World Configuration/en: Difference between revisions

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<languages/>Game worlds can be customized to a great extent. In single player this is done simply through the "Customize" button when creating a new world. If you however changed your mind or updated to a new version, many of these configs can be changed on existing worlds. Here is a full list of them - for other, non worldgen commands, check the [[list of server commands]].
<languages/>
{{Outdated|Possibly outdated, see protip below for up to date information.}}
Game worlds can be customized to a great extent. In single player this is done simply through the "Customize" button when creating a new world. If you however changed your mind or updated to a new version, many of these configurations can be changed for existing worlds. The world configurations can also be set before a world is created through the {{ll|Server Config|serverconfig.json}} file.


{{Protip
|Icon=Book-normal-brickred.png
|It is advised to utilize in-game command handbook available under client command .chb as it is generally up to date with current game version and often has more information than what is available on Wiki.
}}
__TOC__
__TOC__


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=== Player spawn and death ===
=== Player spawn and death ===
The configs starting climate and grace timer can only be set during world creation.


*<code>/worldconfig deathPunishment [drop|keep]</code><br /> Whether to drop your inventory upon death (default: drop)
*<code>/worldconfig deathPunishment [drop|keep]</code><br /> Whether to drop your inventory upon death (default: drop)
*<code>/worldConfig droppedItemsTimer [number]</code><br />  Defines the despawn time of items dropped on death, measured in seconds (default: 600, equivalent to 10 minutes).  Only affects items dropped on death, not other dropped items.
*<code>/worldConfig spawnRadius [number]</code><br /> Sets how far players spawn in a radius from world spawn.
*<code>/worldConfig spawnRadius [number]</code><br /> Sets how far players spawn in a radius from world spawn.
*<code>/worldconfig temporalGearRespawnUses [-1 .. 9999]</code><br /> The temporal gear allows you to set a spawn point. Here you can configure how often it can be used for respawning at the set point. -1 means infinite (default: 20)
The configs <code>startingClimate</code> and <code>graceTimer</code> can only be set during world creation.


=== Survival challenges ===
=== Survival challenges ===
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*<code>/worldConfig seasons [enabled|spring]</code><br /> If enabled, seasons will pass over time, otherwise 'spring' will make the climate always stay at spring (default: enabled)
*<code>/worldConfig seasons [enabled|spring]</code><br /> If enabled, seasons will pass over time, otherwise 'spring' will make the climate always stay at spring (default: enabled)
*<code>/worldConfig playerlives [-1 .. 99]</code><br /> Set the amount of lives a player has before he can no longer respawn. -1 means infinite. (default: infinite)
*<code>/worldConfig playerlives [-1 .. 99]</code><br /> Set the amount of lives a player has before he can no longer respawn. -1 means infinite. (default: infinite)
*<code>/worldConfig daysPerMonth [1-99]</code><br /> Set the amount of days each month has. Setting it to a higher value will make seasons go by slower (default: 12)
*<code>/worldConfig lungCapacity [number]</code><br /> Sets how long the player can hold their breath under water. (default: 40000, equivalent to 40 seconds)
*<code>/worldConfig daysPerMonth [1-99]</code><br /> Set the number of days each month has. Setting it to a higher value will make seasons go by slower (default: 9)
*<code>/worldConfig harshWinters [true|false]</code><br /> If true, cold temperatures will damage crops, reduce animal spawn during winter and reduce meat harvested from animals (default: true)
*<code>/worldConfig harshWinters [true|false]</code><br /> If true, cold temperatures will damage crops, reduce animal spawn during winter and reduce meat harvested from animals (default: true)
*<code>/worldconfig blockGravity [sandgravel|sandgravelsoil]</code><br /> Set the block gravity behavior for either just sand and gravel or additionally also soil (default: sandgravel)
*<code>/worldconfig blockGravity [sandgravel|sandgravelsoil]</code><br /> Set the block gravity behavior for either just sand and gravel or additionally also soil (default: sandgravel)
*<code>/worldConfig caveIns [on|off]</code><br /> If on, solid rocks and cracked rocks now collapse if not [[Support beam|supported]] while being broken/placed (default: off (except in Wilderness Survival))
*<code>/worldConfig allowUndergroundFarming [true|false]</code><br /> If true, plants can be grown deep underground, given enough sunlight. (default: false)
*<code>/worldConfig allowUndergroundFarming [true|false]</code><br /> If true, plants can be grown deep underground, given enough sunlight. (default: false)
*<code>/worldconfig bodyTemperatureResistance [-40.. 40]</code><br> Sets the temperature an undressed seraph can bear without starting to freeze
*<code>/worldconfig bodyTemperatureResistance [-40.. 40]</code><br> Sets the temperature an undressed seraph can bear without starting to freeze
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*<code>/worldconfig toolDurability [0-99]</code><br /> Set the tool durability multiplier, e.g. 2 means all tools have double durability. (default: 1)
*<code>/worldconfig toolDurability [0-99]</code><br /> Set the tool durability multiplier, e.g. 2 means all tools have double durability. (default: 1)
*<code>/worldconfig toolMiningSpeed [0-99]</code><br /> Set the tool mining speed multiplier, e.g. 2 means all tools have break blocks twice as fast. (default: 1)
*<code>/worldconfig toolMiningSpeed [0-99]</code><br /> Set the tool mining speed multiplier, e.g. 2 means all tools have break blocks twice as fast. (default: 1)
*<code>/worldConfig propickNodeSearchRadius [0-12]</code><br /> If above zero, a second prospecting mode will be enabled that allows for exact searches at the defined radius (default: 0)
*<code>/worldConfig propickNodeSearchRadius [0-12]</code><br /> If above zero, a second prospecting mode will be enabled that allows for exact searches at the defined radius (default: 6)
*<code>/worldConfig globalDepositSpawnRate [0.1 - 5]</code><br /> Set a global ores and mineral deposit spawn rate (default: 1)
*<code>/worldConfig globalDepositSpawnRate [0.1 - 5]</code><br /> Set a global ores and mineral deposit spawn rate (default: 1)
*<code>/worldconfig microblockChiseling [off|stonewood|all]</code><br /> Whether to allow microblock chiseling. 'stonewood' means all stone and wood materials are allowed. 'all' means most cubic blocks are allowed. (default: stonewood)
*<code>/worldconfig microblockChiseling [off|stonewood|all]</code><br /> Whether to allow microblock chiseling. 'Stonewood' means all stone and wood materials are allowed. 'all' means most cubic blocks are allowed. (default: Stonewood)
*<code>/worldconfig allowCoordinateHud [true|false]</code><br /> Whether or not players are allowed to used the coordinate hud. (default: true)
*<code>/worldconfig loreContent [true|false]</code><br /> Whether the story related lore content is included in world generation (default: true)
*<code>/worldconfig allowMap [true|false]</code><br /> Whether or not players are allowed to used the world map. (default: true)
*<code>/worldconfig clutterObtainable [ifrepaired|yes|no]</code><br /> Whether the clutter items in ruins can be repaired with glue to obtain them (ifrepaired), or if they can be obtained without glue (yes), or if they cannot be obtained at all (no) (default: ifrepaired)
 
