Configure a Vintage Story world in two places: set defaults in the server’s WorldConfiguration object before creating a save, then inspect or change supported options in-game with /worldconfig. Map dimensions, climate pattern and polar-equator distance are creation-only choices. Land cover, ocean scale, landform scale, upheaval, geological activity and related generation controls should also be decided before players explore extensively, because changing them later affects newly generated chunks rather than terrain that already exists.
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How Vintage Story server world settings are divided
The practical distinction is between world-generation settings and runtime survival or presentation settings. The first group determines what the map generator creates. The second group changes gameplay pressure, map access or rendering while the server is running.
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| Setting group | Where to set it | When it takes effect | What happens to existing chunks |
|---|---|---|---|
| Map dimensions, climate pattern and polar-equator distance | serverconfig.json under WorldConfiguration before world creation |
During initial generation | Creation-stage values; do not expect an established save to be rewritten |
| Land cover, ocean scale, landform scale, upheaval and geological activity | Prefer pre-generation configuration; supported values can be inspected with /worldconfig |
As chunks are generated | Old chunks retain their terrain; later chunks can differ |
| Global temperature, precipitation and forestation | /worldconfig or new-world defaults |
When terrain is generated | Temperature and precipitation explicitly do not affect already generated chunks |
| Temporal storms, stability, rifts, gear uses and storm sleeping | /worldconfig at runtime |
Gameplay systems update after the change | These are survival rules, not terrain regeneration |
| Map and coordinate permissions | /worldconfig and, for some map behavior, player privileges |
When players open the map or HUD | No terrain change |
The Vintage Story Wiki’s World Configuration reference was last verified for version 1.21.6. Command names and accepted values can change between releases, so run /help worldconfig on the exact server version before applying a production change.
Choose generation settings before creating the save
Make these decisions before the first world is generated, and ideally before anyone travels far from spawn:
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- Choose the map width and length, climate pattern and polar-equator distance.
- Set land/ocean balance, ocean scale and landform scale.
- Choose upheaval commonness, geological activity, world-edge behavior and story-structure spacing.
- Set the initial temperature, precipitation and forestation multipliers.
- Save those defaults in
serverconfig.jsonunderWorldConfiguration. - Create the world, then record the final values for administrators and players.
A representative pre-creation block can look like this, using documented keys and values:
{
"WorldConfiguration": {
"worldClimate": "realistic",
"worldWidth": 1024000,
"worldLength": 1024000,
"polarEquatorDistance": 0,
"globalTemperature": 1,
"globalPrecipitation": 1,
"globalForestation": 0
}
}
The numeric entries above illustrate the documented default map dimensions and neutral climate offsets; use the values that fit your server rather than copying them blindly. Keep a copy of the file used to provision the save so a later restart does not accidentally apply a different baseline to a new world.
Using /worldconfig safely
On a running server, administrators can inspect or set world options with the /worldconfig command. The exact grammar is version-dependent. Start with:
/help worldconfig
Then use the option name followed by one of the values shown by that help entry. For example, a climate-pattern change is written in the documented form:
/worldconfig worldClimate realistic
Apply one change at a time, note the server response, and check the value again. Do not infer that a command succeeded merely because it produced no visible terrain change; generation settings only become apparent when a new chunk is created.
Map size, climate pattern and latitude
worldWidth and worldLength
These options define the map’s dimensions in blocks. The versioned reference lists 1,024,000 blocks as the documented default for each dimension. They are creation-stage settings: decide them before generating the world, because changing a number later does not resize terrain that players have already explored.
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Large dimensions provide more room for settlements and climate variation, but they also increase the area that may need to be backed up and explored. A smaller map makes travel and community projects easier to coordinate. Treat dimensions as a commitment, not a setting to tune after launch.
worldClimate
This selects the broad climate pattern. The documented choices are:
realistic— a continuous, latitude-oriented pattern.patchy— more irregular climate distribution.
Select the pattern before world creation. It is one of the settings the documentation identifies as creation-only.
polarEquatorDistance
This controls the distance between the pole and equator climate bands. It works with the climate pattern and map dimensions, so changing it after players have explored can create a noticeable boundary between old and newly generated regions. Decide the intended latitude span at provisioning time.
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Terrain-generation controls
landcover and oceanscale
landcover controls how much of the generated map is land. oceanscale, labeled “Landcover scale” in the Customize menu, changes the scale of ocean and land-cover regions. The first influences the overall land/ocean balance; the second influences how large those regions feel. Both are generation controls and are best fixed before exploration.
landformScale
This changes the size variation of generated landforms. If it is changed after launch, newly generated regions can have a different rhythm of hills, valleys and other forms from the starting area. That visual seam is expected behavior, not evidence that the old chunks were corrupted.
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upheavelCommonness
This sets the chance of upheaval in world generation. Because it affects the physical terrain, choose it before creating a long-term survival world. If you are testing a setting, do so on a disposable copy instead of the community save.
geologicActivity
The documented range is 0 to 0.4. It controls geological activity and affects hot springs and lava. A change can therefore alter both the appearance of newly generated terrain and the hazards or resources players encounter there. Existing chunks keep their previous geology.
