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How to Disable Hostile Creatures on a Vintage Story Server

Use /worldconfig creatureHostility off for harmless creatures, passive for retaliation-only behavior, or /serverconfig entityspawning false to stop all creature spawning. This guide covers restarts, drifters and locusts, and targeted mod control.
Length10 min Posted Quest giverVGSources Team
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The quickest way to make creatures harmless in an existing Vintage Story world is /worldconfig creatureHostility off. Use passive instead of off if animals should retaliate after a player provokes them. Restart the world or server after changing the setting; without a restart, the change may affect only creatures spawned afterward.

If you want no creatures to appear at all, use the broader server setting /serverconfig entityspawning false. That switch suppresses creature spawning globally, so it is a different choice from changing attack behavior. Drifters and locusts can bypass creatureHostility, and selectively suppressing creatures added by a mod requires a server-side entity-toggle mod.

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Choose between harmless creatures and no creatures

Vintage Story has three distinct ways to make a server less dangerous:

  • Change behavior: /worldconfig creatureHostility off leaves creatures in the world but makes them never attack.
  • Make creatures passive: /worldconfig creatureHostility passive leaves them present and allows attacks only after they have been provoked.
  • Stop spawning globally: /serverconfig entityspawning false prevents creatures from spawning at all.

These settings solve different problems. The first two preserve the populated-world experience, including animals and the ordinary presence of creatures, while changing how danger works. The server-wide spawning switch is much more drastic: it applies to every creature rather than only hostile behavior.

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For a normal peaceful or building-focused world, start with creatureHostility off. Choose passive when you still want a creature to defend itself after a player starts a fight. Choose entityspawning false only when the goal is a world with no newly spawned creatures anywhere.

Before changing the setting

Use the command console available to your server

Run world settings through the in-game command interface or the server host’s console, depending on how the server is administered. You need sufficient administrative permission to change world or server configuration. If a command is rejected, check that you are using an account with the server’s configuration privileges and that the command is being entered on the correct world.

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Decide whether the world should retain its creatures

Write down the intended result before issuing a command:

  • Creatures remain, but do not initiate attacks: use creatureHostility off.
  • Creatures remain passive until attacked: use creatureHostility passive.
  • No creature spawning anywhere: use entityspawning false.
  • Only a particular mod or entity is unwanted: use Entity Spawn Toggle rather than a global switch.

Plan a restart

A restart is part of the safe workflow for the hostility commands. Vintage Story forum guidance specifically notes that changing the passive/aggressive state without restarting affects only newly spawned creatures; a restart is needed for the setting to fully take effect. Hosting documentation likewise recommends restarting after the command. Schedule the restart when players are offline, and confirm that the server has finished saving before you stop it.

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Make every covered creature non-hostile

Use the off value

  1. Open the world or server command console.
  2. Enter /worldconfig creatureHostility off.
  3. Submit the command and verify that the console accepts it.
  4. Stop and restart the world or server.
  5. Reconnect and test with a creature that previously attacked, while keeping normal safety precautions during the test.

The off value means covered creatures never attack. It changes hostile behavior; it does not remove creatures, erase animals, or turn off the spawning system. Existing creatures can therefore remain in the world, and new creatures can continue to spawn unless another setting prevents spawning.

Why the restart matters

The setting can appear to work for newly created entities while older entities continue using their previous behavior until the world is restarted. If a creature still acts aggressively immediately after the command, do not assume the command failed. Restart the world first, then test again. This also avoids a mixed state in which creatures of the same type behave differently because they entered the world at different times.

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Make creatures passive instead of completely harmless

Use the passive value

  1. Open the same world or server command console.
  2. Enter /worldconfig creatureHostility passive.
  3. Submit the command.
  4. Restart the world or server so the setting applies fully.
  5. Test by approaching a creature without attacking it, then separately test the result of provoking one.

passive is useful when the server should feel calm but still retain a consequence for deliberately attacking wildlife. The setting makes creatures attack only after they are provoked rather than initiating an attack on their own.

Do not use passive when the requirement is absolute safety. It is a behavior change, not a guarantee that every hostile entity in the game will ignore players, and it still allows retaliation from creatures covered by the setting.

