xgaming.configs
configs/sdtd
7 Days to Die server config
1 file

7 Days to Die Server Config

serverconfig.xml for 7 Days to Die dedicated servers — tuned XP, loot and zombie spawn defaults.

Config files

serverconfig.xml
<?xml version="1.0"?>
<ServerSettings>
  <!-- GENERAL SERVER SETTINGS -->

  <!-- Server representation -->
  <property name="ServerName" value="My Game Host" />          <!-- Whatever you want the name of the server
  to be. -->
  <property name="ServerDescription" value="A 7 Days to Die server" />        <!-- Whatever you want the
  server description to be, will be shown in the server browser. -->
  <property name="ServerWebsiteURL" value="" />                                      <!-- Website URL for the server, will be shown in the
  serverbrowser as a clickable link -->
  <property name="ServerPassword" value="" />                                      <!-- Password to gain entry to the server -->
  <property name="ServerLoginConfirmationText" value="" />                                     <!-- If set the user will see the message
  during joining the server and has to confirm it before continuing. For more complex changes to
  this window you can change the "serverjoinrulesdialog" window in XUi -->
  <property name="Region" value="NorthAmericaEast" />     <!-- The region this server is in. Values:
  NorthAmericaEast, NorthAmericaWest, CentralAmerica, SouthAmerica, Europe, Russia, Asia,
  MiddleEast, Africa, Oceania -->
  <property name="Language" value="English" />                      <!-- Primary language for players on this server.
  Values: Use any language name that you would users expect to search for. Should be the English
  name of the language, e.g. not "Deutsch" but "German" -->

  <!-- Networking -->
  <property name="ServerPort" value="26900" />                         <!-- Port you want the server to listen on. Keep it in
  the ranges 26900 to 26905 or 27015 to 27020 if you want PCs on the same LAN to find it as a LAN
  server. -->
  <property name="ServerVisibility" value="2" />                                     <!-- Visibility of this server: 2 = public, 1 = only
  shown to friends, 0 = not listed. As you are never friend of a dedicated server setting this to
  "1" will only work when the first player connects manually by IP. -->
  <property name="ServerDisabledNetworkProtocols" value="SteamNetworking" />       <!-- Networking
  protocols that should not be used. Separated by comma. Possible values: LiteNetLib,
  SteamNetworking. Dedicated servers should disable SteamNetworking if there is no NAT router in
  between your users and the server or when port-forwarding is set up correctly -->
  <property name="ServerMaxWorldTransferSpeedKiBs" value="512" />                          <!-- Maximum (!) speed in kiB/s the
  world is transferred at to a client on first connect if it does not have the world yet. Maximum is
  about 1300 kiB/s, even if you set a higher value. -->

  <!-- Slots -->
  <property name="ServerMaxPlayerCount" value="8" />                                     <!-- Maximum Concurrent Players -->
  <property name="ServerReservedSlots" value="0" />                                     <!-- Out of the MaxPlayerCount this many slots
  can only be used by players with a specific permission level -->
  <property name="ServerReservedSlotsPermission" value="100" />                           <!-- Required permission level to use
  reserved slots above -->
  <property name="ServerAdminSlots" value="0" />                                     <!-- This many admins can still join even if the
  server has reached MaxPlayerCount -->
  <property name="ServerAdminSlotsPermission" value="0" />                                     <!-- Required permission level to use the
  admin slots above -->

  <!-- Admin interfaces -->
  <property name="WebDashboardEnabled" value="false" />                         <!-- Enable/disable the web dashboard -->
  <property name="WebDashboardPort" value="8080" />                          <!-- Port of the web dashboard -->
  <property name="WebDashboardUrl" value="" />                                      <!-- External URL to the web dashboard if not just
  using the public IP of the server, e.g. if the web dashboard is behind a reverse proxy. Needs to
  be the full URL, like "https://domainOfReverseProxy.tld:1234/". Can be left empty if directly
  using the public IP and dashboard port -->
  <property name="EnableMapRendering" value="false" />                         <!-- Enable/disable rendering of the map to
  tile images while exploring it. This is used e.g. by the web dashboard to display a view of the
  map. -->