==== World map ====
 
*<code>/worldconfig allowCoordinateHud [true|false]</code><br /> Whether players are allowed to used the coordinate HUD. (default: true)
*<code>/worldconfig allowMap [true|false]</code><br /> Whether players are allowed to use the world map. (default: true)
 
All of the following work<ref>Tested 15 Mar 2024 in version 1.19.4</ref> in a singleplayer world to restore the parchment-style map to the classic colorful map:
* <code>/worldconfig colorAccurateWorldmap true</code> (default: false)
* <code>/worldconfigcreate bool colorAccurateWorldmap true</code>
* <code>/player [playername] privilege grant colorAccurateWorldmap</code>
 
In a multiplayer world, the following restores the classic map for an individual:
* <code>/player [playername] privilege grant colorAccurateWorldmap</code>
while the following restores the classic map for all players:
* <code>/worldconfig colorAccurateWorldmap true</code>
* <code>/worldconfigcreate bool colorAccurateWorldmap true</code>
(needs confirmation)


=== Temporal stability ===
===Temporal stability===


*<code>/worldconfig temporalStorms [off|veryrare|rare|sometimes|often|veryoften]</code><br /> How frequent temporal storms should be (default: sometimes)
*<code>/worldconfig temporalStorms [off|veryrare|rare|sometimes|often|veryoften]</code><br /> How frequent temporal storms should be (default: sometimes)
*<code>/worldconfig tempstormDurationMul [value]</code><br />Command to change the duration of temporal storms
*<code>/worldconfig tempstormDurationMul [value]</code><br />Command to change the duration of temporal storms
*<code>/worldconfig temporalStability [false|true]</code><br /> Whether or not the temporal stability mechanic should apply (default: true)
*<code>/worldconfig temporalStability [false|true]</code><br /> Whether the temporal stability mechanic should apply (default: true)


