Conan Exiles Server Config Generator
Build a working ServerSettings.ini, the Engine.ini snippet that lets you raise the player cap past 40, and the start_server.bat (or Linux start_server.sh) for your Conan Exiles dedicated server. Sliders for the multipliers, toggles for the PvP/PvE switches, dropdowns for community type and nudity. Vanilla only — modded servers live in their own config ecosystem and aren't pretended at here.
Server Identity
Browser-facing name, MOTD, passwords, anti-cheat, nudity cap. The community-type and region settings drive how players find your server in browser filters.
Engine.ini) and a few settings added/removed. This tool's core config still applies — full rundown in the notes below the form. Running the old build? Use the conan-exiles-legacy Steam branch.
The name players see in the in-game server browser. Keep it short and searchable — Conan's browser shows a limited number of characters per row, and emoji/special characters can break sort order on some panels.
Shown to players when they connect. Use it for rules, Discord invite, wipe schedule. Stays empty in vanilla.
Required to join. Leave blank for an open public server. Not the same as the admin password — keep them different.
Lets you flip the Make-Me-Admin button in-game and run admin commands. Required for any real moderation. Use a long random string — anyone who guesses this can ghost-mode, spawn items, and wipe characters.
Funcom's anti-cheat. On by default and should be — turning it off invites cheaters on public servers within hours. Only flip off on a private dev box where you're testing mods that don't pass BattlEye signature checks.
⚠ Legacy (UE4) branch only: the Enhanced (UE5) update (May 2026) removed IsVACEnabled — it's ignored on Enhanced servers (BattlEye is unaffected). On the Legacy branch it layers with BattlEye on public servers. Leave on.
Server-wide nudity cap. 0 = None. 1 = Partial. 2 = Full (the default). Some hosts and platforms force this lower regardless of what you set.
⚠ Legacy (UE4) branch only: the Enhanced (UE5) update (May 2026) removed ServerCommunity — it's ignored on Enhanced servers. (Legacy) browser filter tag: Purist = vanilla. Relaxed = boosted rates. Hard Core = harsh multipliers + permadeath flavor. Role Playing = RP rules. Experimental = mods or untested rules. Pick the one that matches what you actually run; mismatches get reported.
Region tag for the browser. Drives default filtering when players search "near me" — pick where the server actually is, not where you wish it was. (Note: the real INI key starts with lowercase s — serverRegion= — not capital S. Conan is case-sensitive on this one.)
Whether the in-game proximity voice chat is enabled on this server. Default on. Off forces players to use external voice (Discord, etc). (Note: lowercase s in serverVoiceChat.)
Allows Steam Family Sharing accounts to join; off reduces ban-evasion via shared libraries.
Queues players when the server is full instead of rejecting them outright.
Kicks players whose ping exceeds this value; 0 means no ping limit.
Seconds of inactivity before an AFK player is kicked; higher is more lenient.
Only kicks AFK players once the server is at least this percent full; lower kicks idlers sooner.
Controls the online player list: 0=hide the count and names, 1=show them.
Seconds a disconnected character lingers in-world before being removed; higher protects against brief drops.
World & Network
Player cap, game and query ports, sandstorms. MaxPlayers above 40 has to live in Engine.ini — ServerSettings.ini's cap silently fails. That's the #1 most-googled Conan admin question and the reason the Engine.ini tab exists in this generator.
Lives in Engine.ini, not ServerSettings.ini. Conan's ServerSettings cap is 40; to go higher (up to ~70 stable) you have to override in Engine.ini under [/Script/Engine.GameSession]. This generator handles that automatically — the Engine.ini tab shows the snippet when you raise this above 40.
UDP port players connect on. Default 7777. Lives in the launch script as -Port= so it binds at startup. Change if you're running multiple Conan servers on one box.
Port the Steam server browser queries for server info (name, player count). Default 27015. Without this set, your server may show up empty or not at all in the browser.
