Project Zomboid Server Settings Generator
Set up your Project Zomboid dedicated server here: all 269 sandbox options and the 144 options of servertest.ini in Build 42.21, grouped as in the game's server settings screen and with help for every option.
Start from one of the game's presets, change what you want and download the two files: they go in the Zomboid/Server folder of the computer that runs the server, and with the same name they replace that server's files (servertest is the game's default name). The link keeps your settings to share them; passwords, tokens, your IP and the server's IDs never go in it.
If you already have a server, copy its ResetID and ServerPlayerID from your current .ini into the .ini sheet below before replacing it: if they're missing, the server picks new ones and players will need new characters.
pick a preset, change anything
Paste your filealready have a server?
Paste your <name>_SandboxVars.lua or your <name>.ini (from the Zomboid/Server folder), or pick the file. You'll see which preset it's closest to, what it changes, and what the game would ignore; then load it into the generator and keep editing.
Your file never leaves your browser.
Start from a presetthe game's five
Showing 413 of 413 options
Time 5
How long after the end of the world to begin.
This will affect starting world erosion and food spoilage.
Does not affect the starting date.
Month in which the game starts.
Day of the month in which the games starts.
Hour of the day in which the game starts.
Zombie 47
Changing this also sets the "Population Multiplier" in Advanced Zombie Options.
How zombies are distributed across the map.
Controls whether some randomization is applied to zombie distribution.
How frequently new zombies are added to the world.
Zombie allowed to migrate to empty cells.
Zombie Lore
How fast zombies move.
If Random Speed is enabled, this controls what percentage of zombies are Sprinters.
Check the "Advanced" box below to use a custom percentage.
The damage zombies inflict per attack.
The difficulty of killing a zombie.
How the Knox Virus spreads.
How quickly the infection takes effect.
How quickly infected corpses rise as zombies.
Zombie intelligence.
How often zombies can crawl under parked vehicles.
How long zombies remember a player after seeing or hearing them.
Zombie vision radius.
Zombie hearing radius.
Activates the new advanced stealth mechanics, which allows you to hide from zombies behind cars, takes traits and weather into account, and much more.
If zombies that have not seen/heard player can attack doors and constructions while roaming.
If zombies can destroy player constructions and defenses.
Whether zombies are more "active" during the day or night.
"Active" zombies will use the speed set in the "Speed" setting.
"Inactive" zombies will be slower, and tend not to give chase.
If zombies trigger house alarms when breaking through windows or doors.
If multiple attacking zombies can drag you down and kill you.
Dependent on zombie strength.
If crawler zombies beside a player contribute to the chance of being dragged down and killed by a group of zombies.
If zombies have a chance to lunge at you after climbing
over a fence or through a window if you're too close.
Whether some dead-looking zombies will reanimate and attack the player.
Serves as a multiplier when determining the effectiveness of armor worn by zombies.
The maximum defense percentage that any worn protective garments can provide to a zombie.
Percentage chance of having a random attached weapon.
How much damage zombies take when falling from height.
Zombies will not spawn where players spawn.
Advanced zombie settings
Set by the "Zombie Count" population option, or by a custom number here.
Insane = 2.5, Very High = 1.6, High = 1.2, Normal = 0.65, Low = 0.15, None = 0.0.
A multiplier for the desired zombie population at the start of the game.
Insane = 3.0, Very High = 2.0, High = 1.5, Normal = 1.0, Low = 0.5, None = 0.0.
A multiplier for the desired zombie population on the peak day.
Insane = 3.0, Very High = 2.0, High = 1.5, Normal = 1.0, Low = 0.5, None = 0.0.
The day when the population reaches its peak.
The number of hours that must pass before zombies may respawn in a cell.
If 0, spawning is disabled.
The number of hours that a chunk must be unseen before zombies may respawn in it.
The fraction of a cell's desired population that may respawn every RespawnHours.
The number of hours that must pass before zombies migrate
to empty parts of the same cell.
If 0, migration is disabled.
The distance a zombie will try to walk towards the last sound it heard.
The size of groups real zombies form when idle. 0 means zombies don't form groups.
Groups don't form inside buildings or forest zones.
The amount, as a percentage, that zombie groups can vary in size from the default (both larger and smaller).
For example, at 50% variance with a default group size of 20, groups will vary in size from 10-30.
The distance real zombies travel to form groups when idle.
The distance between zombie groups.
How close members of a zombie group stay to the group's "leader".
