<propertyname="ServerName"value="[DBZ] 7d2d dedicated server 24/7"/><!-- Whatever you want the name of the server to be. -->
<propertyname="ServerDescription"value="A 7 Days to Die server"/><!-- Whatever you want the server description to be, will be shown in the server browser. -->
<propertyname="ServerWebsiteURL"value=""/><!-- Website URL for the server, will be shown in the serverbrowser as a clickable link -->
<propertyname="ServerPassword"value=""/><!-- Password to gain entry to the server -->
<propertyname="ServerLoginConfirmationText"value=""/><!-- 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 -->
<!-- Networking -->
<propertyname="ServerPort"value="26900"/><!-- Port you want the server to listen on. -->
<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. -->
<propertyname="ServerDisabledNetworkProtocols"value=""/><!-- 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 -->
<propertyname="ServerMaxWorldTransferSpeedKiBs"value="512"/><!-- 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 -->
<propertyname="ServerReservedSlotsPermission"value="100"/><!-- Required permission level to use reserved slots above -->
<propertyname="ServerAdminSlots"value="0"/><!-- This many admins can still join even if the server has reached MaxPlayerCount -->
<propertyname="ServerAdminSlotsPermission"value="0"/><!-- Required permission level to use the admin slots above -->
<!-- Admin interfaces -->
<propertyname="ControlPanelEnabled"value="false"/><!-- Enable/Disable the web control panel -->
<propertyname="ControlPanelPort"value="8080"/><!-- Port of the control panel webpage -->
<propertyname="ControlPanelPassword"value="fmn312"/><!-- Password to gain entry to the control panel -->
<propertyname="TelnetEnabled"value="true"/><!-- Enable/Disable the telnet -->
<propertyname="TelnetPort"value="8081"/><!-- Port of the telnet server -->
<propertyname="TelnetPassword"value="fmn312"/><!-- Password to gain entry to telnet interface. If no password is set the server will only listen on the local loopback interface -->
<propertyname="TelnetFailedLoginLimit"value="10"/><!-- After this many wrong passwords from a single remote client the client will be blocked from connecting to the Telnet interface -->
<propertyname="TelnetFailedLoginsBlocktime"value="10"/><!-- How long will the block persist (in seconds) -->
<propertyname="TerminalWindowEnabled"value="true"/><!-- Show a terminal window for log output / command input (Windows only) -->
<!-- Folder and file locations -->
<propertyname="AdminFileName"value="serveradmin.xml"/><!-- Server admin file name. Path relative to the SaveGameFolder -->
<propertyname="UserDataFolder"value="/valve/game/worlddata"/><!-- Use this to override where the server stores all generated data, including RWG generated worlds. Do not forget to uncomment the entry! -->
<propertyname="SaveGameFolder"value="/valve/game/worldsave"/><!-- Use this to only override the save game path. Do not forget to uncomment the entry! -->
<propertyname="HideCommandExecutionLog"value="0"/><!-- Hide logging of command execution. 0 = show everything, 1 = hide only from Telnet/ControlPanel, 2 = also hide from remote game clients, 3 = hide everything -->
<propertyname="MaxUncoveredMapChunksPerPlayer"value="131072"/><!-- 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 -->
<propertyname="PersistentPlayerProfiles"value="false"/><!-- 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="asdf"/><!-- 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="4096"/><!-- 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 between 2048 and 16384, though large map sizes will take long to generate / download / load -->
<propertyname="GameName"value="dbz-7d2d-dedicated"/><!-- 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 -->
<propertyname="BedrollDeadZoneSize"value="25"/><!-- 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="120"/><!-- Number of days a bedroll stays active after owner was last online -->
<!-- Performance related -->
<propertyname="MaxSpawnedZombies"value="60"/><!-- Making this number too large (more than about 80) may cause servers to run at poor framerates which will effect lag and play quality for clients. -->
<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. -->
<propertyname="ServerMaxAllowedViewDistance"value="12"/><!-- Max viewdistance a client may request (6 - 12). High impact on memory usage and performance. -->
<propertyname="BloodMoonFrequency"value="0"/><!-- 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"/><!-- The number of zombies spawned during blood moons per player. -->
<!-- Loot -->
<propertyname="LootAbundance"value="150"/><!-- 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. -->
<propertyname="LandClaimCount"value="1"/><!-- Maximum allowed land claims per player. -->
<propertyname="LandClaimSize"value="41"/><!-- Size in blocks that is protected by a keystone -->
<propertyname="LandClaimDeadZone"value="365"/><!-- Keystones must be this many blocks apart (unless you are friends with the other player) -->
<propertyname="LandClaimExpiryTime"value="30"/><!-- The number of days a player can be offline before their claims expire and are no longer protected -->
<propertyname="LandClaimDecayMode"value="0"/><!-- Controls how offline players land claims decay. All claims have full protection for the first 24hrs. 0=Linear, 1=Exponential, 2=Full protection until claim is expired. -->
<propertyname="LandClaimOnlineDurabilityModifier"value="50"/><!-- 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 -->
<propertyname="LandClaimOfflineDurabilityModifier"value="1000"/><!-- 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 -->
<!-- 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.