  <property name="TelnetEnabled" value="true" />                          <!-- Enable/Disable the telnet -->
  <property name="TelnetPort" value="8081" />                          <!-- Port of the telnet server -->
  <property name="TelnetPassword" value="" />                                      <!-- Password to gain entry to telnet interface. If no
  password is set the server will only listen on the local loopback interface -->
  <property name="TelnetFailedLoginLimit" value="10" />                            <!-- After this many wrong passwords from a
  single remote client the client will be blocked from connecting to the Telnet interface -->
  <property name="TelnetFailedLoginsBlocktime" value="10" />                            <!-- How long will the block persist (in
  seconds) -->

  <property name="TerminalWindowEnabled" value="true" />                          <!-- Show a terminal window for log output /
  command input (Windows only) -->

  <!-- Folder and file locations -->
  <property name="AdminFileName" value="serveradmin.xml" />       <!-- Server admin file name. Path
  relative to the SaveGameFolder -->
  <!-- <property name="UserDataFolder"                            value="absolute path" /> -->    <!-- Use this to override where the
  server stores all generated data, including RWG generated worlds. Do not forget to uncomment the
  entry! -->
  <!-- <property name="SaveGameFolder"                            value="absolute path" /> -->    <!-- Use this to only override the save
  game path. Do not forget to uncomment the entry! -->

  <!-- Other technical settings -->
  <property name="EACEnabled" value="true" />                          <!-- Enables/Disables EasyAntiCheat -->
  <property name="HideCommandExecutionLog" value="0" />                                     <!-- Hide logging of command execution. 0 =
  show everything, 1 = hide only from Telnet/ControlPanel, 2 = also hide from remote game clients, 3
  = hide everything -->
  <property name="MaxUncoveredMapChunksPerPlayer" value="131072" />                        <!-- Override how many chunks can
  be uncovered on the ingame map by each player. Resulting max map file size limit per player is (x
  * 512 Bytes), uncovered area is (x * 256 m²). Default 131072 means max 32 km² can be uncovered at
  any time -->
  <property name="PersistentPlayerProfiles" value="false" />                        <!-- If disabled a player can join with
  any selected profile. If true they will join with the last profile they joined with -->


  <!-- GAMEPLAY -->

  <!-- World -->
  <property name="GameWorld" value="Navezgane" />                     <!-- "RWG" (see WorldGenSeed and WorldGenSize
  options below) or any already existing world name in the Worlds folder (currently shipping with
  e.g. "Navezgane", "PREGEN01", ...) -->
  <property name="WorldGenSeed" value="asdf" />                          <!-- If RWG this is the seed for the generation of
  the new world. If a world with the resulting name already exists it will simply load it -->
  <property name="WorldGenSize" value="6144" />                          <!-- If RWG, this controls the width and height of
  the created world. Officially supported sizes are between 6144 and 10240 and must be a multiple of
  2048, e.g. 6144, 8192, 10240. -->
  <property name="GameName" value="My Game" />                       <!-- Whatever you want the game name to be. This
  affects the save game name as well as the seed used when placing decoration (trees etc) in the
  world. It does not control the generic layout of the world if creating an RWG world -->
  <property name="GameMode" value="GameModeSurvival" />      <!-- GameModeSurvival -->

  <!-- Difficulty -->
  <property name="GameDifficulty" value="1" />                                     <!-- 0 - 5, 0=easiest, 5=hardest -->
  <property name="BlockDamagePlayer" value="100" />                          <!-- How much damage do players to blocks
  (percentage in whole numbers) -->
  <property name="BlockDamageAI" value="100" />                          <!-- How much damage do AIs to blocks (percentage in
  whole numbers) -->
  <property name="BlockDamageAIBM" value="100" />                          <!-- How much damage do AIs during blood moons to
  blocks (percentage in whole numbers) -->
  <property name="XPMultiplier" value="100" />                          <!-- XP gain multiplier (percentage in whole numbers) -->
  <property name="PlayerSafeZoneLevel" value="5" />                            <!-- If a player is less or equal this level he
  will create a safe zone (no enemies) when spawned -->
  <property name="PlayerSafeZoneHours" value="5" />                            <!-- Hours in world time this safe zone exists -->

