Palworld
PSA: How Game Settings Work For World Customization.
These are all tested by me and others and seem to be accurate on the effects. Some settings can be confusing, but most are pretty straight forward.

Day Time Speed - How Fast Day Passes.
1 = Default.
.5 = Half Speed.
2 = Double Speed.

EXP Rate - How Fast You Gain XP.
1 = Normal exp gain.
.5 = Half exp gain.
2 = Double exp gain.

Note: Any action that would reward only 1 xp can not drop below 1 xp, such as gathering sticks.

Pal Capture Rate
1 = Default.
.5 = Twice as hard.
2 = Twice as easy.

Pal Appearance Rate
1 = Normal.
.5 = Size of pal spawn groups will be reduced, only spawning 1-2 in a group.
2 = Pal spawn groups will be doubled creating big packs, including bosses.

Damage from Pals Multiplier
1 = Default.
.5 = Pals deal ½ damage.
2 = Pals deal double damage.

Damage to Pals Multiplier - Incoming Pal damage multiplier.
1 = Default.
.5 = Pals take ½ damage.
2 = Pals take double damage.

Pals Hunger Depletion Rate - How often pals need to eat.
1 = Default.
.5 = Pals get hungry ½ as often.
2 = Pals get hungry twice as often.

Pals Stamina Reduction Rate - How quickly pal stamina depletes.
1 = Normal rate
.5 = Pal stamina depeletes ½ as fast.
2 = Pals run out of stamina twice as fast

This setting mainly effects mounted pals.

Pal Auto HP Regeneration Rate - How fast pal health regenerates after not taking damage for a time.
1 = Normal rate.
.5= Pals regen HP ½ as fast.
2= Pals regen health twice as fast.

Pal Sleep Health Regeneration Rate - How fast pals regenerate health from sleeping or being stored in the Pal Box.
1 = Normal rate.
.5 = Pals heal ½ as fast.
2 = Pals heal twice as fast.

Damage from Player Multiplier - Each players outgoing damage.
1 = Normal.
.5 = Players deal ½ damage.
2 = Players deal double damage.

Damage to Player Multiplier - Each players damage taken.
1 = Normal.
.5 = Players take ½ damage.
2 = Players take double damage.

Player Hunger Depletion Rate - How often do players need to eat.
1 = Default.
.5 = Players get hungry ½ as often.
2 = Players get hungry twice as often.

Player Stamina Reduction Rate - How quickly each players stamina depletes.
1 = Normal rate.
.5 = Players stamina depletes ½ as fast.
2 = Players stamina depletes twice as fast.

Player Auto HP Regeneration Rate - How fast player health regenerate after not taking damage for a time.
1 = Normal rate
.5 = Players regen HP ½ as fast.
2 = Players regen health twice as fast

Player Sleep HP Regeneration Rate - How fast players regenerate health while sleeping
1 = Normal rate.
.5 = Players heal for ½ as much while sleeping.
2 = players heal for twice as much while sleeping.

Damage to Structure Multiplier - Base building objects incoming damage multiplier
1 = Normal rate.
.5 = Player base building take ½ as much damage.
2 = Player base buildings take twice as much damage.

Note: This setting can be BRUTAL. Especially on wood bases with raids enabled. One bad move from you, your pals, or the invading enemy can lead to an instant base wipe.

Structure Deterioration Rate - How quickly base buildings and objects lose durability over time.
1 = Normal rate.
.5 = Buildings deteriorate ½ as fast.
2 = Buildings deteriorate twice as fast.

Personal Note: If you are just trying to relax, have fun with some friends or are new to survival crafting games, don't be scared to set this lower. No one is going to judge you.

Maximum Number of Dropped Items in the World - How many dropped items can exist before they despawn.
30000 = Default.
0 = Dropped items will despawn immediately, including mob drops and resource nodes.

Note: A higher item limit will impact client/server performance.

Gatherable Items Multiplier - Gatherable items group spawn multiplier
1 = Default
.5 = Gatherable items yield ½ as many resources.
2 = Gatherable items yield twice as many resources.

