V Rising Server Config Generator

Build a working ServerGameSettings.json and ServerHostSettings.json for your V Rising dedicated server without hand-editing JSON or counting your own braces. Dropdowns for game mode and castle damage, toggles for the PvP/PvE switches, sliders for every rate multiplier and vampire power dial, plus the RCON and time-restricted PvP settings admins actually reach for. Nothing's hidden — the deeper tunables (the decay-curve PylonPenalties and FloorPenalties tables, equipment and castle-stat modifiers, the day/night cycle) live in collapsible Advanced sections, there when you need them and out of the way when you don't. Where a setting's exact patch-current behaviour is less certain, we flag it rather than drop it.

Server Identity & Network

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Browser-facing name, description, passwords, ports, anti-cheat, and where the server gets listed. These all live in ServerHostSettings.json — the file that controls the box, not the game rules.

The name players see in the in-game server browser. Default "My V Rising Server" — which is also what every un-configured server is called, so change it unless you enjoy being one of a thousand identical entries. Keep it short and searchable.

Short blurb shown under your server name in the browser. Empty by default. One line of "PvP, weekly raid windows, Discord in info" does more to fill slots than the name does — worth filling in for a community server.

Required to join. Leave it blank for an open public server; set a password to make it private (friends still connect via the browser or direct connect with the password). Empty by default = open server.

27015

UDP port players connect on. Default 27015. Forward it on your router and open it on the firewall. Change it (and the query port below) if you're running more than one V Rising server on a single box.

27016

UDP port the Steam server browser queries for server info (name, player count). Default 27016, one above the game port. Without it set and forwarded, your server may show up empty or not at all in the browser.

Valve Anti-Cheat. On by default and should be — turning it off invites cheaters on public servers. Only flip it off on a private box where you're knowingly testing something that trips VAC.

Whether the server appears in the Steam server browser. On by default. Turn it off for a hidden private game players reach by direct connect (IP + port). Independent of the EOS listing below — V Rising shows up in both.

Whether the server is listed via Epic Online Services, the other browser V Rising uses. On by default. Turn both this and List on Steam off for a fully unlisted server. Leave on for a public server you want people to find.

Capacity & Saves

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Player cap, admin overflow slots, tick rate, and the save folder + autosave schedule. All host-side. The slot count is the big performance lever — more players means more castles to simulate, not just more connections.

40

Total concurrent players allowed. Default 40, and the hard cap is 128 — the game won't go higher. Each extra player costs CPU and RAM and adds a castle to simulate, so don't set 128 on a box that can barely hold 40; performance falls off well before the slot limit on modest hardware.

4

Extra slots for admins above the Max Connected Users cap, so staff can always join even when the server is genuinely full. Default 4. These are bonus capacity, not carved out of the player cap. Admins are matched by the adminlist, not by this number alone.

30

How many times per second the server simulates the world. Default 30. Higher (up to 60) makes combat feel crisper but costs CPU; lower eases a strained box at the price of laggier fights. 30 is the sweet spot for most servers — only push to 60 if you have the headroom and a PvP crowd that notices.

The save directory name the server loads world and player data from. Default "world1". This isn't cosmetic — change it on a live server and you boot into a different (usually empty) save while the old one sits untouched on disk. Set it once and leave it alone unless you deliberately want a fresh world.

20

How many rolling autosave backups the server keeps before overwriting the oldest. Default 20. More backups = deeper rollback history if a save corrupts or someone needs reverting, at the cost of disk space. Pair with the interval below.

120

Seconds between automatic saves. Default 120 (every 2 minutes). Shorter intervals mean less lost progress on a crash but more frequent micro-stutters as the server writes; longer intervals are smoother but risk losing more on a hard crash. 120 is a sensible balance.

RCON & Presets

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Remote console access for management tools, plus the one preset switch that can quietly override everything else you build here. RCON is host-side; read the GameSettingsPreset warning carefully.

Turns on the remote console interface most management tools and restart scripts connect through. Off by default. RCON is TCP, separate from the UDP game and query ports — forward and firewall its own port. Leave off if you don't use external tooling.

25575

TCP port the RCON interface listens on. Default 25575. Keep it different from the game/query ports, and only forward it if you genuinely need off-box remote control — an exposed RCON port with a weak password is a server-takeover waiting to happen.

The password RCON clients authenticate with. Empty by default. Must be set if RCON is enabled, or the RCON listener silently won't start — a classic "why won't my tool connect" gotcha. Use a long random string; anyone with this has full admin over your server.

