Project Zomboid server settings explained
Updated 2 November 2026 · 404 settings · Project Zomboid · By Exclsv Support
Every setting in the Project Zomboid settings form in Exclsv HQ: what it does, where it lives, its default and the values it takes. File settings are in servertest.ini and servertest_SandboxVars.lua; to edit them by hand, stop the server first, because a game can rewrite its settings while it runs.
On Exclsv you don’t need to edit the files by hand: change a setting in HQ’s form and HQ writes it for you, with the server stopped.
Settings marked “Set in HQ” are changed in HQ’s form only: HQ applies them every time the server starts, so an edit elsewhere doesn’t last.
Server
| Setting | Where | What it does | Default | Values |
|---|---|---|---|---|
| Public name | Set in HQ | Name in the server browser. | — | Up to 64 characters |
| Description | PublicDescription | Shown in the server browser. | Empty | |
| Show in the server browser | Public | List the server publicly. | Off | On or off |
| Max players | Set by your plan | Written into servertest.ini on every start, so it always matches your plan. | — | |
| Welcome message | ServerWelcomeMessage | Shown in chat when a player joins. <LINE> starts a new line. | — | |
| Server password | Set in HQ | Players enter it to join. Empty for none. | — | |
| Anyone can join | Open | Off: only accounts on the whitelist can join. | On | On or off |
| Remember new players | AutoCreateUserInWhiteList | With the server open, first-time players are added to the whitelist. | Off | On or off |
| Remove from whitelist on death | DropOffWhiteListAfterDeath | A player who dies loses their account, so they can't make a new character when the server isn't open. | Off | On or off |
| Accounts per Steam user | MaxAccountsPerUser | Most accounts one Steam user can make here. 0 means no limit. | 0 | 0 or more |
| Split screen | AllowCoop | Lets players bring split screen players. | On | On or off |
| Usernames in any alphabet | AllowNonAsciiUsername | Allows Cyrillic and other letters in usernames. | Off | On or off |
| Refuse joins when overloaded | DenyLoginOnOverloadedServer | Stops new players joining while the server is struggling. | On | On or off |
| Join queue | LoginQueueEnabled | Players wait in a queue when the server is full. | Off | On or off |
| Queue timeout | LoginQueueConnectTimeout | Seconds a queued player has to connect when their turn comes. | 60 s | 20 to 1200 s |
| Ping limit | PingLimit | Players with a ping above this many milliseconds are kicked. 0 turns it off. | — | 0 or more ms |
| Global chat | GlobalChat | Players can talk to everyone online with /all. | On | On or off |
| Chat channels | ChatStreams | Channels players can use, separated by commas: s say, r radio, a admin, w whisper, y yell, sh safehouse, f faction, all everyone. | s,r,a,w,y,sh,f,all | |
| Longest chat message | ChatMessageCharacterLimit | Most characters in one chat message. | 200 | 64 to 1024 |
| Chat slow mode | ChatMessageSlowModeTime | Seconds a player waits between chat messages. | 3 s | 1 to 30 s |
| Announce deaths | AnnounceDeath | Posts a message in chat every time a player dies. | Off | On or off |
| Announce animal deaths | AnnounceAnimalDeath | Posts a message in chat every time an animal dies. | Off | On or off |
| Sound on bans and kicks | BanKickGlobalSound | Plays a sound to everyone when someone is banned or kicked. | On | On or off |
| Bad words in chat | BadWordPolicy | What happens to a player who uses a banned word. | Record it | Ban, Kick, Record it, Mute |
| Bad word replaced with | BadWordReplacement | Text shown instead of a banned word. | [HIDDEN] | |
| Voice chat | VoiceEnable | Turns on in-game voice chat. | On | On or off |
| Voice heard from | VoiceMinDistance | Closest distance in tiles at which voices are heard. | 10.0 | 0 to 100000 |
| Voice heard up to | VoiceMaxDistance | Furthest distance in tiles at which voices are heard. | 100.0 | 0 to 100000 |
| Directional voice | Voice3D | Voices come from the direction of the speaker. | On | On or off |
| Discord chat | DiscordEnable | Links global chat with a Discord channel. Needs a Discord bot token, which you set in Files. | Off | On or off |
| Discord chat channel | DiscordChatChannel | Name of the Discord channel for chat. | Empty | |
| Discord log channel | DiscordLogChannel | Name of the Discord channel for logs. | Empty | |
| Discord command channel | DiscordCommandChannel | Name of the Discord channel for commands. | Empty | |
| Discord channel | DiscordChannel | Name of the Discord channel linked to global chat. | Empty | |
| Discord channel id | DiscordChannelID | Id of the Discord channel linked to global chat. | Empty |
Players
| Setting | Where | What it does | Default | Values |
|---|---|---|---|---|
| Names above heads | DisplayUserName | Shows usernames above players' heads. | On | On or off |
| Character names above heads | ShowFirstAndLastName | Shows each character's first and last name above their head. | Off | On or off |
| Disguises hide names | UsernameDisguises | Masks and other disguises hide who a player is. | Off | On or off |
| Hide disguised players' names | HideDisguisedUserName | A disguised player's name isn't shown. | Off | On or off |
| Point to see names | MouseOverToSeeDisplayName | Players must point at someone to see their name. | On | On or off |
| Hide players you can't see | HidePlayersBehindYou | Players out of your line of sight are hidden, like zombies. | On | On or off |
| Steam names in the player list | SteamScoreboard | Shows Steam names and pictures in the player list. | — | On or off |
| No scoreboard | DisableScoreboard | Turns off the scoreboard. | Off | On or off |
| Hide admins in the player list | HideAdminsInPlayerList | Admins don't show in the player list. | Off | On or off |
| Players on the map | MapRemotePlayerVisibility | Which other players show on the in-game map. | Hidden | Hidden, Friends, Friends and nearby players, Everyone |
| Show coordinates | ShowCoordinates | Shows each player's coordinates in the corner of the screen. | Off | On or off |
| Spawn point | SpawnPoint | x,y,z where every new player starts. 0,0,0 uses the normal spawn points. | 0,0,0 | |
| Starting items | SpawnItems | Item ids new players start with, separated by commas, for example Base.Axe,Base.Bag_BigHikingBag. | Empty | |
| Respawn where you died | PlayerRespawnWithSelf | Players can come back at the place they died. | Off | On or off |
| Respawn with a split screen player | PlayerRespawnWithOther | Players can come back where their split screen or Remote Play partner is. | Off | On or off |
| Sleeping | SleepAllowed | Players can sleep. | Off | On or off |
| Sleep needed | SleepNeeded | Players get tired and must sleep. Needs Sleeping on. | Off | On or off |
| Time speed while sleeping | FastForwardMultiplier | How much faster time passes while everyone sleeps. | 40.0× | 1 to 100× |
| Fast-forward skips animals | UltraSpeedDoesnotAffectToAnimals | Animals aren't sped up while players sleep or fast-forward. | Off | On or off |
| Pause when empty | PauseEmpty | Time stops while nobody is online. | On | On or off |
| Sneaking hides from players | SneakModeHideFromOtherPlayers | Sneaking players are hidden from other players too. | On | On or off |
