives, not where you wish it lived — mislabeling it just annoys the players who join expecting good ping. Defaults to NorthAmericaEast.

Default language for server-side text, using the English name of the language (e.g. English, German, French). Defaults to English. Mostly cosmetic for the browser listing — clients still see the game in their own language setting.

This picks the save folder, not just a label. The server stores its world and player data under this name; change it on a live server and you boot into a different — usually empty — save while the old one sits untouched on disk. Defaults to "My Game". Set it once and leave it alone unless you deliberately want a fresh save.

Which map to load: Navezgane (the handcrafted map), PREGEN01PREGEN03 (pre-generated random maps that ship with the game), RWG (generate a fresh random world from the seed and size below), or the exact folder name of a custom world. Defaults to Navezgane. Only RWG uses the seed and size settings — everything else ignores them.

The text seed used to generate a random world — same seed plus same size always produces the same map. Ignored unless GameWorld is set to RWG; Navezgane and the PREGEN maps don't use it. Defaults to "asdf" (yes, really). Pick something memorable if you might want to regenerate the same world later.

6144

Size of a generated RWG world in metres per side — must be a multiple of 2048, and the engine silently snaps anything that isn't. Bigger maps mean longer generation time and more RAM. Defaults to 6144. Ignored unless GameWorld is RWG. 8192 is a common "big but not punishing" choice.

Networking & Ports

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Port, browser visibility, and the transport protocols. The big gotcha: 7DTD uses three consecutive ports starting at the one you set (port, port+1, port+2), so leave a gap when you run multiple servers and forward all three.

26900

The base game port. 7DTD actually uses this port plus the next two (port+1 and port+2) for game traffic, so forward all three on your router and leave at least a 3-port gap between servers on one box. Default 26900 opens 26900–26902. Sticking to 26900–26905 or 27015–27020 keeps you in the range Steam's LAN discovery expects.

Who can see the server in the browser. 2 — Public (listed for everyone, the default), 1 — Friends only (only your Steam friends see it), 0 — Not listed (hidden; players must direct-connect by IP). Drop to Not listed for a private game you don't want strangers stumbling into.

Comma-separated list of transports to turn off — the options are LiteNetLib and SteamNetworking. The default disables SteamNetworking, leaving LiteNetLib for direct connections. Disabling the wrong one (or both) kills connectivity, so only touch this if you know which transport your players actually use.

512

Caps how fast the server sends world chunks to a connecting player, in KiB/s. Higher gets people in-game faster but eats upload bandwidth; lower protects your connection at the cost of longer joins. Default 512, and the engine silently caps the useful maximum around 1300.

Slots & Admin

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How many players fit and who gets to skip the queue. Reserved slots are carved out of the max; admin slots are extra on top of it. Permission levels run 0 (server owner) to 1000 (default player), lower = more powerful.

8

Total concurrent players allowed. Default 8. Each extra player costs CPU and RAM and spawns more zombies, so don't set 64 on a box that can barely hold 8 — performance falls off a cliff long before the slot limit on modest hardware.

0

Slots held open for players at or above the reserved permission level, so regulars can always get in even on a full server. These are taken out of Max Player Count — set 8 max with 2 reserved and the general public can only ever fill 6. Default 0.

100

The permission level a player needs to claim a reserved slot — anyone at this number or lower qualifies. Remember permission 0 is the owner and 1000 is a default player, so lower means more privileged. Default 100 roughly means "trusted regulars and staff".

0

Extra slots that open up above Max Player Count specifically for admins, so staff can always join even when the server is genuinely full. Unlike reserved slots, these are bonus capacity, not carved out of the max. Default 0.

0

The permission level required to use an admin slot — players at this number or lower get in. Default 0, meaning only the server owner / top-level admins qualify. Raise it if you want a wider staff group to share the bonus slots.

Admin Interfaces — Telnet & Web

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Remote control surfaces: the legacy web control panel, Telnet, and the terminal window. Anything you expose to the network needs a password and a firewall — an open admin port is an open invitation to lose your server.

Turns on the built-in legacy web admin panel. It's dated and most hosts use a third-party tool (or the in-game console) instead, so it's off by default. If you do enable it, set a real password below — the default CHANGEME is exactly as safe as it sounds.

