Soulmask Gameplay Settings
This page lists all available gameplay settings. For information on how to adjust these settings, see the Gameplay Settings Guide.
Definitions
- Clan: A single player and their tamed human NPCs. Every player has their own clan.
- Tribe: A group of clans. A player may create or join a tribe, or may play without one.
- Tribesman or clanmate: A human NPC that has been tamed by a player.
Settings marked as not visible in game (❌) can only be edited by modifying the settings file. See the Gameplay Settings Guide for information about locating and modifying your settings file.
Note: There are 3 groups of settings, numbered 0, 1 and 2. All of these groups have the same settings, but sometimes variations in ranges and values. Different people's servers and games seem to use different groups, and it is not currently known why or what the groups mean. In cases where values differ between groups, the values in the table list the groups individually as [0], [1], and [2].
NOTE: Descriptions are handwritten based on testing performed by myself and other members of the community. All other data is mined directly from game assets.
General
Name in Game and Name in File |
Description and Tooltip |
Range | Default | Defaults per Difficulty | Visible in Game |
||||
---|---|---|---|---|---|---|---|---|---|
Casual | Easy | Normal | Hard | Master | |||||
Barbarian Taming Speed Multiplier AddRenKeDuRatio |
Multiplies the rate at which captured humans gain recognition while being tamed. Higher values = faster speed The greater the value, the faster Recognition increases. |
[0] 0.1-10 [1] 0.1-1000 [2] 0.1-10 |
1 | 10 | 2 | 1 | 1 | 1 | ✅ |
Proportion of daytime GameWorldDayTimePortion |
The speed at which the time of day advances during the day (6:00-18:00) vs at night. At 0.5, the clock speed is the same. Higher values = slower day time and faster night time. Proportion of daytime |
0-1 | [0] 0.7 [1] 0.8 [2] 0.7 |
0.9 | 0.8 | 0.7 | 0.6 | 0.5 | ✅ |
Time Flow Multiplier GameWorldTimePower |
The number of hours that pass in game per real life hour. Higher values = shorter day cycles. Time Flow Multiplier |
[0] 1-48 [1] 1-288 [2] 1-48 |
24 | 24 | 24 | 24 | 24 | 24 | ✅ |
Character Remodel Time Multiplier ChongsuRatio |
Multiplier on the cooldown time after reviving a fallen tribesman. Higher values = longer cooldown time The greater the value, the faster the remodeling |
[0] 0.1-10 [1] 0.1-100 [2] 0.1-10 |
1 | 10 | 2 | 1 | 0.8 | 0.5 | ✅ |
Hibernation Countdown XiuMianDistance |
The distance around all connected players beyond which AI controlled entities will stop processing and freeze in place. Distance is measured in centimeters. Should always be higher than Awakening Distance to prevent bugs. |
3000-16000 | 10000 | 10000 | 10000 | 10000 | 10000 | 10000 | ❌ |
Awakening Distance HuanXingDistance |
The distance around all connected players within which AI controlled entities will leave hibernation and become active. Distance is measured in centimeters. Should always be lower than Hibernation Distance to prevent bugs. |
2000-15100 | 9000 | 9000 | 9000 | 9000 | 9000 | 9000 | ❌ |
Tribe Recruitment limit GongHuiMaxZhaoMuCount |
The maximum number of tribesmen that can be recruited by a tribe. Tribe Recruitment limit |
[0] 1-100 [1] 1-1000 [2] 1-100 |
50 | 50 | 50 | 50 | 50 | 50 | ✅ |
Lv.1 Strong Compatibility Module increases the number of tribesmen that can be recruited. GeRenMaxZhaoMuCount |
When unlocking level 1 of the strong compatibility mask node, the player’s clan size limit is increased by this amount. The resulting limit will be 3 + this setting. Lv. 1 Mask Node Connection Enhancement increases max tribesman recruits. |
[0] 1-10 [1] 1-100 [2] 1-10 |
6 | 6 | 6 | 6 | 6 | 6 | ✅ |
Lv.2 Strong Compatibility Module increases the number of tribesmen that can be recruited. GeRenMaxZhaoMuCount_Two |
When unlocking level 2 of the strong compatibility mask node, the player’s clan size limit is increased by this amount. The resulting limit will be 3 + this setting. Lv. 2 Mask Node Connection Enhancement increases max tribesman recruits. |
[0] 1-20 [1] 1-200 [2] 1-20 |
10 | 10 | 10 | 10 | 10 | 10 | ✅ |
Lv.3 Strong Compatibility Module increases the number of tribesmen that can be recruited. GeRenMaxZhaoMuCount_Three |
When unlocking level 3 of the strong compatibility mask node, the player’s clan size limit is increased by this amount. The resulting limit will be 3 + this setting. Lv. 3 Mask Node Connection Enhancement increases max tribesman recruits. |
[0] 1-100 [1] 1-1000 [2] 1-100 |
15 | 15 | 15 | 15 | 15 | 15 | ✅ |
Mood Increase Multiplier XinQingZengZhang |
Whenever a tribesman’s mood increases, multiply the amount gained by this value. Mood Increase Coefficient |
[0] 0-5 [1] 0-10 [2] 0-5 |
1 | 1.5 | 1.5 | 1 | 1 | 1 | ✅ |
Mood Reduction Multiplier XinQingJianShao |
Whenever a tribesman’s mood decreases, multiply the amount lost by this value. Mood Reduction Coefficient |
[0] 0-5 [1] 0-10 [2] 0-5 |
1 | 0.8 | 0.8 | 1 | 1.2 | 1.5 | ✅ |
族人数量面具节点需求为0个 XiShuWeiLing |
0-0 | 0 | 0 | 0 | 0 | 0 | 0 | ❌ | |
Tribe Animals Quantity Limit GongHuiMaxDongWuCount |
The maximum number of tamed animals that can be in a tribe. Tribe Animals Quantity Limit |
[0] 1-100 [1] 1-1000 [2] 1-100 |
50 | 50 | 50 | 50 | 50 | 50 | ✅ |
Personal Animal Quantity Limit GeRenMaxDongWuCount |
The maximum number of tamed animals that can be owned by a single player. Personal Animal Quantity Limit |
[0] 1-100 [1] 1-1000 [2] 1-100 |
10 | 20 | 10 | 10 | 10 | 10 | ✅ |
Chest Drop Level BaoXiangDiaoLuoDengJi |
0-4 | 0 | 0 | 0 | 0 | 0 | 0 | [0] ❌ [1] ✅ [2] ❌ |
|
Physical Optimized Distance WuLiYouHuaDist |
This is believed to be the distance around all players outside of which physics simulation will run at a reduced capacity. This needs more testing to verify. Distance is measured in centimeters. |
5000-9000 | 6666 | 6666 | 6666 | 6666 | 6666 | 6666 | ❌ |
How many days would clanmates hibernate without working after the player goes offline? XiuMianOfflineDays |
After a player logs out of a game, their clanmates will continue working their assigned jobs as long as the game is still being hosted. If the player remains offline for this number of real life days, their clanmates will go into hibernation - meaning they will just sit there and do nothing - until the player logs back into the game. How many days of being offline will result in your tribesmen no longer working? |