Controls the maximum number of zombies tracked before cleanup occurs. 0 means zombies will not be cleaned up.
The default value (300) is strongly recommended. Increasing this value or setting to 0 may cause severe performance problems.
For troubleshooting and bug-report purposes, please reproduce any issue with the default setting before submitting a report.
Loot 37
When greater than 0, after X hours, all containers in towns and trailer parks in the world will respawn loot.
To spawn loot a container must have been looted at least once. Loot respawn is not impacted by visibility or subsequent looting.
When greater than 0, loot will not respawn in zones that have been visited within this number of in-game hours.
Containers with a number of items greater, or equal to, this setting will not respawn.
Items will not respawn in buildings that players have barricaded or built in.
The chance that any building will already be looted when found.
Check the "Advanced" box below to use a custom number.
How long it takes for Maximum Looted Building Chance to be reached.
The chance that any rural building will already be looted when found.
Check the "Advanced" box below to use a custom number.
The maximum loot that won't spawn when Days Until Maximum Diminished Loot is reached.
Check the "Advanced" box below to use an exact percentage.
How long it takes for Maximum Diminished Loot Percentage to be reached.
If a building has more than this amount of rooms it will not be looted.
Loot rarity
Any food that can rot or spoil.
Canned and dried food, beverages.
Weapons that are not tools in other categories.
Also includes weapon attachments.
Loose ammo, boxes and magazines.
Medicine, bandages and first aid tools.
Fishing Rods, Tents, camping gear etc.
Vehicle parts and the tools needed to install them.
Books that provide skill XP multipliers.
Items that teach recipes.
All other items that can be read, including books, fliers, and newspapers.
All wearable items that are not containers.
Backpacks and other wearable/
Keys for buildings/cars, key rings, and locks.
VHS tapes and CDs.
Spiffo items, plushies, and other collectible keepsake items eg. Photos.
Items that are used in cooking, including those (eg. knives) which can be weapons. Does not include food.
Includes both usable and unusable items.
Items and weapons that are used as ingredients for crafting or building.
This is a general category that does not include items belonging to other categories such as Cookware or Medical. Does not include Tools.
Items and weapons which are used in both animal and plant agriculture, such as Seeds, Trowels, or Shovels.
Items and weapons which are Tools but don't fit in other categories such as Mechanics or Farming.
Everything else. Also affects foraging for all items in Town/Road zones.
The chance of electrical generators spawning on the map.
A comma-separated list of item types that won't spawn as ordinary loot.
If enabled, items on the Loot Item Removal List, or that have their rarity set to 'None', will not spawn in randomised world stories.
If enabled, items on the Loot Item Removal List, or that have their rarity set to 'None', will not spawn worn by, or attached to, zombies.
[!] It is recommended that you DO NOT change this. [!]
Can be used to adjust the number of rolls made on loot tables when spawning loot. Will not reduce the number of rolls below 1. Can negatively affect performance if set to high values. It is highly recommended that this not be changed.
If greater than 0, the spawn of loot is increased relative to the number of nearby zombies,
with the effect multiplied by this number.
World 24
How long after the default start date (July 9, 1993) that plumbing fixtures (eg. sinks) stop being infinite sources of water.
On a server this is the one that counts: the days until the water shuts off. With these settings, the water shuts off on July 23, 1993, 7:00 AM. Shutoff calculator →
How long after the default start date (July 9, 1993) that the world's electricity turns off for good.
On a server this is the one that counts: the days until the power shuts off. With these settings, the power shuts off on July 23, 1993, 7:00 AM. Shutoff calculator →
How long after the default start date (July 9, 1993) that plumbing fixtures (eg. sinks) stop being infinite sources of water.
On a server this range isn't used: WaterShutModifier sets the day.
How long after the default start date (July 9, 1993) that the world's electricity turns off for good.
On a server this range isn't used: ElecShutModifier sets the day.
How long alarm batteries can last for after the power shuts off.
How likely the player is to activate a house alarm when breaking into a new house.
How frequently the doors of homes and buildings will be locked when discovered.
If fires spread when started.
If enabled, generators will work on exterior tiles.
This will allow, for example, the powering of gas pumps.
How many levels both above and below a generator it can provide with electricity.
If enabled, gas pumps will never run out of fuel
The minimum amount of gasoline that can spawn in gas pumps.
Check the "Advanced" box below to use a custom amount.
