
Windrose Server Settings Reference
Every Windrose setting the GameGrid Settings tab shows: what it does, its default, its range, and which file it is written into.
Where Windrose settings live
Open your server panel and click "Settings". Windrose shows 20 settings in six categories — Basic, World, Gameplay, Admin, Security and Network. Each one carries its description, its default and its allowed range or list, and the search box at the top filters across all of them.
The panel writes them into two files for you, so you do not have to know which is which. Settings whose names begin ServerDescription_Persistent go into R5/ServerDescription.json; settings whose names begin WorldDescription go into that world’s own WorldDescription.json, under R5/Saved/SaveProfiles/Default/RocksDB_v2/0.10.0/Worlds/<world id>/.
Every setting listed here is marked as needing a server restart except two — the invite code and Auto Load Latest Backup — so plan on restarting after a settings change.
Seven more fields exist in the files but are deliberately not shown in the panel: the world name, which the game fixes when the world is created, and six the platform owns — the persistent server ID, the P2P proxy address, all three DirectConnection address/port fields, and the multi-instance flag. Editing them by hand in the Files tab is how you break a working server; there is nothing there you need.
Basic
Server Name (ServerDescription_Persistent.ServerName, default empty): the server’s name as Windrose stores it in R5/ServerDescription.json. It is separate from the world’s name, which is fixed when the world is created.
Invite Code (ServerDescription_Persistent.InviteCode): the code players can use to find your server. Allowed characters are 0-9, a-z and A-Z; it must be at least 6 characters and it is case-sensitive. Each server is given its own random 8-character code when it is built. Invite codes are disabled while Use Direct Connection is on.
Max Player Count (ServerDescription_Persistent.MaxPlayerCount, default 8, range 1 to 64): the maximum number of players allowed on the server.
User Selected Region (ServerDescription_Persistent.UserSelectedRegion, default empty): the region for the game’s Connection Service. Leave it empty and the server picks the lowest-latency region itself. The choices are SEA, CIS and EU — EU covers both EU and NA.
World
World Difficulty Preset (WorldDescription.WorldPresetType, default Medium): Easy, Medium, Hard or Custom. The preset sets the world’s individual difficulty values; the game itself moves this to "Custom" if any of them is changed in the world file by other means.
World Island ID (ServerDescription_Persistent.WorldIslandId): which world the server loads. Pick a world the panel has detected from the dropdown, paste a world ID to create a new one, or leave it blank to have a new world ID generated when you save. A restart is required for the change to take effect. This is the setting that resets your world — see How to Reset Your Windrose World.
The world’s own name is set when the world is created and cannot be changed afterwards without creating a new world, which is why the panel does not offer it as an editable field.
Gameplay
These are the world’s individual difficulty values. The panel writes them into the world’s own WorldDescription.json, like the preset, and each one needs a restart.
Combat Difficulty (WorldDescription.CombatDifficulty, default Normal): Easy, Normal or Hard. How difficult boss encounters are, and how aggressive enemies are in general.
Immersive Exploration (WorldDescription.EasyExplore, default off): when on, the map markers that highlight points of interest are switched off, which makes exploration harder.
Shared Co-op Quests (WorldDescription.CoopSharedQuests, default on): when one player completes a co-op quest, it completes for every player who has it active.
Enemy Damage Multiplier (WorldDescription.MobDamageMultiplier, default 1, range 0.2 to 5): how hard enemies hit.
Enemy Health Multiplier (WorldDescription.MobHealthMultiplier, default 1, range 0.2 to 5): how much health enemies have.
Enemy Ship Damage Multiplier (WorldDescription.ShipsDamageMultiplier, default 1, range 0.2 to 2.5): how much damage enemy ships deal.
Enemy Ship Health Multiplier (WorldDescription.ShipsHealthMultiplier, default 1, range 0.4 to 5): how much health enemy ships have.
Boarding Difficulty (WorldDescription.BoardingDifficultyMultiplier, default 1, range 0.2 to 5): how many enemy sailors must be defeated to win a boarding action.
Co-op Stats Correction (WorldDescription.CoopStatsCorrectionModifier, default 1, range 0 to 2): scales enemy health and posture loss to the number of players on the server.
Co-op Ship Stats Correction (WorldDescription.CoopShipStatsCorrectionModifier, default 0, range 0 to 2): scales enemy ship health to the number of players on the server.
The game keeps these values in a different part of WorldDescription.json (under WorldSettings) from the plain keys the panel writes, and we have not yet confirmed on a live server that the game picks up a value set here. After changing one, check it in game once the server has restarted. If it has not taken, set World Difficulty Preset instead, which moves all of them together, and tell support which value it was.
Security
Server Password (ServerDescription_Persistent.Password, default empty): the password required to join. Leave it empty for an open server.
Is Password Protected (ServerDescription_Persistent.IsPasswordProtected, default false): the flag that tells the game the server is password protected. Set the password above and turn this on together — a password with the flag off, or the flag on with no password, is the usual cause of "I set a password and nothing changed".
Network
Use Direct Connection (ServerDescription_Persistent.UseDirectConnection, default false): when on, players join with your server’s address and port and invite codes are switched off. When off, players join with the invite code through the game’s own relay service. The two are mutually exclusive — you pick one.
You cannot change your server’s ports. They are assigned by the platform in a block of 100 and written into R5/ServerDescription.json for you before every start; the address to hand players is on the Overview tab. See Windrose Port Configuration.
Admin
Auto Load Latest Backup (ServerDescription_Persistent.AutoLoadLatestBackupIfHasBroken, default true): if the server finds a broken save file on launch, it tries to restore it from the game’s own backup rather than failing. This is Windrose’s own mechanism and is separate from GameGrid backups — see Windrose Backup and Restore.
What is not on this page
Windrose declares no player-management lists, so the Settings tab has no admins, whitelist or ban list for it. Admin access on a Windrose server is Steam64 IDs on the Windrose Plus tab instead — see How to Become Admin on Your Windrose Server.
Loot rates, XP rates, player stats, combat tuning and swimming mechanics are not Windrose settings at all. They come from Windrose Plus, which adds 127 of its own settings on its own tab. See Windrose Plus Settings Catalog.
Settings history, drift detection and rollback are Customer API features, not panel features. The Settings tab has no undo, so note what you changed or take a backup first.