[0] 0-30 [1] 0-360 [2] 0-30 |
7 | 7 | 7 | 7 | 7 | 7 | ✅ |
Dancing cooldown Time (h) TiaoWuLengQueTime |
After a tribesman performs a dance at a bonfire, it will trigger a cooldown before they are allowed to perform another dance. This setting determines that cooldown, measured in real life hours. Dancing Interval (in hours) |
0-24 | 4 | 4 | 4 | 4 | 4 | 4 | ✅ |
Info Entry Limit XinXiLuRu |
Determines the maximum number of tribesman per player that can be stored and later resurrected. Max number of tribesmen info allowed for Info Entry |
1-10 | 4 | 4 | 4 | 4 | 4 | 4 | ✅ |
Max Load Multiplier (Effective upon server restart) MaxFuZhongRatio |
Multiplies the maximum carry capacity by this value. (Need to test whether it affects npcs or only players.) Max Load Multiplier |
1-100 | 1 | 1 | 1 | 1 | 1 | 1 | ✅ |
Character Backpack Capacity (Effective upon server restart or character revival) RoleBagCapacity |
Sets the maximum number of inventory slots for players. (Need to test whether it also affects npcs.) Default Character Backpack Capacity Settings |
30-256 | 60 | 60 | 60 | 60 | 60 | 60 | ✅ |
Max Number of Personal Marks GeRenBiaoJiMaxCount |
The maximum number of custom map markers that can be placed by a single player. |
1-100 | 20 | 20 | 20 | 20 | 20 | 20 | ✅ |
Max Number of Shared Marks GongHuiBiaoJiMaxCount |
The maximum number of custom map markers that can be shared with a tribe. |
1-100 | 20 | 20 | 20 | 20 | 20 | 20 | ✅ |
Tribe Persons GongHuiMaxMember |
The maximum number of players that can join a tribe. This can also be set on the command line when starting the server. If it is set, then the value will revert to the command line value on server restart. Tribe Players |
[0] 1-50 [1] 1-100 [2] 1-50 |
20 | 20 | 20 | 20 | 20 | 20 | ✅ |
Summoning Distance Coefficient ZhaoHuanDisRatio |
Multiplies the distance at which you can summon a deployed mount or NPC to your location. At a value of 1, the distance is 100 meters. At 2, the distance is 200 meters. At 100, the distance is 10 kilometers, which should cover the entire map. |
1-100 | 1 | 1 | 1 | 1 | 1 | 1 | ✅ |
Mysterious Converter Conversion Rate ConverPropsSpeedRatio |
Multiplier for the conversion rate of the mysterious converter. Higher values will convert more items at once. Greater the value, faster the conversion with the Mysterious Converter. |
[0] 1-10 [1] 1-100 [2] 1-10 |
1 | 1 | 1 | 1 | 1 | 1 | ✅ |
Max Mysterious Converter Constructions MaxConvertCount |
Maximum number of mysterious converters that can be built by a tribe. Max Mysterious Converters Constructible by Individual or Tribe |
[0] 1-10 [1] 1-100 [2] 1-10 |
3 | 3 | 3 | 3 | 3 | 3 | ✅ |
Platform Animal Load Multiplier KurmaFuZhongRatio |
Platform Animal Load Multiplier |
0-10 | 1 | 1 | 1 | 1 | 1 | 1 | ✅ |
Tribe Specific Animal (Giant Elephant) Max Quantity GongHuiMaxSpecDongWuCount |
Maximum number of giant elephants that can be owned by a tribe |
1-100 | [0] 10 [1] 1 [2] 10 |
10 | 10 | 10 | 10 | 10 | ✅ |
Personal Specific Animal (Giant Elephant) Max Quantity GeRenMaxSpecDongWuCount |
Maximum number of giant elephants that can be owned by a player |
1-100 | [0] 10 [1] 1 [2] 10 |
10 | 10 | 10 | 10 | 10 | ✅ |
EXP & Growth
Name in Game and Name in File |
Description and Tooltip |
Range | Default | Defaults per Difficulty | Visible in Game |
||||
---|---|---|---|---|---|---|---|---|---|
Casual | Easy | Normal | Hard | Master | |||||
Awareness Strength EXP Multiplier ExpRatio |
Whenever a player gains awareness experience, it will be multiplied by this value. Awareness experience is used to unlock new technologies. Multiplier when gaining Awareness EXP |
[0] 0.1-5 [1] 0.1-100 [2] 0.1-5 |
1 | 4 | 2 | 1 | 1 | 1 | ✅ |
Character EXP Multiplier ChengZhangExpRatio |
Whenever a player character or tribesman gains experience, it will be multiplied by this value. The greater the value, the more Body EXP a character gains. |
[0] 0.1-5 [1] 0.1-100 [2] 0.1-5 |
1 | 5 | 2 | 1 | 1 | 1 | ✅ |
Mask EXP Multiplier MJExpRatio |
Whenever a player gains mask experience, it will be multiplied by this value. The greater the value, the faster Mask EXP is gained. |
[0] 0.1-5 [1] 0.1-100 [2] 0.1-5 |
1 | 5 | 2 | 1 | 1 | 1 | ✅ |
Proficiency EXP Multiplier ShuLianDuExpRatio |
Whenever a player character or tribesman gains proficiency experience, it will be multiplied by this value. Proficiency affects a character’s skill with tools, weapons and professions and is gained by practicing with those tools, weapons and professions. The greater the value, the more Body Proficiency EXP. |
[0] 0.1-10 [1] 0.1-100 [2] 0.1-10 |
1 | 5 | 2 | 1 | 1 | 1 | ✅ |
Collection EXP Multiplier CaiJiExpRatio |
Whenever a player character or tribesman gains experience from collecting resources, it will be multiplied by this value. The greater the value, the greater the EXP when harvesting, logging, and mining. |
[0] 0-5 [1] 0-100 [2] 0-5 |
1 | 4 | 2 | 1 | 1 | 1 | ✅ |
Craft EXP Multiplier ZhiZuoExpRatio |
Whenever a player character or tribesman gains experience from crafting, it will be multiplied by this value. The greater the value, the more Craft EXP is gained. |
[0] 0-5 [1] 0-100 [2] 0-5 |
1 | 4 | 2 | 1 | 1 | 1 | ✅ |
Monster-killing EXP Multiplier ShaGuaiExpRatio |
Whenever a player character or tribesman gains experience from killing enemy npcs and animals, it will be multiplied by this value. The greater the value, the more EXP for killing enemies, animals, or machines. |
[0] 0-5 [1] 0-100 [2] 0-5 |
1 | 4 | 2 | 1 | 1 | 1 | ✅ |
Other EXP Multiplier QiTaExpRatio |
Multiplier on experience gains from sources not covered by other experience multipliers. The greater the value, the greater the EXP multiplier for other actions. |
[0] 0-5 [1] 0-100 [2] 0-5 |
1 | 4 | 2 | 1 | 1 | 1 | ✅ |
Multiplier of Stat Points obtained by default when upgrading characters BeiDongYiJiShuXingRatio |
Whenever a starting player character levels up and their stats are increased, the amount of the increase will be multiplied by this value. Changes to this setting only affect newly gained levels. Effective only against starting characters. |
[0] 0-3 [1] 0-10 [2] 0-3 |
1 | 1 | 1 | 1 | 1 | 1 | ✅ |