| Players bump into each other | PlayerBumpPlayer | Running into another player can knock them over. | Off | On or off |
| Players knocked down | KnockedDownAllowed | Players can be knocked to the ground. Still being worked on, and positions can drift. | — | On or off |
| Factions | Faction | Players can create factions. | On | On or off |
| Days survived to make a faction | FactionDaySurvivedToCreate | In-game days a player must survive before making a faction. | 0 | 0 or more |
| Members for a faction tag | FactionPlayersRequiredForTag | Members a faction needs before its owner can make a tag. | 1 | 1 or more |
| No radio for staff | DisableRadioStaff | Players with any access level can't transmit on radios. | Off | On or off |
| No radio for admins | DisableRadioAdmin | Admins can't transmit on radios. | On | On or off |
| No radio for GMs | DisableRadioGM | GMs can't transmit on radios. | On | On or off |
| No radio for overseers | DisableRadioOverseer | Overseers can't transmit on radios. | Off | On or off |
| No radio for moderators | DisableRadioModerator | Moderators can't transmit on radios. | Off | On or off |
| No radio while invisible | DisableRadioInvisible | Invisible players can't transmit on radios. | On | On or off |
Player versus player
| Setting | Where | What it does | Default | Values |
|---|---|---|---|---|
| Player versus player | PVP | Players can hurt each other. | On | On or off |
| PvP safety toggle | SafetySystem | Players choose whether they can be hurt by others. Off: everyone is in PvP all the time. | On | On or off |
| Show PvP skull | ShowSafety | Shows a skull over players who have PvP on. | On | On or off |
| PvP toggle time | SafetyToggleTimer | Seconds it takes to turn PvP on or off. | 2 s | 0 to 1000 s |
| PvP toggle cooldown | SafetyCooldownTimer | Seconds before a player can turn PvP on or off again. | 3 s | 0 to 1000 s |
| Stay after logging off in PvP | SafetyDisconnectDelay | Seconds a player stays in the world after logging off with PvP on. | 60 s | 0 to 60 s |
| PvP melee damage | PVPMeleeDamageModifier | Damage of melee attacks on other players, as a percentage. | 30.0 % | 0 to 500 % |
| PvP firearm damage | PVPFirearmDamageModifier | Damage of gunshots on other players, as a percentage. | 50.0 % | 0 to 500 % |
| Hit back while hit | PVPMeleeWhileHitReaction | Players can strike again straight after being hit by another player. | Off | On or off |
| Physics when hit | UsePhysicsHitReaction | Characters react to hits with physics. | Off | On or off |
| PvP in admin chat | PVPLogToolChat | Fights between players are reported in admin chat. | On | On or off |
| PvP in the server log | PVPLogToolFile | Fights between players are written to the server log. | On | On or off |
Safehouses
| Setting | Where | What it does | Default | Values |
|---|---|---|---|---|
| Player safehouses | PlayerSafehouse | Players can claim a safehouse. | Off | On or off |
| Admin safehouses only | AdminSafehouse | Only admins can claim safehouses. | Off | On or off |
| Days survived to claim | SafehouseDaySurvivedToClaim | In-game days a player must survive before claiming a safehouse. | 0 | 0 or more |
| Claim any building | SafehouseAllowNonResidential | Players can claim shops and other buildings that aren't homes. | Off | On or off |
| Largest safehouse | MaxSafezoneSize | Biggest area a safehouse may cover, in tiles. | 20000 | 0 or more |
| Remove absent members after | SafeHouseRemovalTime | Real-world hours away before a player is taken off a safehouse. | 144 h | 0 or more h |
| Visitors can enter | SafehouseAllowTrepass | People who aren't members can walk into a safehouse. | On | On or off |
| Visitors can take items | SafehouseAllowLoot | People who aren't members can take things from a safehouse. | On | On or off |
| Fire damages safehouses | SafehouseAllowFire | Fire can burn safehouses. | On | On or off |
| Respawn in your safehouse | SafehouseAllowRespawn | Players come back in their safehouse after they die. | Off | On or off |
| No disguises in safehouses | SafehouseDisableDisguises | Disguises don't work inside safehouses. | On | On or off |
| Safehouse open while owner online | DisableSafehouseWhenOwnerConnected | A safehouse acts like a normal house while its owner is online, so it's protected only while they're away. | Off | On or off |
| No loot respawn in safehouses | SafehousePreventsLootRespawn | Loot doesn't respawn in buildings claimed as a safehouse. | On | On or off |
| Safehouse wars | War | Lets groups declare war on a safehouse. | Off | On or off |
| War starts after | WarStartDelay | Seconds between declaring a war and the fighting starting. | 600 s | 60 or more s |
| War length | WarDuration | Seconds a war lasts. | 3600 s | 60 or more s |
| Safehouse hit points in war | WarSafehouseHitPoints | Hits a safehouse can take in a war. | 3 | 0 or more |
| Sledgehammers | AllowDestructionBySledgehammer | Players can knock down world objects with a sledgehammer. | On | On or off |
| Sledgehammers only in safehouses | SledgehammerOnlyInSafehouse | Sledgehammers only work inside the player's own safehouse. | Off | On or off |
| No fire | NoFire | Turns off every kind of fire except campfires. | Off | On or off |
World and vehicles
| Setting | Where | What it does | Default | Values |
|---|---|---|---|---|
| Engine noise range | CarEngineAttractionModifier | How far car engines draw zombies. Lower can help with lag. | 0.5× | 0 to 10× |
| No towing | DisableVehicleTowing | Vehicles can't tow other vehicles. | Off | On or off |
| No trailer towing | DisableTrailerTowing | Vehicles can't tow trailers. | Off | On or off |
| No towing burnt cars | DisableBurntTowing | Burnt-out vehicles can't be towed. | Off | On or off |
| Items per container | ItemNumbersLimitPerContainer | Most items one container can hold, counting each nail. 0 means no limit. | 0 | 0 to 9000 |
| Empty bins in one go | TrashDeleteAll | Players can use the "delete all" button on bins. | Off | On or off |
| Blood stays for | BloodSplatLifespanDays | Days before old blood is cleaned away. 0 keeps it for ever. | 0 days | 0 to 365 days |
| Clear player bodies too | RemovePlayerCorpsesOnCorpseRemoval | When bodies are cleared away, players' bodies go too. | Off | On or off |
| Loot respawn | HoursForLootRespawn | In-game hours before looted containers refill. 0 never. | 0 hours | 0 to 10000 hours |
| Full containers don't refill | MaxItemsForLootRespawn | Containers holding at least this many items don't refill. | 4 | 1 or more |
| No loot respawn where players build | ConstructionPreventsLootRespawn | Loot doesn't refill in buildings players have barricaded or built in. | On | On or off |
| Reading time per page | MinutesPerPage | In-game minutes to read one page of a skill book. | 1.0 min | 0 to 60 min |
| World seed | Seed | The seed the world is made from. To use a new one, the save's map_worldgen.bin must be deleted too. Applies to a new world or map. | — |
Saving and backups
| Setting | Where | What it does | Default | Values |
|---|---|---|---|---|
| Save every | SaveWorldEveryMinutes | Minutes between world saves. 0 saves only on shutdown. | 0 min | 0 to 240 min |
| Backups kept | BackupsCount | How many of the game's own backups are kept. HQ's backups are separate. | 5 | 1 to 300 |
| Back up on start | BackupsOnStart | The game makes its own backup each time the server starts. | On | On or off |
