I couldn’t find a complete guide for Single Player Server Settings. So I made one.
Table of Contents
- Finding the Configuration File
- How to Apply the Settings
- Starting Fresh
Finding the Configuration File
First of all, we need to navigate to the single player settings file.
To get to your scum server settings, navigate to the run prompt or just press windows key + r.
In the run prompt type in %localappdata%.
Then navigate through your files in this order: SCUM>Saved>Config>WindowsNoEditor
In the WindowsNoEditor folder you will find the ServerSettings.ini file.
INI files can be edited in notepad, but I suggest notepad++.
This file is the configuration file for your single player world. This fine is shared by all of your characters. So if you wish to play a different character with new settings, you need to come back to this file and change them here.
How to Apply the Settings
Within this file you can manipulate the settings of your game by changing the values that come after the “=”. Simply save the file after any changes and start your game. Your single player games will now run with these settings.
Starting fresh with a new INI file can be very useful. Some updates do not change your INI file so the settings may be outdated. Yes, even after an official update.It just happened to me today before writing this guide.
To start fresh with a new INI file:
- First delete the old settings file.
- Then start SCUM.
- Start a new game with a new character, or load into an old single player character.
- A new settings file will be created when the game loads.
- Exit the game, and navigate back to the settings file.
You should now have a brand new default settings INI.
The “MaxAllowed” settings below change the MAXIMUM amount of entities that spawn within range of every player in the world. Because this is a single player config, the only spawns you will get are from the various spawn locations around your character.
For instance, if you have 2 active bird spawners and 1 active deer spawner, it will spawn 2 birds and 1 deer.
These settings DO NOT increase the amount of entities spawned.
Changes the MAX allowed Animals spawned around players.
Changes the MAX allowed Birds spawned around players.
Changes the MAX allowed Puppets spawned around players.
Changes the MAX allowed Puppets spawned around players, while not in an interior of a building or near POIs.
Changes the MAX allowed Puppets spawned around players, near POIs.
Changes the MAX allowed Puppets spawned around players, inside buildings.(farmhouses, police stations, and bunkers.)
Changes the MAX allowed Sentries spawned around players.(A setting of -1 means they spawn all the time, a setting of 0 means sentries will not spawn, and a setting of 1 or above will set the MAX.)
The “PawnAmountModifers” below are settings used to increase or decrease the Puppet spawn MULTIPLIER. This multiplier increases and decreases the amount of puppets spawned. For example, a setting of 2 would DOUBLE the amount of pupperts spawned, a setting of 0.5 would HALF the amount.
Changes the MULTIPLIER of Puppets spawned around players, near POIs.
Changes the MULTIPLIER of Puppets spawned around players, inside buildings.(farmhouses, police stations, and bunkers.)
Changes the MULTIPLIER of Puppets spawned around players, while not in an interior of a building or around POIs.
“CheckTimeInSeconds” Determines WHEN the Puppets will spawn around the player. The time is basically a delay in seconds. For example, using default settings, if you were to activate a puppet spawn next to you in the wild, the game would wait 300 seconds (5 minutes) before spawning that puppet. If you leave the area within 300 seconds and allow the spawner to deactivate, the puppet will not spawn.
Changes the SPAWN TIMER of Puppets spawned around players, near POIs.
Changes the SPAWN TIMER of Puppets spawned around players, inside buildings.(farmhouses, police stations, and bunkers.)
Changes the SPAWN TIMER of Puppets spawned around players, while not in an interior of a building or around POIs.
“SpawningProbability” Determines weather or not an activated spawner will spawn puppets, in percentage. For example, using default values, if you activate a spawner in a farmhouse, there is only a 30% chance of a puppet actually spawning.
Changes the SPAWN PROBABILITY PERCENTAGE of Puppets spawned around players, near POIs.
Changes the SPAWN PROBABILITY PERCENTAGE of Puppets spawned around players, inside buildings.(farmhouses, police stations, and bunkers.)
These next settings are pretty self explanatory. They change the amount of time, in seconds, that spawners can try and spawn puppets. For example, using default values, if you activate a spawner in a farmhouse and it decides to spawn a puppet, that specific spawner has to wait 900 seconds before it can try to spawn another puppet. The interesting thing is, this timer counts down even if a puppet DID NOT spawn. So, if you were to activate a farmhouse spawner, and the game decides NOT to spawn a puppet, it still has to wait 900 seconds before it can try to spawn one again.
Changes the SPAWNER COOLDOWN TIMER of Puppets spawned around players, near POIs.
Changes the SPAWNER COOLDOWN TIMER of Puppets spawned around players, inside buildings.(farmhouses, police stations, and bunkers.)
These next settings are true/false statements. 1 for true 0 for false.
Allow a player to use the SECTOR Re-spawn option when re-spawning.
Allow a player to use the SHELTER Re-spawn option when re-spawning.