Multiplier of available Stat Points obtained when upgrading characters ZhuDongYiJiShuXingRatio |
Whenever a starting player character levels up and gains points to spend on stats, the number of points gained will be multiplied by this value. Changes to this setting only affect newly gained levels. Effective only against starting characters. |
[0] 0-3 [1] 0-10 [2] 0-3 |
1 | 1 | 1 | 1 | 1 | 1 | ✅ |
Multiplier of HP, ATK and DEF boosts when upgrading characters ErJiShuXingRatio |
Whenever a starting player character levels up and gains additional HP, ATK and DEF stats, the amount gained will be multiplied by this number. Changes to this setting only affect newly gained levels. Effective only against starting characters. |
[0] 0.5-3 [1] 0.5-10 [2] 0.5-3 |
1 | 1 | 1 | 1 | 1 | 1 | ✅ |
Multiplier of Stat Points obtained by default when upgrading barbarians MaRenBeiDongYiJiShuXingRatio |
Whenever a tribesman levels up and their stats are increased, the amount of the increase will be multiplied by this value. Changes to this setting only affect newly gained levels. Whevever a human NPC spawns in the world, this setting will affect their stats as if they had leveled from 1 to their spawned level. Changes to this setting only affect newly spawned NPCs. Applies to all Barbarians. Note: This includes wild barbarians. |
[0] 1-3 [1] 1-10 [2] 1-3 |
1 | 1 | 1 | 1 | 1 | 1 | ✅ |
Multiplier of available Stat Points obtained when upgrading barbarians MaRenZhuDongYiJiShuXingRatio |
Whenever a tribesman levels up and gains points to spend on stats, the number of points gained will be multiplied by this value. Changes to this setting only affect newly gained levels. Whevever a human NPC spawns in the world, this setting will affect their stats as if they had leveled from 1 to their spawned level and spent their stat points. Changes to this setting only affect newly spawned NPCs. Applies to all Barbarians. Note: This includes wild barbarians. |
[0] 1-3 [1] 1-10 [2] 1-3 |
1 | 1 | 1 | 1 | 1 | 1 | ✅ |
Multiplier of HP, ATK and DEF boosts when upgrading barbarians MaRenErJiShuXingRatio |
Whenever a tribesman levels up and gains additional HP, ATK and DEF stats, the amount gained will be multiplied by this number. Changes to this setting only affect newly gained levels. Whevever a human NPC spawns in the world, this setting will affect their stats as if they had leveled from 1 to their spawned level. Changes to this setting only affect newly spawned NPCs. Applies to all Barbarians. Note: This includes wild barbarians. |
[0] 0.5-3 [1] 0.5-10 [2] 0.5-3 |
1 | 1 | 1 | 1 | 1 | 1 | ✅ |
Multiplier of Stat Points obtained by default when upgrading animals DongWuBeiDongYiJiShuXingRatio |
Whevever an animal or mechanical NPC spawns in the world, this setting will multiply their gained stat points as if they had leveled from 1 to their spawned level. Changes to this setting only affect newly spawned NPCs. Effective against all wild animals and machines. |
[0] 1-3 [1] 1-10 [2] 1-3 |
1 | 1 | 1 | 1 | 1 | 1 | ✅ |
Multiplier of available Stat Points obtained when upgrading animals DongWuZhuDongYiJiShuXingRatio |
Whevever an animal or mechanical NPC spawns in the world, this setting will multiply their gained spare stat points as if they had leveled from 1 to their spawned level and spent their points. Changes to this setting only affect newly spawned NPCs. Effective against all wild animals and machines. |
[0] 1-3 [1] 1-10 [2] 1-3 |
1 | 1 | 1 | 1 | 1 | 1 | ✅ |
Multiplier of HP, ATK and DEF boosts when upgrading animals DongWuErJiShuXingRatio |
Whevever an animal or mechanical NPC spawns in the world, this setting will multiply their gained HP, ATK and DEF stats as if they had leveled from 1 to their spawned level. Changes to this setting only affect newly spawned NPCs. Effective against all wild animals and machines. |
[0] 0.5-3 [1] 0.5-10 [2] 0.5-3 |
1 | 1 | 1 | 1 | 1 | 1 | ✅ |
Kill EXP Sharing Coefficient ShaGuaiExpShareRatio |
When a player gains experience from killing enemies, a portion of that experience will also be gained by nearby players within the same tribe. The amount of experience gained by the other players will be the amount gained by the player who killed the enemy multiplied by this value. Kill EXP Sharing Coefficient |
0-1 | 0.2 | 0.8 | 0.4 | 0.2 | 0.2 | 0.2 | ✅ |
Max Awareness Strength MaxLevel |
The maximum awareness level that can be reached by players. Reducing this will reduce the maximum obtainable technology. Max Awareness Strength Level |
1-60 | 60 | 60 | 60 | 60 | 60 | 60 | ✅ |
Output & Drops
Name in Game and Name in File |
Description and Tooltip |
Range | Default | Defaults per Difficulty | Visible in Game |
||||
---|---|---|---|---|---|---|---|---|---|
Casual | Easy | Normal | Hard | Master | |||||
Collecting Output Multiplier CaiJiDiaoLuoRatio |
Multiplies resources gained per hit when collecting with hands or scythe. Drop Collection Multiplier |
[0] 1-3 [1] 1-10 [2] 1-3 |
1 | 3 | 2 | 1 | 1 | 1 | ✅ |
Logging Drop Multiplier FaMuDiaoLuoRatio |
Multiplies resources gained per hit when logging. Multiplier for every logging production. |
[0] 1-3 [1] 1-10 [2] 1-3 |
1 | 3 | 2 | 1 | 1 | 1 | ✅ |
Mining Output Multiplier CaiKuangDiaoLuoRatio |
Multiplies resources gained per hit when mining. Mining Production Multiplier |
[0] 1-3 [1] 1-10 [2] 1-3 |
1 | 3 | 2 | 1 | 1 | 1 | ✅ |
Slaughtering Output Multiplier DongWuShiTiDiaoLuoRatio |
Multiplies resources gained when harvesting an animal. Production multiplier when dissecting an animal. |
[0] 1-3 [1] 1-10 [2] 1-3 |
1 | 3 | 2 | 1 | 1 | 1 | ✅ |
Animal Part Output Multiplier DongWuShiTiZhongYaoDiaoLuoRatio |
Multiplies special resources gained when harvesting an animal. Additional production multiplier when dissecting animal carcass. |
[0] 1-3 [1] 1-10 [2] 1-3 |
1 | 3 | 2 | 1 | 1 | 1 | ✅ |
Automated Production Base's Output Multiplier CaiJiShengChanJianZhuDiaoLuoRatio |
Automated Production Base's Output Multiplier |
[0] 0.5-3 [1] 0.5-10 [2] 0.5-3 |
1 | 3 | 2 | 1 | 0.8 | 0.6 | ✅ |
Normal Barbarian Drop Multiplier PuTongRenDiaoLuoRatio |
Multiplier applied to the amount of items dropped by normal wild humans when killed. Does not affect dropped gear. Normal Drop Multiplier (Barbarian weapons/gear not affected) |
[0] 1-3 [1] 1-10 [2] 1-3 |
1 | 3 | 2 | 1 | 1 | 1 | ✅ |