Whether periodic sandstorms sweep across the Exiled Lands map. Default on. Doesn't apply to Isle of Siptah maps (no sandstorms there). Turn off if you want a calmer base-building experience.
Game Mode & PvP Rules
PvP/PvE toggles, building-damage rules, ownership flags. For full PvE-Conflict (PvP only during specific hours), set the time-window toggles in the next section below.
Master PvP switch. Off = PvE server (players can't damage each other). On = open PvP. For PvE-Conflict (PvP only during set hours), turn this on AND use the Time-Restricted PvP settings below.
Fast-progression PvP ruleset Funcom added for short-cycle servers. Players hit higher tiers faster. Niche but real — turn on for a "weekend wipe" style server.
On = players can attack and destroy other players' structures (true PvP raiding). Off = building-immune even on PvP servers (PvE-Conflict basis). One of the most-tweaked toggles for setting up "raid-window" servers.
On (default) = players drop everything when killed. Off = keep gear on respawn. PvP servers almost always keep this on; PvE casual servers sometimes turn it off so a stray croc doesn't ruin a 4-hour gathering session.
On (default) = anybody can loot the corpse of a dead player. Off = only the player who died can recover items from their own corpse. Most PvP servers tune this — some leave it open for true wild-west PvP, others turn it off so kills only reward the killer.
On (default) = your body remains in the world after logging off, in an unconscious state — raidable on PvP servers. Off = body vanishes on logout. PvE/casual servers often turn this off so an offline player can't be looted.
On = no ownership at all. Any player can loot any chest, use any crafting station, dismantle any building. Off (default) = normal ownership rules. Used for very specific public-build / sandbox-creative servers.
Off (default) = only clan/owner can open chests. On = anyone can take from any container (but doors and crafting stations still lock). PvE-RP servers sometimes use this for "communal storage" experiments.
Cap on members per clan. Default 10. Small caps (4–6) keep PvP balanced; large caps (20+) suit big PvE communities. Setting to 1 effectively disables clans. (Note: real INI key is lowercase clanMaxSize=, not capital C — case matters.)
Hours a logged-off player's body stays in the world and lootable; 168 is one week.
Block building on points of interest to keep landmarks clear of bases.
PvP & Raid Schedule
Conan's official PvE-Conflict ruleset — restrict combat and base-raiding to time windows, independently and per day. Every day is its own row, so "PvP on Monday only" or "raids only on the weekend" are one row away. Times are 24-hour HHMM (1800 = 6pm; 0 = off). Leave the master switches off for full-time PvP.
On = player-vs-player combat only happens inside the Combat (PvP) windows below. Off (default) = PvP follows the master PVPEnabled switch 24/7.
On = bases can only be damaged inside the Base raiding windows below (independent of combat). The classic "raid window" — fight any time, raid only Fri–Sat nights.
When raiding is scheduled, also stop players from placing new structures outside the raid window — not just damaging them. Off by default.
Survival: Hunger, Thirst & Stamina
Food and water drain (active vs idle), stamina costs. The grind-comfort settings — most boosted servers bump these to forgiving values. Active = drain rate while moving/fighting. Idle = drain rate while standing still.
How fast you get thirsty while doing things. Default 1.0. Drop to 0.5 to halve the rate — popular on community servers to reduce water-trip frequency.
How fast you get hungry while moving and fighting. Default 1.0. Most boosted servers run 0.5 here.
How fast you get thirsty while idle (standing, sitting, watching crafting). Drop on RP servers where players spend a lot of time talking at the camp.
How fast you get hungry while idle. Same logic as idle thirst — community servers ease this.
How much stamina sprinting, jumping, and swinging weapons costs. Higher = exhaust faster. Lower this on PvE to make exploration less punishing.
How fast players accumulate corruption (the dark-magic mechanic). Set to 0 to disable corruption entirely — popular on PvP servers where corruption-related stat loss is annoying.