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This determines whether the world edge is traversable or blocked. Decide whether your server should have a hard boundary or allow players to reach and move through the edge behavior provided by the selected mode. Test the result before opening the world publicly.
storyStructuresDistScaling
This changes the spacing of story-event locations. It is a generation choice: changing it later can produce different spacing in unexplored territory while existing structures remain where they were generated.
Climate and vegetation tuning
globalTemperature
The documented multiplier range is 0 to 5. Values around 0.1 are described as very cold, while 5 is very hot. This multiplier influences chunks as they are generated; the documentation explicitly states that changing it does not affect already generated chunks.
globalPrecipitation
This also accepts a 0–5 multiplier. Low values produce drier conditions and high values wetter conditions. Like temperature, it does not rewrite existing chunks. Set it before generation if you want a consistent climate across the whole map.
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globalForestation
This offsets forest density. The documented scale runs from -1 (no forests), through 0 (default density), to 1 (forest-heavy). Unlike temperature and precipitation, the reference describes it as an offset rather than a climate multiplier. Expect its most visible effects in newly generated areas after a change.
Temporal difficulty settings that can change during play
temporalStorms
Choose one of six frequency values: off, veryrare, rare, sometimes, often or veryoften. This is a survival-pressure setting and can generally be adjusted at runtime. Warn players before increasing the frequency on an established cooperative server.
temporalStability
This is a boolean setting, true or false, controlling whether temporal stability rules are active. It changes gameplay pressure rather than terrain generation and is therefore suitable for live tuning when the community agrees.
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The accepted modes are:
off— rifts are disabled.invisible— rifts still spawn drifters but are not shown to or affecting players.visible— rifts are shown, make sound, drain nearby stability and spawn drifters.
Because invisible rifts still spawn drifters, selecting that mode does not remove every rift-related threat.
temporalGearRespawnUses and temporalStormSleeping
temporalGearRespawnUses accepts -1 for unlimited uses or a finite number for a limited supply. temporalStormSleeping controls whether players may sleep during temporal storms. Both can generally be changed without regenerating terrain.
Map visibility and coordinate access
allowMap
This controls whether players can access the world map. Use the privilege approach shown by your version’s help and permission documentation if access should differ between administrators and ordinary players.
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allowCoordinateHud
This controls access to the coordinate HUD. It is independent of the map itself: a server can permit one and restrict the other according to its navigation or role-playing rules.
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This changes world-map rendering. The documentation describes both global and per-player privilege approaches, so check the current privilege names rather than assuming a universal boolean command. Rendering changes do not regenerate terrain.
What happens when you edit settings on an existing world?
Changed world-generation values apply to newly generated chunks. Chunks already generated keep their previous terrain. A server that changes climate, land cover, landform scale or geological activity can therefore develop a visible transition: the original region follows the old rules while unexplored territory follows the new ones.
That behavior is useful for testing but risky for a permanent map. Before changing a generation value:
- Stop or safely quiesce the server according to your hosting setup.
- Create a complete, verified save backup.
- Copy the save to a disposable test instance.
- Change one setting and travel far enough to force new chunk generation.
- Inspect terrain, climate, structures and hazards at the boundary.
- Only then apply the change to the production world, documenting the expected transition.
Regenerating or deleting chunks can remove player buildings, farms, roads and storage. Never run a regeneration command on the only copy of a community save. Keep the backup until players have confirmed that the resulting world is acceptable.
Troubleshooting common configuration problems
The command is rejected
Run /help worldconfig on the server itself. Option names, spelling and accepted values are version-dependent. Check capitalization, use the exact enumerated value and avoid importing syntax from an older guide.
The command succeeds but nothing changes nearby
Most generation settings affect only chunks that have not yet been generated. Travel into unexplored territory or test on a fresh copy. Do not expect an existing forest, coastline or temperature band to be rewritten in place.
New terrain does not match the starting area
This is the expected old/new chunk transition after changing generation values. Restore the previous configuration if consistency matters, or keep the change and document the boundary for players. Regeneration is destructive unless performed on a backup.
Players cannot see the map or coordinates
Check both the relevant world setting and player privileges. allowMap and allowCoordinateHud govern different interfaces, and color-accurate rendering may use a separate global or per-player privilege.
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Quick Recap
A practical launch checklist
- Confirm the server version and read
/help worldconfig. - Choose
worldWidth,worldLength,worldClimateandpolarEquatorDistancebefore creating the save. - Set land cover, ocean scale, landform scale, upheaval, geological activity, world edge and story-structure spacing before exploration.
- Set temperature, precipitation and forestation defaults and record them.
- Decide temporal difficulty and map/coordinate permissions with players.
- Back up the save before any live generation change or chunk maintenance.
- Test risky edits on a disposable copy and retain the verified backup until the result is accepted.
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