8080

TCP port for the web control panel. Default 8080. Only relevant when the panel is enabled, and it must not collide with the Telnet port or your game ports. Forward it only if you actually need remote browser access.

Change this. It ships as the literal string CHANGEME, and if you enable the control panel without changing it, anyone who finds the port has full admin over your server. There is no scenario where leaving it as CHANGEME on an exposed panel ends well.

Enables the Telnet admin interface that most management tools (and restart scripts) connect through. On by default. Leave it on if you use any external tooling; the password field below controls whether it's reachable from off-box.

8081

TCP port the Telnet interface listens on. Default 8081. Keep it different from the control panel port and your game ports. If you ever expose it beyond localhost, firewall it down to your own admin IP.

Here's the safe quirk: leave this empty and Telnet binds to localhost only — reachable from the same machine but not the network, which is the right default for a home server. Set a password and Telnet opens to remote connections, so only do that if the port is firewalled to admins. Empty by default.

10

How many wrong Telnet passwords an IP can try before it's temporarily banned. Default 10. Lower it to clamp down on brute-force attempts against an exposed Telnet port; 0 disables the limit (not recommended on a public box).

10

How long, in seconds, an IP stays blocked after hitting the failed-login limit. Default 10. Bump it to minutes if you're seeing persistent brute-force traffic — a longer cooldown makes guessing impractical.

Shows the server's console output in a window (Windows only). On by default. Turn it off for headless or service-run servers where nobody's watching the desktop, or when you redirect logs elsewhere. No effect on Linux.

Difficulty

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The combat dial plus block-damage and XP multipliers. GameDifficulty scales how much damage you take and deal; the block-damage percentages decide how fast bases get chewed up; XP sets the leveling pace.

Overall combat difficulty, from 0 — Scavenger (zombies are pushovers) to 5 — Insane (you are made of paper). It mostly changes how much damage you deal and take, not zombie count. Default is 2 — Nomad, the intended baseline. Most groups sit at 2–3; Insane is for people who like dying.

100

Percentage of damage players deal to blocks when mining or demolishing. Default 100 (normal). Raise it to speed up base teardown and mining; lower it if you want building to feel more deliberate. Doesn't touch how fast zombies destroy your walls — that's the next two settings.

100

Percentage of damage zombies and animals deal to blocks outside blood moons — i.e. how fast a regular wandering horde tears into your base. Default 100. Lower it for a forgiving build experience; raise it to make daytime defense actually matter.

100

Block damage zombies deal specifically during blood moon hordes — the setting that decides whether your horde base survives the night. Default 100. This is the one to lower if blood moons keep flattening your defenses faster than you can repair, or raise for a real test of your build.

100

Global experience multiplier as a percentage. Default 100 (vanilla pace). 150–200 is the sweet spot for a casual server where people have day jobs and don't want a 200-hour grind; drop below 100 to stretch progression out. Range is 1–1000 if you want absurd.

Day/Night & Blood Moon

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Day length, how much of it is daylight, and the blood moon schedule. Note that several of these flag your server as "Modded" in the public browser the moment they leave default — harmless, but worth knowing.

60

Real-world minutes per full in-game day. Default 60. Shorter days mean blood moons arrive faster in real time; longer days stretch each cycle out. Any value other than 60 flags the server as Modded in the browser — purely a label, but it can filter you out of some players' searches.

18

How many of the 24 in-game hours are daylight. Default 18, leaving 6 hours of dangerous night. Lower it for longer, scarier nights; raise it toward 24 for an easier server where zombies rarely get their speed bonus. Pairs with Day/Night Length to set the real-time night window.

7

How many days between blood moon horde nights. Default 7 (the classic "7 days to die" cadence). Set it to 10–14 for a gentler server with more build time between hordes. Set it to 0 and blood moons never happen at all — no horde nights, ever, which some pure-builder servers actually want.

0

Random wobble around the blood moon day, in days. Default 0 means hordes land exactly on schedule (day 7, 14, 21…). Set it to 2 and a "day 7" horde could fall anywhere from day 5 to day 9, so players can't perfectly pre-build. Good for keeping veterans on their toes.