How fast entertainer thralls remove player corruption. Higher = faster cleansing. Bumping this means corruption is less of a long-term issue.
Extra corruption gained from casting sorcery; higher punishes spellcasting more.
Passive health regeneration speed; higher heals faster, 0 disables passive regen.
Base player walk/run speed; higher moves faster across the map.
Player sprint speed; higher lets you sprint faster.
Carry-capacity multiplier; higher lets you haul more before getting encumbered.
How fast stamina refills; higher recovers stamina quicker.
Combat & Damage
Damage dealt and taken — by players, thralls, NPCs. Friendly fire, durability, and how fast NPCs respawn. Tune PvP and PvE balance independently.
How hard you hit. Raise on PvE for faster boss fights; raise carefully on PvP since it makes combat lethal.
How much damage you take. Lower = tankier players, more forgiving combat.
How hard wild NPCs hit you. Higher = more dangerous world, more reliance on armor and dodge timing.
How much damage NPCs take from you. Lower = tankier mobs (good if you find bosses melt too fast).
How much damage your thralls (followers/pets) deal to players specifically. Default 1.0. Funcom has nerfed this several times — many community PvP servers raise it slightly (1.2–1.5) so base-defending thralls are useful again. (Real INI key: ThrallDamageToPlayersMultiplier.)
Damage between players in the same clan. Set to 0 to disable friendly fire entirely — popular on PvE servers and casual community servers where accidents happen.
How much durability weapons and armor lose per use. Lower = items last longer. Set to 0 for indestructible items. Heads-up: Funcom acknowledges this only affects weapons and shields in vanilla — armor durability isn't actually scaled by it without a mod.
How fast NPCs respawn after dying. Default 1.0 (30 seconds). Note: many specific NPCs ignore this value, so don't expect dramatic changes for boss creatures.
How long a knocked-out (truncheoned) NPC stays unconscious before waking up. Default 600 (10 minutes). Longer = less risk of your KO target waking before you wheel them.
Scales NPC health pools; raise for tankier enemies, lower for quicker kills.
Scales knockback NPCs receive when hit; higher sends them flying, 0 removes knockback.
Scales the world NPC spawn cap; raise for a denser world, lower to thin out enemies.
Sets how far NPCs detect players in game units; higher aggros from farther away.
Scales knockback players receive when hit; higher sends you flying, 0 removes knockback.
Sets combat difficulty: 0 normal, 1 easier, 2 hardcore (advanced).
Scales how fast knockout/concussion builds on thralls and players; higher knocks out sooner.
Harvesting & Crafting
Gather rates, craft costs and times, thrall taming speed, food spoilage. The progression dials. Boosted-rates servers cluster their tuning here — 2× harvest, 0.5× craft time, 0.3× thrall conversion is the most-shared community template.
How much you get per resource node hit. Default 1.0. The single most-tweaked Conan setting. 2× cuts gathering time in half without trivializing it; 5× turns it into a checkbox.
How fast harvested nodes (trees, rocks) regrow. Higher = faster regrowth. Bump on busy servers to keep the world from looking strip-mined. (Heads-up: tooltip on this one is reversed from how it actually behaves — higher value = faster respawn here.)
How long crafting takes. Lower = faster. 0.5 halves it — universal QoL tweak. (Yes, the real INI key is ItemConvertionMultiplier — with the "Convertion" typo. Funcom's spelling, not ours, but it has to match.)
Multiplier on resources required to craft an item. Lower = less material per craft. 0.5 halves the cost of every recipe. Combine with HarvestAmountMultiplier above for proper boosted-server tuning.
How fast knocked-out thralls convert in the Wheel of Pain. Lower = faster. 0.3–0.5 is common on community servers — a T4 named thrall taking ~25 minutes feels great; 12 hours feels like punishment.