*<code>/worldconfig temporalRifts [off|invisible|visible]</code><br /> Defines temporal rift behavior (default: visible)<br><strong>Off</strong>: No rifts spawn, which also means no drifters can spawn on the surface.<br><strong>Invisible:</strong> Rifts are not visible to the player, make no sound and do not affect players in any way, but do spawn drifters.<br><strong>Visible:</strong> Rifts are visible to the player, make sound, drain stability on nearby players and spawn drifters.
*<code>/worldconfig temporalRifts [off|invisible|visible]</code><br /> Defines temporal rift behavior (default: visible)<br><strong>Off</strong>: No rifts spawn, which also means no drifters can spawn on the surface.<br><strong>Invisible:</strong> Rifts are not visible to the player, make no sound and do not affect players in any way, but do spawn drifters.<br><strong>Visible:</strong> Rifts are visible to the player, make sound, drain stability on nearby players and spawn drifters.
*<code>/worldconfig temporalGearRespawnUses [-1 .. 9999]</code><br /> How many times you can respawn from a spawnpoint set by the temporal gear. -1 means infinite. (default: infinite)
*<code>/worldconfig temporalGearRespawnUses [-1 .. 9999]</code><br /> How many times you can respawn from a spawnpoint set by the temporal gear. -1 means infinite. (default: 20)
*<code>/worldconfig temporalStormSleeping [0|1]</code><br /> Whether or not to allow sleeping during temporal storms (default: 0)
*<code>/worldconfig temporalStormSleeping [0|1]</code><br /> Whether or not to allow sleeping during temporal storms (default: 0)


=== World generation ===
===World generation===
 
The configs ''world climate'', ''world size'' and ''polar-equator distance'' can only be set during world creation.


The configs world climate, world size and polar-equator distance can only be set during world creation.
*<code>/worldconfig worldClimate [realistic|patchy]</code><br />Sets the climate of the world (only during world create) (default: realistic)
*<code>/worldconfig landcover [0.1-1]</code><br />Sets the amount of the world that will be covered in land (only during world create) (default: 1)<nowiki>*</nowiki>
*<code>/worldconfig oceanscale [0.1-4]</code> <small>(In game world customization labeled as 'Landcover scale'.)</small><br />Sets the amount of the world that will be covered in ocean (only during world create) (default: 1)<nowiki>*</nowiki>
*<code>/worldconfig upheavelCommonness [0-1]</code><br />Sets the percentage chance that there will be upheaval in the land (only during world create) (default: 0.3)<nowiki>*</nowiki>
*<code>/worldconfig geologicActivity [0-0.4]</code><br />Sets the percentage chance that there will be geological activity in the world generation (only during world create) (default: 0.05)
*<code>/worldconfig landformScale [0.5-1.5]</code><br />Sets the percentage variation of various landforms, making them larger or smaller during generation (only during world create) (default: 1.0)<nowiki>*</nowiki>


*<code>/worldconfig worldEdge [blocked|traversable]</code><br />Wether you can fall off the world edge (default: traversable)
*<code>/worldconfig worldEdge [blocked|traversable]</code><br />Whether you can fall off the world edge (default: traversable)
*<code>/worldconfig globalTemperature [0-5]</code><br />Sets the global temperature multiplier for world generation. Does not affect already generated chunks. Useful values are between 0.1 and 5, where 0.1 is super cold, and 5 is super hot. (default: 1)
*<code>/worldconfig globalTemperature [0-5]</code><br />Sets the global temperature multiplier for world generation. Does not affect already generated chunks. Useful values are between 0.1 and 5, where 0.1 is super cold, and 5 is super hot. (default: 1)
*<code>/worldconfig globalPrecipitation [0-5]</code><br /> Sets the global rainfall multiplier for world generation. Does not affect already generated chunks. Useful values are between 0.1 and 5, where 0.1 is super dry and 5 is super wet (default: 1)
*<code>/worldconfig globalPrecipitation [0-5]</code><br /> Sets the global rainfall multiplier for world generation. Does not affect already generated chunks. Useful values are between 0.1 and 5, where 0.1 is super dry and 5 is super wet (default: 1)
*<code>/worldconfig globalForestation [-1 .. 1]</code><br /> Sets the global forestation offset for world generation. -1 means there will be no forests, 1 means there will be only forests, the value 0 means default forestation density (default: 0)
*<code>/worldconfig globalForestation [-1 .. 1]</code><br /> Sets the global forestation offset for world generation. -1 means there will be no forests, 1 means there will be only forests, the value 0 means default forestation density (default: 0)
*<code>/worldconfig surfaceCopperDeposits [0-5]</code><br /> Set chance of surface copper spawning for each chunk column (default: 0.1)
*<code>/worldconfig surfaceCopperDeposits [0-5]</code><br /> Set chance of surface copper spawning for each chunk column (default: 0.12<ref>Line 259 of [[https://github.com/anegostudios/vssurvivalmod/blob/master/Properties/AssemblyInfo.cs AssemblyInfo.cs]]</ref>)
*<code>/worldconfig surfaceTinDeposits [0-5]</code><br /> Set chance of surface tin spawning for each chunk column (default: 0.07)
*<code>/worldconfig surfaceTinDeposits [0-5]</code><br /> Set chance of surface tin spawning for each chunk column (default: 0.007<ref>Line 260 of [[https://github.com/anegostudios/vssurvivalmod/blob/master/Properties/AssemblyInfo.cs AssemblyInfo.cs]]</ref>)
*<code>/worldConfig snowAccum [true|false]</code><br /> If true, snow will accumulate during winter (default: true)
*<code>/worldconfig snowAccum [true|false]</code><br /> If true, snow will accumulate during winter (default: true)


<nowiki>*</nowiki> ''See the table below for the effects of changing these settings.''