Gatherable Objects HP Multiplier - How much health gathering nodes have.
1 = Default.
.5 = Gathering nodes take ½ as hany swings to harvest from. (But you will get half as many resouces)
2 = Gathering nodes take twice as long to harvest from.

THIS ONE IS IMPORTANT!

Note: Changing this setting on an existing world wont effect existing nodes until they are gathered from and then respawn. The amount of resources and exp are not effected, only the amount of damage, or number of swings with an axe or pickaxe which are needed to get the resources from the node.

The more swings you need to do equates out to more durability loss to your tools. Some other survival games make it to where the longer you hit the node for the more resources you will receive. Not THIS game, with a metal pickaxe you'll get roughly 120-122 ore from a node. This just determines the number of swings one would have to take to gather.

Anything set below 1 will give you less resources but you will also need less swings to gather said node. Also this currently seems to only affect wood and not stone.

Gatherable Objects Respawn Interval - How quickly gatherable/harvestable resources respawn
1 = Normal rate.
.5 = Resources respawn twice as fast.
2 = resources respawn ½ as fast.

Dropped Items Multiplier - How much loot is dropped by pals/enemies.
1 = Normal amount
.5 = ½ as much loot
2 = Double loot

Time (in hours) to Incubate Eggs - How long eggs need to incubate before they hatch
1 = Normal rate (1 hour for largest egg).
0 = Eggs hatch immediately.
72 = Largest eggs takes 72 hours to hatch.

Enable Raid Events - Player bases can be subjected to random hostile NPC/Wild Pal raids
Yes = Npc raids will occur
No = Npc raids disabled

I would wait to turn this on until you familiarize yourself a bit with the game. I have been base wiped from low level enemies due to use of fire and water pals not putting out blazes like you'd hope they would. You can always disable or enable this later if you change your mind.

Death penalty - What items will players drop on death
Drop all items = Default (you will drop your full inventory and have to go back to retrieve it.)
Drop all items and pals on team = You will drop everything including your pal team on death
drop all items except equipment = You will drop your inventory but not your equipped items or pals
No drops = You won't drop anything when you die.

Max number of guilds - This is actually number of players per guild.
20 = Default

There is a max of three player bases per guild, and if you're just playing co-op with friends you'll have to level up your bases individually OR one of you can hit the cap and it will count towards the guild before you can be in the same guild due to limitations of number of allowed bases. This won't affect you if you're base building together with one Palbox, but separate bases will have to wait until you level up a bit.

Example: If I am high enough level to have three bases, I can then invite two other friends to my guild who have their own bases and they can join the guild. If I have three friends and only two bases available for upgrades, then only two of us can have our own bases.

This mainly applies to co-op since server may be able to set settings differently.

Max Pals Working at Base - Max number of pals that can be deployed at a single base
15 = Default amount
20 = Max

Note: That if you are hosting a co-op server, and you have this up to 20 your computer may suffer on performance a bit.


https://steamcommunity.com/sharedfiles/filedetails/?id=3147450265
Ultima modifica da Private Ryan; 27 gen 2024, ore 16:17
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Visualizzazione di 16-30 commenti su 37
I appreciate you trying to explain, but whatever explanation you write can only be half correct at best if you say it affects both wood and stone in the same way.

Gatherable Objects HP Multiplier affects the HP of both wood and stone, but it affects the drops of wood only.

Messaggio originale di Private Ryan:
Again, if you change this setting after the world has been created. Nodes must be collected before the new setting will take affect.

Two of us independently tested using new worlds for each value of GOHM. Testing by respawning seems to be unreliable/buggy.

I also tested changing only GOHM, without changing Gatherable Items Multiplier or any other settings, to ensure that the discrepancy between wood and stone isn't the result of a buggy interaction between settings.

Btw, your explanation of Gatherable Items Multiplier is also wrong. It affects the drops of gathering nodes, not the density of "items scattered about".
What the heck is the point of explaining the meaning of 1, 0.5 and 2. -.-
Like delete all of that obsolete nonsense, or combine it into 1 thing.
Ultima modifica da IchigoMait; 27 gen 2024, ore 16:14
Messaggio originale di IchigoMait:
What the heck is the point of explaining the meaning of 1, 0.5 and 2. -.-
As examples?
Messaggio originale di juko:
I appreciate you trying to explain, but whatever explanation you write can only be half correct at best if you say it affects both wood and stone in the same way.