Name of a built-in gameplay preset (e.g. StandardPvP, StandardPvE). ⚠ If you set this, the server IGNORES your ServerGameSettings.json entirely and uses the named preset's values instead. Leave it blank to use the custom settings you build here. This is the single most common reason "my settings didn't apply."

Game Mode & PvP

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The core ruleset: PvP vs PvE, when castles and players can be damaged, siege strength, and loot rules. Everything from here down lives in ServerGameSettings.json. For PvP only during set hours, use the Time-Restricted PvP section near the bottom.

The master mode switch. PvP (default) lets players damage each other; PvE makes it a cooperative server where they can't. Most of the castle/player damage settings below only bite on PvP — on PvE they're largely moot, but set them anyway in case you switch later.

When player castles can be damaged. Always (default) = raidable any time. Never = castles are indestructible (the usual PvE choice). TimeRestricted = only during the castle windows you set in Time-Restricted PvP below. This is the headline raid-rules dial.

When players can damage each other. Always (default) = open PvP 24/7. TimeRestricted = players can only fight during the player windows you set in Time-Restricted PvP below. There's no "Never" here — for a no-PvP server, set Game Mode to PvE instead.

How the castle heart — the core that owns a base — can be taken or destroyed. CanBeDestroyedByPlayers (default) = raiders can smash it outright. CanBeDestroyedOnlyWhenDecaying = only vulnerable once the base is decaying (offline protection). CanBeSeizedOrDestroyedByPlayers = raiders can claim the base instead of just wrecking it. Seizing is the brutal full-takeover option.

⚠ verify

How long fresh characters get a no-PvP grace period after first spawning. Disabled = none. Short, Medium (default), Long = progressively longer protection. Keep it on a PvP server so new players aren't spawn-camped into quitting; Disabled suits a hardcore crowd.

How tough the Siege Golem (the raid weapon) is, which effectively sets how long a raid window has to breach a base. Normal (default) through the escalating High → Max tiers make golems last longer, favouring attackers. Crank it up for a raid-heavy PvP server; leave it Normal for balanced sieges.

⚠ verify

Who can loot the container your stuff drops into when you die. Anyone (default) = full wild-west PvP looting. ClanMembers = only your clan can recover it. OnlySelf = only you. PvE servers usually run OnlySelf; cutthroat PvP leaves it on Anyone.

How the endgame Soul Shard relics spawn. Unique (default) = one of each across the whole server, so clans fight over them — the intended competitive endgame. Plentiful = each clan can hold their own, removing the contest. Unique is the PvP choice; Plentiful suits PvE or co-op.

Whether players can open and take from another clan's chests during a raid. On by default — the whole point of raiding on a PvP server. Turn off for a "fight but don't steal" hybrid, or on a PvE server where you don't want any cross-clan looting.

When on (default), equipped gear is soulbound — it stays with you on death instead of dropping for looters. This softens PvP death penalties so a single loss doesn't strip you bare. Turn it off for a harsher full-loot server where killing someone nets their gear.

Whether you can carry normally teleport-locked materials (ore, plant fibre, etc.) through the waygates. On by default = quality-of-life, no slogging resources overland. Turning it off restores the vanilla restriction and forces overland hauling — a friction PvP servers sometimes want.

Off by default — players unlock waygates as they explore, the intended progression. Turn it on to hand everyone every waypoint from the start, which suits a fast/casual server where the exploration grind isn't the point. Most servers leave this off.

Whether players can use the server-wide global chat channel. On by default. Turn it off for an immersive or RP server where you want only local/clan chat, or to cut down on cross-server trash talk on a tense PvP box.

Rates & Multipliers

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The progression dials — gather rates, craft and research speed, costs, drain rates. All default to 1.0 (vanilla). Boosted servers cluster their tuning here: 2× yield, 2× craft, 0.5× research time is the most-shared community recipe. Costs go the other way — lower is cheaper.

1.0×

Multiplier on how many items fit in a single stack. Default 1.0. Raise it (2–4×) on a boosted server so chests and inventories hold more before you're juggling slots — a big quality-of-life win that pairs naturally with higher yield rates.

1.0×

Multiplier on general loot drops from mobs and the world. Default 1.0. Raise for a more generous server where kills and exploration pay out faster; this is separate from the resource yield setting below, which covers harvesting nodes.

1.0×

How much you get per resource node hit — the single most-tweaked V Rising rate. Default 1.0. 2× cuts gathering time in half without trivializing it; 4–5× turns harvesting into a checkbox. The headline "boosted server" dial.

