serverconfig.xml is where 7 Days To Die lives or dies. Every rule your players will ever argue about in Discord – Blood Moon size, loot rates, whether Dave can finally kill Steve on sight – is set in this one file. This guide walks through the settings that actually matter on a LOW.MS box, what the defaults really are in V1.0+, and the values we run on our own test servers.
We'll skip the obvious stuff (nobody needs us to explain ServerName) and focus on the knobs that change how the game feels.
Where the file lives and how to edit it
On a LOW.MS 7DTD server, serverconfig.xml sits in the dedicated server install root, right next to the server executable. You've got three ways to reach it:
- Open Configuration Files on your control panel and pick
serverconfig.xmlfrom the list. This is what we recommend for 95% of edits – it's form-based, it validates, and you don't need to touch raw XML unless you want to. - Open File Manager in the same panel and edit the file in-browser. Handy if you want to see the whole XML at once.
- Connect over SFTP on port 8822 (or plain FTP on 8821) with your panel credentials, pull the file down, edit it locally and push it back.
Always stop the server before you save changes. 7DTD rewrites serverconfig.xml on a clean shutdown, so if you edit it live you'll watch your changes get overwritten the next time someone runs shutdown in the console. Once you've saved, start the server from the panel and your new settings are in.
Every entry in the file looks like this:
<property name="SettingName" value="SettingValue" />
Running a cross-play (console + PC) server? Read this first
Cross-play is brilliant, but it comes with strings attached, and this is the one part of the config that will stop your server dead if you get it wrong. The moment console players (PS5, Xbox) are in the mix, the game enforces a set of console-safe limits on top of everything else in this guide. Get a value wrong and, depending on your build, the server either quietly disappears from the console server browser or refuses to start at all, logging Server configuration is invalid followed by Failed initializing core systems, shutting down. If your server won't boot right after you touched the config, this is the very first thing to check.
First, the master switches. All four have to be exactly right or console players can't see you:
ServerAllowCrossplayset totrueEACEnabledset totrueIgnoreEOSSanctionsset tofalseServerMaxPlayerCountat8or lower. Cross-play is hard-capped at 8 players, and that's a platform rule from the console side, nothing to do with your LOW.MS plan.
A cross-play server also has to be vanilla (no mods), and WorldGenSize has to be 8192 or smaller, so the 10240 monster map is off the table here.
Then there are the gameplay settings that only accept specific values once cross-play is on. The big one people trip over is AirDropFrequency: on a PC-only server you can set it to anything, but on cross-play it has to be 0 (off) or 24 and above. A value like 3 or 12 is exactly the kind of thing that takes the whole server down. Here's the rest of the clamped list:
| Setting | Allowed on cross-play |
|---|---|
AirDropFrequency |
0, or 24 / 72 / 168 |
GameDifficulty |
0 to 5 |
XPMultiplier |
25 up to 300 (in 25s, plus 300) |
DayNightLength |
10, 20, 30, 40, 50, 60, 90 or 120 |
DayLightLength |
12, 14, 16 or 18 |
BloodMoonFrequency |
0 to 10, or 14 / 20 / 30 |
BloodMoonRange |
0, 1, 2, 3, 4, 7, 10, 14 or 20 |
BloodMoonWarning |
-1, 8 or 18 |
BloodMoonEnemyCount |
4 to 64 |
BlockDamagePlayer |
25 to 300 |
BlockDamageAI and BlockDamageAIBM |
25 and above |
LootAbundance |
200 or less |
LootRespawnDays |
0, -1, or 5 and above |
These ranges shift slightly between updates, so if the server still won't start after you've sanity-checked the above, open Log Viewer in the panel and look for any line that says outside of allowed range for cross-play. It names the exact setting and the value it expected, which is the fastest way to find the culprit.
Good news: every preset further down this guide already uses cross-play-legal values, so you can lift any of them onto a console-enabled server without it falling over.
And if you're PC/Steam only with no console players, you can ignore this whole section. None of these limits apply and you can set things however you like.