| Back up after updates | BackupsOnVersionChange | The game makes its own backup when its version changes. | On | On or off |
| Back up every | BackupsPeriod | Minutes between the game's own backups. 0 turns them off. | 0 min | 0 to 1500 min |
Anti-cheat and network
| Setting | Where | What it does | Default | Values |
|---|---|---|---|---|
| Steam anti-cheat (VAC) | SteamVAC | Anti-cheat: turned off, players can join with cheats or modified game files. | On | On or off |
| Check game files | DoLuaChecksum | Kicks players whose game files differ from the server's. Off lets modified game files join. | On | On or off |
| Anti-cheat: PvP safety | AntiCheatSafety | What happens when a player breaks the PvP safety rules. | Kick | Ban, Kick, Write it in the log, Do nothing |
| Anti-cheat: speed | AntiCheatSpeed | What happens when a player moves too fast. | Kick | Ban, Kick, Write it in the log, Do nothing |
| Anti-cheat: walking through walls | AntiCheatNoClip | What happens when a player walks through walls. | Do nothing | Ban, Kick, Write it in the log, Do nothing |
| Anti-cheat: hits | AntiCheatHit | What happens when a player's hits don't add up. | Kick | Ban, Kick, Write it in the log, Do nothing |
| Anti-cheat: bad network data | AntiCheatPacketException | What happens when a player sends data the server can't read. | Do nothing | Ban, Kick, Write it in the log, Do nothing |
| Anti-cheat: permissions | AntiCheatPermission | What happens when a player tries something their access level doesn't allow. | Kick | Ban, Kick, Write it in the log, Do nothing |
| Anti-cheat: experience | AntiCheatXP | What happens when a player gains experience too fast. | Kick | Ban, Kick, Write it in the log, Do nothing |
| Anti-cheat: safehouses | AntiCheatSafeHouse | What happens when a player breaks safehouse rules. | Kick | Ban, Kick, Write it in the log, Do nothing |
| Anti-cheat: player | AntiCheatPlayer | What happens when a player's character data doesn't add up. | Kick | Ban, Kick, Write it in the log, Do nothing |
| Anti-cheat: game files | AntiCheatChecksum | What happens when a player's game files don't match. | Kick | Ban, Kick, Write it in the log, Do nothing |
| Kick players moving too fast | KickFastPlayers | Kicks players who move faster than the game allows. | Off | On or off |
| Speed limit | SpeedLimit | Fastest players can move, in the game's speed units. Faster is kicked as cheating. | 70.0 | 10 to 150 |
| Network packets per player | MaxPacketsPerSecond | Most network packets a second the server takes from one player. | 300 | 100 to 1000 |
| Statistics every | MultiplayerStatisticsPeriod | Seconds between multiplayer statistics updates. 0 turns them off. | 1 s | 0 to 10 s |
| Share zombie syncing | SwitchZombiesOwnershipEachUpdate | Passes the syncing of zombies between nearby players more often. Leave off unless zombies jump about. | Off | On or off |
| Log skill changes | PerkLogs | Writes changes to players' skill levels to PerkLog.txt. | On | On or off |
Zombies
| Setting | Where | What it does | Default | Values |
|---|---|---|---|---|
| Zombie spread | SandboxVars.Distribution | How zombies are distributed across the map. | Urban focused | Urban focused, Uniform |
| Uneven zombie spread | SandboxVars.ZombieVoronoiNoise | Adds some randomness to where zombies gather. | On | On or off |
| Population multiplier | SandboxVars.ZombieConfig.PopulationMultiplier | Overall zombie numbers. Normal is 0.65, Insane 2.5. | 0.65× | 0 to 4× |
| Population at the start | SandboxVars.ZombieConfig.PopulationStartMultiplier | Zombie numbers on day one, as a multiple. | 1.0× | 0 to 4× |
| Population at the peak | SandboxVars.ZombieConfig.PopulationPeakMultiplier | Zombie numbers on the peak day, as a multiple. | 1.5× | 0 to 4× |
| Peak day | SandboxVars.ZombieConfig.PopulationPeakDay | Day the zombie population is highest. | 28 | 1 to 365 |
| Zombie respawn | SandboxVars.ZombieRespawn | How often new zombies are added to the world. | None | High, Normal, Low, None |
| Respawn after | SandboxVars.ZombieConfig.RespawnHours | Hours before zombies may come back to an area. 0 turns respawning off. | 0.0 h | 0 to 8760 h |
| Respawn only unseen for | SandboxVars.ZombieConfig.RespawnUnseenHours | Hours an area must go unseen before zombies come back to it. | 0.0 h | 0 to 8760 h |
| Respawn amount | SandboxVars.ZombieConfig.RespawnMultiplier | Share of an area's zombies that may come back each time, from 0 to 1. | 0.0 | 0 to 1 |
| Zombies wander | SandboxVars.ZombieMigrate | Zombies can move into empty parts of the map. | On | On or off |
| Zombies spread out after | SandboxVars.ZombieConfig.RedistributeHours | Hours before zombies move into cleared parts of the same area. 0 turns it off. | 12.0 h | 0 to 8760 h |
| Follow sounds for | SandboxVars.ZombieConfig.FollowSoundDistance | The distance a zombie will try to walk towards the last sound it heard. | 100 | 10 to 1000 |
| Horde size | SandboxVars.ZombieConfig.RallyGroupSize | Size of the groups idle zombies form. 0: no groups. | 20 | 0 to 1000 |
| Horde size varies by | SandboxVars.ZombieConfig.RallyGroupSizeVariance | How much groups may be bigger or smaller than the size above. | 50 % | 0 to 100 % |
| Hordes gather from | SandboxVars.ZombieConfig.RallyTravelDistance | The distance real zombies travel to form groups when idle. | 20 | 5 to 50 |
| Distance between hordes | SandboxVars.ZombieConfig.RallyGroupSeparation | The distance between zombie groups. | 15 | 5 to 25 |
| Horde spread | SandboxVars.ZombieConfig.RallyGroupRadius | How close members of a zombie group stay to the group's "leader". | 3 | 1 to 10 |
| Zombies tracked | SandboxVars.ZombieConfig.ZombiesCountBeforeDelete | Most zombies kept track of before old ones are cleared. 300 is strongly recommended; higher or 0 can badly slow the server. | 300 | 0 to 5000 |
| Zombie speed | SandboxVars.ZombieLore.Speed | How fast zombies move. | Random | Sprinters, Fast shamblers, Shamblers, Random |
| Sprinters | SandboxVars.ZombieLore.SprinterPercentage | With random speed, the percentage of zombies that sprint. | 0 % | 0 to 100 % |
| Zombie strength | SandboxVars.ZombieLore.Strength | The damage zombies inflict per attack. | Normal | Superhuman, Normal, Weak, Random |
| Zombie toughness | SandboxVars.ZombieLore.Toughness | The difficulty of killing a zombie. | Random | Tough, Normal, Fragile, Random |
| Zombie intelligence | SandboxVars.ZombieLore.Cognition | How well zombies find their way and use doors. | Basic navigation | Navigate and use doors, Navigate, Basic navigation, Random |
| Zombies that open doors | SandboxVars.ZombieLore.DoorOpeningPercentage | Percentage of zombies that can open doors. | 0 % | 0 to 100 % |
| Zombie memory | SandboxVars.ZombieLore.Memory | How long zombies remember a player after seeing or hearing them. | Normal | Long, Normal, Short, None, Random, Random between normal and none |
| Zombie sight | SandboxVars.ZombieLore.Sight | Zombie vision radius. | Random between normal and poor | Eagle, Normal, Poor, Random, Random between normal and poor |
| Zombie hearing | SandboxVars.ZombieLore.Hearing | Zombie hearing radius. | Random between normal and poor | Pinpoint, Normal, Poor, Random, Random between normal and poor |