Allow a player to use the SQUADMATE Re-spawn option when re-spawning. However this is redundant on a single player world. (I would actually recommend turning this off for “immersion”)
This setting sets all locked containers in the world to either require lockpicking or not. THIS DOES NOT EFFECT AIR DROPS. AIR DROPS ARE ALWAYS LOCKED.
This setting sets the DAMAGE MULTIPLIER on trapped locks (like in killboxes) for failing a lockpicking attempt.
This setting changes your metabolism rate.
The only reason you would want to change this, is to change your metabolism rate to the same rate as your day length. This would make it so that it would take the same amount of time/days for your stats to change.
This section can get very confusing. If you simply want to change your day length, I suggest changing “TmeOfDaySpeed” to “6” and calling it a day. For those more inclined, hang on to your butts.
This setting changes the world start time the first time you enter the world, per character. The time is set by a 24 hour clock format.
The amount of time it takes for a single day to pass in game.
This is the most confusing part of configuring your single player world. We have to do a little bit of math for this. So just stick with me.
The SCUM day has a default time of 6 hours.
The SCUM default day and night cycle are broken up in a ratio of 2:1.
2 parts day : 1 part night.
To determine a full day length we will make a formula to calculate this. First, you must take the default 6 hours coded into the game and divide it by the TimeOfDaySpeed (Gt for Game Time). This will return our real time day length (Rt for Real Time). This calculation is done in hours. The formula looks something like this.
6 / Gt = Rt
If we were trying to find the day length from default settings (3.84), it would look like this.
6 / Gt = Rt
6 / 3.84 = Rt
1.5625 = Real Time of a SCUM Day Length (in hours)
Now, to take this further, we want to determine how many of those minutes of gameplay are going to be in daylight and in the dark.
First we take the time in hours and change them to minutes. Using the default settings like we did above.
1.5625 hours * 60 minutes = 93.75 real minutes per SCUM day.
Then we take the 2:1 ratio and apply it to the minutes.
A 2:1 ratio has 3 parts. 2+1 = 3.
We devide your real minutes (93.75) by the three parts of the ratio. We do this to find the value of 1 part of the ratio. Then we multiply the single part value by the origional ratio to find night time and day time minutes.
93.75 real minutes / 3 parts of the ratio = 31.25 per part
31.25 per part * 2 (the first factor of the ratio) = 62.5 day time minutes
31.25 per part * 1 (the second factor of the ratio) = 31.25 night time minutes.
Holy hell, we did it. We changed the time of day, and know what it means for the night/day cycle. Lets take what we learned and try to make a single SCUM day last only 30 real minutes long. Here we go.
Remember, we have to do this math in hours, so 30 Minutes = 0.5 hours
6 base hours / Gt = Rt
Here we do some simple algebra magic to return the value of Gt, rather than Rt. I’m not teaching you 4th grade math again, so if you don’t know this you need to take a refresher course.
6 * Rt = Gt
Here we apply the Half hour that we want your SCUM day to be.
6 * 0.5 = Gt
And finally the result.
3 = Gt
To make a Scum day 30 minutes long (or 0.5 of an hour) we set the “TimeOfDaySpeed” to 3.
Lets find the Day and Night Times now.
30 Minutes divided into a 2:1 day night ratio.
30 minutes per day / 3 parts of our ratio = 10 minutes per part
10 minutes per part * 2 = 20 Day Time Minutes
10 minutes per part * 1 = 10 Night Time Minutes
There you go and God speed.
This Setting changes the amount of ambient light at night. -1 for very bright, 0 for default and 1 for pitch black nights. This setting can be changed in decimals. For instance a setting of -0.25 would make the nights a little brighter than default, and 0.25 would make them a little darker.
This is the time, in a 24 hour clock, that the sun completely rises on the horizon.
This is the time, in a 24 hour clock, that the sun will completely sets on the horizon.
Most of these settings describe themselves very well.
The price in Fame Points it requires to use the RANDOM spawn option.
The price in Fame Points it requires to use the SECTOR spawn option.
The price in Fame Points it requires to use the SHELTER spawn option.
The price in Fame Points it requires to use the SQUAD spawn option.
The initial wait time it takes, in seconds, to spawn in on the RANDOM spawn option.
The initial wait time it takes, in seconds, to spawn in on the SECTOR spawn option.
The initial wait time it takes, in seconds, to spawn in on the SHELTER spawn option.
The initial wait time it takes, in seconds, to spawn in on the SQUAD spawn option.
A cooldown time, in seconds, penalty applied to use the RANDOM spawn option.
A cooldown time, in seconds, penalty applied to use the SECTOR spawn option.
A cooldown time, in seconds, penalty applied to use the SHELTER spawn option.
A cooldown time, in seconds, penalty applied to use the SQUAD spawn option.
An amount of time, in seconds, required for the penalty to reset for RANDOM spawn option.
An amount of time, in seconds, required for the penalty to reset for SECTOR spawn option.
An amount of time, in seconds, required for the penalty to reset for SHELTER spawn option.
An amount of time, in seconds, required for the penalty to reset for SQUAD spawn option.