=== Multiplayer ===
{| class="wikitable sortable mw-collapsible" style="text-align: center;"
|+World seed 612031164 with various configurations
|-
!Result!!Landcover!!Landcover <br>scale!! Upheaval <br>rate!!Landform <br>scale!!Characteristics
|-
|[[File:map_configsdefault.png|100px]]||default <br>100%||default <br>100%||default <br>30%||default <br>100%||Plentiful ponds and lakes
|-
| colspan="6" | ''Half vs double''
|-
|[[File:map_landcover50.png|100px]]||'''50%'''||default <br>100%||default <br>30%|| default <br>100%|| Half as much of the world with land.
|-
| ||'''200%'''||default <br>100%||default <br>30%||default <br>100%||not available in Customize screen
|-
|[[File:map_coverscale50.png|100px]]||default <br>100% ||'''50%'''||default <br>30%||default <br>100%|| With landcover at 100%, ocean size appears unchanged.
|-
|[[File:map_coverscale200.png|100px]]||default <br>100%||'''200%'''||default <br>30%||default <br>100%|| With landcover at 100%, ocean size appears unchanged.
|-
|[[File:map_upheaval10.png|100px]] [[File:Screenshot_upheaval10.png|178px]]||default <br>100%||default <br>100%||'''10%'''||default <br>100%||More flat areas.
|-
|[[File:map_upheaval60.png|100px]] [[File:Screenshot_upheaval60.png|178px]]||default <br>100%||default <br>100%||'''60%'''||default <br>100% ||More raised areas.
|-
|[[File:map_formscale40.png|100px]] [[File:Screenshot_formscale40.png|178px]]||default <br>100%||default <br>100%||default <br>30%||'''40%'''||Raised areas are skinny/spiky.
|-
|[[File:map_formscale200.png|100px]] [[File:Screenshot_formscale200.png|178px]]||default <br>100%||default <br>100%||default <br>30%||'''200%'''||Raised areas are broad/blunt.
|-
| colspan="6" |''Multi-variable configs''
|-
!Result!!Landcover!!Landcover <br>scale!!Upheaval <br>rate!!Landform <br>scale !!Characteristics
|-
|[[File:map_landcover10.png|100px]]||'''10%'''||default <br>100%||default <br>30%||default <br>100%||Barely any land.
|-
|[[File:map_landcover70.png|100px]]|| '''70%'''||default <br>100%||default <br>30%||default <br>100%||Significant seas/oceans.
|-
|[[File:map_landcover70_coverscale10.png|100px]]|| '''70%'''||'''10%'''||default <br>30%||default <br>100%||Significant quantities of water separating islands.
|-
|[[File:map_landcover70_coverscale50.png|100px]]||'''70%'''||'''50%'''||default <br>30%||default <br>100%||Significant seas/oceans, separated by plenty of land.
|-
|[[File:map_landcover70_coverscale200.png|100px]]||'''70%'''||'''200%'''||default <br>30%||default <br>100%||Nearly default: plenty of land between bodies of water.
|-
|[[File:map_landcover70_coverscale50_formscale300.png|100px]]<br>[[File:screenshot_landcover70_coverscale50_formscale300.png|100px]]||70%||50%||30%||300%||Frequent water rather than distinct landmasses.
|-
|[[File:map_landcover70_coverscale50_upheaval50_formscale300.png|100px]]<br>[[File:screenshot_landcover70_coverscale50_upheaval50_formscale300.png|100px]]||70%||50%||50%||300%||Rarely flat terrain at sealevel.
|}


*<code>/worldconfig allowLandClaiming [true|false]</code><br /> Whether or not players are allowed to use the land claiming system. (default: true)
===Multiplayer===
 
*<code>/worldconfig allowLandClaiming [true|false]</code><br /> Whether players are allowed to use the land claiming system. (default: true)
*<code>/worldConfig classExclusiveRecipes [true|false]</code><br /> If true, class exclusive recipes are enabled (default: true)
*<code>/worldConfig classExclusiveRecipes [true|false]</code><br /> If true, class exclusive recipes are enabled (default: true)
*<code>/worldConfig auctionHouse [true|false]</code><br /> Whether or not the auction house is available to players (default: true)
*<code>/worldConfig auctionHouse [true|false]</code><br /> Whether the auction house is available to players (default: true)


=== Configurations not in the customize world screen ===
===Configurations not in the customize world screen===


These configs need to be created first. Subsequent edits to those can be done with <code>/worldconfig [variable name] [value]</code>
These configs need to be created first. Subsequent edits to those can be done with <code>/worldconfig [variable name] [value]</code>