How long fuel units last in furnaces, campfires, and refineries. Higher = fuel lasts longer. Bump on community servers so admins aren't constantly topping off the smeltery.
How fast food spoils. Lower = food lasts longer. Set to 0 to disable spoilage entirely — popular on PvE-RP servers where filling your fridge is the point. (Note: real key uses Scale not Multiplier.)
Multiplier on the time to grow pets in the Animal Pen. Lower = pets grow faster.
How far a crafting station reaches into nearby chests for materials, in cm (4000 = 40m; 0 = off). Bigger isn't always better: a larger radius raises crafting material cost, and the game only scans ~25–28 nearby containers no matter the radius — so very large values add server overhead without reaching more storage.
How far building placement reaches into nearby chests for materials, in cm (4000 = 40m; 0 = off). Same caveat as craft range — only ~25–28 containers are scanned regardless of radius, so huge values just add overhead.
How far your personal (inventory) crafting reaches into nearby chests, in cm (4000 = 40m). Like the others, the game scans ~25–28 containers max — moderate values are plenty, and bigger costs more materials.
XP & Progression
Five XP multipliers stack — the master rate plus four source-specific multipliers. Tune to taste; the master rate is the easy answer for "everything 2×".
Master XP multiplier — affects every type of XP players receive. 2× is the standard "boosted" setting; 5× hits max level in a long evening. (Real INI key: PlayerXPRateMultiplier.)
Conan gives passive XP just for surviving — this multiplies that rate. Stacks with the master XP Rate above. Drop to 0 to disable AFK-leveling.
Multiplier on XP from gathering specifically. Stacks with the master XP Rate. Bump if you want gatherers to level alongside fighters.
Multiplier on XP from combat kills. Stacks with master XP Rate. Raise on PvP servers to make fighting rewarding.
Multiplier on XP from crafting items. Stacks with master XP Rate. Niche — usually left at 1.0 unless you specifically want to reward crafting-focused playstyles.
Building & Decay
Land claim radius, building damage, decay timing. Decay tuning is the second-most-googled Conan setting (after Max Players). Vanilla decay is harsh — most community servers soften it.
How much damage tools and explosives do to buildings. Raise for faster PvP raids; leave at 1 for vanilla pacing.
How big the no-build bubble around each structure is. Lower = denser builds possible. PvP servers often run this lower (0.5) to allow closer base attacks; PvE servers raise it to prevent griefing.
Multiplier on how long buildings take to decay. Higher = bases last longer (this is the opposite direction from "decay speed" you might expect). 2.0 doubles the survival time; 0.5 halves it. To stop abandonment-based decay entirely, use the "Disable Abandonment Decay" toggle below.
On = buildings never decay from being unattended (active damage still applies). Off (default) = normal decay timer applies. Big toggle for casual community servers where players come and go.
On = placed thralls don't decay from owner inactivity (they still die from damage). Off (default) = thralls decay after the time below. Pairs with "Disable Abandonment Decay" for fully-persistent community servers.
Seconds until a placed thrall decays if the owner is inactive. Default 864000 (10 days). Only applies if Disable Thrall Decay above is off.
Cap on the maximum decay time a base can have, regardless of size. Default 604800 (7 days). Bigger bases shouldn't outlast this even if they "should" by score.
Scales overall structure damage taken; higher makes bases easier to destroy.
Scales building piece health; higher makes structures tougher to break down.
Scales how fast unsupported builds lose stability; higher collapses overhangs sooner.
Lets players pick placed pieces back up shortly after placing to fix mistakes.
Enables collapsing physics-based building damage when supports are destroyed.
Allows building in normally-restricted areas; enable for unrestricted base placement.
Lets NPC camps ignore your land claim so they keep spawning near your base.
Time & World Cycle
Day/night cycle. Four multipliers stack — the master rate and three sub-rates for day, night, and dawn/dusk transitions. Defaults: ~30 min full cycle (22 min day, 5 min night, 3 min dawn/dusk).
