The Isle Server Settings Explained: Every Key Game.ini Option
Game.ini decides how fast dinosaurs grow, how much food the map provides, when migrations pull players together and who can join. Here is what each important The Isle: Evrima setting does in plain English, the default, what changing it means for your players, and the traps that make settings silently reset.
Gameplay and server behaviour live under TIGameSession. Admins, whitelist, VIPs and playable species live under TIGameStateBase. Put a key in the wrong section and the server silently ignores it.
Password and whitelist each need both parts enabled. A password string without bServerPassword=true does nothing, and whitelist on with an empty list locks everyone out.
GrowthMultiplier is the first rule players feel. It changes the value of survival, the sting of death and how quickly a population recovers after busy periods.
RCON is useful for AI, migrations, whitelist, global chat, playables and growth while players are online. If you do not also save the same choice in Game.ini or the panel, restart rolls it back.
Where Game.ini lives and how to edit it safely
On Linux hosts, Game.ini is usually at TheIsle/Saved/Config/LinuxServer/Game.ini. On Windows it is TheIsle/Saved/Config/WindowsServer/Game.ini. The server must be started once before these files exist, so let it boot, then stop it and begin editing.
The file has two important sections. [/Script/TheIsle.TIGameSession] is for gameplay and server keys such as growth, AI, weather, queue and RCON. [/Script/TheIsle.TIGameStateBase] is for repeated list-style keys such as AdminsSteamIDs, WhitelistIDs, VIPs and AllowedClasses. Keys in the wrong section are silently ignored, and a broken section header means the server falls back to defaults.
Engine.ini is separate. It holds the [EpicOnlineServices] block with DedicatedServerClientId and DedicatedServerClientSecret. Leave that alone unless it is missing, because without it the server will not register with Epic Online Services and may not appear in the browser at all.
- Start the server once so it generates the config.
- Stop the server before editing. It keeps config in memory and rewrites Game.ini on shutdown, which overwrites edits made while it is running.
- Change panel-owned fields in the panel, not only in the file. Some panels write server name, player count, humans, queue, password and RCON fields into Game.ini at every start.
- Keep your own copy after updates. Patches can reset or replace Game.ini.
- For repeated keys, use one line per entry:
AllowedClasses,AdminsSteamIDs,WhitelistIDs,VIPsandDisallowedAIClasses.
This flow is the part most guides skip, and it explains why “the setting looked right in the file” often still ends with default behaviour on the live server.
[/Script/TheIsle.TIGameSession] ServerName=Gateway Community GrowthMultiplier=2 bSpawnAI=true [/Script/TheIsle.TIGameStateBase] AdminsSteamIDs=YourSteamID64 WhitelistIDs=YourSteamID64 AllowedClasses=Tyrannosaurus
Identity and access settings players notice first
These keys decide how the server appears in the browser, who can enter, how full servers behave, and how you administer it. For MaxPlayerCount, treat the browser number as a promise to players: if the hardware and plan cannot hold it cleanly, reduce it. For sizing, use The Isle server requirements and RAM guide alongside your gameplay goals.
| Setting | Default | What it does | Watch out for |
|---|---|---|---|
ServerName | — | Name shown in the server browser. Put region and ruleset in it so players know what they are joining. | Some panels overwrite this at boot. Change it in the panel if your edits keep reverting. |
MapName | Gateway | Sets the map. Evrima currently uses Gateway. | Do not chase old map names from outdated guides. |
MaxPlayerCount | 100 | Browser slot count and join limit. | Community guidance generally avoids going above 100. Raising it increases pressure on the server and queue. |
Discord | — | Invite shown in game so players can find rules, tickets and announcements. | Keep it current or it becomes noise in the browser listing. |
bServerPassword + ServerPassword | false | Turns the server into password-only access. | ServerPassword alone does nothing. You need the boolean and the password text. |
bServerWhitelist + WhitelistIDs | false | Allows only listed SteamID64 entries to join. | Whitelist on with an empty list means nobody can join, including you. |
bQueueEnabled + QueuePort | 10000 template | Lets players wait when the server is full instead of being rejected immediately. | The queue also uses timeout keys. Tight values drop slow clients sooner; loose values hold dead slots longer. |
VIPs under TIGameStateBase | — | SteamID64 entries that skip the queue when the server is full. | One line per ID. Changes normally need a restart. |
AdminsSteamIDs under TIGameStateBase | — | Defines who is recognised as an admin for Evrima RCON control. | Use SteamID64, one per line. Old guides using ServerAdmins are outdated. |
bRconEnabled + RconPassword + RconPort | false; 8888 template | Enables remote admin commands over Evrima’s own RCON protocol. | There is no in-game admin console in Evrima. Source RCON tools do not work here. |
bEnableGlobalChat | false | Turns global text chat on or off. | On makes support easier, but it also changes the social feel and reduces local uncertainty. |
The queue tuning keys in the standard template are QueueJoinTimeoutSeconds=30, QueueHeartbeatIntervalSeconds=8, QueueHeartbeatTimeoutSeconds=5 and QueueHeartbeatMaxMisses=2. They control how the queue decides a waiting client is still there. Change them only when you are fixing queue behaviour itself, because the trade-off is simple: stricter values clear stale clients faster, looser values are kinder to unstable connections but keep ghost spots for longer.