Elite Barbarian Drop Multiplier JingYingRenDiaoLuoRatio |
Multiplier applied to the amount of items dropped by elite wild humans when killed. Does not affect dropped gear. Elite Monster Drop Multiplier (Elite Barbarian weapons/gear not affected) |
[0] 1-3 [1] 1-10 [2] 1-3 |
1 | 3 | 2 | 1 | 1 | 1 | ✅ |
Boss Drop Multiplier BossRenDiaoLuoRatio |
Multiplier applied to the amount of items dropped by bosses when killed. Does not affect dropped gear. Multiplier for boss drops (Barbarian weapons/gear not affected). |
[0] 1-3 [1] 1-10 [2] 1-3 |
1 | 3 | 2 | 1 | 1 | 1 | ✅ |
Plant Crop Yield Multiplier ZuoWuDropRatio |
Multiplies the amount gained when harvesting crops. Crop Production Multiplier |
[0] 0.5-3 [1] 0.5-10 [2] 0.5-3 |
1 | 3 | 2 | 1 | 0.8 | 0.6 | ✅ |
Crop Growth Speed Multiplier ZuoWuShengZhangRatio |
Multiplies the speed at which crops grow. Higher values = shorter growth times. The greater the value, the faster the crops grow. |
[0] 0.1-10 [1] 0.1-1000 [2] 0.1-10 |
1 | 5 | 2 | 1 | 0.8 | 0.6 | ✅ |
Crafting Speed Multiplier ZhiZuoTimeRatio |
Multiplies the speed for completing crafting tasks. Higher values = shorter crafting times The greater the value, the faster the crafting speed. |
[0] 0.1-5 [1] 0.1-1000 [2] 0.1-5 |
1 | 3 | 2 | 1 | 1 | 1 | ✅ |
Chest Drop Multiplier BaoXiangDropRatio |
Multiplies the amount of items found in loot chests. Chest Drop Multiplier |
[0] 1-3 [1] 1-10 [2] 1-3 |
1 | 3 | 2 | 1 | 1 | 1 | ✅ |
Collecting Efficiency Multiplier CaiJiDamageRatio |
Multiplies how much damage you do to resource collection objects, affecting resources gained per hit and total hits per object. The greater the value, the greater the efficiency when collecting. |
0-5 | 1 | 2 | 1.5 | 1 | 1 | 1 | ✅ |
Resource Collection HP Coefficient ZiYuanShengMingRatio |
Multiplies the amount of HP resource collection objects have, which affects the total resource yield of the objects. The greater the value, the more opportunities to collect resources. |
[0] 0.1-3 [1] 0.1-10 [2] 0.1-3 |
1 | 1 | 1 | 1 | 1 | 1 | ✅ |
Animal Growth Speed DongWuShengZhangRatio |
Multiplies the growth speed of captured baby animals. Higher values = shorter time to reach adulthood Animal Growth Speed |
[0] 0-100 [1] 0-1000 [2] 0-100 |
1 | 5 | 2 | 1 | 0.8 | 0.6 | ✅ |
Animal Reproduction Efficiency FanZhiJianGeRatio |
Multiplies the rate at which tamed animals reproduce. Animal Reproduction Rate |
[0] 0-5 [1] 0-100 [2] 0-5 |
1 | 5 | 2 | 1 | 0.8 | 0.6 | ✅ |
Animal Production Efficiency DongWuShengChanJianGeRatio |
Multiplies the amount of resources produced by tamed animals. Animal Production Rate |
[0] 0-5 [1] 0-100 [2] 0-5 |
1 | 5 | 2 | 1 | 0.8 | 0.6 | ✅ |
Animal Yield Multiplier DongWuChanChuRatio |
Multiplies the amount of resources obtained from slaughtering tamed animals. Animal Yield Multiplier |
[0] 0-3 [1] 0-10 [2] 0-3 |
1 | 3 | 2 | 1 | 0.8 | 0.6 | ✅ |
Crop Destruction Speed ZuoWuXiaoHuiRatio |
Multiplies the speed at which crops will be destroyed if left unharvested. Higher values = shorter time Crop Destruction Speed |
[0] 0-5 [1] 0-10 [2] 0-5 |
1 | 1 | 1 | 1 | 1 | 1 | ✅ |
Hatching Speed FuHuaSpeed |
Multiplies the incubation time for eggs. Higher values = less time to hatch The greater the value, the faster the incubation. |
[0] 0-10 [1] 0-1000 [2] 0-10 |
1 | 5 | 2 | 1 | 0.8 | 0.6 | ✅ |
Building
Name in Game and Name in File |
Description and Tooltip |
Range | Default | Defaults per Difficulty | Visible in Game |
||||
---|---|---|---|---|---|---|---|---|---|
Casual | Easy | Normal | Hard | Master | |||||
Building Decay Coefficient JianZhuFuLanMul |
Multiplies the rate at which player buildings will decay if not protected by a bonfire. Higher values = shorter decay time The greater the value, the quicker a structure decays. |
0-5 | 1 | 0 | 0.5 | 1 | 1 | 1 | ✅ |
Multiplier of building construction and repair speed JianZhuXiuLiMul |
Multiplies the rate at which buildings will regenerate HP after being constructed or repaired. Higher values = shorter time to heal The greater the value, the faster the HP increases when building or repairing a structure. |
0-10 | 1 | 5 | 2 | 1 | 1 | 1 | ✅ |
DMG Multiplier of wild objects against buildings YeShengHitJianZhuShangHaiRatio |
Multiplies the damage done to player buildings by wild (not player owned) npcs and animals Damage multiplier for wild opponents against buildings. |
0-10 | 4 | 1 | 2 | 4 | 6 | 8 | ✅ |
DMG Multiplier of player's affiliated objects against buildings WanJiaHitJianZhuShangHaiRatio |
Multiplies the damage dealt by players and player owned units against player buildings. Player-Character Building Damage Multiplier |
0-5 | 1 | 1 | 1 | 1 | 1 | 1 | ✅ |
Bonfire Burning Speed Coefficient YingHuoRanShaoSuDuRatio |
Multiplies the speed at which bonfires will burn fuel. Higher values = shorter burn time The greater the value, the more fuel is consumed for Bonfires. |
[0] 0-2 [1] 0-5 [2] 0-2 |
1 | 0.5 | 0.8 | 1 | 1.2 | 1.5 | ✅ |
Limit of Personal Bonfires MaxGenRenYingHuoNumber |
Sets the number of bonfires that a single player can have constructed at once. |
1-100 | 6 | 6 | 6 | 6 | 6 | 6 | ✅ |
Limit of Tribal Bonfires MaxGongHuiYingHuoNumber |
Sets the number of bonfires that a tribe can have constructed at once. |
6-100 | 6 | 6 | 6 | 6 | 6 | 6 | ✅ |
Limit of Portals MaxChuanSongMenNumber |
[0] 1-100 [1] 10-100 [2] 1-100 |
10 | 10 | 10 | 10 | 10 | 10 | ✅ | |
Max Hibernation Pods MaxXiuMianCangCount |
Maximum number of hibernation pods that can be built by a tribe. Max Hibernation Pods |
1-100 | 50 | 50 | 50 | 50 | 50 | 50 | ✅ |
Refresh
Name in Game and Name in File |
Description and Tooltip |
Range | Default | Defaults per Difficulty | Visible in Game |
||||
---|---|---|---|---|---|---|---|---|---|
Casual | Easy | Normal | Hard | Master | |||||
Vegetation Respawn Speed ZhiBeiChongShengRatio |
Multiplies the speed at which collectible vegetation will respawn. Higher values = shorter respawn time The greater the value, the faster it is for vegetation to reload. |
[0] 0.1-3 [1] 0.1-10 [2] 0.1-3 |
1 | 3 | 2 | 1 | 0.8 | 0.6 | ✅ |
Banned resource refresh radius - Players WanJiaZiYuanJinShuaBanJing |
Multiplies the radius around players where resource objects will not respawn. Banned resource refresh radius - Players |
0-100 | 1 | 1 | 1 | 1 | 1 | 1 | ✅ |
