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Tous les réglages d'un serveur Palworld expliqués en détail

Par Benjamin D. · PDG

· Mis à jour le August 28, 2026 · Lecture 7 min

Contents

PalWorldSettings.ini is the one file that decides how your Palworld world actually feels: how quickly night falls, how often a sphere sticks, how hard a Pal hits, how many structures a guild can plant on the map. This guide goes through the file key by key, explains what each line changes in game, and flags the values that quietly break saves or hammer CPU.



Where PalWorldSettings.ini lives and how the game parses it

The file sits inside the game's save configuration folder, and the path depends on the platform running the binary:

  • Linux: Pal/Saved/Config/LinuxServer/PalWorldSettings.ini
  • Windows: Pal/Saved/Config/WindowsServer/PalWorldSettings.ini
  • Reference template: DefaultPalWorldSettings.ini, at the root of the game installation, next to PalServer.sh / PalServer.exe

The template is read-only in practice: the game never applies it directly. You copy its contents into PalWorldSettings.ini, edit the values there, then restart. On a Pterodactyl panel you do this from the file manager, or from the console after stopping the instance. Never edit while the process is running — the game rewrites the file on shutdown and your changes vanish.

If you want the full key list maintained by the studio itself, the official Palworld technical documentation stays the reference. For a machine with Ryzen cores, NVMe storage and anti-DDoS filtering already in place, look at Palworld server hosting and keep this guide open in a second tab while you tune the file.

Syntax rules you cannot bend

The whole configuration is a single INI section with a single line. That line is long, ugly, and unforgiving:

[/Script/Pal.PalGameWorldSettings]
OptionSettings=(Difficulty=None,DayTimeSpeedRate=1.000000,NightTimeSpeedRate=1.000000,ExpRate=1.000000,PalCaptureRate=1.000000,PalSpawnNumRate=1.000000,PalDamageRateAttack=1.000000,PalDamageRateDefense=1.000000,PlayerDamageRateAttack=1.000000,PlayerDamageRateDefense=1.000000,ServerName="My World",ServerPassword="",AdminPassword="ChangeMe",ServerPlayerMaxNum=32,RCONEnabled=True,RCONPort=25575)

Four rules to keep in mind:

  1. One line only. No carriage return inside the parentheses. A wrapped line silently resets everything to defaults.
  2. No spaces around commas or equals signs. Strings are the exception: they carry double quotes and may contain spaces.
  3. Booleans are True / False with a capital letter. true lowercase is accepted by some builds, but stay consistent.
  4. Floats keep their decimals. 1.000000 rather than 1. Keys can appear in any sequence, and unknown keys are ignored.

The trap of the Difficulty key

Difficulty accepts None, Casual, Normal or Hard. When it is set to anything other than None, the game applies a preset that overrides part of your custom multipliers. If you intend to tune values by hand, leave Difficulty=None. This single line explains most of the "my settings don't apply" reports on community forums.



World rhythm, progression and resource rates

This block controls pacing. It is where a grind-heavy world becomes a relaxed weekend world, or the other way round.

KeyDefaultWhat it changes in game
DayTimeSpeedRate1.0Speed at which daytime passes. Above 1.0 the day is shorter; 0.5 doubles daylight length.
NightTimeSpeedRate1.0Same logic for night. Raising it to 2.0 is the classic fix for players who hate long dark stretches.
ExpRate1.0Experience gained by players and Pals. 2.0 roughly halves levelling time.
WorkSpeedRate1.0Base work speed of Pals at camp: crafting, smelting, planting, transporting.
ItemWeightRate1.0Weight of every item. Lower it to 0.5 to reduce backpack round trips without touching carry capacity.
CollectionDropRate1.0Yield from ore nodes, trees and gatherable objects.
CollectionObjectHpRate1.0HP of those nodes. Lower means fewer swings per rock.
CollectionObjectRespawnSpeedRate1.0Respawn delay for nodes. Counter-intuitive: a lower value makes them come back faster.
EnemyDropItemRate1.0Loot quantity dropped by defeated Pals and human enemies.
EquipmentDurabilityDamageRate1.0Wear applied to weapons and armour. 0.0 makes gear effectively unbreakable.
DropItemMaxNum3000Global cap of loot bags lying on the ground. High values keep memory and replication busy.
DropItemAliveMaxHours1.0Lifetime in hours of dropped items before cleanup.

Survival drains and regeneration

Four player-side keys and their Pal equivalents shape how punishing survival is:

  • PlayerStomachDecreaceRate — hunger drain for players. 0.5 halves how often you eat.
  • PlayerStaminaDecreaceRate — stamina consumption while sprinting, gliding or climbing.
  • PlayerAutoHPRegeneRate — passive health regeneration while awake.
  • PlayerAutoHpRegeneRateInSleep — regeneration while sleeping in a bed.
  • PalStomachDecreaceRate, PalStaminaDecreaceRate, PalAutoHPRegeneRate, PalAutoHpRegeneRateInSleep — the same four values applied to Pals, including base workers. Lowering the Pal stomach drain is the simplest way to stop workers collapsing from hunger when nobody is online to fill the feed box.