The maximum amount of gasoline that can spawn in gas pumps.
Check the "Advanced" box below to use a custom amount.
The chance, as a percentage, that individual gas pumps will initially have no fuel.
The higher the value, the longer lightbulbs last before breaking.
If 0, lightbulbs will never break.
Does not affect vehicle headlights.
How fast that food will spoil, inside or outside of a fridge.
How effective a fridge will be at keeping food fresh for longer.
Number of in-game days before rotten food is removed from the map.
-1 means rotten food is never removed.
A comma-separated list of item types that will be removed after Hours
Number of hours since an item was dropped on the ground before it is removed.
Items are removed the next time that part of the map is loaded.
Zero means items are not removed.
If true, any items *not* in World
Basements
How frequently basements spawn at random locations.
The maximum hours of fuel that can be placed in a campfire, wood stove etc.
Nature 22
The level of ambient lighting at night.
The global temperature.
How often it rains.
Maximum intensity of fog.
Maximum intensity of rain.
Number of days until the erosion system (which adds vines, long grass,
new trees etc. to the world) will reach 100% growth.
For a custom Erosion Speed. Zero means use the Erosion Speed option.
Maximum is 36,500 days (approximately 100 years).
The speed of plant growth.
How long it takes for food to break down in a composter.
The abundance of fish in rivers and lakes.
The abundance of items found in Foraging mode.
How much water plants will lose per day, and their ability to avoid disease.
The abundance of harvested crops.
When enabled, crops and herbs grown inside buildings will die. Does not affect houseplants.
When enabled, the growth of plants is affected by seasons.
[!] It is recommended that you DO NOT change this. Changing this can result in performance issues. [!]
When enabled, dirt can be placed, and farming performed on other than the ground level.
If snow will accumulate on the ground.
If disabled, snow will still show on vegetation and rooftops.
If tainted water will show a warning marking it as such.
The frequency and intensity of eg. rats in infested buildings.
How long it takes for the Maximum Vermin Index to be reached.
Chance to turn a dirt floor into a clay floor. Applies to lakes.
Chance to turn a dirt floor into a clay floor. Applies to rivers.
Meta 24
How regularly a helicopter passes over the Event Zone.
How often zombie-attracting metagame events like distant gunshots will occur.
How often events during the player's sleep, like nightmares, occur.
How much fuel is consumed by generators per in-game hour.
The chance of finding randomized buildings on the map (eg. burnt out houses,
ones containing loot stashes or dead bodies).
The chance of road stories (eg. police roadblocks) spawning.
The chance of stories specific to map zones (eg. a campsite in a forest) spawning.
How often a looted map will have notes on it, written by a deceased survivor.
How long, in hours, before dead zombie bodies disappear from the world.
If 0, maggots will not spawn on corpses.
The impact that nearby decaying bodies has on the player's health and emotions.
Whether nearby "living" zombies have the same impact on the player's health and emotions.
How much blood is sprayed on floors and walls by injuries.
Number of days before old blood splats are removed.
Removal happens when map chunks are loaded.
0 means they will never disappear.
If/when maggots can spawn in corpses.
If a piece of media hasn't been fully seen or read, this setting determines
whether it's displayed fully, displayed as "???", or hidden completely.
Whether the time of day changes naturally, or it's always day/night.
Whether weather changes or remains at a single state.
Whether fog occurs naturally, never occurs, or is always present.
How many zombies it takes to damage a tall fence.
How quickly zombies damage tall fences.
In-game Map
If enabled, the world map can be accessed.
If enabled, a mini-map window will be available.
If enabled, the world map will be completely filled in on starting the game.
If enabled, maps can't be read unless there's a source of light available.
Character 68
How fast the player's hunger, thirst, and fatigue will decrease.
Recovery from being tired after performing actions.
Nutritional value of food affects the player's condition. Turning this off will stop the player gaining or losing weight.
Spawn with Chips, a Water Bottle, a Small Backpack, a Baseball Bat, and a Hammer.
Adds free points during character creation.
Gives player-built constructions extra hit points so they are
more resistant to zombie damage.
The impact that injuries have on your body, and their healing time.
If survivors can get broken limbs from impacts, zombie damage, falls etc.
Functions as a multiplier when applying muscle strain from swinging weapons or carrying heavy loads.
Functions as a multiplier when applying discomfort from worn items.
If greater than zero damage can be taken from serious wound infections.
How quickly clothing degrades, becomes dirty, and bloodied.