  <!--  -->
  <property name="BuildCreate" value="false" />                        <!-- cheat mode on/off -->
  <property name="DayNightLength" value="60" />                           <!-- real time minutes per in game day: 60 minutes -->
  <property name="DayLightLength" value="18" />                           <!-- in game hours the sun shines per day: 18 hours
  day light per in game day -->
  <property name="DropOnDeath" value="1" />                            <!-- 0 = nothing, 1 = everything, 2 = toolbelt only, 3 =
  backpack only, 4 = delete all -->
  <property name="DropOnQuit" value="0" />                            <!-- 0 = nothing, 1 = everything, 2 = toolbelt only, 3 =
  backpack only -->
  <property name="BedrollDeadZoneSize" value="15" />                           <!-- Size (box "radius", so a box with 2 times
  the given value for each side's length) of bedroll deadzone, no zombies will spawn inside this
  area, and any cleared sleeper volumes that touch a bedroll deadzone will not spawn after they've
  been cleared. -->
  <property name="BedrollExpiryTime" value="45" />                           <!-- Number of real world days a bedroll stays
  active after owner was last online -->

  <!-- Performance related -->
  <property name="MaxSpawnedZombies" value="64" />                           <!-- This setting covers the entire map. There can
  only be this many zombies on the entire map at one time. Changing this setting has a huge impact
  on performance. -->
  <property name="MaxSpawnedAnimals" value="50" />                           <!-- If your server has a large number of players
  you can increase this limit to add more wildlife. Animals don't consume as much CPU as zombies.
  NOTE: That this doesn't cause more animals to spawn arbitrarily: The biome spawning system only
  spawns a certain number of animals in a given area, but if you have lots of players that are all
  spread out then you may be hitting the limit and can increase it. -->
  <property name="ServerMaxAllowedViewDistance" value="12" />                           <!-- Max viewdistance a client may
  request (6 - 12). High impact on memory usage and performance. -->
  <property name="MaxQueuedMeshLayers" value="1000" />                 <!-- Maximum amount of Chunk mesh layers that
  can be enqueued during mesh generation. Reducing this will improve memory usage but may increase
  Chunk generation time -->

  <!-- Zombie settings -->
  <property name="EnemySpawnMode" value="true" />                         <!-- Enable/Disable enemy spawning -->
  <property name="EnemyDifficulty" value="0" />                            <!-- 0 = Normal, 1 = Feral -->
  <property name="ZombieFeralSense" value="0" />                            <!-- 0-3 (Off, Day, Night, All) -->
  <property name="ZombieMove" value="0" />                            <!-- 0-4 (walk, jog, run, sprint, nightmare) -->
  <property name="ZombieMoveNight" value="3" />                            <!-- 0-4 (walk, jog, run, sprint, nightmare) -->
  <property name="ZombieFeralMove" value="3" />                            <!-- 0-4 (walk, jog, run, sprint, nightmare) -->
  <property name="ZombieBMMove" value="3" />                            <!-- 0-4 (walk, jog, run, sprint, nightmare) -->
  <property name="BloodMoonFrequency" value="7" />                            <!-- What frequency (in days) should a blood moon
  take place. Set to "0" for no blood moons -->
  <property name="BloodMoonRange" value="0" />                            <!-- How many days can the actual blood moon day
  randomly deviate from the above setting. Setting this to 0 makes blood moons happen exactly each
  Nth day as specified in BloodMoonFrequency -->
  <property name="BloodMoonWarning" value="8" />                            <!-- The Hour number that the red day number begins
  on a blood moon day. Setting this to -1 makes the red never show.  -->
  <property name="BloodMoonEnemyCount" value="8" />                            <!-- This is the number of zombies that can be
  alive (spawned at the same time) at any time PER PLAYER during a blood moon horde, however,
  MaxSpawnedZombies overrides this number in multiplayer games. Also note that your game stage sets
  the max number of zombies PER PARTY. Low game stage values can result in lower number of zombies
  than the BloodMoonEnemyCount setting. Changing this setting has a huge impact on performance. -->