Overall day-night cycle speed. Default 1.0 = ~30 min full cycle. Higher = shorter days. Set very low (0.1) for cinematic long days on RP servers.
How fast the daylight hours (07:00–16:59 in-game) pass. Stacks with master Day Cycle Speed. Lower = longer days.
How fast nighttime (19:00–04:59 in-game) passes. Stacks with master Day Cycle Speed. Higher = shorter nights — bump this if your players hate the dark.
How fast the dawn (05:00–06:59) and dusk (17:00–18:59) transitions run. Lower = longer golden hour for screenshot enjoyers.
Purge & Avatars
The Purge raid system + religion-summoned avatar control. Purge tuning especially is a community pain point — vanilla level + frequency hits builds hard.
On = god avatars (Yog, Crom, Set, Mitra, Derketo, Ymir, Jhebbal Sag) cannot be summoned. PvP servers often disable these — they let one player wipe an entire base in 30 seconds.
How long an avatar lasts in the world once summoned. Default 60 seconds. Lower = less raid damage per summon. Only matters if avatars are enabled.
Multiplier on the damage an avatar dome (religious shield) takes. Higher = dome breaks faster. Lower = more dome durability.
Master toggle for the Purge raid event. On (default) = NPC raids spawn periodically at clan bases. Off = no purges ever. Turn off on no-PvP RP servers or low-activity servers.
Purge difficulty (0 disables, 1 easiest, 6 hardest). Default 4 is balanced. Vanilla Funcom officials run 4–6; community servers often drop to 2–3 for casual play.
The clan-activity score at which a purge becomes eligible to fire. Lower = purges happen more often. Higher = purges are rare. Vanilla default ~35,000. The clan meter ticks up based on actions like killing NPCs, harvesting, crafting, and building. (Real INI key: ClanPurgeTrigger.)
Seconds between the purge warning and the actual NPC wave. Default 1800 (30 min). Raise to give players more time to log on and defend; lower for snappier events.
Maximum length of a purge in seconds. Default 3600 (1 hour). Killing all waves can end it faster.
Minimum players online before purges trigger. 0 = offline purges allowed (vanilla). Set to 1+ to require the target clan be online — common on small community servers so an offline player doesn't lose everything.
Sets the cast time in seconds to summon a god; higher gives defenders more reaction time.
Set True to only allow god summoning during the configured time windows below.
Sets the weekday hour when god summoning opens; only applies if summon windows are restricted.
Sets the weekday hour when god summoning closes; only applies if summon windows are restricted.
Sets the weekend hour when god summoning opens; only applies if summon windows are restricted.
Sets the weekend hour when god summoning closes; only applies if summon windows are restricted.
Scales how long the god's protective dome lasts; higher keeps the dome up longer.
Thralls & Followers
Follower (thrall and pet) damage, the population cap, decay timing, and downed behaviour. The follower-limit settings (off by default) cap how many thralls each player can place — the main lever for performance on busy servers.
Scales damage your followers deal to NPCs; raise to clear camps faster, lower to slow farming.
Enables a cap on how many followers each player can place; turn on to curb thrall spam.
Sets the server-wide base follower budget when the limit is on; higher allows more total followers.
Sets how many followers each player may place when the limit is on; raise to allow bigger crews.
Multiplies how far food containers and animal pens reach to feed your thralls and pets. Default 1× — no hard cap, so raise it if your followers sit just out of range; the game doesn't limit how high you go.
Lets followers go downed instead of dying instantly, giving you a chance to revive them.
Scales overall damage your followers deal; higher makes them hit harder across the board.
Scales damage your followers take; higher makes them die faster, lower makes them tankier.
World & Events
World-flavour toggles — dynamic events, ambient wildlife, gory finisher animations, and the server-wide creative/admin mode.
Enables dynamic world events; disable to stop scripted world activity from triggering.