| Stealth | SandboxVars.ZombieLore.SpottedLogic | Players can hide from zombies behind cars and in the dark; traits and weather count. | On | On or off |
| Zombies active | SandboxVars.ZombieLore.ActiveOnly | Whether zombies are more "active" during the day or night. | Both | Both, Night, Day |
| Crawl under vehicles | SandboxVars.ZombieLore.CrawlUnderVehicle | How often zombies can crawl under parked vehicles. | Often | Crawlers only, Extremely rare, Rare, Sometimes, Often, Very often, Always |
| Infection spreads by | SandboxVars.ZombieLore.Transmission | How the Knox Virus spreads. | Blood and saliva | Blood and saliva, Saliva only, Everyone's infected, None |
| Infection kills in | SandboxVars.ZombieLore.Mortality | How quickly the infection takes effect. | 2-3 days | Instant, 0-30 seconds, 0-1 minutes, 0-12 hours, 2-3 days, 1-2 weeks, Never |
| Bodies rise after | SandboxVars.ZombieLore.Reanimate | How quickly infected corpses rise as zombies. | 0-1 minutes | Instant, 0-30 seconds, 0-1 minutes, 0-12 hours, 2-3 days, 1-2 weeks |
| Fake dead zombies | SandboxVars.ZombieLore.DisableFakeDead | Whether some dead-looking zombies will reanimate and attack the player. | World zombies | World zombies, World and combat zombies, Never |
| Wandering zombies break doors | SandboxVars.ZombieLore.ThumpNoChasing | Zombies that haven't noticed a player still attack doors and buildings. | Off | On or off |
| Zombies break buildings | SandboxVars.ZombieLore.ThumpOnConstruction | If zombies can destroy player constructions and defenses. | On | On or off |
| Zombies set off alarms | SandboxVars.ZombieLore.TriggerHouseAlarm | If zombies trigger house alarms when breaking through windows or doors. | On | On or off |
| Dragged down | SandboxVars.ZombieLore.ZombiesDragDown | If multiple attacking zombies can drag you down and kill you. Dependent on zombie strength. | On | On or off |
| Crawlers drag down | SandboxVars.ZombieLore.ZombiesCrawlersDragDown | Crawling zombies help a group drag a player down. | Off | On or off |
| Lunge over fences | SandboxVars.ZombieLore.ZombiesFenceLunge | Zombies can lunge at a player close by after climbing a fence or window. | On | On or off |
| Zombies to break a tall fence | SandboxVars.ZombieLore.FenceThumpersRequired | How many zombies it takes to damage a tall fence. | 25 | -1 to 100 |
| Damage to tall fences | SandboxVars.ZombieLore.FenceDamageMultiplier | How quickly zombies damage tall fences. | 1.0× | 0.01 to 100× |
| Bites from behind | SandboxVars.RearVulnerability | Chance of being bitten when a zombie attacks from behind. | High | Low, Medium, High |
| Zombie armour | SandboxVars.ZombieLore.ZombiesArmorFactor | Serves as a multiplier when determining the effectiveness of armour worn by zombies. | 2.0× | 0 to 100× |
| Most zombie armour | SandboxVars.ZombieLore.ZombiesMaxDefense | The maximum defence percentage that any worn protective garments can provide to a zombie. | 85 % | 0 to 100 % |
| Weapons stuck in zombies | SandboxVars.ZombieLore.ChanceOfAttachedWeapon | Percentage chance of having a random attached weapon. | 6 % | 0 to 100 % |
| Zombie fall damage | SandboxVars.ZombieLore.ZombiesFallDamage | How much damage zombies take when falling from height. | 1.0× | 0 to 100× |
| No zombies where players start | SandboxVars.ZombieLore.PlayerSpawnZombieRemoval | Zombies will not spawn where players spawn. | Inside the building and around it | Inside the building and around it, Inside the building, Inside the room, Zombies can spawn anywhere |
Time and weather
| Setting | Where | What it does | Default | Values |
|---|---|---|---|---|
| Starting year | SandboxVars.StartYear | Years after the outbreak the game starts. | 1 | |
| Starting month | SandboxVars.StartMonth | Month in which the game starts. | July | January, February, March, April, May, June, July, August, September, October, November, December |
| Starting day | SandboxVars.StartDay | Day of the month the game starts. | 9 | |
| Starting time | SandboxVars.StartTime | Hour of the day in which the game starts. | 9 AM | 7 AM, 9 AM, 12 PM, 2 PM, 5 PM, 9 PM, 12 AM, 2 AM, 5 AM |
| Months since the outbreak | SandboxVars.TimeSinceApo | How long the world has been abandoned at the start: more growth and rotten food. The date stays the same. | 0 | 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 |
| Day and night | SandboxVars.DayNightCycle | Whether the time of day changes naturally, or it's always day/night. | Normal | Normal, Endless day, Endless night |
| Night darkness | SandboxVars.NightDarkness | The level of ambient lighting at night. | Normal | Pitch black, Dark, Normal, Bright |
| Night length | SandboxVars.NightLength | The time from dusk to dawn. | Normal | Always night, Long, Normal, Short, Always day |
| Weather | SandboxVars.ClimateCycle | Whether weather changes or remains at a single state. | Normal | Normal, No weather, Endless rain, Endless storm, Endless snow, Endless blizzard |
| Temperature | SandboxVars.Temperature | The global temperature. | Normal | Very cold, Cold, Normal, Hot, Very hot |
| Rain | SandboxVars.Rain | How often it rains. | Normal | Very dry, Dry, Normal, Rainy, Very rainy |
| Fog | SandboxVars.FogCycle | Whether fog occurs naturally, never occurs, or is always present. | Normal | Normal, No fog, Endless fog |
| Heaviest fog | SandboxVars.MaxFogIntensity | Maximum intensity of fog. | Normal | Normal, Moderate, Low, None |
| Heaviest rain | SandboxVars.MaxRainFxIntensity | Maximum intensity of rain. | Normal | Normal, Moderate, Low |
| Snow on the ground | SandboxVars.EnableSnowOnGround | If snow will accumulate on the ground. If disabled, snow will still show on vegetation and rooftops. | On | On or off |
| Nature takes over | SandboxVars.ErosionSpeed | How fast vines, long grass and trees spread over the world. | Slow (200 days) | Very fast (20 days), Fast (50 days), Normal (100 days), Slow (200 days), Very slow (500 days) |
| Nature takes over in (days) | SandboxVars.ErosionDays | Exact days for nature to take over. 0 uses the choice above. | 0 days | -1 to 36500 days |
Water and power
| Setting | Where | What it does | Default | Values |
|---|---|---|---|---|
| Water shut-off | SandboxVars.WaterShut | How long after 9 July 1993 the taps stop running. | 0 to 30 days | Instant, 0 to 30 days, 0 to 2 months, 0 to 6 months, 0 to 1 year, 0 to 5 years, 2 to 6 months, 6 to 12 months, Disabled |
| Water off after (days) | SandboxVars.WaterShutModifier | Exact day the water goes off. -1 keeps it on. | 14 days | -1 or more days |
| Power shut-off | SandboxVars.ElecShut | How long after 9 July 1993 the power goes off for good. | 14 to 30 days | Instant, 14 to 30 days, 14 days to 2 months, 14 days to 6 months, 14 days to 1 year, 14 days to 5 years, 2 to 6 months, 6 to 12 months, Disabled |
| Power off after (days) | SandboxVars.ElecShutModifier | Exact day the power goes off. -1 keeps it on. | 14 days | -1 or more days |
| Alarm batteries | SandboxVars.AlarmDecay | How long alarm batteries last after the power goes off. | 0 to 30 days | Instant, 0 to 30 days, 0 to 2 months, 0 to 6 months, 0 to 1 year, 0 to 5 years |
| Alarm batteries last (days) | SandboxVars.AlarmDecayModifier | Exact days alarm batteries last after the power goes off. | 14 days | -1 or more days |
| Generators | SandboxVars.GeneratorSpawning | The chance of electrical generators spawning on the map. | Rare | None, Insanely rare, Extremely rare, Rare, Normal, Common, Abundant |