If true clothing with randomized tints will not be so dark to be virtually black.
Chance of being bitten when a zombie attacks from behind.
If certain melee weapons will be able to strike multiple zombies in one hit.
Replaces Chance-To-Hit mechanics with Chance-To-Damage calculations. This mode prioritizes player aiming.
A multiplier for the distance at which zombies can hear gunshots.
Multiplier for firearm jamming chance. 0 disables jamming.
Multiplier for Moodle effects on hit chance. 0 disables Moodle penalty.
Multiplier for the effects of weather (wind, rain and fog) on hit chance. 0 disables weather effect.
Enable to have headgear like welding masks affect hit chance
If melee attacking slows you down.
Allows you to select from every piece of clothing in the game when customizing your character
If poison can be added to food.
Number of days before one can benefit from reading previously read literature items.
If there are diminishing returns on bonus trait points provided from selecting multiple negative traits.
The number of in-game minutes it takes to read one page of a skill book.
When a skill is at this level or above, scrapping furniture does not provide XP for the relevant skill. Does not apply to Electrical.
When a skill is at this level or above, television/
will not provide XP for it.
Disables the failure chances when climbing sheet ropes or over walls.
If true, you will be able to see any recipes that can be done with a station, even if you haven't learnt them yet.
XP multipliers
The rate at which all skills level up.
When enabled, all skills will use the Global Multiplier.
Rate at which Fitness skill levels up.
Rate at which Strength skill levels up.
Rate at which Sprinting skill levels up.
Rate at which Lightfooted skill levels up.
Rate at which Nimble skill levels up.
Rate at which Sneaking skill levels up.
Rate at which Axe skill levels up.
Rate at which Long Blunt skill levels up.
Rate at which Short Blunt skill levels up.
Rate at which Long Blade skill levels up.
Rate at which Short Blade skill levels up.
Rate at which Spear skill levels up.
Rate at which Maintenance skill levels up.
Rate at which Agriculture skill levels up.
Rate at which Animal Care skill levels up.
Rate at which Carpentry skill levels up.
Rate at which Carving skill levels up.
Rate at which Cooking skill levels up.
Rate at which Electrical skill levels up.
Rate at which First Aid skill levels up.
Rate at which Knapping skill levels up.
Rate at which Masonry skill levels up.
Rate at which Mechanics skill levels up.
Rate at which Blacksmithing skill levels up.
Rate at which Pottery skill levels up.
Rate at which Tailoring skill levels up.
Rate at which Welding skill levels up.
Rate at which Aiming skill levels up.
Rate at which Reloading skill levels up.
Rate at which Fishing skill levels up.
Rate at which Foraging skill levels up.
Rate at which Tracking skill levels up.
Rate at which Trapping skill levels up.
Rate at which Butchering skill levels up.
Rate at which Glassmaking skill levels up.
Vehicles 17
If vehicles will spawn.
Whether found vehicles are locked, need keys to start etc.
Whether a player can discover a car that has been cared for
after the Knox infection struck.
General engine loudness to zombies.
How frequently vehicles can be discovered on the map.
The chance of finding a vehicle with gas in its tank.
How full the gas tank of discovered vehicles will be.
How gas-hungry vehicles are.
How likely cars will be locked
General condition discovered vehicles will be in.
If traffic jams consisting of wrecked cars
will appear on main roads.
How frequently discovered vehicles have active alarms.
If the player can get injured from being in a car accident.
The amount of damage dealt to vehicles that crash.
How many in-game hours before a wailing siren shuts off.
Damage received by the player from being crashed into.
If zombies will head towards the sound of vehicle sirens.
Livestock 13
Speed at which animals stats (hunger, thirst etc.) reduce.
How long animals will be pregnant for before giving birth.
How long before baby animals will hatch from eggs.
Speed at which animals age.
The chance of finding animals in farm.
The number of hours grass will regrow after being
eaten by an animal or cut by the player.
If a meta (ie. not actually visible in-game) fox may attack
your chickens if the hutch's door is left open at night.
If on, animals will only mate during their breeding season (if any).
Otherwise they can reproduce/lay eggs all year round.
If true, animal calls will attract nearby zombies.
The chance of animals leaving tracks.
The chance of creating a path for animals to be hunted.
Not in the game's menu 12
How long alarm batteries can last for after the power shuts off.
The speed of plant growth.
The yield of plants when harvested.