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Stop all creature spawning

Use the global server switch

  1. Open the server command console.
  2. Enter /serverconfig entityspawning false.
  3. Confirm that the server accepts the Boolean value false.
  4. Restart the server or world as part of the changeover.
  5. Watch the world over time to confirm that no new creatures are appearing.

The official server-command documentation describes disabling entityspawning as causing no creatures to spawn. This is a global switch: it affects every creature, not only monsters or a particular category.

Because this command controls spawning rather than attack logic, it is not a substitute for creatureHostility off. It also does not represent a targeted cleanup command for creatures already loaded in the world. If existing entities must be removed, handle that separately and deliberately; do not assume that disabling future spawning deletes what is already present.

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When a global spawning ban is appropriate

  • A creative construction server where players do not want animals or enemies appearing while they build.
  • A temporary event or performance test that requires a stable world population.
  • A troubleshooting session where administrators need to determine whether newly spawned entities are causing a problem.

It is usually the wrong choice for a survival world that still needs animals, drops, or the normal environmental population. In those cases, changing hostility preserves more of the world’s ordinary systems.

Hostile entities that may ignore creatureHostility

The hostility setting does not necessarily cover every dangerous entity. Hosting configuration guidance identifies aggressive animals such as wolves and bears as being controlled by creatureHostility, but states that drifters and locusts ignore it.

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This creates an important distinction between a peaceful creature setting and a fully peaceful server. A server can have creatureHostility off and still encounter drifters or locusts. If your rule is “no hostile encounters of any kind,” you need to investigate the additional temporal-rift or storm-related settings that govern those entities, or use a mod that provides the required control.

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How to diagnose an exception

  1. Confirm that the world was restarted after setting creatureHostility off or passive.
  2. Identify the entity accurately rather than assuming every attacker is an animal covered by the setting.
  3. Check whether it is a drifter or locust, the two exceptions identified in configuration guidance.
  4. If it is an exception, look for the relevant temporal-rift or storm controls in your server configuration, or use a compatible server mod.
  5. Test again after restarting; do not judge the result from a single entity created before the configuration change.

Do not describe creatureHostility off as a universal monster-removal command. Its documented effect is narrower than that.

Disable only creatures supplied by a mod

Use Entity Spawn Toggle for targeted control

When the problem is one mod’s creatures, a global hostility change or a global spawning ban may remove more gameplay than intended. The Entity Spawn Toggle server mod can disable all creatures belonging to a mod domain or one specific entity. This allows an administrator to leave the rest of the world’s creature population intact.

The mod’s control commands require the controlserver privilege. Grant that privilege only to administrators who should be able to alter server spawning. The exact command arguments depend on whether you are toggling a whole mod domain or an individual entity, so use the command help supplied by the installed release rather than copying a command intended for a different version.

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Apply and clean up a targeted toggle

  1. Install and enable Entity Spawn Toggle on the server, with the client installation requirements specified by the mod’s release if any.
  2. Give the administrator account the required controlserver privilege.
  3. Use the mod’s toggle command to disable the unwanted mod domain or entity.
  4. Restart the server. Toggle changes require a restart to take effect.
  5. If matching creatures are already loaded, run /clearspawned as provided by the mod to remove already loaded matching entities.
  6. Reconnect and verify that the selected entity no longer appears while unrelated creatures still behave normally.

Without the cleanup step, an entity that was already loaded can remain visible even though the toggle prevents new natural spawning. The mod’s documented behavior is to block new natural spawns; /clearspawned is the separate operation for already loaded matching creatures.

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Compare the available approaches

Approach What changes Scope Restart guidance Best fit
/worldconfig creatureHostility off Covered creatures never attack Creature hostility behavior Restart required for full effect; without it, newly spawned creatures may be the only ones changed A peaceful world that still keeps creatures
/worldconfig creatureHostility passive Covered creatures attack only when provoked Creature hostility behavior Restart required for full effect A calm survival world with retaliation
/serverconfig entityspawning false No creatures spawn Every creature globally Restart after changing the server configuration as part of a safe workflow A no-spawn build, event, or test server
Entity Spawn Toggle Selected mod-domain or entity spawning is disabled Only the chosen mod content Restart required; /clearspawned removes already loaded matching creatures A modded server where one creature or mod is the problem

Preserve the world systems you still want

Changing hostility is generally the least disruptive option when the goal is simply to remove combat pressure. It leaves creatures present, so the world can retain its ordinary environmental population and the surrounding systems that depend on a populated world. The global spawning switch makes no such distinction: it applies to every creature.