Enables gory finisher animations; disable for a tamer, less graphic experience.
Enables ambient critters and wildlife; disable to reduce clutter or save performance.
Set to 1 to run the whole server in creative/admin mode; 0 keeps normal survival rules.
Siptah & Maelstrom
Isle of Siptah storm content. The Enhanced (UE5) update merged the maps, so these settings load on the server even on the Exiled Lands map (the storm itself only triggers on Siptah). Master toggle, storm timing, and Wild Surge despawn.
Master toggle for the Maelstrom storm system (Isle of Siptah content); off = no storm, surges, or storm creatures.
Whether Maelstrom creatures (Elder Things) spawn during the storm; off removes them.
Minutes between Maelstrom storm events; higher = storms less often.
How long each Maelstrom storm lasts, in minutes.
Earliest time the Maelstrom may trigger on weekdays, 24h HHMM (0 = midnight). Default 0-2359 = any time.
Latest time the Maelstrom may trigger on weekdays, 24h HHMM.
Earliest time the Maelstrom may trigger on weekends, 24h HHMM.
Latest time the Maelstrom may trigger on weekends, 24h HHMM.
Minutes before an uninteracted Wild Surge despawns.
Quality of Life
Housekeeping and convenience — corpse lifetimes, map markers, healthbar range, clan markers, and chat/notification toggles.
Turns off chat text formatting; on shows raw plain-text messages.
Shows clan markers on the map so members can see each other's positions.
Suppresses repetitive you-can't-build-here landclaim popups.
Lets players lock onto a target during combat for easier aiming.
How far away enemy health bars appear, in game units; higher shows them from farther off.
How many death-location markers a player keeps on the map at once.
Maximum lootable corpses kept per player; higher means fewer lost on repeated deaths.
Seconds a player corpse persists before despawning; higher gives more time to recover loot.
Seconds an NPC corpse persists before despawning; lower helps server performance.
Region Access
Allow or block player connections by world region. All on by default — turn a region off to keep its players out.
Allows player connections originating from Africa.
Allows player connections originating from Asia.
Allows player connections originating from Central Europe.
Allows player connections originating from Eastern Europe.
Allows player connections originating from North America.
Allows player connections originating from Oceania.
Allows player connections originating from South America.
Allows player connections originating from Western Europe.
Launch Script & Boot
Wrapper around ConanSandboxServer.exe (Windows) or the Proton-wrapped equivalent (Linux). Restart loop, SteamCMD auto-update (Conan dedicated server is app 443030), log redirect.
Wraps the launch in a loop so the server comes back automatically after a crash or planned restart. Recommended for unattended servers.
Runs steamcmd +app_update 443030 before each launch so the server stays current with patches. Requires steamcmd on PATH (or beside this script).
Redirects server output to server.log instead of the console window. Useful for unattended boxes and after-the-fact crash diagnosis.
About the Conan Exiles Server Config Generator
Conan Exiles spreads its dedicated server configuration across three places: ServerSettings.ini for the gameplay stuff (PvP toggles, multipliers, decay, purge tuning, religion), Engine.ini for the one critical override admins actually need (the player cap above 40), and a launch script for the boot-time flags. This generator builds all of them in one pass — sliders for the multipliers, dropdowns for the community type and nudity, toggles for the PvP/PvE switches plus the time-restricted PvP windows that drive PvE-Conflict servers. Keys and defaults are checked against the official Conan Exiles server configuration wiki.
🆕 The Enhanced (UE5) update — May 2026 (what changed for servers)
Conan Exiles relaunched on Unreal Engine 5 ("Enhanced") in May 2026, and it changed several things for dedicated-server admins. The core ServerSettings.ini this tool writes still applies; the points below are what's different. Servers not ready for UE5 can stay on the Legacy Steam branch (conan-exiles-legacy), where the pre-Enhanced behaviour holds. Official sources: Funcom patch notes + Inflexion server docs.