Banned resource refresh radius - Buildings JianZhuZiYuanJinShuaBanJing |
Multiplies the radius around player owned buildings where resource objects will not respawn. Banned resource refresh radius - Buildings |
0-100 | 1 | 1 | 1 | 1 | 1 | 1 | ✅ |
Combat
Name in Game and Name in File |
Description and Tooltip |
Range | Default | Defaults per Difficulty | Visible in Game |
||||
---|---|---|---|---|---|---|---|---|---|
Casual | Easy | Normal | Hard | Master | |||||
DMG Multiplier against wild monsters DamageYeShengRatio |
Multiplies damage dealt to all types of wild NPCs. The greater the value, the greater the damage the player deals to wild animals or machines. |
[0] 0.5-5 [1] 0-10 [2] 0.5-5 |
1 | 2 | 1.5 | 1 | 0.9 | 0.8 | ✅ |
DMG Multiplier when attacked by wild monsters BeDamageByYeShengRatio |
Multiplies damage dealth by all types of wild NPCs. The greater the value, the greater the damage the player takes from wild animals or machines. |
[0] 0.2-2 [1] 0-10 [2] 0.2-2 |
1 | 0.3 | 0.6 | 1 | 1.2 | 1.5 | ✅ |
HP Recovery Speed Multiplier ShengMingHuiFuRatio |
Multiplies the rate at which HP passively recovers. Higher value = faster recovery. Seems to affect anything that passively recovers HP. The greater the value, the higher the default HP Recovery. |
[0] 0-5 [1] 0-10 [2] 0-5 |
1 | 5 | 2 | 1 | 0.8 | 0.5 | ✅ |
Stamina Recovery Speed Multiplier TiLiHuiFuRatio |
Multiplies the rate at which stamina passively recovers. Higher value = faster recovery. Seems to affect anything that passively recovers stamina. The greater the value, the higher the default Stamina Recovery. |
0-5 | 1 | 3 | 2 | 1 | 0.8 | 0.5 | ✅ |
Breath Recovery Speed Multiplier QiXiHuiFuRatio |
The speed at which the breath meter refills when not underwater. Higher values = shorter time to refill The greater the value, the higher the default oxygen recovery rate. |
0-5 | 1 | 5 | 2 | 1 | 1 | 1 | ✅ |
DMG Multiplier of wild animal attacks DongWuDamageRatio |
Multiplier of damage dealt by wild animals and mechanical NPCs. Stacks with “DMG Multiplier when attacked by wild monsters” setting. The greater the value, the greater the damage dealt to players by wild animals and machines. |
[0] 0.5-2 [1] 0-10 [2] 0.5-2 |
1 | 1 | 1 | 1 | 1 | 1 | ✅ |
DMG Multiplier against wild animals DongWuJianShangRatio |
Multiplier of damage dealt to wild animals and mechanical NPCs. Stacks with “DMG Multiplier against wild monsters” setting. The greater the value, the greater the damage the wild animals or machines take. |
[0] 0.5-2 [1] 0-10 [2] 0.5-2 |
1 | 1 | 1 | 1 | 1 | 1 | ✅ |
DMG Multiplier of wild barbarian attacks MaRenDamageRatio |
Multiplier of damage dealt by wild humans. Stacks with “DMG Multiplier when attacked by wild monsters” setting. The greater the value, the greater the damage dealt to players by wild barbarians. |
[0] 0.5-2 [1] 0-10 [2] 0.5-2 |
1 | 1 | 1 | 1 | 1 | 1 | ✅ |
DMG Multiplier against wild barbarians ManRenJianShangRatio |
Multiplier of damage dealt to wild humans. Stacks with “DMG Multiplier against wild monsters” setting. The greater the value, the greater the damage dealt to wild barbarians. |
[0] 0.5-2 [1] 0-10 [2] 0.5-2 |
1 | 1 | 1 | 1 | 1 | 1 | ✅ |
Feign Death HP Recovery Speed JiaSiHuiFuRatio |
Multiplies the speed at which a player passively recovers from a near-death state while not moving. Higher value = shorter recovery time. (Using a healing item will greatly reduce recovery time regardless of this setting.) The greater the value, the faster the HP recovery from Feigned Death |
[0] 0-5 [1] 0-10 [2] 0-5 |
1 | 5 | 2 | 1 | 0.8 | 0.5 | ✅ |
Damage Multiplier when attacking buildings. GongJiJianZhuDamageRatio |
Multiplies damage dealt by players and player owned entities against player owned buildings. Damage Multiplier when attacking buildings. |
0-5 | 1 | 1 | 1 | 1 | 1 | 1 | ✅ |
Wild Animal Quality Coefficient DongWuPinZhiRatio |
Affects the chance of wild animals spawning at a higher quality level. Higher values = increased chance to be higher quality The greater the value, the greater the chance for finding quality animals or machines. |
0-5 | 1 | 2 | 1.5 | 1 | 1.5 | 2 | ✅ |
Wild Barbarian Quality Coefficient ManRenPinZhiRatio |
Affects the chance of wild humans spawning at a higher quality level. Higher values = increased chance to be higher quality The greater the value, the more chances of getting quality barbarians. |
0-5 | 1 | 2 | 1.5 | 1 | 1.5 | 2 | ✅ |
DMG Multiplier among friendly units operated by non-players in the PvP mode PVP_ShangHaiRatio_WithoutP2P_YouFang |
Multiplier on damage dealt by AI controlled units to other units in their tribe. Disabled if PVP is disabled. Damage coefficient between non-protagonists in PVP |
0-5 | 0 | 0 | 0 | 0 | 0 | 0 | ✅ |
PVP melee damage coefficient PVP_ShangHaiRatio_JinZhan |
Multiplier on melee damage dealt to enemy units in PVP. PVP Melee Damage Multiplier |
0-1 | 0.4 | 0.4 | 0.4 | 0.4 | 0.4 | 0.4 | ✅ |
PVP ranged damage coefficient PVP_ShangHaiRatio_YuanCheng |
Multiplier on ranged damage dealt to enemy units in PVP. PVP Ranged Damage Multiplier |
0-1 | 0.4 | 0.4 | 0.4 | 0.4 | 0.4 | 0.4 | ✅ |
PVP RESIL-Down Coefficient WanJiaBeiXiaoRenRatio |
Multiplier on resilience reduction amount against enemy units in PVP. PVP Player Resilience Reduction Multiplier |
0-1 | 0.8 | 0.8 | 0.8 | 0.8 | 0.8 | 0.8 | ✅ |
PVP STA-Down Coefficient WanJiaBeiXiaoTiRatio |
Multiplier on stamina reduction amount against enemy units in PVP. PVP Player Stamina Reduction Multiplier when Blocking |
0-1 | 0.8 | 0.8 | 0.8 | 0.8 | 0.8 | 0.8 | ✅ |
Damage coefficient between enemies in PVP PVP_ShangHaiRatio_PlayerToPlayer_DiFang |
Additional PVP damage multiplier applied when the source and target are both player controlled characters. Damage coefficient between enemies in PVP |
0-5 | 1 | 1 | 1 | 1 | 1 | 1 | ✅ |
PVP True Damage Adjustment Coefficient PVP_GAPVPDamageRatio |
PVP True Damage Adjustment Coefficient |
0-5 | 1 | 1 | 1 | 1 | 1 | 1 | ✅ |
Damage coefficient between allies in PVP PVP_ShangHaiRatio_PlayerToPlayer_YouFang |
Multiplier applied to friendly fire damage when the source and target are both players. Disabled if PVP is disabled. Damage coefficient between allies in PVP |
0-1 | 0.06 | 0.06 | 0.06 | 0.06 | 0.06 | 0.06 | ✅ |
Roll Invulnerability Time Multiplier RollingInvincibleTimeRatio |