Before choosing a global ban, consider whether the server still needs animals, creature-related resources, traders, ruins, or story systems to remain part of the experience. The command changes described here are not world-deletion operations, but they can substantially change what players encounter. A behavior change is therefore preferable when players want the world to feel inhabited without being attacked.

Troubleshooting command changes

The command is rejected

  • Check the spelling and spacing exactly. The command names are worldconfig and serverconfig; the setting names are case-sensitive in the way the server’s command parser expects.
  • Confirm that you entered the world command while connected to the intended world and the server command while administering the intended server.
  • Verify that your account has configuration permission.
  • For Entity Spawn Toggle, verify the required controlserver privilege.

Some creatures still attack

  1. Restart the world or server.
  2. Check whether the attacker was spawned before the setting changed.
  3. Identify whether it is a drifter or locust, which can ignore creatureHostility.
  4. For a modded entity, check whether the mod has its own behavior or spawn controls.

Creatures are still visible after disabling spawning

/serverconfig entityspawning false prevents spawning; it is not documented as a command that removes every entity already loaded. Allow time for existing creatures to move out of the area or use an appropriate administrative cleanup method when removal is genuinely required. Do not switch to the global ban if the actual goal is only to stop attacks.

A targeted mod toggle appears ineffective

  • Confirm that the server is running the mod, not merely the client.
  • Check the entity identifier or mod domain against the installed mod’s command help.
  • Confirm the account has controlserver.
  • Restart after changing the toggle.
  • Use /clearspawned for matching entities that were already loaded.

Recommended workflows

Peaceful existing survival world

  1. Back up or otherwise protect the current world through your normal server-management process.
  2. Run /worldconfig creatureHostility off.
  3. Restart the world or server.
  4. Test ordinary animals and known hostile animals.
  5. If drifters or locusts remain dangerous, address their separate temporal-rift or storm controls or install a compatible mod.

Passive wildlife with consequences for attacking

  1. Run /worldconfig creatureHostility passive.
  2. Restart the world or server.
  3. Approach a creature without attacking it.
  4. Test the response after deliberately provoking it, if that behavior is acceptable for your server.

Completely empty creature population

  1. Run /serverconfig entityspawning false.
  2. Restart the server.
  3. Confirm that no new creatures spawn in multiple areas over time.
  4. Handle any already loaded entities separately if the world must be visually empty immediately.

One modded creature is unwanted

  1. Install Entity Spawn Toggle on the server.
  2. Grant controlserver to the administrator who will operate it.
  3. Disable the specific entity or its mod domain using the mod’s documented command syntax.
  4. Restart the server.
  5. Run /clearspawned if matching creatures are already loaded.
  6. Verify that unrelated creatures and mods continue working.

What each command does—and does not do

Command or tool Does Does not do
/worldconfig creatureHostility off Makes covered creatures never attack after the setting fully applies Does not stop spawning or guarantee that drifters and locusts become harmless
/worldconfig creatureHostility passive Allows covered creatures to attack only after provocation Does not create an absolute no-combat server
/serverconfig entityspawning false Stops creature spawning globally Does not represent a targeted mod toggle or an automatic cleanup of already loaded entities
Entity Spawn Toggle Prevents new natural spawning for a selected mod domain or entity and can clear matching loaded creatures Does not replace the required server privilege or the restart step

Final decision

Use /worldconfig creatureHostility off for a peaceful existing world, and restart it. Use /worldconfig creatureHostility passive when players should be able to provoke a creature and receive a response. Use /serverconfig entityspawning false only when every creature must stop spawning. If the requirement concerns one mod or one entity, use Entity Spawn Toggle with the controlserver privilege, restart, and run /clearspawned for entities already loaded.

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