Gatherable Objects HP Multiplier affects the HP of both wood and stone, but it affects the drops of wood only.

Messaggio originale di Private Ryan:
Again, if you change this setting after the world has been created. Nodes must be collected before the new setting will take affect.

Two of us independently tested using new worlds for each value of GOHM. Testing by respawning seems to be unreliable/buggy.

I also tested changing only GOHM, without changing Gatherable Items Multiplier or any other settings, to ensure that the discrepancy between wood and stone isn't the result of a buggy interaction between settings.

Btw, your explanation of Gatherable Items Multiplier is also wrong. It affects the drops of gathering nodes, not the density of "items scattered about".

I fixed that part, sorry I was kinda tired when I started writing this and probably overlooked that part. I will keep updating things on here if more information comes out that show better data.
Messaggio originale di MiniHerc:
Messaggio originale di IchigoMait:
What the heck is the point of explaining the meaning of 1, 0.5 and 2. -.-
As examples?
You can literally read the title of the setting and the value. End of story.
I thought this thread was explaining the difference between 3 main difficulty settings and what they use. Instead of having to switch between 'em and compare 'em.
But this is even more less usefull, it's just re-explaining what can be instantly read in the world settings.

If there are some weirdness with the setting in terms what it describes doesn't match what you get in the game, then go ahead.

I set my custom world settings in one go, and never adjusted them, there was no reason to, I got what I wanted, minus maybe from the stuff it doesn't actually do, but can't get any better anyway.
Ultima modifica da IchigoMait; 27 gen 2024, ore 16:20
Thanks for taking the time to science this.
Messaggio originale di IchigoMait:
Messaggio originale di MiniHerc:
As examples?
You can literally read the title of the setting and the value. End of story.
I thought this thread was explaining the difference between 3 main difficulty settings and what they use. Instead of having to switch between 'em and compare 'em.
But this is even more less usefull, it's just re-explaining what can be instantly read in the world settings.

If there are some weirdness with the setting in terms what it describes doesn't match what you get in the game, then go ahead.

Thing is some of these settings that I listed are there in case something changes with them during a patch and/or update. So yeah probably some redundancies that I could taker out. But this game is selling record numbers and not everyone who is interested in Pocket Monster/Rancher style games have ever touched a survival game like Ark or Conan.

I personally know a few of those people like this and they can refer to this if they need baselines or in case I update this or the guide to reflect said changes.
Messaggio originale di Xaelon:
Thanks for taking the time to science this.

Its really a group effort at this point. I can't try every variation of setting in this short amount of time so I have compiled this data together on top of testing a lot of stuff myself in order to hopefully help others and even myself out if something changes, updates or better information is gathered.

But I appreciate it :)
I have a question about a possible interaction between these two:

1. Day Time Speed
2. Gatherable Objects Respawn Interval

I noticed that when I set #2 to 0.5 and I setup a base near some ore nodes the supply is seemingly endless.

However when I set #1 to 0.1 it seems like the ore respawns super slowly.

I am wondering whether #2 is tied to a percentage of #1, or if it is/should-be a fixed amount of time unrelated to #1?
Messaggio originale di cdelorme:
I have a question about a possible interaction between these two:

1. Day Time Speed
2. Gatherable Objects Respawn Interval

I noticed that when I set #2 to 0.5 and I setup a base near some ore nodes the supply is seemingly endless.

However when I set #1 to 0.1 it seems like the ore respawns super slowly.

I am wondering whether #2 is tied to a percentage of #1, or if it is/should-be a fixed amount of time unrelated to #1?

That's a good question, problem testing it is that each time you change the setting for nodes directly, it wont apply to existing nodes until they are gathered from. The current world I am focused on is a multiplayer world and I don't want to mess up their stuff too much by changing settings right now.

If I have time this weekend I will test this out myself on some fresh maps.

BUT! If someone else in the meantime verifies how the interaction between these two work that would be awesome.

