<!-- 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 -->
<propertyname="Region"value="NorthAmericaEast"/>
<!-- The region this server is in. Values: NorthAmericaEast, NorthAmericaWest, CentralAmerica, SouthAmerica, Europe, Russia, Asia, MiddleEast, Africa, Oceania -->
<propertyname="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 -->
<propertyname="ServerPort"value="26904"/>
<!-- 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. -->
<propertyname="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. -->
<!-- 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 -->
<!-- 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 -->
<propertyname="ServerMaxPlayerCount"value="8"/>
<!-- Maximum Concurrent Players -->
<propertyname="ServerReservedSlots"value="0"/>
<!-- Out of the MaxPlayerCount this many slots can only be used by players with a specific permission level -->
<!-- Hide logging of command execution. 0 = show everything, 1 = hide only from Telnet/ControlPanel, 2 = also hide from remote game clients, 3 = hide everything -->
<!-- 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 -->
<!-- If disabled a player can join with any selected profile. If true they will join with the last profile they joined with -->
<!-- GAMEPLAY -->
<!-- World -->
<propertyname="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", ...) -->
<propertyname="WorldGenSeed"value="AMP"/>
<!-- 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 -->
<propertyname="WorldGenSize"value="6144"/>
<!-- If RWG this controls the width and height of the created world. It is also used in combination with WorldGenSeed to create the internal RWG seed thus also creating a unique map name even if using the same WorldGenSeed. Has to be a multiple of 2048 between 2048 and 16384, though large map sizes will take long to generate / download / load -->
<propertyname="GameName"value="My AMP 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 -->
<!-- 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. -->
<propertyname="BedrollExpiryTime"value="45"/>
<!-- Number of real world days a bedroll stays active after owner was last online -->
<!-- Performance related -->
<propertyname="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. -->
<propertyname="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. -->
<!-- Max viewdistance a client may request (6 - 12). High impact on memory usage and performance. -->
<!-- Zombie settings -->
<propertyname="EnemySpawnMode"value="true"/>
<!-- Enable/Disable enemy spawning -->
<propertyname="EnemyDifficulty"value="0"/>
<!-- 0 = Normal, 1 = Feral -->
<propertyname="ZombieFeralSense"value="0"/>
<!-- 0-3 (Off, Day, Night, All) -->
<propertyname="ZombieMove"value="0"/>
<!-- 0-4 (walk, jog, run, sprint, nightmare) -->
<propertyname="ZombieMoveNight"value="3"/>
<!-- 0-4 (walk, jog, run, sprint, nightmare) -->
<propertyname="ZombieFeralMove"value="3"/>
<!-- 0-4 (walk, jog, run, sprint, nightmare) -->
<propertyname="ZombieBMMove"value="3"/>
<!-- 0-4 (walk, jog, run, sprint, nightmare) -->
<propertyname="BloodMoonFrequency"value="7"/>
<!-- What frequency (in days) should a blood moon take place. Set to "0" for no blood moons -->
<propertyname="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 -->
<propertyname="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. -->
<propertyname="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 -->
<propertyname="LootAbundance"value="100"/>
<!-- percentage in whole numbers -->
<propertyname="LootRespawnDays"value="7"/>
<!-- days in whole numbers -->
<propertyname="AirDropFrequency"value="72"/>
<!-- How often airdrop occur in game-hours, 0 == never -->
<propertyname="AirDropMarker"value="false"/>
<!-- Sets if a marker is added to map/compass for air drops. -->
<!-- Multiplayer -->
<propertyname="PartySharedKillRange"value="100"/>
<!-- The distance you must be within to receive party shared kill xp and quest party kill objective credit. -->
<!-- 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 -->
<!-- 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 -->
<propertyname="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 -->
<!-- If the server allows twitch actions during a blood moon. This could cause server lag with extra zombies being spawned during blood moon. -->
<!-- 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 -->
<!-- RecipeFilter: 0 - Shows all recipes 1 - Shows unknown recipes, search limited by workstation 2 - Shows only known and workstation relevant recipes -->
<propertyname="RecipeFilter"value="0"/>
<!-- StarterQuestEnabled: True or False - determines if you trigger the tutorial quest upon first spawning on the server -->
<propertyname="StarterQuestEnabled"value="true"/>
<!-- WanderingHordFrequency: After how many in-game hours a wandering horde would occur. On top of this value 1 to 4 additional hours may be added depending on spawn conditions. Minimum Value: 1 -->
<!-- WanderingHordeRange: Additional random hours added to Wandering Horde Frequency to add randomness to hours between spawns. For example, Frequency: 5, Frequency RNG Range: 10, then wandering horde will spawn anywhere between 5 to 15 (5+10) in-game hours + additional hours if special conditions occur (No players alive, etc). -->
<propertyname="WanderingHordeRange"value="8"/>
<!-- WanderingHordeEnemyCount: Fixed zombie count, that will spawn in a Wandering horde. Minimum Value: 2. Zombies + Zombie RNG Range value must not exceed: 64 -->
<!-- WanderingHordeEnemyRange: This value determines up to how many additional zombies can spawn for Wandering Horde. For example, Zombies: 5, Zombies RNG Range: 10, then wandering horde will spawn anywhere between 5 to 15 (5+10) zombies. Combined value must not exceed: 64 -->
<!-- DeathPenalty: Sets what will be the consequences to your progression when you die in the game: 0 - No penalty (you will not get XP debt as well as no debuff, that lowers your Attributes) 1 - Beginner, near Death Trauma debuff (Vanilla like experience) 2 - Moderate, same as beginner, but also with loss of random Action skills 3 - Standard, same as moderate, but also you will respawn with partial health, food and water -->
<propertyname="DeathPenalty"value="3"/>
<!-- POITierLootScale: Multiplier determining how important a POI Tier is when scaling Loot Stage. 0% - Disabled (Default), 100% Vanilla Scaling. Acceptable values are integers from 0 to 100 -->