1.0×

Multiplier on Blood Essence harvested from creatures — the fuel that keeps your castle heart running and your servants fed. Default 1.0. Raise it so players spend less time topping off the heart and more time playing; a common comfort tweak on casual servers.

1.0×

Multiplier on materials needed to place structures. Default 1.0. Lower is cheaper — 0.5 halves the cost of every wall, floor, and station. Drop it on a creative or casual server where building sprawl is the fun, not the grind.

1.0×

Multiplier on materials required to craft items. Default 1.0. Lower is cheaper. Combine 0.5 here with a higher Resource Yield above for proper boosted-server tuning — players gather more and spend less per craft.

1.0×

How fast crafting stations produce items. Default 1.0. Higher is faster — 2× halves every craft timer. A near-universal quality-of-life tweak; waiting on the furnace is nobody's favourite part of the game.

1.0×

Multiplier on the materials (paper, schematics) needed to research recipes. Default 1.0. Lower is cheaper. Drop it so unlocking the tech tree is less of a paper grind — pairs well with the research-time setting below for a faster-progressing server.

1.0×

Multiplier on inputs for refining stations (sawmills, furnaces, grinders). Default 1.0. Lower is cheaper — fewer logs per plank, less ore per ingot. Combine with faster refinement rate below to keep the supply chain flowing on a busy server.

1.0×

How fast refining stations convert raw materials. Default 1.0. Higher is faster — 2× halves smelting and milling times. One of the most-appreciated comfort tweaks on community servers so admins aren't forever babysitting the furnace.

1.0×

Multiplier on how long research takes to complete. Default 1.0. Lower is faster — 0.5 halves the wait to unlock recipes. The standard boosted-server move is to drop this below 1.0 so the tech tree opens up faster.

1.0×

How fast captured humans convert into servants in the thrall coffin. Default 1.0. Higher is faster. Bump it (2–3×) so a high-tier servant takes minutes instead of a long real-world wait — converting feels like a reward, not a punishment.

1.0×

Multiplier on materials needed to repair gear and structures. Default 1.0. Lower is cheaper — set it low (or near 0) so maintaining your kit isn't a constant resource drain. A nice comfort tweak on PvE and casual servers.

1.0×

How fast your blood pool depletes as you act — V Rising's hunger equivalent. Default 1.0. Higher drains faster, forcing more frequent feeding (a hardcore touch); lower eases the constant blood upkeep for a more relaxed pace. Raise it for a survival-flavoured server.

1.0×

How fast weapons and armour lose durability with use. Default 1.0. Higher wears gear out faster (more repair pressure, a hardcore lever); lower makes equipment last longer. Set it low on a casual server so players aren't constantly back at the workbench.

Survival & World Strength

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The environmental hazards that make a vampire's life hard — garlic zones, holy ground, silver, and the sun. All default to 1.0; set to 0 to disable a hazard entirely, or crank past 1.0 for a punishing survival server.

1.0×

How harshly garlic-saturated areas (towns, certain dungeons) debuff you. Default 1.0. Set to 0 to remove the garlic penalty entirely; raise it for a server where human settlements are genuinely hostile to a vampire. Lower it for easier town raids.

1.0×

How much holy ground (cathedrals, the Church zones) burns and weakens you. Default 1.0. 0 disables it; higher makes the late-game holy areas a real gauntlet. This is a key difficulty lever for the endgame regions where the toughest content lives.

1.0×

How much carrying or being hit by silver hurts you. Default 1.0. 0 removes the silver penalty, which some players do so they can stockpile silver coins freely; raise it to make silver weaponry and the silver economy genuinely dangerous to handle.

1.0×

How much daylight damages you — the defining vampire constraint. Default 1.0. 0 lets you walk around at noon with no penalty (very casual); 2× makes daytime genuinely lethal and forces nocturnal play. The single biggest "how vampire is this server" dial.

Vampire Power

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Player power scaling — health, energy, and the three damage/efficiency stats. These all default to 1.0 and nest under VampireStatModifiers in the output. Raise them for a power-fantasy server; lower them for a grittier, more dangerous one.

1.0×

Multiplier on player maximum health. Default 1.0. Raise it for tankier vampires and more forgiving fights (good for PvE or casual PvP); lower it for a lethal, glass-cannon server where one bad trade is fatal.

1.0×

Multiplier on the player energy pool that fuels abilities. Default 1.0. Raise it so players can chain more ability casts before running dry — a power-fantasy boost; lower it to make resource management in combat matter more.

1.0×

Multiplier on melee/weapon damage players deal. Default 1.0. Raise on PvE for faster boss kills; raise carefully on PvP since it makes melee builds hit hard and shortens fights. Pairs with Spell Power below for overall combat tuning.

