Palworld 1.0 moves quickly if a co-op group explores together, catches every new Pal, and shares base production. The best custom settings do not simply make everything harder. They slow the progression that the group is outrunning, trim repetitive waiting, and leave combat readable enough that every player can contribute.
The presets below use Pocketpair's exact dedicated-server parameter names so they work as a planning sheet for both the in-game Custom Settings screen and PalWorldSettings.ini. Start with the balanced column, play one full session, then change only the cluster causing trouble. A setting you can explain is easier to tune than a downloaded one-line configuration with forty hidden compromises.
Three practical 1.0 presets
Balanced co-op keeps the campaign paced; low-grind preserves combat while shortening chores; challenge co-op asks for coordination without using one-hit damage.
| Setting | Balanced co-op | Low-grind / builder | Challenge co-op |
|---|---|---|---|
ExpRate | 0.75 | 1.0 | 0.5 |
PalCaptureRate | 1.0 | 1.25 | 0.8 |
CollectionDropRate | 1.0 | 2.0 | 1.0 |
EnemyDropItemRate | 1.0 | 1.5 | 1.0 |
PalEggDefaultHatchingTime | 1.0 | 0 | 2.0 |
DeathPenalty | Item | None | ItemAndEquipment |
PlayerDamageRateAttack | 1.0 | 1.2 | 0.8 |
PlayerDamageRateDefense | 1.0 | 0.8 | 1.2 |
PalDamageRateAttack | 1.0 | 1.0 | 1.1 |
PalDamageRateDefense | 1.0 | 0.9 | 1.1 |
PalSpawnNumRate | 1.0 | 1.0 | 1.25 |
BuildObjectDeteriorationDamageRate | 1.0 | 0 | 1.0 |
Why balanced co-op starts at 0.75 XP
A group earns capture bonuses and exploration experience in parallel, then pools materials at one base. That compounds faster than solo play. Dropping ExpRate to 0.75 gives the party more time in each equipment and Pal tier without turning every level into a grind. If your group skips captures and follows only the main objectives, return it to 1.0.
Do not use low gathering rates to slow progression. Resource scarcity mostly adds repeated trips and idle crafting rather than new decisions. Keep CollectionDropRate and EnemyDropItemRate at 1.0 for a deliberate first run, or raise them for a builder group, then tune XP separately. The same separation applies to eggs: PalEggDefaultHatchingTime is the number of hours for a Huge Egg, while smaller eggs scale from it. Setting it to zero removes incubation waiting without changing breeding outcomes.
The settings that read backwards
| Setting family | Lower value does | Higher value does |
|---|---|---|
PlayerDamageRateDefense / PalDamageRateDefense | Reduces damage taken | Increases damage taken |
PlayerStaminaDecreaceRate / hunger depletion rates | Slows depletion | Speeds depletion |
BuildObjectDeteriorationDamageRate | Slows out-of-base decay; 0 disables it | Speeds deterioration damage |
CollectionObjectRespawnSpeedRate | Shortens the respawn interval | Lengthens the respawn interval |
DayTimeSpeedRate / NightTimeSpeedRate | Makes that phase last longer | Makes that phase pass faster |
Choose the Pal randomizer deliberately
The randomizer changes discovery more than difficulty. Keep its seed with your world notes so a favorite layout can be reproduced.
| Option | What it does | Best use |
|---|---|---|
RandomizerType=None | Uses Pocketpair's curated 1.0 habitats and levels. | A first playthrough or story-focused group. |
RandomizerType=Region | Randomizes Pal placement separately by region. | Fresh discovery while retaining more geographic structure. |
RandomizerType=All | Fully randomizes Pal placement across the world. | A replay where surprise matters more than intended progression. |
bIsRandomizerPalLevelRandom=False | Keeps randomized levels within each area's intended range. | The safest co-op randomizer setting. |
bIsRandomizerPalLevelRandom=True | Makes wild Pal levels fully random. | A chaotic challenge run that can produce severe early spikes. |
RandomizerSeed | Makes a randomizer layout repeatable. | Sharing or restarting a known seed. |
Apply settings without creating a mystery configuration
- 01
Name the problem
Write one sentence such as “the group reaches new regions ten levels early” or “breeding nights become idle waiting.”
- 02
Back up the stopped world
For dedicated servers, stop the process and copy the full save and configuration tree. For local worlds, use the world-selection backup before large changes.
- 03
Change one cluster
Tune XP, resources, combat, survival, or performance as a group. Do not change all five at once.
- 04
Use the live file on servers
Edit the copied
PalWorldSettings.iniunderWindowsServerorLinuxServer. EditingDefaultPalWorldSettings.inihas no effect. - 05
Play a representative session
Include exploration, one boss, base production, and a death or recovery. A five-minute spawn test cannot evaluate campaign pacing.
- 06
Record the result
Keep the date, old value, new value, and group reaction. Revert quickly when a multiplier creates one-hit combat or server stutter.
Keep challenge fair in co-op
Lower player output before raising incoming damage
A modest
PlayerDamageRateAttack=0.8lengthens fights without making every mistake lethal.Raise both damage-taken multipliers gently
Values around 1.1 to 1.2 are noticeable. Large values amplify lag, desync, and unavoidable attacks into one-shots.
Do not multiply spawns first
PalSpawnNumRateincreases combat density and server load together. Test 1.25 before attempting larger packs.Keep capture difficulty separate
Lower
PalCaptureRateonly if sphere progression still feels meaningful; failed catches can become material grind rather than combat challenge.Use a recoverable death penalty
ItemAndEquipmentcreates a rescue run.Allcan also drop team Pals and is much harsher for mixed-skill groups.
Settings that can increase server load
| Setting | Why it costs more | Conservative approach |
|---|---|---|
PalSpawnNumRate | More active wild Pals and combat AI | Keep at 1.0; test 1.25 with several players online. |
BaseCampWorkerMaxNum | More worker AI, pathing, and production | Raise only for bases designed with clear paths and enough host memory. |
BaseCampMaxNumInGuild | More persistent bases and structures | Pocketpair allows up to 10 but warns that increases raise processing load. |
MaxBuildingLimitNum | More replicated structures per player | Set a real cap on public servers instead of unlimited. |
bIsUseBackupSaveData | Frequent snapshots add disk I/O | Keep it enabled and use fast SSD storage; safety is worth the measured load. |
Run the world safely
Research sources
The claims in this guide were checked against these current references. Primary sources are marked first.