Dune: Awakening Dedicated Server Settings
Building a private (self-hosted) Dune: Awakening server? This generates the two config files it reads — UserGame.ini and UserEngine.ini — from plain toggles and sliders. Set PvP and security zones, mining and resource rates, sandstorms and sandworms, building limits, and the weekly Coriolis cycle (including the Deep Desert wipe), then copy or download. Every default is the value the server actually ships with, pulled from the real config — not a guess.
DefaultGame.ini + the AMP config map · unconfirmed defaults flagged ⚠ verify · self-hosting is still on the public test client, so we track patches and re-verify
Server identity & ports
What players see in the browser, the join password, and the network ports. These live in UserEngine.ini.
The name shown to players in the in-game server browser.
Players must enter this to join. Leave blank for an open server. (On a real install, keep the live password out of any file you commit to git.)
Main game port. Forward UDP for this and the range above it. Default 7777.
Infinite Game World port used between map instances. Default 7888.
World & combat
The big switches: PvP, safe zones, sandstorms and sandworms. The first things most admins change.
On, every map allows PvP regardless of its partition setting. Off (default), PvP follows each map's normal rules.
Safe zones where PvP and abilities are blocked. Turn OFF for full free-for-all PvP everywhere on the map.
Whether the big Coriolis storms spawn on their own. The weekly cycle (Advanced) is separate.
Regular sandstorm weather. Off makes the desert a lot calmer (and easier).
Loot that appears during sandstorms. Needs sandstorms on to matter.
The whole reason you stay off the open sand. Off removes worm spawns entirely.
The visible warning zones where a worm can strike. Off hides them — brave, or cruel.
Rates & multipliers
Harvest yields and wear-and-tear. 1.0 is normal — raise for a faster server, lower for a grindier one.
Hand-mined resource yield. 2.0 = double everything you swing at.
Yield from vehicle-mounted harvesters (the sandcrawler/cutter side of mining).
Extra resource yield inside PvP zones — the risk-vs-reward dial. Ships at 2.5×, so PvP zones are already richer by default.
How fast vehicles take wear. 0 = vehicles never degrade; 0.5 = half wear; higher = more upkeep.
How often item decay is applied, in seconds. 0 effectively disables decay; larger = slower wear.
Building & persistence
Land claim, base-backup tooling and decay. The knobs that decide how much each player can build and keep.
Max connected land-claim segments per base. Ships at 6 — raise it for bigger bases.
How many times a blueprinted building can be extended.
How many times a base backup (reconstruction snapshot) can be extended.
Enforces where you can't build (inside dungeons, etc.). Off lifts those restrictions.
How far max durability can decay (0.1 = down to 10%). Lower lets gear rot further before it's lost.
Economy & guilds
Solaris sinks, Exchange fees, guild and contract caps. Loosen these for a friendlier private world.
Solaris to recustomize your character. Ships at 5000 — set 0 to make it free.
Daily Solaris fee to keep a sell order listed on the Exchange. 0 = free listings.
Percentage the Exchange takes on a sale, as a fraction (0.05 = 5%). 0 = no cut.
Hard cap on guilds on the server. Set high to avoid artificially limiting a private group.
How many global contracts can be available at once. Raise it to keep low-pop worlds busy.
Advanced — Coriolis cycle
The weekly storm cycle that drives Deep Desert and Landsraad. Leave these alone unless you know what a Deep Desert wipe is. The DB-wipe toggle is destructive.
Whether the Coriolis storm actually damages players/structures. Off for a visible-but-harmless storm.
Whether the storm reshapes the Deep Desert (the 'shifting sands' map reset effect).
Length of one Coriolis cycle. Landsraad's active/suspended window is derived from this — 7 days is the live default.
Fix the Deep Desert layout to a specific seed. -1 = random each cycle.
Auto-restart the server when a cycle ends. Off keeps the world up across cycles.
DESTRUCTIVE. On, the Deep Desert database is wiped at cycle end (the intended live behaviour). Off preserves it — common on private worlds.
Advanced — sandworms & vehicles
Worm-vs-vehicle interaction and the grace windows that stop your ornithopter from being eaten the second you log in.
Whether sandworms can push/damage vehicles on contact. Off by default.
How long a parked vehicle is worm-proof after you step out. Ships at 900s (15 min).
Worm-proof window for vehicles after a server restart. Ships at 7200s (2 hours) so reboots don't feed the worms.
Advanced — reconnect & ping
Disconnect grace periods and the in-world ping system. Sensible as-is — only touch with a reason.
How long your session persists after a disconnect before it's torn down. Shipped default 300s.
Grace window when returning from the overmap. Shipped default 90s.
Reconnect grace inside instanced maps (dungeons, story zones). Shipped default 300s.
How many simultaneous map/world pings each player can have out.
How far away you can place a ping, in cm.
How long an in-world ping marker stays visible.
How long a map ping marker stays visible — handy to raise for coordination.
Advanced — shelter & base backup
Shelter detection thresholds and the base-reconstruction cooldown. Deep tuning — defaults are fine for most.
How enclosed a built structure must be to count as shelter (0–1).
Shelter threshold for placeables (tents and the like).
How much shelter cuts dehydration (0–1). Higher = drier-safe indoors.
Cooldown between uses of the Base Reconstruction Tool. Shipped default 604800s (7 days); drop it for testing.