1.0×

Multiplier on ability/spell damage players deal. Default 1.0. Raise it to favour caster builds and speed up boss fights; on PvP this can swing the meta toward spell builds, so tune it alongside Physical Power to keep the two in balance.

1.0×

Multiplier on the damage your gathering tools deal to resource nodes — how fast you mine rock and chop trees, separate from yield. Default 1.0. Raise it so harvesting feels faster even at vanilla yield; a subtle quality-of-life boost.

Clan & Castle

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Clan size, castle spacing, decay, the siege timer, and how many castles each clan can hold. Decay tuning is the classic "I went on holiday and lost my base" pain point — soften it for a casual community.

4

Maximum members per clan. Default 4. Small caps (2–4) keep PvP balanced and prevent zerg clans steamrolling the server; larger caps (10+) suit big PvE communities. Setting it to 1 effectively makes the server solo-only.

2

Minimum gap, measured in floor tiles, that must sit between one clan's castle and another's. Default 2. Larger values spread bases out and reduce boxing-in griefing; 0 lets players build wall-to-wall. Raise it on a crowded PvE server to keep neighbours civil.

1.0×

How fast a castle decays when its heart runs out of fuel. Default 1.0. Higher decays faster; lower preserves bases longer. To effectively disable decay, set it to a very small value like 0.1 rather than exactly 0 — a literal 0 can behave oddly (see the inline warning).

1.0×

How fast the castle heart consumes stored Blood Essence to keep the base powered. Default 1.0. Lower means you refuel less often — drop it on a casual server so players aren't constantly feeding the heart; 0 effectively makes the heart run forever.

420

How long, in seconds, a castle stays in the vulnerable "under siege" state once a Siege Golem is activated against it. Default 420 (7 minutes). Longer windows favour attackers (more time to breach); shorter ones favour defenders. Tune alongside Siege Weapon Health for your raid pacing.

2

How many separate castles a single clan can own at once. Default 2 (a main base plus an outpost). Raise it to let clans hold multiple territories — common on large PvE servers — but more castles per clan means more of the map locked down. Nests under CastleStatModifiers_Global in the output.

World & Time

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Day length and the blood moon schedule. These nest under GameTimeModifiers in the output. Longer days mean more daylight to dodge if sun damage is on; blood moons are V Rising's periodic high-intensity event.

1080

Real-world seconds for one full in-game day-night cycle. Default 1080 (18 minutes). Shorter cycles bring night — and the safety from the sun — around faster; longer cycles stretch each day out. Tune this against Sun Damage to set how much of real time players spend dodging daylight.

10

The earliest, in in-game days, a blood moon can occur after the last one. Default 10. The game picks a random day between this and the Max below, so blood moons don't land on a perfectly predictable schedule. Set both Min and Max equal for a fixed cadence.

18

The latest, in in-game days, before a blood moon must occur. Default 18. With the Min above, the actual blood moon day lands somewhere in the 10–18 range by default. Lower this for more frequent blood moons; raise it to make them rare.

0.2×

How strong the buff players receive during a blood moon is, as a fraction. Default 0.2. Higher makes blood moon nights a real power spike worth planning PvP around; 0 removes the buff so the blood moon is purely atmospheric. A modest 0.2 keeps it meaningful without warping the meta.

Time-Restricted PvP

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Raid-window scheduling — separate weekday and weekend windows for player combat and for castle damage. These only apply when Castle Damage Mode or Player Damage Mode is set to TimeRestricted (in Game Mode & PvP above); otherwise they're ignored. Hours are 0–23 (24-hour). Minutes are always 0 in this generator. All nest under PlayerInteractionSettings.

Which clock the windows below are measured against. Local (default) = the server machine's local time; UTC = universal time. Pick Local if your community is in one region; pick UTC for an international server so everyone reads the same window the same way.

17

Hour (0–23) that player-vs-player combat opens on weekdays. Default 17 (5pm). Only used when Player Damage Mode is TimeRestricted. Pair with the end hour below to set the evening fight window after people get home from work.

23

Hour (0–23) that weekday player combat closes. Default 23 (11pm). Outside this window players can't damage each other. Only relevant when Player Damage Mode is TimeRestricted.

17

Hour (0–23) player combat opens on weekends. Default 17 (5pm). Many servers run a wider weekend window than weekdays — start earlier and end later — since players have more free time. Only used with TimeRestricted player damage.

23

Hour (0–23) weekend player combat closes. Default 23 (11pm). Outside the window, PvP is off. Only relevant when Player Damage Mode is TimeRestricted.