8

The in-game hour on horde day when the red countdown warning appears. Default 8 (8am), giving players the whole day to prep. Set it to -1 to disable the warning entirely — combine that with a non-zero Blood Moon Range for genuinely surprise hordes.

Zombies

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Speed is the single biggest difficulty lever in 7DTD — far more than GameDifficulty. There are four separate speed settings (day, night, feral, blood moon) so you can keep daytime relaxed and nights terrifying. Sprinting zombies turn a casual server hardcore overnight.

Master switch for all enemy spawning. On by default — turn it off and the world has zero zombies, anywhere, ever (blood moons included). Only useful for a pure building or creative server. Leave it on for an actual survival game.

Normal vs Feral zombie toughness baseline. 0 — Normal (default) is standard health and damage; 1 — Feral makes every zombie a tougher, more aggressive feral variant. Feral is a big step up — pair it with slower speeds if you don't want a brutal server.

When zombies get their heightened "feral sense" that lets them home in on you through walls and across distance. 0 — Off (default), 1 — Day, 2 — Night, or 3 — All the time. Turning this on (especially All) makes stealth far harder and bases far easier to find.

How fast normal zombies move during the day. Default 0 — Walk, the classic shambling daytime threat. Each step up (Jog, Run, Sprint, Nightmare) makes daytime dramatically more dangerous. Most servers keep days at Walk or Jog and save the speed for night.

Movement speed for normal zombies at night. Default 3 — Sprint, which is why nights are the dangerous part of vanilla. Drop it to Run or Jog for a more forgiving server, or bump it to Nightmare if your group wants nights to be genuinely terrifying.

Movement speed for feral zombies specifically, regardless of time of day. Default 3 — Sprint. Ferals are already tougher, so leaving them fast keeps them threatening; setting them to Nightmare makes encountering one a genuine "run" moment.

Movement speed for the blood moon horde. Default 3 — Sprint. This sets the tempo of horde night — Walk makes it a manageable siege, Nightmare makes it a frantic last stand. Tune it alongside Blood Moon block damage to dial horde night exactly where your group likes it.

8

Target number of blood moon zombies alive per player at once. Default 8. It's a ceiling, not a guarantee — the actual count is also capped by Max Spawned Zombies (the whole-map limit) and scaled by party gamestage, so a big group can hit the map cap long before everyone gets their full 8. Raising this past your hardware's comfort zone just causes lag.

Loot & Air Drops

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How much loot the world hands out and how often containers refill. Loot abundance is the fastest way to set the economy's tone — and like the day-length and death settings, anything off default flags the server as Modded.

100

Percentage multiplier on how much loot containers contain. Default 100 (vanilla scarcity). 150–200 is the standard "casual server" boost that keeps progression brisk; drop below 100 for a punishing scavenge economy. Any value other than 100 flags the server as Modded in the browser.

30

In-game days before an emptied lootable container refills. The official default is 30, which on a long-running server effectively means "loot a POI once and it's dry forever." Many hosts drop this to 7 so cleared towns become worth revisiting. Set 0 to disable respawning entirely.

72

Game-hours between supply plane air drops. Default 72 (every three in-game days). Lower it for a more generous, action-y server where the loot plane is a regular event worth racing to. Set it to 0 and air drops stop entirely.

Whether air drops show a map/compass marker. Off by default, so players have to spot the plane and track the crate by eye — a small survival challenge. Turn it on for convenience (and to reduce "where did it land" chat) on a more casual server.

Death & Bedroll

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What you drop when you die or quit, plus bedroll spawn-protection rules. The death-drop setting is one of the most-felt knobs on any server — and one of the ones that flags you Modded if you move it off default.

What happens to your inventory when you die. Default 1 — Everything (full loot drop, vanilla). 0 — Nothing keeps it all (popular on casual servers), 2 — Toolbelt only and 3 — Backpack only are middle grounds, and 4 — Delete all is brutal permadeath of gear. Any value other than 1 flags the server as Modded.