Growth and survival rules: the settings players judge you on
GrowthMultiplier is the rule most players feel within minutes, even if they never read your description. It sets the time cost of every life. Low growth makes survival meaningful and death expensive. High growth shortens the juvenile stage, speeds recovery after losses, and makes players more willing to take risks because getting back to adulthood costs less time.
The default is 1. At 2, growth is twice as fast, which means time to adult is effectively halved. The maths stays simple: at 3 growth takes about a third of the default time (about 33%), at 5 a fifth (20%), at 10 a tenth (10%) and at 20 a twentieth (5%). That is why this setting shapes mood so strongly: it affects nesting value, fight frequency, rage after death, and how quickly empty species rosters refill.
- Semi-realism / realism:
0.5-1 - Standard community:
1-2 - Casual / high-traffic:
2-5 - Event servers:
10-20
2-3 is the most common community territory because it respects the survival loop without asking for a very long commitment from every new player. Very high values are a known danger zone. Community-maintained defaults warn that extreme settings can break growth, and the sensible ceiling is no higher than 20.
Change growth at a wipe and announce it. Mid-cycle changes create a fairness problem: players who already spent the time under the old rate will feel punished, while later arrivals get a cheaper route to the same adult animals.
Related survival switches
bEnableDiets=truekeeps the diet system active. Leave it on if you want the intended food loop and its buffs; turn it off only if you want a flatter, simpler survival rule set.bEnableMutations=truekeeps the mutation system available. It adds build variation; turning it off makes the server more predictable but less distinct from life to life.bEnableHumans=falseleaves playable humans off. Turning it on adds a playable human mode next to the dinosaurs, which changes what the server is about, so treat it as a ruleset choice and say so in the server name or Discord.
Food and the ecosystem: AI, plants and corpse decay
This group controls how reliable food is when players are not providing it themselves. That matters most to carnivores at quiet times. If you remove too much AI support, the ecosystem stops feeling lean and starts feeling empty.
| Setting | Default | What it changes for players | Trade-off |
|---|---|---|---|
bSpawnAI | true | Enables AI critters that act as fallback carnivore food. | If you turn it off, carnivores depend on other players and existing corpses. That makes low-population hours much harsher. |
AIDensity | 1 | Controls how much AI food support exists, from 0 to 2. | Lower values create scarcity and more roaming. Higher values make survival steadier and death easier to recover from. 0.5 is a light setting. |
AISpawnInterval | 40 seconds | Time between spawn checks. | Shorter checks refill gaps sooner; longer checks create longer dry spells between AI opportunities. |
DisallowedAIClasses | — | Blocks specific AI species from spawning. | Useful when one AI type does not fit your rules. Better than turning all AI off. |
bSpawnPlants + PlantSpawnMultiplier | true; 1 | Controls herbivore plant food and how plentiful it feels. | More plants smooth out herbivore survival; fewer plants force more travel and more food route competition. |
CorpseDecayMultiplier | 1 | Controls how long corpses stay available. | Lower values mean faster decay. That reduces clutter and scavenging time, but it also removes backup food sooner. |
Turning AI off altogether is rarely the right first step. For gameplay, it removes the safety net that keeps young carnivores moving through the map instead of stalling out. If AI feels too generous, cut AIDensity to 0.5 before using bSpawnAI=false.
AI density and spawn checks are also the biggest AI-side cost to main-thread CPU time and memory use. For the full tuning path, use our guide to reducing The Isle server lag rather than trying to solve performance here by gutting the food web.