The initial wait time it takes, in seconds, to spawn use the COMMIT SUICIDE option in the game menu.
A cooldown time, in seconds, penalty applied to use the COMMIT SUICIDE option in the game menu.
An amount of time, in seconds, required for the penalty to reset for the COMMIT SUICIDE option in the game menu.
These spawners range from 10% to 60%. A larger number creates a greater chance for loot to spawn, but does not affect loot rarities. To find better quality loot, your character needs a high awareness stat. The max setting for these multipliers is theoretically “100”, meaning 100% loot drops for all spawn chances from 1% to 100% (ceiling).
A multiplier that determines the chance to spawn loot found OUT IN THE OPEN.
A multiplier that determines the chance to spawn loot found BY EXAMINING OBJECTS.
These items work on a multiplier of 30 minutes. So setting the value to 1 will return 30, setting the value to 2 will return 60, setting the value to 0.5 will return 15 etc.
This setting changes the expiration time MULTIPLIER of the item held in memory for an instance of an EXAMINE spot.
This setting changes the expiration time MULTIPLIER of the item spawned WITHIN THE WORLD.
These are very simple. They change the item decay rate for items in the open and not sheltered, and food items no matter where they are, even in chests. These settings are MULTIPLIED. I could not find the default values they are multiplied against however. sorry about that. Set these to 0 to stop decay completely, if you’d like.
As far as i can tell these only apply to air drops for now, but could be timers for other events in the future.
The MINIMUM time between each air drop event, in minutes.
The MAXIMUM time between each air drop event, in minutes.
To create these on a set schedule set them at the same time. For example, setting them both to 30 would send an air drop in your players sector every 30 minutes.
The amount of time, in seconds, it takes for the cargo drop to fall from the sky after the initial warning message.
The amount of time, in seconds, it takes for the air drop to fall from the sky to the ground.
The amount of time, in seconds, the air drop will stay active after hitting the ground. After this time the drop explodes.
The amount of damage done by sentries, MULTIPLIED.
The amount of damage done by zombies, MULTIPLIED
True or false statement 1 for true, 0 for false. This setting tells the game weather or not to restrict player buildings from “restricted build areas” defined by the game.
*Not sure where those areas are though, probably POIs and rivers and stuff you shouldn’t build on.*
True or false statement 1 for true, 0 for false. This will disable base building completely.
A MULTIPLIER that determines the amount of fuel used when driving a vehicle.
A MULTIPLIER that determines the amount of battery power used when starting a vehicle.
A MULTIPLIER that determines the amount of battery power used when using lights, horns, etc. from a vehicle.
A MULTIPLIER that determines the amount of battery power used when the vehicle is off and not running.
A MULTIPLIER that determines the amount of battery power recharged when the vehicle is running and driving.
A MULTIPLIER that determines the amount of battery power recharged when a dynamo is running.
I actually had a hard time figuring out what these vehicles spawns actually do, ever since they took away the max vehicle spawn setting, they only have these individual settings now. so these are basically just guesses, if you have evidence of what these actually change please comment and i’ll make changes where necessary.
The Max amount of PICKUP TRUCKS that can exist in the world, on world creation or reset.
The Max amount of QUADS that can exist in the world, on world creation or reset.
The Max amount of SUVS that can exist in the world, on world creation or reset.
The Max amount of TRACTORS that can exist in the world, on world creation or reset.
The Max amount of WHEELBARROWS that can exist in the world, on world creation or reset.
The Max amount of MOTOR BOATS that can exist in the world, on world creation or reset.
The Max amount of SUPS that can exist in the world, on world creation or reset.
The Max amount of DIRTBIKES that can exist in the world, on world creation or reset.
The Max amount of in game days a vehicle can sit inactive before being deleted from the game.
Time added in seconds on every consecutive failure of the electric door defusal inside a Killbox.
Modification of the gold lock zapper damage inside a Killbox.
This is the same as safe zones. if you really want to shrink the map go ahead, but i see no reason for this in single player.
True or false setting. 1 = true, 0 = false.
Center map X coordinate.
Center map Y coordinate.
Map width setting.
Map height setting.
There are two types of replenishment. Periodic, and Proximity. Here’s what i think they do… Periodic is the replenishment for player made wells, while proximity works when a player enters an area with a well or pump. The game determines at the spawning instance weather or not to fill the pump or well. Then, after an hour resets that change and amount.
Multiplies the amount of water that initially replenishes in player made wells.
Multiplies the max amount of water that replenishes in player made wells.
Multiplies the amount of time that water replenishes in player made wells.
Multiplies the amount of water that water replenishes in player made wells.
Multiplies the chance that water will replenish in wells and pumps etc. in the world.
Multiplies the amount of water that replenishes in wells and pumps etc. in the world.
Multiplies the amount of time it takes for water to replenish in wells and pumps etc. in the world.
The periodic and proximity of gasoline replenishment is a little fuzzy to me, considering there should be no replenishment while your standing around gas stations. so just use the same guide as water. More testing needed, basically. for any more insights comment down below.