17

Hour (0–23) castles become raidable on weekdays — V Rising's "raid window," independent from player combat. Default 17 (5pm). Only used when Castle Damage Mode is TimeRestricted. This is the setting most servers tune to confine raiding to evenings.

23

Hour (0–23) the weekday castle-raid window closes. Default 23 (11pm). Outside this window bases can't be damaged. Only relevant when Castle Damage Mode is TimeRestricted.

17

Hour (0–23) castles become raidable on weekends. Default 17 (5pm). Weekend raid windows are often longer than weekday ones, since that's when most of the server is online to attack and defend. Only used with TimeRestricted castle damage.

23

Hour (0–23) the weekend castle-raid window closes. Default 23 (11pm). Outside the window, bases are safe. Only relevant when Castle Damage Mode is TimeRestricted.

Advanced & rarely-touched settings — exposed for completeness. If you don't recognise one, the default is safe.

Host — Advanced

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Deeper ServerHostSettings.json knobs — IP binding, idle tick-rate throttling, scheduled wipes, reconnect grace, and a difficulty preset. Most servers never touch these.

Hides the server's IP on the EOS browser listing so players connect through the Epic relay instead of straight to your box. Off by default. Turn it on to keep your address off the public list — at a small latency cost from the relay hop.

Binds the server to one specific local network interface (IP) on a multi-homed box. Blank by default = listen on all interfaces, which is what you want on a normal single-IP machine. Only set this if you know you have multiple NICs and need to pin the server to one.

Drops the server's tick rate when nobody's connected, to save CPU on an idle box. On by default and sensible — the world doesn't need a full 30 ticks a second with zero players. Pair with the value below to set how low it goes.

5

The reduced tick rate used while the server is empty, when Lower FPS When Empty is on. Default 5. Lower saves more CPU; the server jumps back to its normal tick rate the moment a player connects, so this only affects idle time.

Runs the server in local-network mode rather than as an internet-facing dedicated server. Off by default. Only flip it on for a LAN party or local testing — it changes how the server is discovered and isn't what you want for a public box.

0

Automatically wipes the world every N days — for season/reset servers. Default 0 = no scheduled wipe (the normal case). Set it to, say, 30 for monthly resets. Pair with the day-of-reset setting below to control which weekday the wipe lands on.

Which weekday a scheduled wipe is allowed to occur on. Default Any. Only used when the wipe interval above is greater than 0 — pin it to, say, Monday so resets always land at the start of the week rather than mid-weekend.

300

How long, in seconds, a slot is held open for a player who dropped, so they can rejoin without losing their place when the server is full. Default 300 (5 min). Pair with the slot count below — this is purely about reconnect grace, not normal capacity.

10

How many dropped-player slots the server reserves for reconnection grace at once. Default 10. Raise it on a busy full server where disconnects are common so returning players aren't locked out by newcomers grabbing freed slots.

A tiered save-retention rule (advanced) that keeps a thinning history of older saves rather than a flat rolling count. Blank by default = use the simple Auto-Save Count from the Capacity section. Leave it blank unless you specifically need long-tail backup retention.

⚠ verify

Loads a built-in difficulty profile (Easy / Normal / Brutal) for the host. Blank by default = no preset applied. We couldn't fully confirm the exact value set this maps to against the current patch, so treat it as a convenience and verify in-game if your server depends on a specific difficulty.

Rates — Advanced

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Niche rate dials beyond the main Rates section — mission drops, dismantle returns, and the death durability-loss rules. All default to vanilla; leave them unless you're fine-tuning a specific feel.

1.0×

Multiplier on rewards from servant missions (the hunts you send thralls on). Default 1.0. Raise it so the mission system pays out faster on a boosted server; this is separate from the general and resource drop rates in the main Rates section.

0.75×

How much of a structure's build cost you get back when you dismantle it. Default 0.75 (75% refund). Raise toward 1.0 for a near-full refund so rebuilding is cheap; lower it to discourage constant teardown-and-rebuild on a survival-flavoured server.

0.25×

How much durability your equipped gear loses when you die. Default 0.25 (a quarter). Set to 0 to remove the death durability penalty entirely (casual); raise it toward 1 for a harsher server where dying genuinely wrecks your kit.

1.0×

Scales how the death durability loss is converted into a resource cost to repair. Default 1.0. Works alongside the durability-loss setting above to set how expensive recovering from a death is. Most servers leave this at vanilla.