We currently play with
-Day time set to 1.5
-Night set to .5
-Nodes respawn interval set .7
And the nodes seem to always be up.

Since other things are % based and seem to multiply or divide against one another then I would assume these settings do the same thing.
The allowed ranges for these values can be expanded in either direction using this mod, including allowing some things to go to 0 that can't in vanilla: https://www.nexusmods.com/palworld/mods/107
Messaggio originale di Moonlightfox:
The allowed ranges for these values can be expanded in either direction using this mod, including allowing some things to go to 0 that can't in vanilla: https://www.nexusmods.com/palworld/mods/107

Do you know if hosted servers have the ability to implement any mods yet?
Very helpful. Looking this over, there's quite a few that I would have adjusted backwards if I'd toyed with them (aside from adjusting day & night lengths and death penalty, I'm leaving these alone for now).

What the heck is the point of explaining the meaning of 1, 0.5 and 2. -.-
Like delete all of that obsolete nonsense, or combine it into 1 thing.
Man, don't you just hate it when you open a thread and it contains exactly what the title said it would?
Messaggio originale di 💖 Officer Hotpants 💖:
Very helpful. Looking this over, there's quite a few that I would have adjusted backwards if I'd toyed with them (aside from adjusting day & night lengths and death penalty, I'm leaving these alone for now).

What the heck is the point of explaining the meaning of 1, 0.5 and 2. -.-
Like delete all of that obsolete nonsense, or combine it into 1 thing.
Man, don't you just hate it when you open a thread and it contains exactly what the title said it would?

XD Here, take my points.
Messaggio originale di Private Ryan:
Messaggio originale di cdelorme:
I have a question about a possible interaction between these two:

1. Day Time Speed
2. Gatherable Objects Respawn Interval

I noticed that when I set #2 to 0.5 and I setup a base near some ore nodes the supply is seemingly endless.

However when I set #1 to 0.1 it seems like the ore respawns super slowly.

I am wondering whether #2 is tied to a percentage of #1, or if it is/should-be a fixed amount of time unrelated to #1?

That's a good question, problem testing it is that each time you change the setting for nodes directly, it wont apply to existing nodes until they are gathered from. The current world I am focused on is a multiplayer world and I don't want to mess up their stuff too much by changing settings right now.

If I have time this weekend I will test this out myself on some fresh maps.

BUT! If someone else in the meantime verifies how the interaction between these two work that would be awesome.

We currently play with
-Day time set to 1.5
-Night set to .5
-Nodes respawn interval set .7
And the nodes seem to always be up.

Since other things are % based and seem to multiply or divide against one another then I would assume these settings do the same thing.

I decided to create a world to do some tests on this, and thought I would share my observations.

1. There is a gauge that fills next to the temperature showing the passage of the day and night. _Initially, before I realized this, I setup a base and observed when a Lambell went to sleep to determine night/day._
2. The night passes approximately 5 times faster than the day. _As an example 5x Day Time Speed and Night Time Speed a day takes 5 minutes and the night takes 1 minute._
3. Pals do not produce more when the day passes faster. _I noticed that when I had day time speed at 5x my Lambell only made a couple wool, but with the day at 1x I had a much larger stack._

As for the ore and respawn rates, I tested the following:

- 0.5 Respawn, 5x Day/Night Speed: approx. 1.5 minutes to respawn
- 1 Respawn, 5x Day/Night Speed: approx. 3 minutes to respawn
- 0.5 Respawn, 2x Day/Night Speed: approx. 6 minutes to respawn

_I did not test a combination of 5x night and 1x day speeds, so it may be possible to eek out faster respawn rates that way without penalty to your base activities._

In conclusion I am convinced that the speed of the day does in fact determine how quickly your ore nodes will respawn.

That said, increasing the day speed does not increase your ranch yield. It does not appear to affect the hunger gauge and I did not test planter speeds.

Since your base is sleeping at night I think increasing the night speed would not carry negative consequences and would speed up overall base activities. _Granted it is way easier to hunt down Lifmunk Effigies during the night._

Again these are just my observations, feel free to do your own testing and share.
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Data di pubblicazione: 26 gen 2024, ore 0:10
Messaggi: 37