*<code>/worldconfigcreate double tempStormFrequencyMul [value]</code><br />A multiplier on the frequency of temporal storms.
*<code>/worldconfigcreate bool disableDeathMessages [true|false]</code><br />Whether or not death messages will be displayed.
*<code>/worldconfigcreate bool disableDeathMessages [true|false]</code><br />Whether or not death messages will be displayed.
*<code>/worldconfigcreate bool windAffectedEntityMovement [true|false]</code><br />Whether or not wind affects player and creature movement.
*<code>/worldconfigcreate bool windAffectedEntityMovement [true|false]</code><br />Whether or not wind affects player and creature movement.
*<code>/worldconfigcreate bool allowCropDeath [true|false]</code><br />Whether or not crops can die.
*<code>/worldconfigcreate bool allowCropDeath [true|false]</code><br />Whether or not crops can die.
*<code>/worldconfigcreate bool processCrops [true|false]</code><br />Whether or not the game will process growth of fruit trees, berries, and crops.
*<code>/worldconfigcreate double cropGrowthRateMul [0.1 ... 10]</code><br />Sets the growth rate for crops and berry bushes.
*<code>/worldconfigcreate float fertilityRecoverySpeed [value]</code><br />The speed at which soil recovers fertility. (default: 0.25)
*<code>/worldconfigcreate float auctionHouseDeliveryPriceMul [0..10]</code><br />A multiplier on the delivery costs for purchased items in the auction house (default: 1)
*<code>/worldconfigcreate float auctionHouseDeliveryPriceMul [0..10]</code><br />A multiplier on the delivery costs for purchased items in the auction house (default: 1)
*<code>/worldconfigcreate int auctionHouseDurationWeeksMul [1,2,3,4...]</code><br />A multiplier on how many weeks a auction can stay listed before expiring, does change the cost of listing (e.g. doubling this value will have items listed twice as long for the same cost). Can not use decimal numbers. (default: 1)
*<code>/worldconfigcreate int auctionHouseDurationWeeksMul [1,2,3,4...]</code><br />A multiplier on how many weeks a auction can stay listed before expiring, does change the cost of listing (e.g. doubling this value will have items listed twice as long for the same cost). Can not use decimal numbers. (default: 1)
*<code>/worldconfigcreate float auctionHouseSalesCutRate [0..1] </code><br />The sales cut the trader takes for a sold item on the auction.  (default: 0.1, which is 10%)
*<code>/worldconfigcreate float auctionHouseSalesCutRate [0..1] </code><br />The sales cut the trader takes for a sold item on the auction.  (default: 0.1, which is 10%)
*<code>/worldconfigcreate float cropGrowthRateMul [0.1 ... 10]</code><br />Sets the growth rate for crops and berry bushes.  
*<code>/worldconfigcreate string undergroundWindmills [true|false]</code><br />Whether or not the game will disable windmill spinning when sunlight level is below 5.
*<code>/worldconfigcreate bool lightningDamage [true|false]</code><br />Whether or not the lightning does damage on strikes.
*<code>/worldconfigcreate bool legacywecommands [true|false]</code><br />Whether or not you can use old world edit commands in addition to new ones.
*<code>/worldconfigcreate bool mapHideOtherPlayers [true|false]</code><br />Whether or not the game will display other players on the map.
*<code>/worldconfigcreate bool entityMapLayer [true|false]</code><br />Whether or not the game will display the entity map layer, showing all non-player entities on the map using the icons that normally show players.
*<code>/worldconfigcreate bool allowDeathwaypointing [true|false]</code><br />Whether or not the game will display a death waypoint on the map when you die.
*<code>/worldconfigcreate string potatoeMode [true|false]</code><br />Whether or not the game generates moss on trees.
*<code>/worldconfigcreate string allowOpenFireFiring [true|false]</code><br />Whether or not you can fire raw clay items in an open fire instead of a pit kiln.
*<code>/worldconfigcreate bool player2PlayerCollisions [true|false]</code><br />Whether or not players will have collision with each other.
*<code>/worldconfigcreate bool allowCreativeModeCommandBlocks [true|false]</code><br />Whether or not players are allowed to edit command blocks in the world.
 
==History==
 
*The ability to configure the despawn timer for death-dropped items was added in version 1.18.10.  Description of how it works: [https://www.vintagestory.at/blog.html/news/v118911810-stable-idle-server-ram-saver-r365/ Official Devlog]
*Feature addition: Cave-in system was added in version [https://www.vintagestory.at/blog.html/news/v1190-dejank-redux-stable-r374/ 1.19.0].
 
==See Also==
 
==References==
<references />


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Latest revision as of 03:19, 15 June 2024

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This page is outdated.
Reason: Possibly outdated, see protip below for up to date information.
The content on this page is not up to date with the most recent game update. If you do wish to contribute, please request wiki edit access on the Discord.

Game worlds can be customized to a great extent. In single player this is done simply through the "Customize" button when creating a new world. If you however changed your mind or updated to a new version, many of these configurations can be changed for existing worlds. The world configurations can also be set before a world is created through the serverconfig.json file.