25

The max distance at which a V Blood boss counts as "encountered" for your journal/tracking. Default 25. A deep tuning value most admins never touch — raise it only if you want bosses logged from further away.

Vampire & Equipment Power — Advanced

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Extra player power dials beyond the main Vampire Power section, plus equipment and enemy-unit stat scaling. The Vampire extras nest into VampireStatModifiers; equipment into EquipmentStatModifiers_Global; units into UnitStatModifiers_Global / UnitStatModifiers_VBlood. All default to vanilla.

1.0×

Multiplier on the siege damage players deal to castles. Default 1.0. Raise it to make raids faster (favours attackers); lower it to make breaching a base take longer. Nests under VampireStatModifiers alongside the main power stats.

1.0×

Multiplier on damage players take. Default 1.0. Below 1.0 makes players tankier (casual/PvE); above 1.0 makes everything hit harder for a lethal server. A blunt overall difficulty lever that pairs with Max Health.

5

How long, in seconds, before a player can cancel a revive (e.g. choose a different spawn). Default 5. A small timing value most servers leave alone; nests under VampireStatModifiers.

1.0×

Multiplier on the max-energy stat granted by equipment. Default 1.0. Nests under EquipmentStatModifiers_Global. Scales how much gear contributes to your energy pool, separate from the base vampire stat.

1.0×

Multiplier on the max-health stat granted by equipment. Default 1.0. Nests under EquipmentStatModifiers_Global. Controls how much your gear adds to total health on top of the base vampire stat.

1.0×

Multiplier on the resource-yield bonus from equipment. Default 1.0. Nests under EquipmentStatModifiers_Global. Stacks with the global resource yield rate for gear that boosts gathering.

1.0×

Multiplier on the physical-power stat from equipment. Default 1.0. Nests under EquipmentStatModifiers_Global. Scales how much melee/weapon damage your gear adds, separate from the base vampire stat.

1.0×

Multiplier on the spell-power stat from equipment. Default 1.0. Nests under EquipmentStatModifiers_Global. Scales how much ability damage your gear contributes.

1.0×

Multiplier on the siege-power stat from equipment. Default 1.0. Nests under EquipmentStatModifiers_Global. Affects gear that boosts castle-damage during raids.

1.0×

Multiplier on movement-speed bonuses from equipment. Default 1.0. Nests under EquipmentStatModifiers_Global. Raise it to make speed-boosting gear matter more on a fast-paced server.

1.0×

Multiplier on the health of normal (non-V-Blood) enemy creatures. Default 1.0. Nests under UnitStatModifiers_Global. Raise it to make the world tankier and combat longer; lower it for faster clears.

1.0×

Multiplier on the damage normal enemy creatures deal. Default 1.0. Nests under UnitStatModifiers_Global. The companion to enemy health above — raise both for a genuinely dangerous overworld.

1.0×

Multiplier on the health of V Blood bosses specifically. Default 1.0. Nests under UnitStatModifiers_VBlood. Tune this independently of normal enemies to make boss fights tougher or quicker without changing the rest of the world.

1.0×

Multiplier on the damage V Blood bosses deal. Default 1.0. Nests under UnitStatModifiers_VBlood. Pair with boss health above to set how punishing the marquee fights are, separate from ordinary mobs.

Castle — Advanced

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Deeper CastleStatModifiers_Global leaves — tick period, damage resistance, object limits, and the per-level heart floor/servant caps. These shape how much a single castle can hold and how it behaves under siege. Defaults match vanilla.

5

How often, in seconds, castle systems (decay, blood drain) update. Default 5. A low-level performance/behaviour knob — most admins leave it at vanilla. Nests under CastleStatModifiers_Global.

0.0×

Flat damage resistance applied to castle structures, as a fraction. Default 0 (no extra resistance). Raise it toward 1 to make bases much tougher to breach — a defender-friendly lever on top of Siege Weapon Health. Nests under CastleStatModifiers_Global.

1

How many Safety Boxes (the offline-protected storage) each castle can have. Default 1. Raise it to let players stash more across protected containers. Nests under CastleStatModifiers_Global.

12

How many Tombs (servant-summon structures) each castle can hold. Default 12. Raise it for bigger servant armies; lower it to cap base power. Nests under CastleStatModifiers_Global.

4

How many Vermin Nests each castle can build. Default 4. A production-structure cap most servers leave at vanilla. Nests under CastleStatModifiers_Global.

30

Max floor tiles a Level 1 castle heart can support. Default 30. The heart-level limits set how big a base can grow at each upgrade tier. Nests under CastleStatModifiers_Global.HeartLimits.Level1.