  <!-- Loot -->
  <property name="LootAbundance" value="100" />                          <!-- percentage in whole numbers -->
  <property name="LootRespawnDays" value="7" />                            <!-- days in whole numbers -->
  <property name="AirDropFrequency" value="72" />                            <!-- How often airdrop occur in game-hours, 0 ==
  never -->
  <property name="AirDropMarker" value="true" />                          <!-- Sets if a marker is added to map/compass for
  air drops. -->

  <!-- Multiplayer -->
  <property name="PartySharedKillRange" value="100" />                           <!-- The distance you must be within to
  receive party shared kill xp and quest party kill objective credit. -->
  <property name="PlayerKillingMode" value="3" />                            <!-- Player Killing Settings (0 = No Killing, 1 =
  Kill Allies Only, 2 = Kill Strangers Only, 3 = Kill Everyone) -->

  <!-- Land claim options -->
  <property name="LandClaimCount" value="3" />                                     <!-- Maximum allowed land claims per player. -->
  <property name="LandClaimSize" value="41" />                            <!-- Size in blocks that is protected by a keystone -->
  <property name="LandClaimDeadZone" value="30" />                            <!-- Keystones must be this many blocks apart
  (unless you are friends with the other player) -->
  <property name="LandClaimExpiryTime" value="7" />                                     <!-- The number of real world days a player can
  be offline before their claims expire and are no longer protected -->
  <property name="LandClaimDecayMode" value="0" />                                     <!-- Controls how offline players land claims
  decay. 0=Slow (Linear) , 1=Fast (Exponential), 2=None (Full protection until claim is expired). -->
  <property name="LandClaimOnlineDurabilityModifier" value="4" />                             <!-- How much protected claim area
  block hardness is increased when a player is online. 0 means infinite (no damage will ever be
  taken). Default is 4x -->
  <property name="LandClaimOfflineDurabilityModifier" value="4" />                             <!-- How much protected claim area
  block hardness is increased when a player is offline. 0 means infinite (no damage will ever be
  taken). Default is 4x -->
  <property name="LandClaimOfflineDelay" value="0" />                                     <!-- The number of minutes after a player logs
  out that the land claim area hardness transitions from online to offline. Default is 0 -->


  <property name="DynamicMeshEnabled" value="true" />                          <!-- Is Dynamic Mesh system enabled -->
  <property name="DynamicMeshLandClaimOnly" value="true" />                          <!-- Is Dynamic Mesh system only active
  in player LCB areas -->
  <property name="DynamicMeshLandClaimBuffer" value="3" />                                     <!-- Dynamic Mesh LCB chunk radius -->
  <property name="DynamicMeshMaxItemCache" value="3" />                                     <!-- How many items can be processed
  concurrently, higher values use more RAM -->

  <property name="TwitchServerPermission" value="90" />                            <!-- Required permission level to use twitch
  integration on the server -->
  <property name="TwitchBloodMoonAllowed" value="false" />                         <!-- If the server allows twitch actions
  during a blood moon. This could cause server lag with extra zombies being spawned during blood
  moon. -->

  <property name="MaxChunkAge" value="-1" />                            <!-- The number of in-game days which must pass since
  visiting a chunk before it will reset to its original state if not revisited or protected (e.g. by
  a land claim or bedroll being in close proximity). -->
  <property name="SaveDataLimit" value="-1" />                            <!-- The maximum disk space allowance for each saved
  game in megabytes (MB). Saved chunks may be forceably reset to their original states to free up
  space when this limit is reached. Negative values disable the limit. -->

  <!-- There are several game settings that you cannot change when starting a new game.
        You can use console commands to change at least some of them ingame.
        setgamepref BedrollDeadZoneSize 30 -->
</ServerSettings>

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