- Maps merged → regions. Exiled Lands + Isle of Siptah are one map now; choose what loads via an
Engine.ini[Regions]exclusion list (ExcludedRegions=IsleOfSiptah). Custom modded maps are temporarily unsupported. - Settings removed (ignored on Enhanced; Legacy-only):
ServerCommunity,IsVACEnabled,AllowedDistanceUndermeshSquared,BarkeeperAbandonmentTimer. - Settings added (new build-from-storage + streaming + anti-undermesh system):
CraftFromStorageRadius,BuildFromStorageRadius,PersonalCraftFromStorageRadius,BuildingReplicationDistance,CachedBuildingReplicationDistance,bUndermeshDetectionEnabled. ⚠ exact defaults/units aren't officially confirmed yet — check them in-game withGetAllServerSettings; they're not in the form above yet for that reason. - Behaviour change:
BuildingDamageMultipliernow also hits placeables (doors, pens, crafting stations), not just building pieces — a high value carried over from Legacy will chew through those too. - Migration gotchas: the save file was renamed
Game.db→game_0.db(fix backup scripts);GameUserSettings.iniis no longer written server-side; mods must be re-cooked for UE5; Linux dedicated servers are now officially supported (config under.../Saved/Config/LinuxServer/).
The MaxPlayers > 40 puzzle (the #1 Conan admin googling)
Conan's ServerSettings.ini player cap silently caps at 40. To go higher (officially supported up to 70-ish, sometimes higher with hardware to back it), the override has to live in Engine.ini under [/Script/Engine.GameSession]. New admins set ServerMaxPlayers in ServerSettings.ini, restart, and wonder why the cap didn't move. The Engine.ini tab in this generator handles this automatically — the moment you raise Max Players above 40, the Engine.ini snippet populates with the right section header and line. Drop it in alongside ServerSettings.ini and the cap actually changes. Enhanced (UE5) caveat: Funcom hasn't re-documented the >40 override since the May 2026 relaunch — the [/Script/Engine.GameSession] Engine.ini approach is the long-standing method (and the generator still writes it), but on a UE5 server confirm the exact key live with GetAllServerSettings before relying on it.
Case-sensitive keys that bite new admins
A few Conan ini keys are case-sensitive on the leading letter, which trips up admins copying examples from old forum posts. clanMaxSize and serverRegion both start with a lowercase letter — capital-letter versions silently no-op. serverVoiceChat too. The generator outputs the correct casing automatically.
The "Convertion" typo (yes, that's intentional)
Crafting time multiplier is spelled ItemConvertionMultiplier in Conan's ini. With the typo. Funcom's code has it as "Convertion" instead of "Conversion" and changing it to the correct spelling means the game ignores your setting. The generator preserves the typo because it has to.
PvP, PvE, and PvE-Conflict
Conan ships three gameplay modes. PvE = leave PVPEnabled off; players can't damage each other. PvP = turn it on for 24/7 open PvP. PvE-Conflict = turn on PVPEnabled AND RestrictPVPTime, then configure the time windows. The Time-Restricted PvP section above handles the most common case (a single weekday window and a single weekend window). For full per-day granularity (different hours each day), the actual ini supports PVPEnabledMonday through PVPEnabledSunday with matching PVPTimeMondayStart/End values — edit the ini directly after generating if you need that detail. CanDamagePlayerOwnedStructures is independent: leave it on for "raid anytime" servers or off for "PvP but no raiding" hybrid modes.
Where the config files actually live
- Self-hosted Windows:
ConanSandbox\Saved\Config\WindowsServer\ServerSettings.iniand the matchingEngine.iniin the same folder - Most managed hosts (G-Portal, Nitrado, etc.): under "Configuration Files" or via the panel's file manager — same file names, often in a similar folder structure
- The launch script goes next to
ConanSandboxServer.exeat the root of the dedicated server install
Always stop the server before editing the files. Conan caches its config in memory and overwrites your edits on shutdown if you change them while the process is running.