What you drop when you log out — an anti-combat-logging measure. Default 0 — Nothing. The other options (Everything, Toolbelt only, Backpack only) punish quitting mid-fight to escape danger. Note there's no "delete all" option here — quitting can drop gear but never destroys it.

15

Radius in blocks around a placed bedroll where zombies won't spawn — your safe sleeping area. Default 15. Larger zones make a base feel safer but can suppress spawns over a wide area; smaller zones keep the danger close. This is spawn suppression, not a force field — wandering zombies can still walk in.

45

Real-world days a bedroll stays active after the owner last logged in, before the game stops treating it as their spawn. Default 45. Lower it to clean up abandoned spawns on a busy server; raise it so occasional players don't lose their respawn point between sessions.

PvP

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Player-versus-player rules and new-player protection. The killing mode is the master switch — set it to "No killing" for a pure PvE server, or open it up and use the safe-zone settings to keep fresh spawns from being farmed.

The master PvP switch. 0 — No killing makes it a pure PvE server (nobody can hurt anyone). 1 — Kill allies only, 2 — Kill strangers only (party-safe PvP), and 3 — Kill everyone (full free-for-all, the default). Pick 0 for co-op survival, 2 for a friendly-fire-off PvP server.

100

How close party members must be (in blocks) to share kill XP and quest credit. Default 100. Larger ranges let a spread-out party still share rewards while clearing a big POI; smaller ranges require you to actually stick together. Mostly matters for co-op quest progression.

When on, only players who've been explicitly allowed (whitelisted via admin tools) can join, and their profiles persist server-side. Off by default (anyone meeting the visibility/password rules can join). Turn it on for a locked-down, members-only server. Don't enable it before you've added yourself, or you'll lock yourself out.

5

Players at or below this character level get a protected zone around their spawn where enemies won't spawn — new-player breathing room. Default 5. Raise it to shield newcomers longer on a tough server; set 0 to disable the protection entirely. Works with Safe Zone Hours below.

5

How many in-game hours a new player's safe zone lasts. Default 5. Combined with Safe Zone Level, this gives fresh spawns a finite grace period to find their feet before the world turns hostile. Longer hours = gentler onboarding; 0 turns it off.

Enables creative/cheat mode access (free building, the creative menu) for the server. Off by default, and you almost always want it off on a survival server — it trivializes the whole game. Turning it on flags the server as Modded. Only enable it for a dedicated build or test world.

Land Claim

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Land claim blocks protect your base. The counter-intuitive part trips up everyone: a durability modifier of 0 means indestructible, not unprotected. The rest controls how many claims you get, how big they are, and how fast they decay when you're offline.

1

How many land claim blocks each player can have placed at once. Default 1 (one protected base). Raise it to let players protect a main base plus outposts or a horde base — common on co-op servers — but more claims means more of the map locked down per person.

41

Width in blocks of the square protected area, centered on the claim block. Default 41 (a 41×41 footprint). Keep it odd — an even number can't center perfectly on the keystone, so the game expects odd values. Bigger claims protect more but let players wall off larger chunks of the world.

30

Minimum spacing in blocks between one player's claim and another player's, so people can't box each other in. Default 30. Larger dead zones spread bases out and reduce griefing-by-proximity; smaller ones let a tight-knit group cluster their bases together.

7

Real-world days a player can be offline before their land claim stops protecting their base and it becomes vulnerable. Default 7. Raise it so people who play weekly don't come back to a raided base; lower it to recycle abandoned bases faster on a busy server. Works together with the decay mode below.

How protection fades while a player is offline, up to the expiry time. 0 — Slow/Linear (default) eases protection down gradually, 1 — Fast/Exponential drops it off quickly, and 2 — None keeps the base fully protected right up until the expiry moment, then it's open. Choose 2 for a forgiving server, 1 for a cutthroat one.

4

Multiplier on block hardness inside a claim while the owner is online. Default 4 (blocks are 4× tougher to destroy). Higher = harder to raid; set it to 0 and claimed blocks become outright indestructible — not unprotected, indestructible. That's the single most misread land-claim setting, so be deliberate with 0.