Book-normal-brickred.png Protip:
It is advised to utilize in-game command handbook available under client command .chb as it is generally up to date with current game version and often has more information than what is available on Wiki.

General usage

  • /worldconfig name
    Show current configuration value
  • /worldconfig name value
    Set a configuration value
  • /worldconfigcreate datatype name value
    Creates a new configuration value. This is necessary when setting some configurations for the first time (datatype can be float double int string and bool)

Please note: Commands are case-sensitive. Type them exactly as you see, except for the [ ] shown in below command syntax, which is intended only to show which values can be changed! The pipe (|) symbol is there to seperate allowed values, e.g. [true|false] means you can set true or false here

Player spawn and death

  • /worldconfig deathPunishment [drop|keep]
    Whether to drop your inventory upon death (default: drop)
  • /worldConfig droppedItemsTimer [number]
    Defines the despawn time of items dropped on death, measured in seconds (default: 600, equivalent to 10 minutes). Only affects items dropped on death, not other dropped items.
  • /worldConfig spawnRadius [number]
    Sets how far players spawn in a radius from world spawn.
  • /worldconfig temporalGearRespawnUses [-1 .. 9999]
    The temporal gear allows you to set a spawn point. Here you can configure how often it can be used for respawning at the set point. -1 means infinite (default: 20)

The configs startingClimate and graceTimer can only be set during world creation.

Survival challenges

  • /worldConfig seasons [enabled|spring]
    If enabled, seasons will pass over time, otherwise 'spring' will make the climate always stay at spring (default: enabled)
  • /worldConfig playerlives [-1 .. 99]
    Set the amount of lives a player has before he can no longer respawn. -1 means infinite. (default: infinite)
  • /worldConfig lungCapacity [number]
    Sets how long the player can hold their breath under water. (default: 40000, equivalent to 40 seconds)
  • /worldConfig daysPerMonth [1-99]
    Set the number of days each month has. Setting it to a higher value will make seasons go by slower (default: 9)
  • /worldConfig harshWinters [true|false]
    If true, cold temperatures will damage crops, reduce animal spawn during winter and reduce meat harvested from animals (default: true)
  • /worldconfig blockGravity [sandgravel|sandgravelsoil]
    Set the block gravity behavior for either just sand and gravel or additionally also soil (default: sandgravel)
  • /worldConfig caveIns [on|off]
    If on, solid rocks and cracked rocks now collapse if not supported while being broken/placed (default: off (except in Wilderness Survival))
  • /worldConfig allowUndergroundFarming [true|false]
    If true, plants can be grown deep underground, given enough sunlight. (default: false)
  • /worldconfig bodyTemperatureResistance [-40.. 40]
    Sets the temperature an undressed seraph can bear without starting to freeze
  • /worldconfig creatureHostility [aggressive|passive|off]
    Set default creature hostility (default: aggressive)
  • /worldconfig creatureStrength [0-99]
    Sets the creature damage multiplier (default: 1)
  • /worldconfig playerHealthPoints [1-999]
    Set the players base health points. Does not affect already joined players, use /player command for that. (default: 15)
  • /worldconfig playerHungerSpeed [0-10]
    Set the players hunger rate multiplier (default: 1)
  • /worldconfig playerMoveSpeed [0-10]
    Set the players move speed multiplier (default: 1.5)
  • /worldconfig foodSpoilSpeed [0-10]
    Set the spoilage rate multiplier of all perishable foods, e.g. 0.5 means all food lasts twice as long (default: 1)
  • /worldconfig saplingGrowthRate [0.1-20]
    Set the sapling growth rate multiplier of all trees. (default: 1)
  • /worldconfig toolDurability [0-99]
    Set the tool durability multiplier, e.g. 2 means all tools have double durability. (default: 1)
  • /worldconfig toolMiningSpeed [0-99]
    Set the tool mining speed multiplier, e.g. 2 means all tools have break blocks twice as fast. (default: 1)
  • /worldConfig propickNodeSearchRadius [0-12]
    If above zero, a second prospecting mode will be enabled that allows for exact searches at the defined radius (default: 6)
  • /worldConfig globalDepositSpawnRate [0.1 - 5]
    Set a global ores and mineral deposit spawn rate (default: 1)
  • /worldconfig microblockChiseling [off|stonewood|all]
    Whether to allow microblock chiseling. 'Stonewood' means all stone and wood materials are allowed. 'all' means most cubic blocks are allowed. (default: Stonewood)
  • /worldconfig loreContent [true|false]
    Whether the story related lore content is included in world generation (default: true)
  • /worldconfig clutterObtainable [ifrepaired|yes|no]
    Whether the clutter items in ruins can be repaired with glue to obtain them (ifrepaired), or if they can be obtained without glue (yes), or if they cannot be obtained at all (no) (default: ifrepaired)