Why Game.ini isn't in this generator
For vanilla servers, Conan's Game.ini is essentially empty. The file exists, but heavy customization of it almost always comes paired with a mod that documents the specific overrides it needs (Pippi, Better Thralls, Age of Calamitous, etc). A generator that put random Game.ini settings in there would either be guessing or pretending to know about a mod's internals — neither is honest. If you're running mods, follow the mod's documentation. If you're vanilla, your default Game.ini is fine.
Server browser community-type filter
The Community Type setting (ServerCommunity = 0 through 5) drives how players find your server in the in-game browser. 0 — Unspecified is the default. 1 — Purist means "vanilla rates, vanilla rules" — don't pick this if you boosted harvest to 3×. 2 — Relaxed covers most boosted-rates community servers. 3 — Hard Core is for harsher-than-vanilla. 4 — Role Playing is the RP filter. 5 — Experimental is for mod-heavy or experimental servers. Misrepresenting your community type gets your server reported and quietly demoted in browser sort.
Decay vs. abandonment vs. thrall decay
Conan has three related "your stuff disappears" systems. Active decay (the BuildingDecayTimeMultiplier) is how fast buildings fall apart from environmental damage and lack of maintenance — higher value here means buildings last longer. Abandonment (controlled by DisableBuildingAbandonment) is the separate flag for "this clan hasn't logged in for N days, wipe their stuff." Thrall decay (DisableThrallDecay + ThrallDecayTime) is its own thing — placed followers can outlive your buildings if you configure it that way. Casual community servers usually pair "disable abandonment" with "disable thrall decay" so players can take a vacation without losing their tower or their named T4 fighter.
The Purge — Conan's most-tweaked event
The Purge is a wave of NPCs that attacks your base when your clan's "purge meter" fills up. The meter (ClanPurgeTrigger) ticks up as the clan kills NPCs, gathers, crafts, and builds — once it hits the threshold, the clan becomes eligible. Vanilla settings hit medium-sized clans hard. Most community servers tune this: lower the purge level (2–3 for casual, 5–6 for hardcore), raise the trigger threshold so purges happen less often, extend prep time so players can defend, set MinPurgeOnlinePlayers above 0 so offline players don't lose everything to a purge they never saw.
What's NOT in here (and why)
- Mod configurations — Pippi, Age of Calamitous, Sapphire, Hosav's UI, etc. each have their own config systems. Generating modlist.txt or mod-specific overrides would either be guessing or going stale within weeks of the next mod update. Use the mod's own documentation.
- Per-day PvP time granularity — the simplified weekday/weekend window covers ~90% of PvE-Conflict use cases. For different hours per day (e.g., shorter window on Wednesday), edit the ini directly after generating —
PVPEnabledMonday,PVPTimeMondayStart, etc., are all real keys. - Map switching — since the Enhanced (UE5) update (May 2026) the Exiled Lands and Isle of Siptah are merged into one map (a server runs both regions; players travel between them). To stop a region loading, add a
[Regions]block withExcludedRegions=IsleOfSiptahtoEngine.ini— it's an exclusion list now. Custom modded maps are temporarily unsupported on Enhanced. (On the old Legacy/UE4 branch, Siptah is still a separate install.) - BattlEye exemptions for modded servers — that's a manual file maintained by Funcom + the mod author, not user-editable config.
- Region access toggles (block specific regions from connecting) — exists as
RegionAllow*keys in the ini but rarely tuned outside of GDPR-driven niche setups. Edit directly if needed.
More Conan + GamesOMG tools
- Conan Server Settings Explained — what every setting does, with recommended values
- Rust server.cfg + start.bat Generator — same multi-file pattern for Rust
- Palworld PalWorldSettings.ini Generator
- All GamesOMG generators