Server identity and networking
These control how you show up in the server browser and how players get in.
| Property | Default | What it does |
|---|---|---|
ServerName |
My Game | The name in the server list. Make it recognisable. |
ServerDescription |
A 7 Days to Die server | Blurb shown when a player clicks you. |
ServerWebsiteURL |
(blank) | Drop your Discord invite here – people actually click it. |
ServerPassword |
(blank) | Set a password for private servers, leave blank for public. |
ServerLoginConfirmationText |
(blank) | Text players have to accept on join. Useful for rules. |
ServerPort |
26900 | Main game port. Leave alone on LOW.MS – UDP 26900-26903 are already open for you. |
ServerVisibility |
2 | 0 = not listed, 1 = friends only, 2 = public. |
ServerDisabledNetworkProtocols |
SteamNetworking | Leave blank if anyone's struggling to see the server (see our server not showing guide). |
ServerMaxWorldTransferSpeedKiBs |
512 | Cap on world download speed per client in KiB/s. |
ServerMaxPlayerCount |
8 | Match this to your slot count. |
ServerReservedSlots |
0 | Slots that bypass the full-server check. |
ServerReservedSlotsPermission |
100 | Permission level needed to use a reserved slot. Lower number = higher power (0 = admin, 1000 = guest). |
ServerAdminSlots |
0 | Slots reserved exclusively for admins above the limit. |
ServerAdminSlotsPermission |
0 | Permission level needed to use those admin slots. |
World generation
These build the map. Change any of them on an existing save and nothing happens – you need a fresh world.
| Property | Default | Notes |
|---|---|---|
GameWorld |
Navezgane | Navezgane is the hand-crafted map. Use a RWG name like PREGEN6k or a custom folder for random worlds. |
WorldGenSeed |
asdf | Any string. Same seed + same size = same world. |
WorldGenSize |
6144 | 4096, 6144, 8192 or 10240. Bigger maps need more RAM and longer generation time. Cross-play servers can't go above 8192. |
GameName |
My Game | Save folder name. |
GameMode |
GameModeSurvival | Leave as-is unless you really know what you're doing. |
Our take on world size: 6144 is the sweet spot for most groups. 4096 feels cramped once you've been playing a few weeks, 8192 is great for big communities but generation is slow, and 10240 is a beast that only really makes sense for 30+ player public servers. If you're eyeing a bigger world and you're not sure your current plan has the headroom, check the 7 Days To Die plans page and size up.
Difficulty and the core gameplay feel
This is where you tune the actual experience.
| Property | Default | Notes |
|---|---|---|
GameDifficulty |
2 (Nomad) | See the ladder below. |
BlockDamagePlayer |
100 | Percentage of block damage players deal. 200 = double. |
BlockDamageAI |
100 | Damage zombies deal to blocks normally. Lower this if your base never survives. |
BlockDamageAIBM |
100 | Same thing, but during Blood Moon. The one you actually care about. |
XPMultiplier |
100 | 150 is a nice quality-of-life bump for friend groups. |
PlayerSafeZoneLevel |
5 | Player-level threshold. If a player's level is at or below this number, they get a safe zone (no enemies) around their spawn. It's a new-player shield, not a daily curfew. |
PlayerSafeZoneHours |
5 | Total real hours of that protection before it burns out for good. |
DayNightLength |
60 | Real minutes in a full in-game day. |
DayLightLength |
18 | In-game hours of daylight out of that day. |
The real V1.0+ difficulty ladder is:
- 0 – Scavenger – very easy, great for absolute newcomers.
- 1 – Adventurer – easy, less punishing zombies.
- 2 – Nomad – the default, and honestly where most groups should sit.
- 3 – Warrior – hurts, but fair.
- 4 – Survivalist – the point at which Blood Moon stops being a set piece and starts being a crisis.
- 5 – Insane – zombies hit like trucks and soak damage. Only pick this if your group is already bored of Survivalist.
If you've seen old guides claiming the default is Adventurer, that was true years ago – it isn't anymore.