The time from dusk to dawn.
Speed at which animals stats (hunger, thirst etc.) reduce while in meta.
servertest.ini 144
The server's own options: name and password, players, PVP, safehouses, chat, Discord, mods and the anti-cheat. They go by their name in the game, as in its settings screen.
Details 7
Default starting port for player data. If UDP, this is this one of two ports used.
Name of the server displayed in the in-game browser and, if applicable, the Steam browser
Description displayed in the in-game public server browser. Typing \n will create a new line in your description
Shows the server on the in-game browser. (Note: Steam-enabled servers are always visible in the Steam server browser)
Clients must know this password to join the server. (Ignored when hosting a server via the Host button)
It never goes in the link.
Game time stops when there are no players online
Reset ID determines if the server has undergone a soft-reset. If this number does match the client, the client must create a new character. Used in conjunction with PlayerServerID. It is strongly advised that you backup these IDs somewhere
The server picks it at random the first time: it's only written if you change it. If you already have a server, copy yours from your .ini here first: if it's missing, the server picks a new one and players will need new characters. It never goes in the link.
Steam 3
Limits the number of different accounts a single Steam user may create on this server. Ignored when using the Hosts button.
Show Steam usernames and avatars in the Players list.
Backups 4
Players 23
Maximum number of players that can be on the server at one time. This excludes admins.
WARNING: Server player counts above 32 will potentially result in poor map streaming and desync. Please advance with caution.
Clients may join without already having an account in the whitelist. If set to false, administrators must manually create username/password combos.
Remove player accounts from the whitelist after death. This prevents players creating a new character after death on Open=false servers
Display usernames above player's heads in-game.
Display first & last name above player's heads.
Item types new players spawn with.
Separate multiple item types with commas.
Example: Base.
Ping limit, in milliseconds, before a player is kicked from the server. (Set to 0 to disable)
ServerPlayerID determines if a character is from another server, or single player. This value may be changed by soft resets. If this number does match the client, the client must create a new character. This is used in conjunction with ResetID. It is strongly advised that you backup these IDs somewhere
The server picks it at random the first time: it's only written if you change it. If you already have a server, copy yours from your .ini here first: if it's missing, the server picks a new one and players will need new characters. It never goes in the link.
Players are allowed to sleep when their survivor becomes tired, but they do not NEED to sleep
Players get tired and need to sleep. (Ignored if Sleep
Players can respawn in-game at the coordinates where they died
Players can respawn in-game at a split screen / Remote Play player's location
If enabled, when Hours
If true, player can use the "delete all" button on bins.
If true, player can hit again when struck by another player.
If true, players will have to mouse over someone to see their display name.
If true, automatically hide the player you can't see (like zombies).
Governs whether players bump (and knock over) other players when running through them.
Controls display of remote players on the in-game map.
1=Hidden 2=Friends 3=Friends and nearby players 4=Everyone
Allow co-op/splitscreen players
Shows player character coordinates in the lower right corner.
Admin 9
Semicolon-separated list of commands that will not be written to the cmd.txt server log. For example:
-vehicle. Inputting * means do NOT write any vehicle command. Inputting:
+vehicle.
Semicolon-separated list of actions that will be written to the Client
Track changes in player perk levels in PerkLog.txt server log
Disables radio transmissions from players with an access level
Disables radio transmissions from players with 'admin' access level
Disables radio transmissions from players with 'gm' access level
Disables radio transmissions from players with 'overseer' access level
Disables radio transmissions from players with 'moderator' access level
Disables radio transmissions from invisible players
Fire 1
All forms of fire are disabled - except for campfires
PVP 7
Players can hurt and kill other players
Players can enter and leave PVP on an individual basis. A player can only hurt another player when at least one of them is in PVP mode - as shown by the unobscured skull and crossbones on the left of the screen. When Safety
Display a skull icon over the head of players who have entered PVP mode
The time it takes for a player to enter and leave PVP mode
The delay before a player can enter or leave PVP mode again, having recently done so
Damage multiplier for PVP melee attacks.
Damage multiplier for PVP ranged attacks.
Loot 2
Items will not respawn in buildings that players have claimed as a safehouse
Maximum number of items that can be placed in a container. Zero means there is no limit. (PLEASE NOTE: This includes individual small items such as nails. A limit of 50 will mean only 50 nails can be stored.)
War 4
Time in seconds before the war starts.
War duration in seconds.
Safehouse hit points limit.