| Generator fuel use | SandboxVars.GeneratorFuelConsumption | How much fuel is consumed by generators per in-game hour. | 0.1 | 0 to 100 |
| Generators outdoors | SandboxVars.AllowExteriorGenerator | If enabled, generators will work on exterior tiles. This will allow, for example, the powering of fuel pumps. | On | On or off |
| Generator reach | SandboxVars.GeneratorTileRange | How many tiles around a generator it powers. | 20 | 1 to 100 |
| Generator floors | SandboxVars.GeneratorVerticalPowerRange | How many levels both above and below a generator it can provide with electricity. | 3 | 1 to 15 |
Loot
| Setting | Where | What it does | Default | Values |
|---|---|---|---|---|
| Perishable food | SandboxVars.FoodLootNew | Any food that can rot or spoil. 0 means none. | 0.8× | 0 to 4× |
| Books and papers | SandboxVars.LiteratureLootNew | All other items that can be read, including books, fliers, and newspapers. 0 means none. | 0.6× | 0 to 4× |
| Skill books | SandboxVars.SkillBookLoot | Books that provide skill XP multipliers. 0 means none. | 0.6× | 0 to 4× |
| Recipe magazines | SandboxVars.RecipeResourceLoot | Items that teach recipes. 0 means none. | 0.6× | 0 to 4× |
| Medical | SandboxVars.MedicalLootNew | Medicine, bandages and first aid tools. 0 means none. | 0.6× | 0 to 4× |
| Survival gear | SandboxVars.SurvivalGearsLootNew | Fishing Rods, Tents, camping gear etc. 0 means none. | 0.6× | 0 to 4× |
| Canned and dried food | SandboxVars.CannedFoodLootNew | Canned and dried food, beverages. 0 means none. | 0.6× | 0 to 4× |
| Weapons | SandboxVars.WeaponLootNew | Weapons that are not tools in other categories. 0 means none. | 0.6× | 0 to 4× |
| Firearms | SandboxVars.RangedWeaponLootNew | Also includes weapon attachments. 0 means none. | 1.2× | 0 to 4× |
| Ammunition | SandboxVars.AmmoLootNew | Loose ammo, boxes and magazines. 0 means none. | 0.6× | 0 to 4× |
| Vehicle parts | SandboxVars.MechanicsLootNew | Vehicle parts and the tools needed to install them. 0 means none. | 0.6× | 0 to 4× |
| Everything else | SandboxVars.OtherLootNew | Everything else. Also affects foraging for all items in Town/Road zones. 0 means none. | 0.8× | 0 to 4× |
| Clothing | SandboxVars.ClothingLootNew | All wearable items that are not containers. 0 means none. | 0.6× | 0 to 4× |
| Bags and cases | SandboxVars.ContainerLootNew | Backpacks and other wearable/equippable containers, eg. cases. 0 means none. | 0.6× | 0 to 4× |
| Keys and locks | SandboxVars.KeyLootNew | Keys for buildings/cars, key rings, and locks. 0 means none. | 0.4× | 0 to 4× |
| Tapes and CDs | SandboxVars.MediaLootNew | VHS tapes and CDs. 0 means none. | 0.6× | 0 to 4× |
| Keepsakes | SandboxVars.MementoLootNew | Spiffo items, plushies, and other collectible keepsake items eg. Photos. 0 means none. | 0.6× | 0 to 4× |
| Cookware | SandboxVars.CookwareLootNew | Pots, pans, knives and other kitchen things, not food. 0 means none. | 0.6× | 0 to 4× |
| Materials | SandboxVars.MaterialLootNew | Things used for crafting and building. 0 means none. | 0.6× | 0 to 4× |
| Farming | SandboxVars.FarmingLootNew | Seeds, trowels, shovels and other farming items. 0 means none. | 0.6× | 0 to 4× |
| Tools | SandboxVars.ToolLootNew | Tools that fit no other group. 0 means none. | 0.6× | 0 to 4× |
| Insanely rare means | SandboxVars.InsaneLootFactor | How much loot "Insanely rare" gives. | 0.05 | 0 to 0.2 |
| Extremely rare means | SandboxVars.ExtremeLootFactor | How much loot "Extremely rare" gives. | 0.2 | 0.05 to 0.6 |
| Rare means | SandboxVars.RareLootFactor | How much loot "Rare" gives. | 0.6 | 0.2 to 1 |
| Normal means | SandboxVars.NormalLootFactor | How much loot "Normal" gives. | 1.0 | 0.6 to 2 |
| Common means | SandboxVars.CommonLootFactor | How much loot "Common" gives. | 2.0 | 1 to 3 |
| Abundant means | SandboxVars.AbundantLootFactor | How much loot "Abundant" gives. | 3.0 | 2 to 4 |
| Loot rolls | SandboxVars.RollsMultiplier | How many times each loot table is rolled. Best left at 1: higher can slow the server. | 1.0× | 0.1 to 100× |
| More loot near zombies | SandboxVars.ZombiePopLootEffect | Above 0, more loot spawns where there are more zombies. | 0 | 0 to 20 |
| Already-looted buildings | SandboxVars.MaximumLooted | The chance that any building will already be looted when found. | 25 % | 0 to 200 % |
| Looting peaks after | SandboxVars.DaysUntilMaximumLooted | How long it takes for Maximum Looted Building Chance to be reached. | 90 days | 0 to 3650 days |
| Already-looted farms | SandboxVars.RuralLooted | The chance that any rural building will already be looted when found. | 0.5 | 0 to 2 |
| Loot lost over time | SandboxVars.MaximumDiminishedLoot | The maximum loot that won't spawn when Days Until Maximum Diminished Loot is reached. | 20 % | 0 to 100 % |
| Loot loss peaks after | SandboxVars.DaysUntilMaximumDiminishedLoot | How long it takes for Maximum Diminished Loot Percentage to be reached. | 3650 days | 0 to 3650 days |
| Big buildings never looted | SandboxVars.MaximumLootedBuildingRooms | If a building has more than this amount of rooms it will not be looted. | 50 | 0 to 200 |
| Loot respawn | SandboxVars.HoursForLootRespawn | In-game hours before looted containers refill. 0 never. | 0 h | 0 or more h |
| Full containers don't refill | SandboxVars.MaxItemsForLootRespawn | Containers holding at least this many items don't refill. | 5 | 0 or more |
| No respawn where players were | SandboxVars.SeenHoursPreventLootRespawn | Loot doesn't respawn in areas visited within this many in-game hours. | 0 h | 0 or more h |
| No respawn where players build | SandboxVars.ConstructionPreventsLootRespawn | Loot doesn't refill in buildings players have barricaded or built in. | On | On or off |
| Items that never spawn | SandboxVars.LootItemRemovalList | Item ids, separated by commas, that never appear as loot. | Empty | |
| Also in world stories | SandboxVars.RemoveStoryLoot | Items on that list don't appear in world stories either. | Off | On or off |
| Also on zombies | SandboxVars.RemoveZombieLoot | Items on that list aren't worn or carried by zombies either. | Off | On or off |
| Items cleared from the ground | SandboxVars.WorldItemRemovalList | Item ids, separated by commas, cleared away after the time below. | Base.Hat, Base.Glasses, Base.Maggots, Base.Slug, Base.Slug2, Base.Snail, Base.Worm, Base.Dung_Mouse, Base.Dung_Rat | |
| Clear dropped items after | SandboxVars.HoursForWorldItemRemoval | Hours before items on that list are cleared from the ground. 0 never. | 24.0 h | 0 or more h |
| Clear everything else instead | SandboxVars.ItemRemovalListBlacklistToggle | Clears every item that is NOT on the list. | Off | On or off |
| Rotten food cleared after | SandboxVars.DaysForRottenFoodRemoval | In-game days before rotten food is cleared away. -1 never. | -1 days | -1 or more days |
World
| Setting | Where | What it does | Default | Values |
|---|---|---|---|---|
| House alarms | SandboxVars.Alarm | How likely the player is to activate a house alarm when breaking into a new house. | Sometimes | Never, Extremely rare, Rare, Sometimes, Often, Very often |
| Locked houses | SandboxVars.LockedHouses | How frequently the doors of homes and buildings will be locked when discovered. | Very often | Never, Extremely rare, Rare, Sometimes, Often, Very often |