World map

  • /worldconfig allowCoordinateHud [true|false]
    Whether players are allowed to used the coordinate HUD. (default: true)
  • /worldconfig allowMap [true|false]
    Whether players are allowed to use the world map. (default: true)

All of the following work[1] in a singleplayer world to restore the parchment-style map to the classic colorful map:

  • /worldconfig colorAccurateWorldmap true (default: false)
  • /worldconfigcreate bool colorAccurateWorldmap true
  • /player [playername] privilege grant colorAccurateWorldmap

In a multiplayer world, the following restores the classic map for an individual:

  • /player [playername] privilege grant colorAccurateWorldmap

while the following restores the classic map for all players:

  • /worldconfig colorAccurateWorldmap true
  • /worldconfigcreate bool colorAccurateWorldmap true

(needs confirmation)

Temporal stability

  • /worldconfig temporalStorms [off|veryrare|rare|sometimes|often|veryoften]
    How frequent temporal storms should be (default: sometimes)
  • /worldconfig tempstormDurationMul [value]
    Command to change the duration of temporal storms
  • /worldconfig temporalStability [false|true]
    Whether the temporal stability mechanic should apply (default: true)
  • /worldconfig temporalRifts [off|invisible|visible]
    Defines temporal rift behavior (default: visible)
    Off: No rifts spawn, which also means no drifters can spawn on the surface.
    Invisible: Rifts are not visible to the player, make no sound and do not affect players in any way, but do spawn drifters.
    Visible: Rifts are visible to the player, make sound, drain stability on nearby players and spawn drifters.
  • /worldconfig temporalGearRespawnUses [-1 .. 9999]
    How many times you can respawn from a spawnpoint set by the temporal gear. -1 means infinite. (default: 20)
  • /worldconfig temporalStormSleeping [0|1]
    Whether or not to allow sleeping during temporal storms (default: 0)

World generation

The configs world climate, world size and polar-equator distance can only be set during world creation.

  • /worldconfig worldClimate [realistic|patchy]
    Sets the climate of the world (only during world create) (default: realistic)
  • /worldconfig landcover [0.1-1]
    Sets the amount of the world that will be covered in land (only during world create) (default: 1)*
  • /worldconfig oceanscale [0.1-4] (In game world customization labeled as 'Landcover scale'.)
    Sets the amount of the world that will be covered in ocean (only during world create) (default: 1)*
  • /worldconfig upheavelCommonness [0-1]
    Sets the percentage chance that there will be upheaval in the land (only during world create) (default: 0.3)*
  • /worldconfig geologicActivity [0-0.4]
    Sets the percentage chance that there will be geological activity in the world generation (only during world create) (default: 0.05)
  • /worldconfig landformScale [0.5-1.5]
    Sets the percentage variation of various landforms, making them larger or smaller during generation (only during world create) (default: 1.0)*
  • /worldconfig worldEdge [blocked|traversable]
    Whether you can fall off the world edge (default: traversable)
  • /worldconfig globalTemperature [0-5]
    Sets the global temperature multiplier for world generation. Does not affect already generated chunks. Useful values are between 0.1 and 5, where 0.1 is super cold, and 5 is super hot. (default: 1)
  • /worldconfig globalPrecipitation [0-5]
    Sets the global rainfall multiplier for world generation. Does not affect already generated chunks. Useful values are between 0.1 and 5, where 0.1 is super dry and 5 is super wet (default: 1)
  • /worldconfig globalForestation [-1 .. 1]
    Sets the global forestation offset for world generation. -1 means there will be no forests, 1 means there will be only forests, the value 0 means default forestation density (default: 0)
  • /worldconfig surfaceCopperDeposits [0-5]
    Set chance of surface copper spawning for each chunk column (default: 0.12[2])
  • /worldconfig surfaceTinDeposits [0-5]
    Set chance of surface tin spawning for each chunk column (default: 0.007[3])
  • /worldconfig snowAccum [true|false]
    If true, snow will accumulate during winter (default: true)

* See the table below for the effects of changing these settings.

