Palworld dedicated server settings deep-dive 2026
Every PalWorldSettings.ini setting that actually matters in 2026: XP rates, capture rates, death penalty, world rules. With real examples for casual / progress-focused / PvP groups.
- #palworld
- #hosting
- #dedicated-server
- #sizing
- #survival
PalWorldSettings.ini ships with 60+ options, of which maybe 15 actually change how your server plays. Most guides online just paste the entire config with no commentary; this post tells you which knobs to turn for the three group profiles we see most often, with realistic numbers β not "set XP to 5x because lol".
This is written by people who run Palworld dedicated servers on customer accounts every day. The defaults are not balanced for multiplayer; this is how you make them work for your group.
The settings that actually matter
There are dozens of values in PalWorldSettings.ini but only a small subset moves the needle. The rest you can leave at default and your players will never notice.
Progression rates
| Setting | Default | What it does |
|---|---|---|
ExpRate |
1.0 | Player XP multiplier |
PalCaptureRate |
1.0 | Sphere-capture success multiplier |
PalSpawnNumRate |
1.0 | World pal density |
PalDamageRateAttack |
1.0 | Damage dealt by pals |
PalDamageRateDefense |
1.0 | Damage taken by pals |
PlayerDamageRateAttack |
1.0 | Damage dealt by players |
PlayerDamageRateDefense |
1.0 | Damage taken by players |
World rules
| Setting | Default | What it does |
|---|---|---|
DeathPenalty |
"All" | What you drop on death (None / Item / ItemAndEquipment / All) |
EnablePlayerToPlayerDamage |
false | PvP on/off |
EnableFriendlyFire |
false | Friendly fire inside guilds |
EnableInvaderEnemy |
true | Raiders attack bases |
DropItemMaxNum |
3000 | Max items dropped in world before culling |
ServerPlayerMaxNum |
32 | Player cap (max realistic: ~16 for stability) |
Resource economy
| Setting | Default | What it does |
|---|---|---|
CollectionDropRate |
1.0 | Resource yield from nodes |
CollectionObjectHpRate |
1.0 | Node HP (higher = more hits to break) |
CollectionObjectRespawnSpeedRate |
1.0 | How fast trees/ores respawn |
EnemyDropItemRate |
1.0 | Items dropped by killed pals |
BuildObjectDamageRate |
1.0 | Damage to player structures |
BuildObjectDeteriorationDamageRate |
1.0 | Passive structure decay |
Day/night
| Setting | Default | What it does |
|---|---|---|
DayTimeSpeedRate |
1.0 | Day speed (higher = shorter days) |
NightTimeSpeedRate |
1.0 | Night speed |
That's the lot. Anything else in the config (bShowPlayerList, bEnableNonLoginPenalty, etc.) you can leave at default forever.
Profile 1: Casual co-op (3β6 friends, weekend sessions)
The biggest mistake casual groups make: leaving defaults on. Vanilla Palworld is balanced for ~80 hours of progression. For a casual group meeting Saturdays for 3 hours, that's 6 months of real time to reach mid-game. Most groups quit by week 3.
[/Script/Pal.PalGameWorldSettings]
OptionSettings=(
Difficulty=None,
DayTimeSpeedRate=1.0,
NightTimeSpeedRate=1.0,
ExpRate=2.0,
PalCaptureRate=2.0,
PalSpawnNumRate=1.0,
PalDamageRateAttack=1.0,
PalDamageRateDefense=1.0,
PlayerDamageRateAttack=1.0,
PlayerDamageRateDefense=1.0,
CollectionDropRate=2.0,
CollectionObjectHpRate=0.7,
CollectionObjectRespawnSpeedRate=1.5,
EnemyDropItemRate=1.5,
BuildObjectDamageRate=1.0,
BuildObjectDeteriorationDamageRate=0.5,
DeathPenalty=Item,
EnablePlayerToPlayerDamage=False,
EnableFriendlyFire=False,
EnableInvaderEnemy=True,
ServerPlayerMaxNum=8
)
Why these numbers:
- ExpRate 2.0 + CaptureRate 2.0 β halves the grind without trivializing fights. 4x or higher and the game's over by week 2.
- CollectionDropRate 2.0 with CollectionObjectHpRate 0.7 β more loot per node AND nodes break faster. Big quality-of-life for limited play sessions.
- CollectionObjectRespawnSpeedRate 1.5 β trees and ores grow back 50% faster. If your group plays once a week, full default respawn means everything is already back when you log in, which is fine. But during the session itself you don't want to walk for ages between nodes.
- DeathPenalty Item (not All) β you drop items but keep your equipment. The default "All" punishes you so hard that casual groups stop exploring entirely.
- BuildObjectDeteriorationDamageRate 0.5 β bases decay half as fast. Important when nobody logs in for a week.
Memory expected
A 4-player casual server with these settings: 6β8 GB RAM steady-state.