Migrations and patrol zones
Migrations are the map’s traffic controller. They decide how often the server gives species a reason to gather elsewhere, and how long those reasons stay active. Longer timers make migrations easier to catch and complete. Shorter timers make the world feel more urgent and push more missed connections, which can be good for conflict but bad for casual groups trying to follow the system.
| Setting | Default | Hours | Player-facing effect |
|---|---|---|---|
bEnableMigration | true | — | Master switch for migration behaviour. Leaving it on keeps species movement as part of the server’s rhythm. |
MaxMigrationTime | 5400 seconds | 1.5 hours | How long migration zones last. Shorter windows tighten the rush; longer windows let slower groups participate. |
SpeciesMigrationTime | 10800 seconds | 3 hours | Maximum time a species migration zone stays active. This affects how often species objectives shift. |
bEnableMassMigration | true | — | Adds large map-wide movement moments. Good for creating obvious hotspots and server-wide focus. |
MassMigrationTime | 43200 seconds | 12 hours | How often a new mass migration is set. |
MassMigrationDisableTime | 7200 seconds | 2 hours | How long a mass migration stays active once set. |
bEnablePatrolZones | true | — | Keeps carnivore AI patrol zones active, which affects where some AI activity is felt. |
If you want to simplify the world without flattening it completely, turn off mass migration first and leave normal migration on. That keeps directional play without the larger pulses that can pull too many players into the same place at once.
Day, night and weather
The default day and night lengths are 45 minutes of day and 20 minutes of night, for a full real-time cycle of 65 minutes. That is a practical baseline because players see both light states in one regular session, but neither one dominates the whole evening.
Raising day length gives more time for travel, nesting, social organisation and long overland movement before visibility drops. Raising night length does the opposite: it puts more emphasis on cautious movement, ambush, listening and species that handle darkness well. There is no universally correct ratio; the right answer depends on whether you want the map to feel readable or threatening.
bServerDynamicWeather=true enables dynamic weather. With MinWeatherVariationInterval=600 and MaxWeatherVariationInterval=900, weather shifts every 10 to 15 minutes. That does not just change scenery. It changes visibility, route confidence and the timing of hunts and nesting runs, so predictable weather feels calmer while dynamic weather makes the same route feel different across one play session.
Spawning and the playable species roster
bUseRegionSpawning=false means players do not choose a spawn region at character select. Turning region spawning on makes joining friends easier and gives players more control over their opening route, but it also encourages stacking in favourite regions. If you want region choice without constant reuse of the same area, pair it with bUseRegionSpawnCooldown and RegionSpawnCooldownTimeSeconds.
AllowedClasses is the playable roster, and it lives under TIGameStateBase. Use one line per species. The class names are case-sensitive and must match the shipped file exactly. If a name is invalid, it is ignored. If you remove a line, you remove that species from character selection.
DisallowedAIClasses is different. It only blocks AI spawns and belongs to the ecosystem side of the config, not the playable roster. That means blocking Boar or Goat as AI does not affect what players can pick.
[/Script/TheIsle.TIGameStateBase] AllowedClasses=Tyrannosaurus AllowedClasses=Stegosaurus AllowedClasses=Kentrosaurus AllowedClasses=Omniraptor [/Script/TheIsle.TIGameSession] DisallowedAIClasses=Boar DisallowedAIClasses=Goat
When the game updates and the roster changes, copy names from the current shipped file rather than from an old forum post. That one habit prevents a lot of “missing species” confusion.
What can change live over RCON, and what still needs a restart
RCON is for live control while the server is running. It is useful when you want to test a gameplay change with players online instead of restarting into guesswork. The important catch is that live changes last only until restart or config reload unless you also write the same choice into Game.ini or the host panel afterwards.
Evrima’s RCON commands are case-sensitive and can change between updates. Common live commands include aidensity, toggleai, disableaiclasses, wipecorpses, togglemigrations, getplayables, updateplayables, toggleglobalchat, togglewhitelist, addwhitelist, removewhitelist, announce, save, setgrowthmultiplier and togglegrowthmultiplier.
| Setting | Live over RCON | Game.ini or panel |
|---|---|---|
| Growth multiplier | Yes | Yes |
| AI on/off and AI density | Yes | Yes |
| Blocked AI species | Yes | Yes |
| Playable species | Yes | Yes |
| Migrations on/off | Yes | Yes |
| Global chat and whitelist | Yes | Yes |
| Day and night length | No | Yes |
| Corpse decay, plants, diets, mutations | No | Yes |
| Admins and VIPs | No | Yes |
| What you want to change | Live command | Also set in Game.ini |
|---|---|---|
| AI density | aidensity 0.5 | AIDensity=0.5 |
| AI on or off | toggleai | bSpawnAI=true or false |
| Block specific AI species | disableaiclasses Deer,Goat | One DisallowedAIClasses=... line per class |
| Wipe existing corpses | wipecorpses | No file change; this is a one-off action |
| Migrations on or off | togglemigrations | bEnableMigration=true or false, plus any timer choices |
| Playable species | getplayables / updateplayables Carnotaurus:enabled,Stegosaurus:disabled | AllowedClasses lines under TIGameStateBase |
| Global chat | toggleglobalchat | bEnableGlobalChat=true or false |
| Whitelist | togglewhitelist, addwhitelist, removewhitelist | bServerWhitelist and WhitelistIDs under TIGameStateBase |
| Growth multiplier | setgrowthmultiplier 2.0 or togglegrowthmultiplier | GrowthMultiplier=2 |
| Server announcement | announce | No file change; this is a live message only |
Many other settings still belong to restart territory. Admins and VIPs need a restart. Day and night length, corpse decay, AI spawn interval, plants, region spawning, diets, mutations and queue settings are usually next-start changes. Some panels can push a few extras live, but do not rely on that convenience unless your provider explicitly supports it.