World generation and encounters

  • RandomizerTypeNone, Region or All. Shuffles which Pals spawn where. Changing it on an existing world reshuffles spawns but does not touch Pals already caught.
  • RandomizerSeed — string seed for that shuffle. Same seed, same layout.
  • bIsRandomizerPalLevelRandom — randomises spawn levels instead of following region ranges.
  • bEnableInvaderEnemy — raids on your camp by hunters and Pal waves. Set to False on builder-oriented worlds.
  • EnablePredatorBossPal — allows predator variants to roam.
  • bEnableFastTravel — fast travel between statues. Disabling it changes the pace of the whole map.
  • bIsStartLocationSelectByMap — lets players pick a spawn point on the map at first login.
  • bActiveUNKO and DropItemMaxNum_UNKO — toggle and cap the manure system used for farming and organic fertiliser.


Capture, breeding and combat multipliers in PalWorldSettings.ini

This is the section admins touch first and understand last. Small numbers here have very large downstream effects.

Capture and spawn density

  • PalCaptureRate — multiplier on capture probability. 2.0 makes spheres stick roughly twice as often; anything above 3.0 makes tier-1 spheres trivialise late-game Pals and flattens progression.
  • PalSpawnNumRate — density of wild Pals in the world. This one is a performance key as much as a gameplay key: every extra spawned Pal is AI, physics and network replication. On a Ryzen high-frequency core, going from 1.0 to 3.0 is felt in tick time long before players notice a fuller map. Raise it in steps of 0.25 and watch frame pacing on the panel console.
  • ServerReplicatePawnCullDistance — default 15000. Distance beyond which pawns stop being replicated to clients. Lowering it reduces bandwidth and CPU load on busy worlds, at the price of Pals popping in later.

Breeding and eggs

PalEggDefaultHatchingTime is expressed in hours and defaults to 72. It applies to every egg type: huge eggs and common ones share the same timer once this value is set. Common tunings:

ValuePractical effect
72.0Vanilla. Breeding is a multi-session project.
2.0Comfortable community pace: one incubator cycle per play session.
0.1Six minutes per egg. Suited to breeding-focused worlds and passive-skill hunting.
0.0Instant hatching. Convenient, but it removes any reason to build incubator rooms.

Note that the incubator temperature requirement is unaffected: you still need heaters or coolers for the right egg types.

Damage multipliers, read correctly

The four combat keys are symmetrical, and the "Defense" ones are the source of endless confusion. They multiply damage received, not armour rating:

  • PlayerDamageRateAttack — damage the player deals. 2.0 = players hit twice as hard.
  • PlayerDamageRateDefense — damage the player takes. 2.0 = players die twice as fast; 0.5 = tanky players.
  • PalDamageRateAttack — damage dealt by Pals, yours and wild ones alike.
  • PalDamageRateDefense — damage taken by Pals. Raise it and your battle Pals melt in boss arenas.

Because attack multipliers apply to every Pal, pushing PalDamageRateAttack to 3.0 to speed up boss fights also turns a random wild Pal into a lethal ambush. Tune attack and defence together, and test on a copy of the save before pushing to a live world.

Death, loss and hardcore rules

  • DeathPenaltyNone (keep everything), Item (drop inventory), ItemAndEquipment (drop inventory and worn gear), All (drop everything including Pals on your belt).
  • bHardcore — permanent character death.
  • bPalLost — Pals are permanently lost when they die. Brutal, and rarely a good fit for open communities.
  • bCharacterRecreateInHardcore — allows rebuilding a character after a hardcore death instead of being locked out.
  • bCanPickupOtherGuildDeathPenaltyDrop — whether rival guilds can loot your death bag. Central to any PvP ruleset.
  • bAllowGlobalPalboxExport / bAllowGlobalPalboxImport — control transfers of Pals in and out of the world. Leave import disabled if you care about the integrity of your progression.


Bases, guilds and PvP boundaries

These keys define what a group of players is allowed to occupy on the map. They are also the ones that decide whether your world stays smooth at 20 connected players or turns into a slideshow.

KeyDefaultEffect
BaseCampMaxNum128Total number of camps allowed in the world, all guilds combined.
BaseCampWorkerMaxNum15Pals assigned per camp. Each worker runs pathfinding and job logic; this is a direct CPU knob.
BaseCampMaxNumInGuild4Camps a single guild can own. Present in recent builds.
MaxBuildingLimitNum0Structure cap per camp. 0 means no limit, which is exactly how a world ends up with a 12,000-piece megabase and a tick time problem.
bBuildAreaLimitFalseRestricts construction to the camp radius. Set to True to stop players walling off half the map.
BuildObjectDamageRate1.0Damage structures take from attacks and raids.
BuildObjectDeteriorationDamageRate1.0Passive decay. 0.0 disables deterioration entirely — a common choice for casual worlds.
GuildPlayerMaxNum20Members per guild.
bAutoResetGuildNoOnlinePlayersFalseAutomatically wipes guilds whose members stopped logging in.
AutoResetGuildTimeNoOnlinePlayers72.0Inactivity threshold in hours before that wipe triggers. The cleanest way to reclaim abandoned bases.

PvP and inter-guild interaction

  • b