4

Same hardness multiplier, but for when the owner is offline. Default 4. Again, 0 means indestructible, not unprotected — set it to 0 and an offline player's base literally cannot be damaged (great for casual servers, terrible for PvP raiding economies). Pair with the offline delay below.

0

Minutes after a player logs off before the offline durability modifier kicks in. Default 0 (offline rules apply immediately). Set it to, say, 30 so a player who rage-quits a raid doesn't instantly get the offline protection bonus — a common anti-abuse tweak on PvP servers.

Performance & Dynamic Mesh

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The settings that decide whether your server runs smoothly or chugs. The two spawn caps are the big ones — and Max Spawned Zombies is a hard ceiling that overrides the per-player blood moon count. Dynamic mesh (collapsing structures) is gorgeous and expensive.

64

Hard cap on the total number of zombies alive across the entire map at once. Default 64. This overrides Blood Moon Enemy Count — if the per-player horde math exceeds this number, this wins. It's also the biggest performance lever: pushing past ~80 hurts framerate and server tick on most hardware, big group or not.

50

Whole-map cap on living animals (deer, boars, wolves, bears, etc.) at once. Default 50. Like the zombie cap, it's a performance dial — lower it on a strained server, but go too low and hunting for food and hides gets frustratingly sparse.

12

The farthest view distance (in chunks) the server lets clients request. Default 12 (the max). The engine silently clamps this to the 6–12 range, so values outside it do nothing. Lowering it reduces how much world the server has to stream and simulate per player — a real win on a busy or under-powered box.

131072

How many explored map chunks the server stores per player before old ones get trimmed. Default 131072 (effectively "all of it"). It controls memory used by each player's revealed map; the default is generous, and you'd only lower it on a server pushing extreme map exploration into RAM limits.

Enables the dynamic mesh system that lets damaged structures collapse and deform realistically. On by default. It's a big part of the modern feel of base destruction, but it's also CPU- and RAM-hungry — turning it off is a meaningful performance win on a struggling server.

Restricts dynamic mesh processing to areas inside land claims, instead of the whole map. On by default, and you almost always want it on — it keeps the expensive mesh work focused on player builds rather than every random POI, which is far easier on the server. Only relevant when Dynamic Mesh is enabled.

3

Extra chunk buffer around each land claim where dynamic mesh still applies, so destruction near the edge of your base still behaves correctly. Default 3. Larger buffers extend the realistic-collapse zone outward at some CPU cost; only matters with Land Claim Only mode on.

3

How many dynamic mesh regions the server keeps cached in memory at once. Default 3. Higher uses more RAM in exchange for smoother repeated destruction in the same areas; keep it low on a memory-constrained server. Only relevant with Dynamic Mesh enabled.

Anti-Cheat & Logging

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EasyAntiCheat plus command-log and Twitch-integration settings. The EAC choice is the big one and it's binary: it's required for console/crossplay and it blocks most mods. You can't have both.

EasyAntiCheat. This is a mutually-exclusive choice: it must be on for console players and crossplay to connect, and it must be off for most server mods to load. On by default. There's no middle ground — decide whether you're running a vanilla/crossplay server or a modded one, and set this accordingly.

Controls where admin command usage is logged (or hidden). 0 — Show all (default), 1 — Hide from Telnet/panel, 2 — Also hide from remote, 3 — Hide everything. Hiding it keeps nosy co-admins from seeing every command you run, but it also reduces your own audit trail — leave it at 0 unless you have a reason.

90

The permission level a player needs to use Twitch integration features on the server. Default 90. Remember lower numbers are more privileged (0 = owner, 1000 = default player), so 90 limits Twitch features to fairly trusted players. Raise it toward 1000 to let everyone use it.

Whether Twitch-integration events are allowed to fire during blood moon nights. Off by default — horde night is usually chaotic enough without viewers spawning extra surprises. Turn it on if you're a streamer who wants the audience to be able to crank up the horde.

About the 7 Days to Die Server Config Generator

The 7 Days to Die dedicated server reads its entire configuration from a single file: serverconfig.xml. It's a flat list of <property name="…" value="…" /> lines wrapped in a <ServerSettings> block — no sections, no nesting, just one line per setting. This generator builds the whole file for you with every property at the value you choose, so you can paste in a complete, valid config instead of hand-editing XML and praying you didn't typo a property name that The Fun Pimps quietly renamed two patches ago. Everything here is verified against the current V1.0 / V2.x server.