Multiplier for invulnerability duration when rolling. The greater the value, the longer the invulnerability duration for the roll. |
0.5-1 | 1 | 1 | 1 | 1 | 0.85 | 0.66 | ✅ |
Consumption
Name in Game and Name in File |
Description and Tooltip |
Range | Default | Defaults per Difficulty | Visible in Game |
||||
---|---|---|---|---|---|---|---|---|---|
Casual | Easy | Normal | Hard | Master | |||||
Durability Consumption Multiplier NaiJiuXiShu |
When an item’s durability is reduced from using it, the reduction amount is multiplied by this value. The greater the value, the faster a weapon or tool loses Durability. |
0-2 | 1 | 0.3 | 0.6 | 1 | 1.1 | 1.2 | ✅ |
Satiety Consumption Speed Multiplier ShiWuXiaoHaoRatio |
Multiplies the rate at which satiety is reduced over time. Higher values = faster reduction The greater the value, the greater the food consumption. |
0-2 | 1 | 0.3 | 0.6 | 1 | 1.5 | 2 | ✅ |
Hydration Consumption Speed Multiplier ShuiXiaoHaoRatio |
Multiplies the rate at which hydration is reduced over time. Higher values = faster reduction The greater the value, the faster the dehydration. |
0-2 | 1 | 0.3 | 0.6 | 1 | 1.5 | 2 | ✅ |
Breath Cost Speed Multiplier QiXiXiaoHaoRatio |
Multiplies the rate at which the breath meter decreases while underwater. Higher = faster reduction The greater the value, the more oxygen is consumed when underwater |
0-2 | 1 | 0.3 | 0.6 | 1 | 1.5 | 2 | ✅ |
Fuel consumption rate RanLiaoXiaoHaoRatio |
Multiplies the rate at which fuel is burned by anything that burns fuel. Higher values = shorter burn time Fuel consumption rate |
0-2 | 1 | 0.3 | 0.6 | 1 | 1.2 | 1.5 | ✅ |
Animal Food Consumption Speed DongWuXiaoHaoShiWuRatio |
Animal Food Consumption Speed |
0-2 | 1 | 0.3 | 0.6 | 1 | 1.2 | 1.5 | ✅ |
Animal Water Consumption Speed DongWuXiaoHaoShuiRatio |
Animal Water Consumption Speed |
0-2 | 1 | 0.3 | 0.6 | 1 | 1.2 | 1.5 | ✅ |
Crop Fertilizer Consumption Speed ZuoWuFeiLiaoXiaoHaoRatio |
Multiplies the amount of fertilizer consumed by crops as they grow. Higher values = more fertilizer consumed Crop Fertilizer Consumption Speed |
0-2 | 1 | 0.3 | 0.6 | 1 | 1.2 | 1.5 | ✅ |
Crop Water Consumption Speed ZuoWuShuiXiaoHaoRatio |
Multiplies the amount of water consumed by crops as they grow. Higher values = more water consumed Crop Water Consumption Speed |
0-2 | 1 | 0.3 | 0.6 | 1 | 1.2 | 1.5 | ✅ |
Time Multiplier required for items to decay WuPinFuHuaiRatio |
Multiplies the time it takes for dropped items to be destroyed. Higher values = longer time The greater the value, the longer it takes to decay. |
[0] 0-5 [1] 0-100 [2] 0-5 |
1 | 5 | 2 | 1 | 1 | 1 | ✅ |
Time Multiplier for auto-destruction of Death Packages WuPinXiaoHuiTime |
Multiplies the time it takes for items dropped on death to be destroyed. Higher values = longer time The greater the value, the longer it takes to destroy a Death Pack. |
[0] 0-5 [1] 0-100 [2] 0-5 |
1 | 5 | 2 | 1 | 1 | 1 | ✅ |
Coefficient of materials needed for the repair XiuLiXuYaoCaiLiaoRatio |
Multiplies the amount of materials needed to repair items. Multiplier for required materials, based on initial requirement. |
0-1 | 1 | 0.5 | 0.8 | 1 | 1 | 1 | ✅ |
Repair reduces the durability limit coefficient XiuLiJiangNaiJiuShangXianRatio |
Multiplies the amount of maximum durability lost when repairing an item The lesser the value, the lower the Max Durability. |
0-1 | 1 | 0.1 | 0.5 | 1 | 1 | 1 | ✅ |
Invasion
Name in Game and Name in File |
Description and Tooltip |
Range | Default | Defaults per Difficulty | Visible in Game |
||||
---|---|---|---|---|---|---|---|---|---|
Casual | Easy | Normal | Hard | Master | |||||
Invasion Fever Accumulation Rate ReDuXiShu |
Multiplies the rate at which invasion fever is accumulated around bonfires. After fever reaches 8 million, an invasion will trigger at the next opportunity. Higher values = faster rate of accumulation The greater the value, the more heat is accumulated and easier to trigger an invasion. |
[0] 0.1-5 [1] 0.1-100 [2] 0.1-5 |
1 | 0.5 | 0.8 | 1 | 1.5 | 2 | ✅ |
Invasion Monster Scale Coefficient RuQinGuiMoXiShu |
Invasion Monster Scale Coefficient |
0-10 | 1 | 0.5 | 0.8 | 1 | 1.5 | 2 | ✅ |
Invasion Monster Strength Coefficient RuQinQiangDuXiShu |
Invasion Monster Strength Coefficient |
0-10 | 1 | 0.3 | 0.8 | 1 | 1.2 | 1.5 | ✅ |
Invasion Monster Total Qty Lower Limit RuQinGuaiCountMin |
Sets the lowest number of enemies that can spawn in an invasion. Invasion Monster Total Qty Lower Limit |
1-50 | 8 | 8 | 8 | 8 | 12 | 16 | ✅ |
Invasion Monster Total Qty Upper Limit RuQinGuaiCountMax |
Sets the highest number of enemies that can spawn in an invasion. Invasion Monster Total Qty Upper Limit |
2-256 | 128 | 128 | 128 | 128 | 160 | 192 | ✅ |
Invasion Min Wave Qty RuQinPerBoGuaiMin |
Sets the lowest number of enemies that can spawn in a single wave of an invasion. Invasion Min Wave Qty |
1-50 | 3 | 3 | 3 | 3 | 4 | 5 | ✅ |
Invasion Max Wave Qty RuQinPerBoGuaiMax |
Sets the highest number of enemies that can spawn in a single wave of an invasion. Invasion Max Wave Qty |
1-256 | 16 | 16 | 16 | 16 | 20 | 24 | ✅ |
Invasion Monster Level Coefficient RuQinGuaiLevelXiShu |
Multiplies the level of all units that are part of an invasion force. Invasion Monster Level Coefficient |
0-10 | 1 | 1 | 1 | 1 | 1.2 | 1.5 | ✅ |
Invasion Scouting Minutes TanChaMinuteLimit |
The number of real life minutes prior to an invasion when the tribe being targeted will be warned. Invasion Scouting Minutes |
1-100 | 20 | 20 | 20 | 20 | 20 | 20 | ✅ |
Invasion Attack Minutes JinGongMinuteLimit |
The maximum duration of an invasion. Invasion Attack Minutes |
30-120 | 90 | 90 | 90 | 90 | 90 | 90 | ✅ |
Invasion Cooldown Minutes LengQueMinuteLimit |
The minimum amount of time that must pass between invasions which target the same tribe. Invasion Cooldown Minutes |
1-14400 | 1440 | 1440 | 1440 | 1440 | 1440 | 1440 | ✅ |
Invasion Simultaneous Sessions Limit RuQinMaxChangCiCount |
Invasion Simultaneous Sessions Limit |
1-5 | 2 | 1 | 1 | 2 | 2 | 2 | ✅ |
Invasion Start Time RuQinBeginHour |
Defines the starting hour of the time window in which invasions can occur. (Not sure about time zone.) Invasion Start Time |
0-23 | 0 | 0 | 0 | 0 | 0 | 0 | ✅ |
Invasion End Time RuQinEndHour |