Profile 2: Progression-focused (12 players, regular sessions, want challenge)
For a guild that meets 3-4 times a week and actively wants the grind to feel meaningful but not punishing:
ExpRate=1.5,
PalCaptureRate=1.2,
PalSpawnNumRate=1.0,
PalDamageRateAttack=1.0,
PalDamageRateDefense=1.0,
PlayerDamageRateAttack=1.0,
PlayerDamageRateDefense=1.0,
CollectionDropRate=1.5,
CollectionObjectHpRate=1.0,
CollectionObjectRespawnSpeedRate=1.0,
EnemyDropItemRate=1.2,
BuildObjectDamageRate=1.0,
BuildObjectDeteriorationDamageRate=1.0,
DeathPenalty=ItemAndEquipment,
EnablePlayerToPlayerDamage=False,
EnableFriendlyFire=False,
EnableInvaderEnemy=True,
ServerPlayerMaxNum=16
The key choice: DeathPenalty=ItemAndEquipment β drops everything except your held armor. This is the sweet spot where death matters but you don't lose your entire build on a stupid mistake.
ExpRate=1.5 and CaptureRate=1.2 are small bumps β enough that 12 people can meaningfully progress together without the lead player being 30 levels ahead within a week.
Memory expected
12 players, 16 GB RAM. Palworld's RAM scales nearly linearly with player count once you're past 8.
Profile 3: PvP / Hardcore (8β16 players, max difficulty)
For groups that want PvP and a meaningful death penalty:
ExpRate=1.0,
PalCaptureRate=1.0,
PalSpawnNumRate=1.0,
PalDamageRateAttack=1.5,
PalDamageRateDefense=0.7,
PlayerDamageRateAttack=1.3,
PlayerDamageRateDefense=0.8,
CollectionDropRate=1.0,
CollectionObjectHpRate=1.2,
CollectionObjectRespawnSpeedRate=1.0,
EnemyDropItemRate=1.0,
BuildObjectDamageRate=1.5,
BuildObjectDeteriorationDamageRate=1.0,
DeathPenalty=All,
EnablePlayerToPlayerDamage=True,
EnableFriendlyFire=False,
EnableInvaderEnemy=True,
ServerPlayerMaxNum=16
The damage knobs do most of the work: pals deal 50% more, take 30% more. Players deal 30% more, take 20% more. Combat resolves faster β important for PvP because long fights favor whoever has the better pal team in numbers, not skill.
BuildObjectDamageRate=1.5 means base raids actually break things.
DeathPenalty=All matters here because it makes corpse-runs a real risk in PvP.
Memory expected
Same as Profile 2 (16 GB) β PvP doesn't materially change server RAM, it just changes what kills you.
Common settings mistakes
Mistake 1: 10x ExpRate
You've seen the "fast progression" servers in the browser with ExpRate=10. They die in 3 weeks because everyone hits the level cap, has nothing to do, and quits. Stay between 1.0 and 2.0.
Mistake 2: PalSpawnNumRate=2.0 to "see more pals"
Doubles the world pal density. Looks cool, but also doubles server RAM usage and tanks performance during exploration. If your server is laggy when players are far from base, this is likely the cause. Stay at 1.0.
Mistake 3: EnableInvaderEnemy=False
Disables base raids. Removes one of the only mid-late game challenges, and breaks several quest lines that assume raids exist. Keep it on.
Mistake 4: ServerPlayerMaxNum=32
The engine technically accepts 32, but Palworld dedicated server stability drops hard past 16. We see TPS issues, base desync, and pal pathfinding failures at 20+. 16 is the realistic ceiling in 2026. If you need more, you need a second server.
Mistake 5: BuildObjectDeteriorationDamageRate=0 ("disable decay")
People do this to "save bases", but the actual problem is bases never being cleaned up β abandoned bases litter the world, fragment the map, and chew memory. Leave decay at 0.5β1.0 depending on how often your group logs in.
How to apply these settings on Renzom (or any Pterodactyl host)
- Stop the server.
- Open the file manager, navigate to
Pal/Saved/Config/LinuxServer/PalWorldSettings.ini(Linux) orPal/Saved/Config/WindowsServer/PalWorldSettings.ini(Windows). - Replace the
OptionSettings=(...)block with one of the profiles above. Keep it on one line β Palworld parses this as a single string, line breaks break the config. - Restart the server.
- Verify settings took effect with the in-game
/infocommand or by checking the server log for "settings applied".
If the settings DIDN'T apply, the file is in the wrong path β Palworld has two config files (a default and a save-specific one) and edits go in the save-specific one. The path includes your world's session ID.
We host Palworld on dedicated RAM with the file in the right place by default β startup vars handle the common knobs (rates, max players) directly in our Pterodactyl panel so you don't have to edit the .ini at all for the common cases.
RAM sizing reminder
Palworld RAM usage grows with:
- Player count (mostly linear, ~1 GB per 2 players past the base)
- Base count and structure complexity
- World pal density (
PalSpawnNumRate)
Realistic 2026 RAM:
- 4 players: 6β8 GB
- 8 players: 10β12 GB
- 12 players: 14β16 GB
- 16 players: 16β20 GB
Anything claiming a 16-slot Palworld server runs comfortably on 4 GB is lying or hasn't tested it past the first base.
TL;DR
- Don't run vanilla Palworld settings for multiplayer β they're balanced for ~80 hours of single-player.
- For casual groups: 2Γ XP, 2Γ capture, drop only items on death.
- For regular guilds: 1.5Γ XP, drop items + held equipment (not armor).
- For PvP: bump damage 30β50%, enable PvP, full death penalty.
- The settings that move the needle are: XP rate, capture rate, death penalty, collection rates, decay rate.
- Don't go above 16 players β stability dies past that.
- Don't go above 2Γ XP β content runs out and people quit.