World seed 612031164 with various configurations
Result Landcover Landcover
scale
Upheaval
rate
Landform
scale
Characteristics
Map configsdefault.png default
100%
default
100%
default
30%
default
100%
Plentiful ponds and lakes
Half vs double
Map landcover50.png 50% default
100%
default
30%
default
100%
Half as much of the world with land.
200% default
100%
default
30%
default
100%
not available in Customize screen
Map coverscale50.png default
100%
50% default
30%
default
100%
With landcover at 100%, ocean size appears unchanged.
Map coverscale200.png default
100%
200% default
30%
default
100%
With landcover at 100%, ocean size appears unchanged.
Map upheaval10.png Screenshot upheaval10.png default
100%
default
100%
10% default
100%
More flat areas.
Map upheaval60.png Screenshot upheaval60.png default
100%
default
100%
60% default
100%
More raised areas.
Map formscale40.png Screenshot formscale40.png default
100%
default
100%
default
30%
40% Raised areas are skinny/spiky.
Map formscale200.png Screenshot formscale200.png default
100%
default
100%
default
30%
200% Raised areas are broad/blunt.
Multi-variable configs
Result Landcover Landcover
scale
Upheaval
rate
Landform
scale
Characteristics
Map landcover10.png 10% default
100%
default
30%
default
100%
Barely any land.
Map landcover70.png 70% default
100%
default
30%
default
100%
Significant seas/oceans.
Map landcover70 coverscale10.png 70% 10% default
30%
default
100%
Significant quantities of water separating islands.
Map landcover70 coverscale50.png 70% 50% default
30%
default
100%
Significant seas/oceans, separated by plenty of land.
Map landcover70 coverscale200.png 70% 200% default
30%
default
100%
Nearly default: plenty of land between bodies of water.
File:Map landcover70 coverscale50 formscale300.png
Screenshot landcover70 coverscale50 formscale300.png
70% 50% 30% 300% Frequent water rather than distinct landmasses.
File:Map landcover70 coverscale50 upheaval50 formscale300.png
Screenshot landcover70 coverscale50 upheaval50 formscale300.png
70% 50% 50% 300% Rarely flat terrain at sealevel.

Multiplayer

  • /worldconfig allowLandClaiming [true|false]
    Whether players are allowed to use the land claiming system. (default: true)
  • /worldConfig classExclusiveRecipes [true|false]
    If true, class exclusive recipes are enabled (default: true)
  • /worldConfig auctionHouse [true|false]
    Whether the auction house is available to players (default: true)

Configurations not in the customize world screen

These configs need to be created first. Subsequent edits to those can be done with /worldconfig [variable name] [value]

  • /worldconfigcreate double tempStormFrequencyMul [value]
    A multiplier on the frequency of temporal storms.
  • /worldconfigcreate bool disableDeathMessages [true|false]
    Whether or not death messages will be displayed.
  • /worldconfigcreate bool windAffectedEntityMovement [true|false]
    Whether or not wind affects player and creature movement.
  • /worldconfigcreate bool allowCropDeath [true|false]
    Whether or not crops can die.
  • /worldconfigcreate bool processCrops [true|false]
    Whether or not the game will process growth of fruit trees, berries, and crops.
  • /worldconfigcreate double cropGrowthRateMul [0.1 ... 10]
    Sets the growth rate for crops and berry bushes.
  • /worldconfigcreate float fertilityRecoverySpeed [value]
    The speed at which soil recovers fertility. (default: 0.25)
  • /worldconfigcreate float auctionHouseDeliveryPriceMul [0..10]
    A multiplier on the delivery costs for purchased items in the auction house (default: 1)
  • /worldconfigcreate int auctionHouseDurationWeeksMul [1,2,3,4...]
    A multiplier on how many weeks a auction can stay listed before expiring, does change the cost of listing (e.g. doubling this value will have items listed twice as long for the same cost). Can not use decimal numbers. (default: 1)
  • /worldconfigcreate float auctionHouseSalesCutRate [0..1]
    The sales cut the trader takes for a sold item on the auction. (default: 0.1, which is 10%)
  • /worldconfigcreate string undergroundWindmills [true|false]
    Whether or not the game will disable windmill spinning when sunlight level is below 5.
  • /worldconfigcreate bool lightningDamage [true|false]
    Whether or not the lightning does damage on strikes.
  • /worldconfigcreate bool legacywecommands [true|false]
    Whether or not you can use old world edit commands in addition to new ones.
  • /worldconfigcreate bool mapHideOtherPlayers [true|false]
    Whether or not the game will display other players on the map.
  • /worldconfigcreate bool entityMapLayer [true|false]
    Whether or not the game will display the entity map layer, showing all non-player entities on the map using the icons that normally show players.
  • /worldconfigcreate bool allowDeathwaypointing [true|false]
    Whether or not the game will display a death waypoint on the map when you die.
  • /worldconfigcreate string potatoeMode [true|false]
    Whether or not the game generates moss on trees.
  • /worldconfigcreate string allowOpenFireFiring [true|false]
    Whether or not you can fire raw clay items in an open fire instead of a pit kiln.
  • /worldconfigcreate bool player2PlayerCollisions [true|false]
    Whether or not players will have collision with each other.
  • /worldconfigcreate bool allowCreativeModeCommandBlocks [true|false]
    Whether or not players are allowed to edit command blocks in the world.

History

  • The ability to configure the despawn timer for death-dropped items was added in version 1.18.10. Description of how it works: Official Devlog
  • Feature addition: Cave-in system was added in version 1.19.0.

See Also

References

  1. Tested 15 Mar 2024 in version 1.19.4
  2. Line 259 of [AssemblyInfo.cs]
  3. Line 260 of [AssemblyInfo.cs]
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