| Special buildings | SandboxVars.SurvivorHouseChance | How often you find burnt-out houses, loot stashes and other set pieces. | Rare | Never, Extremely rare, Rare, Sometimes, Often, Very often, Always tries |
| Road stories | SandboxVars.VehicleStoryChance | The chance of road stories (eg. police roadblocks) spawning. | Rare | Never, Extremely rare, Rare, Sometimes, Often, Very often, Always tries |
| Area stories | SandboxVars.ZoneStoryChance | The chance of stories specific to map zones (eg. a campsite in a forest) spawning. | Rare | Never, Extremely rare, Rare, Sometimes, Often, Very often, Always tries |
| Annotated maps | SandboxVars.AnnotatedMapChance | How often a looted map will have notes on it, written by a deceased survivor. | Sometimes | Never, Extremely rare, Rare, Sometimes, Often, Very often |
| Basements | SandboxVars.Basement.SpawnFrequency | How frequently basements spawn at random locations. | Sometimes | Never, Extremely rare, Rare, Sometimes, Often, Very often, Always |
| Building strength | SandboxVars.ConstructionBonusPoints | Gives player-built constructions extra hit points so they are more resistant to zombie damage. | Normal | Very low, Low, Normal, High, Very high |
| Helicopter | SandboxVars.Helicopter | How regularly a helicopter passes over the Event Zone. | Once | Never, Once, Sometimes, Often |
| Distant events | SandboxVars.MetaEvent | How often zombie-attracting metagame events like distant gunshots will occur. | Sometimes | Never, Sometimes, Often |
| Nightmares | SandboxVars.SleepingEvent | How often events during the player's sleep, like nightmares, occur. | Never | Never, Sometimes, Often |
| World map | SandboxVars.Map.AllowWorldMap | If enabled, the world map can be accessed. | On | On or off |
| Mini-map | SandboxVars.Map.AllowMiniMap | If enabled, a mini-map window will be available. | Off | On or off |
| Whole map known | SandboxVars.Map.MapAllKnown | If enabled, the world map will be completely filled in on starting the game. | Off | On or off |
| Maps need light | SandboxVars.Map.MapNeedsLight | If enabled, maps can't be read unless there's a source of light available. | On | On or off |
| Fire spreads | SandboxVars.FireSpread | If fires spread when started. | On | On or off |
| Most fuel in a fire | SandboxVars.MaximumFireFuelHours | The maximum hours of fuel that can be placed in a campfire, wood stove etc. | 8 h | 1 to 168 h |
| Vermin | SandboxVars.MaximumRatIndex | The frequency and intensity of eg. rats in infested buildings. | 25 | 0 to 50 |
| Vermin peak after | SandboxVars.DaysUntilMaximumRatIndex | How long it takes for the Maximum Vermin Index to be reached. | 90 days | 0 to 365 days |
| Light bulb life | SandboxVars.LightBulbLifespan | Higher makes light bulbs last longer. 0 means they never break. | 2.0 | 0 to 1000 |
| Blood stays for | SandboxVars.BloodSplatLifespanDays | Days before old blood is cleaned away. 0 keeps it for ever. | 0 days | 0 to 365 days |
| Clay by lakes | SandboxVars.ClayLakeChance | Chance to turn a dirt floor into a clay floor. Applies to lakes. | 0.05 | 0 to 1 |
| Clay by rivers | SandboxVars.ClayRiverChance | Chance to turn a dirt floor into a clay floor. Applies to rivers. | 0.05 | 0 to 1 |
Characters and health
| Setting | Where | What it does | Default | Values |
|---|---|---|---|---|
| Starter kit | SandboxVars.StarterKit | Spawn with Chips, a Water Bottle, a Small Backpack, a Baseball Bat, and a Hammer. | Off | On or off |
| Free trait points | SandboxVars.CharacterFreePoints | Adds free points during character creation. | 0 | -100 to 100 |
| Too many bad traits | SandboxVars.NegativeTraitsPenalty | If there are diminishing returns on bonus trait points provided from selecting multiple negative traits. | None | None, 1 point penalty for every 3 negative traits selected, 1 point penalty for every 2 negative traits selected, 1 point penalty for every negative trait selected after the first |
| All clothes at the start | SandboxVars.AllClothesUnlocked | Every piece of clothing can be picked when making a character. | Off | On or off |
| No near-black clothes | SandboxVars.NoBlackClothes | If true clothing with randomised tints will not be so dark to be virtually black. | On | On or off |
| Nutrition | SandboxVars.Nutrition | What players eat affects their health and weight. | On | On or off |
| Hunger, thirst and tiredness | SandboxVars.StatsDecrease | How fast the player's hunger, thirst, and fatigue will decrease. | Normal | Very fast, Fast, Normal, Slow, Very slow |
| Endurance recovery | SandboxVars.EndRegen | Recovery from being tired after performing actions. | Normal | Very fast, Fast, Normal, Slow, Very slow |
| Muscle strain | SandboxVars.MuscleStrainFactor | Functions as a multiplier when applying muscle strain from swinging weapons or carrying heavy loads. | 0.7× | 0 to 10× |
| Discomfort | SandboxVars.DiscomfortFactor | Functions as a multiplier when applying discomfort from worn items. | 0.8× | 0 to 10× |
| Easy climbing | SandboxVars.EasyClimbing | Disables the failure chances when climbing sheet ropes or over walls. | Off | On or off |
| Attacking slows you | SandboxVars.AttackBlockMovements | If melee attacking slows you down. | On | On or off |
| Broken bones | SandboxVars.BoneFracture | If survivors can get broken limbs from impacts, zombie damage, falls etc. | On | On or off |
| Injury severity | SandboxVars.InjurySeverity | The impact that injuries have on your body, and their healing time. | Normal | Low, Normal, High |
| Wound infections | SandboxVars.WoundInfectionFactor | If greater than zero damage can be taken from serious wound infections. | 1.0× | 0 to 10× |
| Bodies cleared after | SandboxVars.HoursForCorpseRemoval | How long, in hours, before dead zombie bodies disappear from the world. If 0, maggots will not spawn on corpses. | 216.0 h | -1 or more h |
| Rotting bodies | SandboxVars.DecayingCorpseHealthImpact | The impact that nearby decaying bodies has on the player's health and emotions. | Normal | None, Low, Normal, High, Insane |
| Zombies affect health | SandboxVars.ZombieHealthImpact | Whether nearby "living" zombies have the same impact on the player's health and emotions. | Off | On or off |
| Maggots | SandboxVars.MaggotSpawn | If/when maggots can spawn in corpses. | In and around bodies | In and around bodies, In bodies only, Never |
| Blood | SandboxVars.BloodLevel | How much blood is sprayed on floors and walls by injuries. | Normal | None, Low, Normal, High, Ultra gore |
| Clothing wear | SandboxVars.ClothingDegradation | How quickly clothing degrades, becomes dirty, and bloodied. | Normal | Disabled, Slow, Normal, Fast |
| Poisoning | SandboxVars.EnablePoisoning | Whether players can poison food. | Yes | Yes, No, Yes, except with bleach |
| Warn about tainted water | SandboxVars.EnableTaintedWaterText | If tainted water will show a warning marking it as such. | On | On or off |
Food and farming
| Setting | Where | What it does | Default | Values |
|---|---|---|---|---|
| Food spoiling | SandboxVars.FoodRotSpeed | How fast that food will spoil, inside or outside of a fridge. | Normal | Very fast, Fast, Normal, Slow, Very slow |
| Fridges | SandboxVars.FridgeFactor | How effective a fridge will be at keeping food fresh for longer. | Normal | Very low, Low, Normal, High, Very high, No decay |