Defines the ending hour of the time window in which invasions can occur. (Not sure about time zone.) Invasion End Time |
1-24 | 24 | 24 | 24 | 24 | 24 | 24 | ✅ |
Invasion Siege Coefficient RuQinShaoChengXiShu |
Invasion Siege Coefficient |
0-1 | 0.6 | 0.6 | 0.6 | 0.6 | 0.7 | 0.8 | ✅ |
Invasion Slaughter Coefficient RuQinTuShaXiShu |
Invasion Slaughter Coefficient |
0-1 | 0.3 | 0.3 | 0.3 | 0.3 | 0.5 | 0.7 | ✅ |
PVP Time
Name in Game and Name in File |
Description and Tooltip |
Range | Default | Defaults per Difficulty | Visible in Game |
||||
---|---|---|---|---|---|---|---|---|---|
Casual | Easy | Normal | Hard | Master | |||||
Asian Server Working Day PVP Start Time (UTC) PVPTimeAsiaWorkStartTime |
These settings allow restricting PVP activities to certain times of day. If PVP is disabled, these settings will have no effect. If PVP is enabled, then PVP will be allowed only between the defined start and end times. The times use UTC as the time zone regardless of region. “Working Day” seems to refer to Monday through Friday and “Non-working Day” seems to be Saturday and Sunday. Testing so far indicates that private servers seem to always use the PVP time settings from the Asia region, but you may want to configure all regions just to be sure. Duration for Attacking Other Player's Building |
0-24 | 0 | 0 | 0 | 0 | 0 | 0 | ✅ |
Asian Server Working Day PVP End Time (UTC) PVPTimeAsiaWorkEndTime |
0-24 | 24 | 24 | 24 | 24 | 24 | 24 | ✅ | |
Asian Server Non-working Day PVP Start Time (UTC) PVPTimeAsiaNoWorkStartTime |
0-24 | 0 | 0 | 0 | 0 | 0 | 0 | ✅ | |
Asian Server Non-working Day PVP End Time (UTC) PVPTimeAsiaNoWorkEndTime |
0-24 | 24 | 24 | 24 | 24 | 24 | 24 | ✅ | |
US Server Working Day PVP Start Time (UTC) PVPTimeAmericaWorkStartTime |
0-24 | 0 | 0 | 0 | 0 | 0 | 0 | ✅ | |
US Server Working Day PVP End Time (UTC) PVPTimeAmericaWorkEndTime |
0-24 | 24 | 24 | 24 | 24 | 24 | 24 | ✅ | |
US Server Non-working Day PVP Start Time (UTC) PVPTimeAmericaNoWorkStartTime |
0-24 | 0 | 0 | 0 | 0 | 0 | 0 | ✅ | |
US Server Non-working Day PVP End Time (UTC) PVPTimeAmericaNoWorkEndTime |
0-24 | 24 | 24 | 24 | 24 | 24 | 24 | ✅ | |
European Server Working Day PVP Start Time (UTC) PVPTimeEuropeWorkStartTime |
0-24 | 0 | 0 | 0 | 0 | 0 | 0 | ✅ | |
European Server Working Day PVP End Time (UTC) PVPTimeEuropeWorkEndTime |
0-24 | 24 | 24 | 24 | 24 | 24 | 24 | ✅ | |
European Server Non-working Day PVP Start Time (UTC) PVPTimeEuropeNoWorkStartTime |
0-24 | 0 | 0 | 0 | 0 | 0 | 0 | ✅ | |
European Server Non-working Day PVP End Time (UTC) PVPTimeEuropeNoWorkEndTime |
0-24 | 24 | 24 | 24 | 24 | 24 | 24 | ✅ |
AI Settings
Name in Game and Name in File |
Description and Tooltip |
Range | Default | Defaults per Difficulty | Visible in Game |
||||
---|---|---|---|---|---|---|---|---|---|
Casual | Easy | Normal | Hard | Master | |||||
Wild Enemy AI Level (Test Version) AIDengJi |
Increasing this makes enemy AI more challenging. Enemy AI level. Increase it to boost the agility, responsiveness, and intelligence of the enemies in the wild (optimizing). |
1-3 | 1 | 1 | 1 | 1 | 2 | 3 | ✅ |
Deployed Tribesmen ManRenChuZhanCount |
The number of tribesmen that can be deployed by a player at one time. |
1-100 | [0] 3 [1] 1 [2] 3 |
3 | 3 | 3 | 3 | 3 | ✅ |
Battle Time
Name in Game and Name in File |
Description and Tooltip |
Range | Default | Defaults per Difficulty | Visible in Game |
||||
---|---|---|---|---|---|---|---|---|---|
Casual | Easy | Normal | Hard | Master | |||||
Asia Server Battle Start Time AsiaWarTimeStart |
Controls the time the cross-server arena opens and closes each day. |
0-24 | 10 | 1 | 1 | 1 | 1 | 1 | ✅ |
Asia Server Battle End Time AsiaWarTimeEnd |
0-24 | 14 | 1 | 1 | 1 | 1 | 1 | ✅ | |
EU Server Battle Start Time EuropeWarTimeStart |
0-24 | 17 | 1 | 1 | 1 | 1 | 1 | ✅ | |
EU Server Battle End Time EuropeWarTimeEnd |
0-24 | 21 | 1 | 1 | 1 | 1 | 1 | ✅ | |
NA/SA Server Battle Start Time AmericaWarTimeStart |
0-24 | 0 | 1 | 1 | 1 | 1 | 1 | ✅ | |
NA/SA Server Battle End Time AmericaWarTimeEnd |
0-24 | 4 | 1 | 1 | 1 | 1 | 1 | ✅ |
Server Event
Name in Game and Name in File |
Description and Tooltip |
Range | Default | Defaults per Difficulty | Visible in Game |
||||
---|---|---|---|---|---|---|---|---|---|
Casual | Easy | Normal | Hard | Master | |||||
Server Event Region Settings SpecialEventGameDist |
Set the server region for the event: 0-AS (including Asia and Oceania), 1-EU (including Europe and Africa), 2-NA (including North and South America) (It only takes effect when the server event adjustment is enabled) |
0-2 | 0 | 0 | 0 | 0 | 0 | 0 | ✅ |
AS Server Event Start Time SpecialEventAsiaStartTime |
AS Server Event Start Time (UTC, applies to all events) |
0-24 | 10 | 10 | 10 | 10 | 10 | 10 | ✅ |
AS Server Event End Time SpecialEventAsiaEndTime |
AS Server Event End Time (UTC) |
0-24 | 16 | 16 | 16 | 16 | 16 | 16 | ✅ |
EU Server Event Start Time SpecialEventEuropeStartTime |
EU Server Event Start Time (UTC, applies to all events) |
0-24 | 17 | 17 | 17 | 17 | 17 | 17 | ✅ |
EU Server Event End Time SpecialEventEuropeEndTime |
EU Server Event End Time (UTC) |
0-24 | 23 | 23 | 23 | 23 | 23 | 23 | ✅ |
NA Server Event Start Time SpecialEventAmericaStartTime |
NA Server Event Start Time (UTC, applies to all events) |
0-24 | 23 | 23 | 23 | 23 | 23 | 23 | ✅ |
NA Server Event End Time SpecialEventAmericaEndTime |
NA Server Event End Time (UTC) |
0-24 | 5 | 5 | 5 | 5 | 5 | 5 | ✅ |
Server Event Trigger Interval SpecialEventTriggerInterval |
Server event trigger interval, in seconds (this interval applies to all server events.) |
1-86399 | 3600 | 3600 | 3600 | 3600 | 3600 | 3600 | ✅ |
Server Event Trigger Chance SpecialEventTriggerPercent |
Server event trigger chance (100 is 100%, this chance applies to all server events.) |
0-100 | 50 | 50 | 50 | 50 | 50 | 50 | ✅ |
Server Event Trigger Count SpecialEventTriggetLimitNum |
Number of server event triggers (Max number of independent triggers per event within the valid time period.) |
0-10 | 2 | 2 | 2 | 2 | 2 | 2 | ✅ |
Server Event Server Uptime Requirement SpecialEventServerOpenDay |
Minimum server uptime required to trigger a server event (may differ from default settings). |
0-10 | 1 | 1 | 1 | 1 | 1 | 1 | ✅ |
Toggles
If setting toggles directly in the settings file, use 0
for off and 1
for on.