About the Dune: Awakening Server Settings Generator
A self-hosted Dune: Awakening world ("battlegroup") reads its rules from two override files in the UserSettings folder: UserGame.ini for the gameplay subsystems (PvP, security zones, building, economy, the Coriolis cycle) and UserEngine.ini for the [ConsoleVariables] block (harvest rates, sandstorm/sandworm toggles, server name) plus the [URL] ports. They sit on top of the shipped defaults, so you only write the keys you actually want to change — which is exactly what this tool produces. Defaults shown are read from the real DefaultGame.ini the server ships with; anything we couldn't pin an official default to is flagged ⚠ verify.
Two files come out of this tool: UserGame.ini and UserEngine.ini. Both live in your self-hosted server's UserSettings folder (the config layer the battlegroup reads on top of the shipped defaults). Changing them needs a battlegroup restart to take effect.
Defaults here are the values the server actually ships with — pulled from the real DefaultGame.ini extracted from build 1963158 and cross-checked against the AMP config map. Keys we couldn't pin a confirmed shipped default to are flagged ⚠ verify; confirm those in-game before relying on them.
This targets the **self-hosted** route, where you edit the ini files directly. Managed hosts (g-portal and friends) currently expose far fewer of these through their panels — that's a platform limit, not a missing setting here.
Two power-user settings aren't in the form because they're per-map nested arrays, not simple values: m_Maps (per-map feature flags — taxation, Deep Desert gameplay, shifting sands, instancing) under [/Script/DuneSandbox.MapFeatures], and m_PerMapSystemSettings (per-map spice-field caps) under [/Script/DuneSandbox.SpiceHarvestingSystem]. Edit those by hand in UserGame.ini if you need per-map control.
Self-hosted vs. rented (managed) servers
This generator targets the self-hosted route, where you run the server on your own machine and edit the ini files directly. Rented/managed hosts (g-portal, xREALM and the like) currently expose only a small slice of these settings through their control panels — that's a limitation of how Funcom surfaces config to providers right now, not a gap in this tool. If a managed host lets you edit the raw ini, everything here applies; if it only shows two toggles, that's why.
Installing the self-hosted server
The Dune: Awakening dedicated server installs via SteamCMD — app 4754530 for the live (Production) build, 3104830 for the Public Test build. Self-hosting runs inside a Hyper-V VM, so it needs Windows 10/11 Pro with Hyper-V enabled, a chunk of RAM dedicated to the VM (20–40 GB depending on how many maps you keep warm), and an SSD. The included battlegroup.bat menu drives setup (initial-setup), start/stop, updates (5. update after a patch), and a file browser to reach these ini files.
Server won't start or won't show up? (the common ones)
- VM never gets an IP / can't connect: the Hyper-V switch is usually set to Internal instead of External. Point the switch at your real Ethernet/Wi-Fi adapter and let your router hand the VM its own IP. Hyper-V moving your host onto a
vEthernetadapter is normal, not a fault. - Healthy server, but it's not in the browser: forward the ports to the VM's IP, not your Windows host — UDP 7777-7810 (game) and TCP 31982 (messaging). Then restart the battlegroup.
- Gone after a game update: run
5. updatefrom the battlegroup menu, then restart — clients on a newer build won't see an un-updated server. - Maps stuck on
Startup/Ready false: give them a minute. Don't force-recreate a map while the old instance is still alive — that's how you get a crash loop.
Are there admin or cheat commands?
Not a published set yet. As of the Update 1.4 self-hosted rollout, Funcom hasn't documented an in-game admin/cheat command console for private worlds — server behaviour is driven through the config files this tool writes, not runtime commands. People are asking for one; if it ships, we'll add a dedicated command page. (The "cheat" sites that show up in search are third-party hacks — not covered here, and a good way to get banned.)
FAQ
Where do these files go?
Both go in your self-hosted server's UserSettings folder. UserGame.ini holds the gameplay sections; UserEngine.ini holds the [ConsoleVariables] block (rates, sandstorm/worm toggles, server name) and the [URL] ports. Restart the battlegroup after editing.
Does this work for a rented (managed) server?
Partly. The settings are real, but managed hosts currently surface only a handful of them in their control panels — the full set shown here is editable on a self-hosted server where you control the ini files directly.
Why are some values marked ⚠ verify?
Self-hosted servers are new (Update 1.4, still on the public test client), and not every key has an officially documented shipped default yet. We use the value observed in the extracted config and flag it so you double-check it in-game.
Are there admin or cheat commands?
Not a public set yet. As of now Funcom hasn't documented an in-game admin/cheat command console for self-hosted worlds — server behaviour is controlled through these config files. We'll add a command page if and when one ships.
What's the deal with the DB wipe setting?
On a live server the Deep Desert database wipes at the end of each Coriolis cycle by design. m_bIsDbWipeEnabled=False keeps it instead — common on private worlds that don't want a weekly reset. It's destructive when on, so it's in the Advanced section.
Will these settings change?
Almost certainly — the game's in active development and self-hosting is on the test client. We track Dune: Awakening patches and re-verify the keys and defaults when they move. Spot one that's drifted? Use Report an issue.
Related tools
- Dune: Awakening Builds & Skill Trees — plan your character: all 5 classes, every skill, and the meta builds.
- Conan Exiles Server Config Generator — Funcom's other survival server (ServerSettings.ini + Engine.ini).
- DayZ Server Config Generator — another survival serverDZ.cfg builder.
- All GamesOMG generators
Dune: Awakening self-hosting is new and still on the test client, so keys and defaults will move. We track the patches and re-verify against the shipped config when they do. Spot a value that's drifted or a setting we should add? Hit Report an issue above.