Blood Moon and horde settings
| Property | Default | Notes |
|---|---|---|
BloodMoonFrequency |
7 | Days between hordes. Set to 0 to disable Blood Moon entirely. |
BloodMoonRange |
0 | Random variance. 2 means you'll get a horde somewhere on day 5–9 instead of on the dot. Great for keeping players honest. |
BloodMoonWarning |
8 | In-game hours before dusk that the warning pops. -1 disables the warning. |
BloodMoonEnemyCount |
8 | Max zombies alive per player during a horde. |
MaxSpawnedZombies |
64 | Hard cap on zombies in the world at any time. This is the real server-wide ceiling – there is no separate Blood Moon cap. |
Here's what we actually run on a 16-slot PvE box: BloodMoonEnemyCount at 6, MaxSpawnedZombies at 60, BloodMoonRange at 2. It keeps the hordes chaotic without shredding the CPU, and the surprise-night variance stops players from perfectly optimising horde bases.
Zombie behaviour
| Property | Default | Notes |
|---|---|---|
EnemyDifficulty |
0 | 0 = Normal, 1 = Feral. Feral makes every zombie tougher – it's a huge jump. |
ZombieMove |
0 | Daytime zombie speed on the 0-4 scale (walk, jog, run, sprint, nightmare). Default 0 = walk. |
ZombieMoveNight |
3 | Night-time speed on the same scale. Default 3 = sprint. |
ZombieFeralMove |
3 | Feral zombie speed, same 0-4 scale. |
ZombieBMMove |
3 | Blood Moon speed. Crank it to 4 (nightmare) if you want genuine panic. |
MaxSpawnedAnimals |
50 | Drop this if you're tight on CPU; it's rarely the bottleneck though. |
Loot, air drops and XP
| Property | Default | Notes |
|---|---|---|
LootAbundance |
100 | Percentage multiplier. 150 for friendly groups, 75 if you want scarcity. |
LootRespawnDays |
7 | In-game days before containers refill. |
AirDropFrequency |
72 | In-game hours between drops. 0 disables air drops. On a cross-play server this has to be 0 or 24+ – see the cross-play section above. |
AirDropMarker |
false | Default is off – you have to earn your loot. Set to true if you want easy-mode markers. |
PartySharedKillRange |
100 | How close party members need to be to share kill XP. |
Player mechanics
| Property | Default | Notes |
|---|---|---|
DropOnDeath |
0 | 0 = everything, 1 = toolbelt only, 2 = backpack only, 3 = delete all. |
DropOnQuit |
0 | A different scale to DropOnDeath, so watch out: 0 = nothing, 1 = everything, 2 = toolbelt only, 3 = backpack only. Leave at 0 unless you're running something weird. |
BedrollDeadZoneSize |
15 | Radius (in blocks) around a bedroll where zombies won't spawn. 15 is plenty – don't push it high or you'll get dead-feeling bases. |
BedrollExpiryTime |
45 | Days of inactivity before a bedroll goes stale and zombies can spawn on it again. |
BuildCreate |
false | Creative mode. Do not turn this on for live servers unless you want chaos. |
PvP and land claims
| Property | Default | Notes |
|---|---|---|
PlayerKillingMode |
3 | 0 = No killing, 1 = Kill Allies Only, 2 = Kill Strangers Only, 3 = Kill Everyone. |
LandClaimSize |
41 | Protected area size in blocks from the claim block. |
LandClaimDeadZone |
30 | Minimum distance between different players' claims. |
LandClaimOnlineDurabilityModifier |
4 | Block durability multiplier while the owner is online. |
LandClaimOfflineDurabilityModifier |
4 | Same while they're offline – this is your offline-raid protection dial. |
For a PvE server, we set PlayerKillingMode to 0 and push LandClaimOfflineDurabilityModifier up to 8 so griefers can't waltz through offline bases. For a raiding PvP server, set killing mode to 3 and drop offline modifier to 1 – that's what makes raiding actually feel fair.