3

Max servants a Level 1 castle heart can hold. Default 3. Nests under CastleStatModifiers_Global.HeartLimits.Level1.

100

Max floor tiles a Level 2 castle heart can support. Default 100. Nests under CastleStatModifiers_Global.HeartLimits.Level2.

5

Max servants a Level 2 castle heart can hold. Default 5. Nests under CastleStatModifiers_Global.HeartLimits.Level2.

150

Max floor tiles a Level 3 castle heart can support. Default 150. Nests under CastleStatModifiers_Global.HeartLimits.Level3.

7

Max servants a Level 3 castle heart can hold. Default 7. Nests under CastleStatModifiers_Global.HeartLimits.Level3.

250

Max floor tiles a Level 4 (max) castle heart can support. Default 250. Nests under CastleStatModifiers_Global.HeartLimits.Level4.

9

Max servants a Level 4 (max) castle heart can hold. Default 9. Nests under CastleStatModifiers_Global.HeartLimits.Level4.

Castle Decay Penalties — Advanced

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Deep decay-curve tuning most servers never touch — the per-range pylon and floor decay penalty bands that nest into PylonPenalties and FloorPenalties. Each range is a small group of three: penalty percentage, and the lower/higher bounds it applies between. The 0/0/0 defaults mean no penalty.

⚠ verify0

The decay penalty percentage applied in pylon range 1. Default 0 (no penalty). These are admin-supplied curve values; leave them at 0/0/0 unless you specifically know the decay-curve behaviour you want. Nests under PylonPenalties.Range1.

0

Lower bound for pylon range 1. Default 0. Nests under PylonPenalties.Range1.

0

Higher bound for pylon range 1. Default 0. Nests under PylonPenalties.Range1.

0

The decay penalty percentage applied in pylon range 2. Default 0. Nests under PylonPenalties.Range2.

0

Lower bound for pylon range 2. Default 0. Nests under PylonPenalties.Range2.

0

Higher bound for pylon range 2. Default 0. Nests under PylonPenalties.Range2.

0

The decay penalty percentage applied in pylon range 3. Default 0. Nests under PylonPenalties.Range3.

0

Lower bound for pylon range 3. Default 0. Nests under PylonPenalties.Range3.

0

Higher bound for pylon range 3. Default 0. Nests under PylonPenalties.Range3.

0

The decay penalty percentage applied in pylon range 4. Default 0. Nests under PylonPenalties.Range4.

0

Lower bound for pylon range 4. Default 0. Nests under PylonPenalties.Range4.

0

Higher bound for pylon range 4. Default 0. Nests under PylonPenalties.Range4.

0

The decay penalty percentage applied in pylon range 5. Default 0. Nests under PylonPenalties.Range5.

0

Lower bound for pylon range 5. Default 0. Nests under PylonPenalties.Range5.

0

Higher bound for pylon range 5. Default 0. Nests under PylonPenalties.Range5.

0

The decay penalty percentage applied in floor range 1. Default 0. Nests under FloorPenalties.Range1.

0

Lower bound for floor range 1. Default 0. Nests under FloorPenalties.Range1.

0

Higher bound for floor range 1. Default 0. Nests under FloorPenalties.Range1.

0

The decay penalty percentage applied in floor range 2. Default 0. Nests under FloorPenalties.Range2.

0

Lower bound for floor range 2. Default 0. Nests under FloorPenalties.Range2.

0

Higher bound for floor range 2. Default 0. Nests under FloorPenalties.Range2.

0

The decay penalty percentage applied in floor range 3. Default 0. Nests under FloorPenalties.Range3.

0

Lower bound for floor range 3. Default 0. Nests under FloorPenalties.Range3.

0

Higher bound for floor range 3. Default 0. Nests under FloorPenalties.Range3.

0

The decay penalty percentage applied in floor range 4. Default 0. Nests under FloorPenalties.Range4.

0

Lower bound for floor range 4. Default 0. Nests under FloorPenalties.Range4.

0

Higher bound for floor range 4. Default 0. Nests under FloorPenalties.Range4.

0

The decay penalty percentage applied in floor range 5. Default 0. Nests under FloorPenalties.Range5.

0

Lower bound for floor range 5. Default 0. Nests under FloorPenalties.Range5.

0

Higher bound for floor range 5. Default 0. Nests under FloorPenalties.Range5.

Day/Night — Advanced

0 / 0 changed

Fine control over exactly when the in-game day begins and ends, in hours and minutes. These extend GameTimeModifiers alongside the day-length and blood-moon settings in the main World & Time section.