Faction 3
Players can create factions when true
Players must survive this number of in-game days before being allowed to create a faction
Number of players required as faction members before the faction owner can create a group tag
Safehouse 11
Only admins can claim safehouses
Both admins and players can claim safehouses
Allow non-members to enter a safehouse without being invited
Allow fire to damage safehouses
Allow non-members to take items from safehouses
Players will respawn in a safehouse that they were a member of before they died
Players must have survived this number of in-game days before they are allowed to claim a safehouse
Players are automatically removed from a safehouse they have not visited for this many real-world hours
Safehouse acts like a normal house if an owner of the safehouse is connected (so secure when the owner is offline)
Governs whether players can claim non-residential buildings.
Chat 6
Toggles global chat on or off.
If checked, every time a player dies a global message will be displayed in the chat
If checked, every time an animal dies a global message will be displayed in the chat
The first welcome message visible in the chat panel. This will be displayed immediately after player login. you can use RGB colours to chance the colour of the welcome message. You can also use < LINE>, without the space, to create a separate lines within your text. Use: <RGB:1,0,0> This message will show up red!
RCON 2
The port for the RCON (Remote Console)
RCON password (Pick a strong password)
It never goes in the link.
Discord 5
Enables global text chat integration with a Discord channel
Discord bot access token
It never goes in the link.
The Discord chat channel name
The Discord logs channel name
The Discord commands channel name
UPnP 1
Attempt to configure a UPnP-enabled internet gateway to automatically setup port forwarding rules. The server will fall back to default ports if this fails
Other 6
Kick clients whose game files don't match the server's.
Allow players to destroy world objects with sledgehammers
Allow players to destroy world objects only in their safehouse (require Allow
Loaded parts of the map are saved after this set number of real-world minutes have passed. (The map is usually saved only after clients leave a loaded area)
Governs how fast time passes while players sleep. Value multiplies the speed of the time that passes during sleeping.
Allow use of non-ASCII (cyrillic etc) characters in usernames
Vehicles 1
Voice 4
VOIP is enabled when checked
The minimum tile distance over which VOIP sounds can be heard.
The maximum tile distance over which VOIP sounds can be heard.
Toggle directional audio for VOIP
Not in the game's menu 45
PVP is logged to admin chat
PVP is logged to file
Force every new player to spawn at these set x,y,z world coordinates. Find desired coordinates at map.
Pick the spot on the Map.
Enter the mod loading ID here. It can be found in \
Enter the foldername of the mod found in \
The Slack incoming webhook URL
It never goes in the link.
WIP: Activating this setting may cause visual desynchronization of player positions.
List Workshop Mod IDs for the server to download. Each must be separated by a semicolon. Example: Workshop
Enable the Steam VAC system
Set the IP from which the server is broadcast. This is for network configurations with multiple IP addresses, such as server farms
It's not a secret, but it never goes in the link: it belongs to your server or your computer.
Number of days before old blood splats are removed.
Removal happens when map chunks are loaded.
Zero means they will never disappear
Modify the range of zombie attraction to cars. (Lower values can help with lag.)
Disables vehicle towing
Disables trailer towing
Disables burnt vehicle towing
Path to the file with the list of words to be prohibited. Each word must be on a separate line
It's not a secret, but it never goes in the link: it belongs to your server or your computer.
Path to the file with the list of words that should be allowed, even if they contain bad word. Each word should be on a separate line.
It's not a secret, but it never goes in the link: it belongs to your server or your computer.
What to do with the sender of a bad word in the chat: 1 - ban, 2 - kick, 3 - record the violation in the database, 4 - mute
The symbol or piece of text that will replace the bad word
Disables safety system anti-cheat protection.
Disables character speed anti-cheat protection.
Disables character no-clipping anti-cheat protection.
Disables character hit anti-cheat protection.
Disables packet exception checks anti-cheat protection.
Disables player permissions anti-cheat protection.
Disables player XP anti-cheat protection.
Disables safehouse anti-cheat protection.
Disables player anti-cheat protection.
Disables checksum anti-cheat protection.
Sets the multiplayer update period in seconds. Statistics is disabled if value is 0.
Disables scoreboard.
Hides admins in the player list.
Sets the limit for processing network packets from each client on the server.
The worldgen seed used to generate the world.
If you want to change this, put a new value in and delete map_worldgen.bin in your save directory.
The server picks it at random the first time: it's only written if you change it.