Where serverconfig.xml lives

It sits in the root of your 7 Days to Die Dedicated Server install folder (the same directory as 7DaysToDieServer.exe / the Linux binary). Your start script or launcher points at it with -configfile=serverconfig.xml. The actual save data — the world and player files — lands wherever GameName tells it to, under the game's user data directory, not in the install folder. Back up the stock serverconfig.xml before dropping a new one in, so you always have a known-good fallback.

RWG vs Navezgane — the world settings that confuse everyone

GameWorld decides which map loads. Navezgane is the handcrafted map; PREGEN01–PREGEN03 are pre-built random maps that ship with the game; RWG generates a brand-new random world from WorldGenSeed and WorldGenSize. The catch: the seed and size settings only do anything when GameWorld is exactly RWG. Set them all you like on a Navezgane server and nothing changes — the map is fixed. If you want a custom random world, set GameWorld to RWG first, then pick your seed and size (size must be a multiple of 2048).

GameName picks the save folder, not just a label

This one bites people: GameName isn't cosmetic. The server stores its world and player data in a folder named after it, so changing GameName on a running server quietly loads a different — usually empty — save while your real progress sits untouched on disk under the old name. Decide on a GameName before launch and leave it alone unless you genuinely want a fresh start.

EAC vs mods — you can't have both

EasyAntiCheat (EACEnabled) is the most consequential toggle in the file, and it's strictly either/or. EAC on is required for console players and crossplay to connect, and it blocks the kind of code injection most server mods rely on. EAC off lets mods load but locks out console/crossplay and drops your anti-cheat protection. There is no setting that gives you modded crossplay — decide which kind of server you're running and set this one knob accordingly. Note that big overhaul mods like Darkness Falls bring their own configs entirely; this generator covers vanilla.

The settings that flag your server "Modded"

The public browser tags a server as Modded the moment certain gameplay values leave their defaults — even with no actual mods installed. The usual culprits are DayNightLength ≠ 60, LootAbundance ≠ 100, XPMultiplier ≠ 100, DropOnDeath ≠ 1, and creative mode (BuildCreate) on. The "Modded" tag is harmless — your server still works exactly as configured — but some players filter it out of their search, so it's worth knowing why a vanilla-feeling server might show up tagged.

Ports — there are three, not one

7 Days to Die uses three consecutive ports starting at ServerPort: the port itself, plus the next two (port+1 and port+2). Default 26900 actually opens 26900, 26901, and 26902. Forward all three on your router and open them on your firewall, and leave at least a three-port gap between servers if you run more than one on a box. Forgetting the +1/+2 ports is a classic reason a freshly-set-up server won't connect even though everything else looks right. Staying inside 26900–26905 or 27015–27020 keeps you friendly with Steam's LAN discovery.

Blood moon — the heartbeat of the server

BloodMoonFrequency sets the days between horde nights (default 7 — the game's namesake). Set it to 0 and blood moons simply never happen, which a few pure-builder servers genuinely prefer. BloodMoonRange adds random wobble so hordes don't land on a perfectly predictable schedule, and BloodMoonWarning sets the hour the red countdown appears (or -1 to remove the warning entirely for true surprise nights). The per-player BloodMoonEnemyCount is a target ceiling, not a promise — it's still bounded by MaxSpawnedZombies, the whole-map cap, and scaled by your party's gamestage.

Land claim durability: 0 means indestructible

The most-misread settings in the whole file are LandClaimOnlineDurabilityModifier and LandClaimOfflineDurabilityModifier. They multiply how tough claimed blocks are — default 4 means 4× normal hardness. Setting either to 0 does not remove protection; it makes claimed blocks completely indestructible. That's perfect for a casual server where you never want offline bases touched, and exactly wrong for a PvP server with a raiding economy. Pair the offline modifier with LandClaimOfflineDelay so a player can't rage-quit a raid and instantly gain offline protection.

What's NOT in here (and why)

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