9

The in-game hour (0–23) at which daytime begins. Default 9. Shifts the window of daylight (and sun danger) within each cycle. Nests under GameTimeModifiers.

0

The minute (0–59) of the day-start hour at which daytime begins. Default 0. Fine adjustment on top of the start hour above. Nests under GameTimeModifiers.

17

The in-game hour (0–23) at which daytime ends and night begins. Default 17 (5pm). Together with the start hour this sets how long daylight lasts each cycle. Nests under GameTimeModifiers.

0

The minute (0–59) of the day-end hour at which daytime ends. Default 0. Fine adjustment on top of the end hour above. Nests under GameTimeModifiers.

About the V Rising Server Config Generator

V Rising splits its dedicated server configuration across two JSON files: ServerHostSettings.json controls the box itself — name, ports, player cap, RCON, save schedule — and ServerGameSettings.json holds the gameplay rules — PvP mode, castle damage, clan size, rates, vampire power, and the time-restricted raid windows. This generator builds both at once with dropdowns, toggles, and sliders, then hands you two properly-nested, valid JSON files you can paste straight in. No counting braces, no guessing whether a value belongs in GameTimeModifiers or PlayerInteractionSettings — the generator nests everything correctly for you. Verified against Stunlock's official dedicated-server instructions.

Two files, two jobs

Keeping host and game settings separate trips up new admins who dump everything into one file. ServerHostSettings.json is infrastructure: it decides who can connect, on which ports, how often the world saves, and whether RCON is reachable. ServerGameSettings.json is the rulebook: PvP vs PvE, how raiding works, how fast players progress, how strong they are. They live side by side in the same Settings folder, and the server reads both on boot. If you only edit one, the other keeps its old values — so when changing a setting doesn't seem to take, check you're editing the right file. The two tabs in this generator map exactly to the two files.

The GameSettingsPreset override trap

The single most common "my settings didn't apply" problem in V Rising is the GameSettingsPreset field in ServerHostSettings.json. If it holds a non-empty value (like StandardPvP), the server ignores your ServerGameSettings.json entirely and uses the named preset instead. Admins carefully tune fifty game settings, restart, and find none of them took — because a leftover preset name is quietly overriding the whole file. To use the custom rules you build here, GameSettingsPreset must be blank. This generator flags it the moment you fill it in.

TimeRestricted PvP and raid windows

V Rising lets you confine player combat and castle raiding to scheduled windows — the way most community servers run PvP without it being a 24/7 grind. The mechanism is two separate dials in ServerGameSettings.json: PlayerDamageMode and CastleDamageMode. Set either to TimeRestricted and the matching weekday/weekend hour windows under PlayerInteractionSettings become active; leave them on Always and the windows are ignored. Player combat and castle damage have independent schedules, so you can run a server where players fight every evening but bases are only raidable on weekends. The generator splits these into clear weekday/weekend start/end hours and warns you if you've set window hours without flipping the matching mode to TimeRestricted.

RCON is TCP — and needs a password to start

RCON (the remote console most management tools and restart scripts use) lives in ServerHostSettings.json and runs over TCP, on its own port, separate from the UDP game and query ports. Two gotchas: forward and firewall the RCON port independently, and set an RCON password — if RCON is enabled with an empty password, the listener silently refuses to start and your tool can't connect. The generator warns you about the empty-password case so you're not left debugging a connection that was never going to happen.

The 128-player hard cap

MaxConnectedUsers tops out at 128 — the game won't accept more, no matter what you type. But the slot count is a performance lever, not just a connection limit: every player adds a castle to simulate, so a server at 128 is doing far more work than the connection count alone suggests. On modest hardware, framerate and tick stability fall off well before the cap. Set the slot count to what your box can actually run smoothly, and use the separate admin slots (MaxConnectedAdmins) so staff can always get in when the server is full.

Does this cover every setting?

Close to it, by design. The everyday dials sit on the form up front; the deeper tunables most servers never touch — the floor and pylon decay-penalty curves, castle stat modifiers and heart limits, equipment modifiers, the day/night cycle — are here too, tucked into collapsible Advanced sections so they're reachable without burying the basics. The only things that aren't individual fields are the big per-server data tables: per-V-Blood unlock lists, achievement and research unlock IDs, and similar raw arrays — they don't belong in a settings form. You don't lose them, though: paste an existing config in and our import carries those keys through untouched into the file we generate, so a round-trip never silently drops anything. And where a setting's exact patch-current behaviour is less certain, we mark it with a ⚠ verify badge rather than hide it — you stay in control, with a visible heads-up.

Where the config files actually live

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