| Crop growth | SandboxVars.Farming | The speed of plant growth. | Normal | Very fast, Fast, Normal, Slow, Very slow |
| Crop growth speed | SandboxVars.FarmingSpeedNew | The speed of plant growth. | 1.0× | 0.1 to 100× |
| Crop yield | SandboxVars.FarmingAmountNew | The abundance of harvested crops. | 1.0× | 0.1 to 10× |
| Plant resilience | SandboxVars.PlantResilience | How much water plants will lose per day, and their ability to avoid disease. | Normal | Very high, High, Normal, Low, Very low |
| Harvest size | SandboxVars.PlantAbundance | The yield of plants when harvested. | Normal | Very poor, Poor, Normal, Abundant, Very abundant |
| Growing seasons | SandboxVars.PlantGrowingSeasons | When enabled, the growth of plants is affected by seasons. | On | On or off |
| Crops die indoors | SandboxVars.KillInsideCrops | When enabled, crops and herbs grown inside buildings will die. Does not affect houseplants. | On | On or off |
| Farming upstairs | SandboxVars.PlaceDirtAboveground | Dirt can be placed and farmed above the ground floor. Can slow the server down. | Off | On or off |
| Compost time | SandboxVars.CompostTime | How long it takes for food to break down in a composter. | 2 weeks | 1 week, 2 weeks, 3 weeks, 4 weeks, 6 weeks, 8 weeks, 10 weeks, 12 weeks |
| Foraging | SandboxVars.NatureAbundance | The abundance of items found in Foraging mode. | Normal | Very poor, Poor, Normal, Abundant, Very abundant |
| Fish | SandboxVars.FishAbundance | The abundance of fish in rivers and lakes. | Poor | Very poor, Poor, Normal, Abundant, Very abundant |
Animals
| Setting | Where | What it does | Default | Values |
|---|---|---|---|---|
| Animal needs | SandboxVars.AnimalStatsModifier | Speed at which animals stats (hunger, thirst etc.) reduce. | Normal | Ultra fast, Very fast, Fast, Normal, Slow, Very slow |
| Animal needs while away | SandboxVars.AnimalMetaStatsModifier | How fast animals get hungry and thirsty while no player is nearby. | Normal | Ultra fast, Very fast, Fast, Normal, Slow, Very slow |
| Animal pregnancy | SandboxVars.AnimalPregnancyTime | How long animals will be pregnant for before giving birth. | Normal | Ultra fast, Very fast, Fast, Normal, Slow, Very slow |
| Animal ageing | SandboxVars.AnimalAgeModifier | Speed at which animals age. | Normal | Ultra fast, Very fast, Fast, Normal, Slow, Very slow |
| Milk | SandboxVars.AnimalMilkIncModifier | How fast animals make milk. | Normal | Ultra fast, Very fast, Fast, Normal, Slow, Very slow |
| Wool | SandboxVars.AnimalWoolIncModifier | How fast animals grow wool. | Normal | Ultra fast, Very fast, Fast, Normal, Slow, Very slow |
| Egg hatching | SandboxVars.AnimalEggHatch | How long before baby animals will hatch from eggs. | Normal | Ultra fast, Very fast, Fast, Normal, Slow, Very slow |
| Breeding seasons | SandboxVars.AnimalMatingSeason | Animals breed only in their season. Off: all year round. | On | On or off |
| Animals on farms | SandboxVars.AnimalRanchChance | The chance of finding animals in farm. | Often | Never, Extremely rare, Rare, Sometimes, Often, Very often, Always |
| Grass regrows after | SandboxVars.AnimalGrassRegrowTime | The number of hours grass will regrow after being eaten by an animal or cut by the player. | 240 h | 1 to 9999 h |
| Foxes | SandboxVars.AnimalMetaPredator | A fox may take chickens from a hutch left open at night. | Off | On or off |
| Animal noise draws zombies | SandboxVars.AnimalSoundAttractZombies | If true, animal calls will attract nearby zombies. | On | On or off |
| Animal tracks | SandboxVars.AnimalTrackChance | The chance of animals leaving tracks. | Sometimes | Never, Extremely rare, Rare, Sometimes, Often, Very often |
| Animal paths | SandboxVars.AnimalPathChance | The chance of creating a path for animals to be hunted. | Sometimes | Never, Extremely rare, Rare, Sometimes, Often, Very often |
Vehicles
| Setting | Where | What it does | Default | Values |
|---|---|---|---|---|
| Vehicles | SandboxVars.EnableVehicles | If vehicles will spawn. | On | On or off |
| Vehicle numbers | SandboxVars.CarSpawnRate | How frequently vehicles can be discovered on the map. | Low | None, Very low, Low, Normal, High |
| Easy vehicles | SandboxVars.VehicleEasyUse | Found vehicles are unlocked and need no keys. | Off | On or off |
| Locked vehicles | SandboxVars.LockedCar | How likely cars will be locked. | Sometimes | Never, Extremely rare, Rare, Sometimes, Often, Very often |
| Vehicle condition | SandboxVars.CarGeneralCondition | General condition discovered vehicles will be in. | Normal | Very low, Low, Normal, High, Very high |
| Well-kept vehicles | SandboxVars.RecentlySurvivorVehicles | Whether a player can discover a car that has been cared for after the Knox infection struck. | Low | None, Low, Normal, High |
| Traffic jams | SandboxVars.TrafficJam | If traffic jams consisting of wrecked cars will appear on main roads. | On | On or off |
| Car alarms | SandboxVars.CarAlarm | How frequently discovered vehicles have active alarms. | Rare | Never, Extremely rare, Rare, Sometimes, Often, Very often |
| Fuel in found vehicles | SandboxVars.InitialGas | How full the fuel tank of discovered vehicles will be. | Low | Very low, Low, Normal, High, Very high, Full |
| Vehicles with fuel | SandboxVars.ChanceHasGas | The chance of finding a vehicle with fuel in its tank. | Normal | Low, Normal, High |
| Fuel use | SandboxVars.CarGasConsumption | How fuel-hungry vehicles are. | 1.0× | 0 to 100× |
| Endless fuel at pumps | SandboxVars.FuelStationGasInfinite | If enabled, fuel pumps will never run out of fuel. | Off | On or off |
| Least fuel in pumps | SandboxVars.FuelStationGasMin | Least fuel a pump starts with, from 0 to 1 (full). | 0.0 | 0 to 1 |
| Most fuel in pumps | SandboxVars.FuelStationGasMax | Most fuel a pump starts with, from 0 to 1 (full). | 0.8 | 0 to 1 |
| Empty pumps | SandboxVars.FuelStationGasEmptyChance | The chance, as a percentage, that individual fuel pumps will initially have no fuel. | 20 % | 0 to 100 % |
| Crash damage to vehicles | SandboxVars.CarDamageOnImpact | The amount of damage dealt to vehicles that crash. | Normal | Very low, Low, Normal, High, Very high |
| Hit by a vehicle | SandboxVars.DamageToPlayerFromHitByACar | Damage received by the player from being crashed into. | None | None, Low, Normal, High, Very high |
| Hurt in crashes | SandboxVars.PlayerDamageFromCrash | If the player can get injured from being in a car accident. | On | On or off |
| Engine noise | SandboxVars.ZombieAttractionMultiplier | General engine loudness to zombies. | 1.0× | 0 to 100× |
| Sirens stop after | SandboxVars.SirenShutoffHours | In-game hours before a siren stops. 0 never. | 0.0 h | 0 to 168 h |
| Sirens draw zombies | SandboxVars.SirenEffectsZombies | If zombies will head towards the sound of vehicle sirens. | On | On or off |
Skills and reading
| Setting | Where | What it does | Default | Values |
|---|---|---|---|---|
| All skills | SandboxVars.MultiplierConfig.Global | How fast every skill levels up while the switch below is on. | 1.0× | 0 to 1000× |
| Use one rate for all skills | SandboxVars.MultiplierConfig.GlobalToggle | On: every skill uses the rate above. Off: each skill uses its own. | On | On or off |
| XP multiplier | SandboxVars.XpMultiplier | How fast skills improve. Build 41. | 1.0 | 0 or more |