Name in Game and Name in File |
Description and Tooltip |
Default | Defaults per Difficulty | Visible in Game |
||||
---|---|---|---|---|---|---|---|---|
Casual | Easy | Normal | Hard | Master | ||||
Near-death Function BinSiKaiGuan |
If enabled, damage that would normally kill a player controlled character may instead send them into a near-death state. It is possible to recover from this state by healing and not moving. If disabled, this state is skipped and death happens immediately when HP reaches 0. Enable near-death status? |
on | on | on | on | on | off | ✅ |
Building Decay JianZhuFuLanKaiGuan |
If enabled, player buildings that are outside the protection range of a lit bonfire will decay over time. If disabled, player buildings will never decay. Enable Construction Decay mechanism? |
on | off | on | on | on | on | ✅ |
Save initial character growth data HuiFuChuShiBodyData |
Save initial physical data? |
on | on | on | on | on | on | ✅ |
Perfect Remodel WanMeiChongSu |
Whether to enable the “perfect remodel” feature, which allows saved tribesman to be resurrected while retaining their experience and stats. When Perfect Remodel is unlocked, the level, Proficiency and Talent stats of the tribesmen last entered will be saved |
on | on | on | on | on | on | ✅ |
Respawning moves the death package to player position FuHuoMoveSiWangBaoKaiGuan |
If enabled, the items dropped by a player when they die will appear at the location where they respawn. If disabled, the items will drop at the location where the player died. Enable Death Pack at player's feet upon revival? |
off | on | on | off | off | off | ✅ |
Enable custom-built portals to transport resources JianZhuChuanSongMenPlusKaiGuan |
If enabled, players will be allowed to carry items through portals. Portal built by players, capable of storing supplies. |
[0] on [1] off [2] on |
on | on | on | on | on | ✅ |
Random Invasion Function SuiJiRuQinKaiGuan |
Whether to enable random attacks on player bases. Enable Random Animal Invasion? When enabled, Animal Invasion will occur at random |
on | off | on | on | on | on | ✅ |
Barbarian Invasion RuQinKaiGuan |
Whether to enable barbarian attacks on player bases. Enable Barbarian Invasion (randomly triggers after Heat reaches a critical point)? |
on | on | on | on | on | on | ✅ |
Enemies respawn regularly in the barracks even when players are inside ShuaXinNPCKaiGuan |
The inhabitants of barbarian barracks and fortresses respawn at midnight each game day. If this setting is disabled, then the respawns will be delayed if there are players inside of the barracks. Refresh enemies periodically (after 0:00) in the barracks when players are inside? |
off | off | off | off | off | off | ✅ |
Allow opening of other players' crafting tables YunXuOtherDaKaiGongZuoTai |
If enabled, players can access crafting tables built by other tribes. Allow opening other players' Crafting Tables? |
off | off | off | off | off | off | ✅ |
Allow opening of other players' chests YunXuOtherDaKaiXiangZi |
If enabled, players can access storage chests built by other tribes. Allow opening other players' chests? |
off | off | off | off | off | off | ✅ |
Only tribe members can pick up death package PVEOnlyTongGuiShuCanOpenKaiGuan |
If enabled, only members of a player’s tribe may collect items they drop on death. If disabled, anyone can collect the items. Setting only works if PVP is disabled. Only allow players from your tribe to open death packs in PvE mode? |
on | on | on | on | on | on | ✅ |
Enable Climbing PanpaKaiGuan |
f enabled, players are able to climb steep slopes and cliffs as well as some walls. Enable climbing? |
on | on | on | on | on | on | ✅ |
Slow HP recovery from placing building KaiQiJianZhuHuiXueBuilding |
If enabled, buildings will be constructed with nearly 0 HJP and will regenerate over time until full. If disabled, buildings will be instantly constructed at full HP. Enable New Construction Health Regen mode? |
on | on | on | on | on | on | ✅ |
Enable PVP HuXIangShangHaiKaiGuan |
If enabled, the game will be set to PVP mode enabling combat between player tribes. Several other settings depend on this setting. Enable PVP? |
off | off | off | off | off | off | ✅ |
Enable friendly fire PlayerYouFangShangHaiKaiGuan |
If enabled, friendly fire between players is possible. Only works if PVP is enabled. Enable friendly fire in PvP? (only effective when PvP is enabled) |
on | on | on | on | on | on | ✅ |
Enable friendly fire YouFangShangHaiKaiGuan |
If enabled, friendly fire is enabled in general. Only works if PVP is enabled. Enable friendly fire (only valid in PVP)? |
off | off | off | off | off | off | ✅ |
Cross-server Mode KaiQiKuaFu |
If enabled, it should be possible to travel to other servers that are connected via cross-server. The process for how to connect servers is not yet known. Unlock cross-server mode? |
off | off | off | off | off | off | ✅ |
Eliminate interaction objects between camera and players HuDongExcludeBetweenCameraCharacter |
When enabled, interactable objects behind the player character will not be able to be interacted with. This prevents such objects from getting on the way when trying to interact with something in front of the character. |
on | on | on | on | on | on | ❌ |
是否使用移动优化 MovementYouHua |
On/Off Movement Optimization. Enable to save bandwidth at the cost of slightly less accurate positions being reported to clients for entities that are moving. |
on | on | on | on | on | on | ❌ |
物理优化开关 WuLiYouHuaKaiGuan |
This is believed to control whether entities outside of a certain distance around players (defined by Physical Optimized Distance setting) will run a reduced cost version of physics simulation to save on processing power. |
on | on | on | on | on | on | ❌ |
Special Item Yield Multiplier TeShuDaoJuDropXiShuJiaChengKaiGuan |
If enabled, output modifiers (controlled by other settings) will apply to special items in addition to normal items. Not sure which items are categorized as special. Includes Portal parts, Mysterious Stone Table and parts, weapons/gear in a chest, special keys from boss drops, etc. |
off | off | off | off | off | off | ✅ |
Disable Morale Cost JingShenNoXiaoHao |
If enabled, tribesman will not lose morale from doing things that would normally decrease morale. Once disabled, there will be no morale cost. |
off | off | off | off | off | off | ✅ |
Building Height Limit JianZhuGaoDuLimit |
If enabled, there will be a height limit applied to player buildings. If any buildings go beyond this limit at the time the setting is enabled, all pieces above the limit will instantly be destroyed. Enable the construction height limit? |
on | off | off | off | off | off | ✅ |
Auto-use materials from nearby chests during crafting MakeUseAroundRongQiKaiGuan |
If enabled, materials stored in chests within range of the current bonfire can be used for crafting without needing to take them from the chest manually. Auto-use materials from nearby chests during crafting? |
on | on | on | on | on | on | ✅ |
Interaction Limit for Damaged Buildings JianZhuBeDamageLimit |
If enabled, there will be a cooldown after a building takes damage before it can be relocated or repaired. Building can't be relocated or repaired for a short time after taking damage. |
on | on | on | on | on | on | ✅ |
Building Region Limit JianZhuAroundNumLimit |
If enabled, there will be a limit imposed on the number of building pieces that can be placed in an area. The count and area size are currently unknown. Buildings in the Limited Region |
on | on | on | on | on | on | ✅ |
Elite or Boss Dynamic Strength DynamicBossStats |
If enabled, the stats of bosses and elites will scale based on the number of players fighting them. The combat stats of Elites and Bosses mount up as the number of combatants increases |
on | on | on | on | on | on | ✅ |
Auto Lock-on Switch SuoDingKaiGuan |
Confirm to enable Auto Lock-on? |
on | on | on | on | on | on | ✅ |
Copy Tribesman On/Off ZuRenFuZhi |
Toggles whether copying tribemen data at the mysterious table is allowed. |
on | on | on | on | on | on | ✅ |
Two-way Portal On/Off TransDoorInterworkKaiGuan |
Toggles whether personal portals are connected to world portals. Open two-way portal? |
on | on | on | on | on | on | ✅ |
Battle Mode On/Off WarKaiGuan |
Whether to allow access to the cross-server arena feature |
on | on | on | on | on | on | ✅ |
Tribe Expedition Event TribalExplorationKaiGuan |
Whether to enable Tribe Expedition Squad events Enable Tribe Expedition Squad events? |
on | on | on | on | on | on | ✅ |
Ruins Expedition Event RuinsExplorationKaiGuan |
Whether to enable Plunderer Expedition Squad events Enable Plunderer Expedition Squad events? |
on | on | on | on | on | on | ✅ |
Tribe Transport Fleet Event TribalTransportSwitch |
Whether to enable Tribe Transport Squad events Enable Tribe Transport Squad events? |
on | on | on | on | on | on | ✅ |
Trigger Special Event Boss SpecialBossSwitch |
Whether to enable Special Boss events Enable Special Boss events? |
on | on | on | on | on | on | ✅ |
Ruins Chest Opening Event RelicChestEventSwitch |
Whether to enable the chance of encountering a plunderer event when opening chests in Ruins Enable the chance of encountering a plunderer event when opening chests in Ruins? |
off | off | off | off | off | on | ✅ |
Boss's Death Event BossDeathEventSwitch |
Whether to enable the chance of triggering a special event upon a Boss's death (only triggers when Awareness Strength is Lv. 45 or higher) Enable the chance of triggering a special event upon the Boss's death? (only triggers when Awareness Strength is Lv. 45 or higher) |
off | off | off | off | off | on | ✅ |
PvP protection for buildings within the bonfire's range ProtectJianZhuInYingHuoSwitch |
Buildings within the bonfire's range are immune to damage from other players |
off | on | on | on | on | on | ✅ |
Server Event Adjustment Switch SpecialEventConfigSwitch |
When enabled, adjustments to server event parameters will take effect. (Note: When enabled, the server event will no longer use the game's default event trigger time and related settings.) |
off | off | off | off | off | off | ✅ |