Anti-cheat, admin and remote access
| Property | Default | Notes |
|---|---|---|
EACEnabled |
true | Easy Anti-Cheat. Turn off if you're running mods that touch assemblies. |
HideCommandExecutionLog |
0 | 0 shows command output in the console, higher values hide it. |
MaxUncoveredMapChunksPerPlayer |
131072 | Hard cap on how much map a single player can uncover. |
PersistentPlayerProfiles |
false | Lock players to their first profile on this server. |
WebDashboardEnabled |
true | The built-in web dashboard for server and player stats (this replaced the old ControlPanel settings back in A21). The LOW.MS panel covers most of what you'd use it for. |
WebDashboardPort |
8080 | Port the dashboard serves on, if enabled. |
WebDashboardUrl |
(blank) | External URL if you put the dashboard behind a reverse proxy. Leave blank otherwise. |
EnableMapRendering |
true | Renders the explored map to tile images for the dashboard. On by default. |
TelnetEnabled |
true | Needed for RCON tools and remote admin commands. |
TelnetPort |
8081 | Usually game port + 1. |
TelnetPassword |
(blank) | Set one. Don't run open telnet on the internet. |
TerminalWindowEnabled |
true | Local terminal window on the host. LOW.MS handles this for you via Web Console in the panel. |
Performance tuning
If your server is chugging, here's the order we'd touch things in:
- Drop
MaxSpawnedZombiesfrom 64 to around 48, and pullBloodMoonEnemyCountdown to 4–6. - Cap
ServerMaxAllowedViewDistanceat 8 or 10 – most of the time it's client draw distance that eats your frames. - Reduce
MaxSpawnedAnimalsa little if you're still hurting. - If you're on a huge world and actually running out of RAM, go look at the 7 Days To Die plans and bump up a tier. No amount of XML is going to fix a memory-starved server.
- If a Steam update pushes a broken build, roll it back using Steam Update in the panel. Nine times out of ten a dodgy patch is the real cause of sudden lag.
And a quick note on backups: we run Cloud Backup on a schedule for every 7DTD server, and you can restore any of those from Cloud Restore or Backup Manager if a Blood Moon eats the map. Worth knowing before you panic.
Presets we actually use
Drop these into your own serverconfig.xml as a starting point. All three use cross-play-legal values, so they're safe on console-enabled servers too.
Casual PvE for a friends group
<property name="GameDifficulty" value="2" />
<property name="PlayerKillingMode" value="0" />
<property name="BloodMoonFrequency" value="7" />
<property name="BloodMoonRange" value="2" />
<property name="BloodMoonEnemyCount" value="6" />
<property name="LootAbundance" value="150" />
<property name="XPMultiplier" value="150" />
<property name="DayNightLength" value="90" />
<property name="LandClaimOfflineDurabilityModifier" value="8" />
Nomad difficulty, no PvP, slightly juicier loot and XP, long days so you can actually get things done before dusk, and tough offline bases so nobody logs off sweating.
Hardcore survival
<property name="GameDifficulty" value="4" />
<property name="PlayerKillingMode" value="0" />
<property name="BloodMoonFrequency" value="5" />
<property name="BloodMoonEnemyCount" value="8" />
<property name="LootAbundance" value="75" />
<property name="XPMultiplier" value="75" />
<property name="DayNightLength" value="60" />
<property name="AirDropFrequency" value="0" />
<property name="BlockDamageAIBM" value="150" />
Survivalist difficulty, hordes every 5 days, air drops disabled, Blood Moon zombies chew through blocks 50% faster. This is a server that assumes you know what you're doing.
PvP raiding
<property name="GameDifficulty" value="3" />
<property name="PlayerKillingMode" value="3" />
<property name="BloodMoonFrequency" value="10" />
<property name="LootAbundance" value="100" />
<property name="LandClaimOnlineDurabilityModifier" value="4" />
<property name="LandClaimOfflineDurabilityModifier" value="1" />
Warrior difficulty, full PvP, longer gap between Blood Moons so raiding groups have time to build, and offline bases are soft enough to actually raid.
If something breaks
If your server won't come up after an edit, the first thing we do is check serverconfig.xml for a typo in a property name – the server silently ignores unknown keys, but a malformed XML tag will stop it dead. Open it in File Manager or via SFTP on port 8822 and look for mismatched quotes. The other big one, if you're running console players, is a value that's outside the cross-play ranges – jump back up to the cross-play section and check the Log Viewer for an outside of allowed range for cross-play line. Still stuck? Drop our 24/7 support team a ticket and we'll have a look.
A couple of related reads while you're here: if you're moving a singleplayer world up to the server, the how to upload your local save guide covers it end to end, and if you're going the whole overhaul route, installing Darkness Falls has you covered.
Last verified: settings, defaults and cross-play limits checked against the current serverconfig.xml (V2.x, May 2026).