| Fitness | SandboxVars.MultiplierConfig.Fitness | How fast fitness levels up while each skill uses its own rate. | 1.0× | 0 to 1000× |
| Strength | SandboxVars.MultiplierConfig.Strength | How fast strength levels up while each skill uses its own rate. | 1.0× | 0 to 1000× |
| Sprinting | SandboxVars.MultiplierConfig.Sprinting | How fast sprinting levels up while each skill uses its own rate. | 1.0× | 0 to 1000× |
| Lightfooted | SandboxVars.MultiplierConfig.Lightfoot | How fast lightfooted levels up while each skill uses its own rate. | 1.0× | 0 to 1000× |
| Nimble | SandboxVars.MultiplierConfig.Nimble | How fast nimble levels up while each skill uses its own rate. | 1.0× | 0 to 1000× |
| Sneaking | SandboxVars.MultiplierConfig.Sneak | How fast sneaking levels up while each skill uses its own rate. | 1.0× | 0 to 1000× |
| Axe | SandboxVars.MultiplierConfig.Axe | How fast axe levels up while each skill uses its own rate. | 1.0× | 0 to 1000× |
| Long blunt | SandboxVars.MultiplierConfig.Blunt | How fast long blunt levels up while each skill uses its own rate. | 1.0× | 0 to 1000× |
| Short blunt | SandboxVars.MultiplierConfig.SmallBlunt | How fast short blunt levels up while each skill uses its own rate. | 1.0× | 0 to 1000× |
| Long blade | SandboxVars.MultiplierConfig.LongBlade | How fast long blade levels up while each skill uses its own rate. | 1.0× | 0 to 1000× |
| Short blade | SandboxVars.MultiplierConfig.SmallBlade | How fast short blade levels up while each skill uses its own rate. | 1.0× | 0 to 1000× |
| Spear | SandboxVars.MultiplierConfig.Spear | How fast spear levels up while each skill uses its own rate. | 1.0× | 0 to 1000× |
| Maintenance | SandboxVars.MultiplierConfig.Maintenance | How fast maintenance levels up while each skill uses its own rate. | 1.0× | 0 to 1000× |
| Aiming | SandboxVars.MultiplierConfig.Aiming | How fast aiming levels up while each skill uses its own rate. | 1.0× | 0 to 1000× |
| Reloading | SandboxVars.MultiplierConfig.Reloading | How fast reloading levels up while each skill uses its own rate. | 1.0× | 0 to 1000× |
| Carpentry | SandboxVars.MultiplierConfig.Woodwork | How fast carpentry levels up while each skill uses its own rate. | 1.0× | 0 to 1000× |
| Cooking | SandboxVars.MultiplierConfig.Cooking | How fast cooking levels up while each skill uses its own rate. | 1.0× | 0 to 1000× |
| Electrical | SandboxVars.MultiplierConfig.Electricity | How fast electrical levels up while each skill uses its own rate. | 1.0× | 0 to 1000× |
| Welding | SandboxVars.MultiplierConfig.MetalWelding | How fast welding levels up while each skill uses its own rate. | 1.0× | 0 to 1000× |
| Mechanics | SandboxVars.MultiplierConfig.Mechanics | How fast mechanics levels up while each skill uses its own rate. | 1.0× | 0 to 1000× |
| Tailoring | SandboxVars.MultiplierConfig.Tailoring | How fast tailoring levels up while each skill uses its own rate. | 1.0× | 0 to 1000× |
| Knapping | SandboxVars.MultiplierConfig.FlintKnapping | How fast knapping levels up while each skill uses its own rate. | 1.0× | 0 to 1000× |
| Masonry | SandboxVars.MultiplierConfig.Masonry | How fast masonry levels up while each skill uses its own rate. | 1.0× | 0 to 1000× |
| Pottery | SandboxVars.MultiplierConfig.Pottery | How fast pottery levels up while each skill uses its own rate. | 1.0× | 0 to 1000× |
| Carving | SandboxVars.MultiplierConfig.Carving | How fast carving levels up while each skill uses its own rate. | 1.0× | 0 to 1000× |
| Blacksmithing | SandboxVars.MultiplierConfig.Blacksmith | How fast blacksmithing levels up while each skill uses its own rate. | 1.0× | 0 to 1000× |
| Glassmaking | SandboxVars.MultiplierConfig.Glassmaking | How fast glassmaking levels up while each skill uses its own rate. | 1.0× | 0 to 1000× |
| Agriculture | SandboxVars.MultiplierConfig.Farming | How fast agriculture levels up while each skill uses its own rate. | 1.0× | 0 to 1000× |
| First aid | SandboxVars.MultiplierConfig.Doctor | How fast first aid levels up while each skill uses its own rate. | 1.0× | 0 to 1000× |
| Fishing | SandboxVars.MultiplierConfig.Fishing | How fast fishing levels up while each skill uses its own rate. | 1.0× | 0 to 1000× |
| Trapping | SandboxVars.MultiplierConfig.Trapping | How fast trapping levels up while each skill uses its own rate. | 1.0× | 0 to 1000× |
| Foraging | SandboxVars.MultiplierConfig.PlantScavenging | How fast foraging levels up while each skill uses its own rate. | 1.0× | 0 to 1000× |
| Animal care | SandboxVars.MultiplierConfig.Husbandry | How fast animal care levels up while each skill uses its own rate. | 1.0× | 0 to 1000× |
| Tracking | SandboxVars.MultiplierConfig.Tracking | How fast tracking levels up while each skill uses its own rate. | 1.0× | 0 to 1000× |
| Butchering | SandboxVars.MultiplierConfig.Butchering | How fast butchering levels up while each skill uses its own rate. | 1.0× | 0 to 1000× |
| Reading time per page | SandboxVars.MinutesPerPage | The number of in-game minutes it takes to read one page of a skill book. | 2.0 min | 0 to 60 min |
| Reread books after | SandboxVars.LiteratureCooldown | Number of days before one can benefit from reading previously read literature items. | 45 days | 1 to 365 days |
| No TV experience from level | SandboxVars.LevelForMediaXPCutoff | When a skill is at this level or above, television/VHS/other media will not provide XP for it. | 3 | 0 to 10 |
| No scrapping experience from level | SandboxVars.LevelForDismantleXPCutoff | From this skill level, scrapping furniture gives no experience. Electrical isn't affected. | 0 | 0 to 10 |
| Unread media | SandboxVars.MetaKnowledge | How tapes and books a character hasn't finished show in lists. | Completely hidden | Fully revealed, Shown as???, Completely hidden |
| Show unknown recipes | SandboxVars.SeeNotLearntRecipe | Players see every recipe a workstation can make, even ones they haven't learnt. | On | On or off |
Weapons
| Setting | Where | What it does | Default | Values |
|---|---|---|---|---|
| Firearm aiming | SandboxVars.FirearmUseDamageChance | Where hits depend on the player's own aim rather than a chance to hit. | Zombies only | Disabled, Zombies only, All types of target |
| Gunshot noise | SandboxVars.FirearmNoiseMultiplier | A multiplier for the distance at which zombies can hear gunshots. | 1.0× | 0.2 to 2× |
| Gun jams | SandboxVars.FirearmJamMultiplier | Multiplier for firearm jamming chance. 0 disables jamming. | 1.0× | 0 to 10× |
| Mood affects aim | SandboxVars.FirearmMoodleMultiplier | Multiplier for Moodle effects on hit chance. 0 disables Moodle penalty. | 1.0× | 0 to 10× |
| Weather affects aim | SandboxVars.FirearmWeatherMultiplier | Multiplier for the effects of weather (wind, rain and fog) on hit chance. 0 disables weather effect. | 1.0× | 0 to 10× |
| Headgear affects aim | SandboxVars.FirearmHeadGearEffect | Enable to have headgear like welding masks affect hit chance. | On | On or off |
| Hit several zombies | SandboxVars.MultiHitZombies | If certain melee weapons will be able to strike multiple zombies in one hit. | Off | On or off |
Set by HQ
| Setting | Where | What it does | Default | Values |
|---|---|---|---|---|
| Admin username | Set in HQ | The admin account's name. | admin | Up to 20 characters |
Sources
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