Starting values by server style
These are sensible starting points, not hard rules. The safest approach is to begin close to a known style, then change one cluster at a time so player feedback is actually about that change and not three others made on the same day.
| Server style | GrowthMultiplier | AIDensity | Migrations | Other notes |
|---|---|---|---|---|
| Friends / private | 1-2 | 1 | Off or on | Use 2 if your group plays in short sessions. Password is usually cleaner than a full whitelist for very small groups. |
| Standard community | 2-3 | 1 | On | Close to what most players expect. Keep diets and mutations on unless your ruleset is deliberately simpler. |
| Semi-realism / realism | 0.5-1 | 1 | On | Longer growth makes survival and territory matter more. Avoid changing growth mid-cycle. |
| Casual / high-traffic | 2-5 | 1 or lower | On | Constant player contact means players supply much of the food and conflict. At 100+ slots, 0.5 is the usual AI ceiling. |
| Event | 10-20 | 0.5-1 | Your choice | Use high growth as a temporary event rule, not a normal baseline. Extreme values should still stay no higher than 20. |
If you are still choosing a host, prioritise full Game.ini access, proper Evrima RCON support, scheduled restarts, backups, and a London location if most of your players are in the UK or nearby Europe. A tidy control panel is helpful, but less important than being able to see exactly what the panel writes into your config at boot.
If your panel hides Game.ini, rewrites fields without telling you, or does not support Evrima’s RCON properly, server management becomes harder than it needs to be. Compare features first, then tune the ruleset.
Compare the best The Isle server hostsTroubleshooting common Game.ini problems
| Symptom | Likely cause | First fix |
|---|---|---|
| Changes vanish after restart | You edited while the server was running, or the host panel rewrote the same fields at boot. | Stop the server before editing, then move panel-managed fields to the panel itself and keep a clean copy of Game.ini. |
| Admins not recognised | AdminsSteamIDs is in the wrong section, the SteamID is not 64-bit, or you used the old ServerAdmins key. | Put one SteamID64 per line under [/Script/TheIsle.TIGameStateBase] and restart. |
| Password not enforced | ServerPassword was set but bServerPassword stayed false, or the panel overwrote it. | Enable bServerPassword=true and set the password in the same place your panel expects. |
| Nobody can join after whitelist | bServerWhitelist=true with an empty or wrong WhitelistIDs list. | Add your own SteamID64 first under TIGameStateBase, then enable the whitelist. |
| Species missing from selection | An AllowedClasses line was removed, misspelt or placed in the wrong section. | Copy the exact current class name from the shipped file, use one line per class, and keep it under TIGameStateBase. |
| Server not in browser | The [EpicOnlineServices] block in Engine.ini is missing or broken. | Validate or reinstall the server files (or ask your host) so the block is restored, then leave Engine.ini alone. |
| Growth stopped working after raising multiplier | The value was pushed too high. | Bring GrowthMultiplier back to a sensible range and keep it no higher than 20; for community play, 2-3 is the usual safer territory. |
| RCON tool connects but commands fail | You are using a non-Evrima client, command case is wrong, or your admin ID is not listed. | Use an Evrima-compatible RCON tool, match command case exactly, confirm AdminsSteamIDs, and restart if you just added admin access. |
The Isle server FAQ
Where is the Game.ini file on a The Isle server?
On Linux hosts it is usually TheIsle/Saved/Config/LinuxServer/Game.ini, and on Windows it is TheIsle/Saved/Config/WindowsServer/Game.ini. The server needs to run once before the file exists. After that, stop the server before you edit it or your changes can be overwritten on shutdown.
Why do my The Isle server settings keep resetting?
The usual causes are editing while the server is live, or changing a field that your host panel rewrites every time the server starts. Updates can also replace or reset Game.ini. The fix is to stop-edit-start, use the panel for panel-owned fields, and keep your own backup copy after updates.
What is a good GrowthMultiplier for a The Isle server?
For standard community play, 2-3 is the most common starting point because it speeds growth without removing the survival loop. Realism servers tend to stay around 0.5-1, casual and high-traffic servers around 2-5, and events around 10-20. Avoid changing it mid-cycle if you can, because players judge fairness on time invested.
How do I add admins to a The Isle Evrima server?
Add one AdminsSteamIDs=YourSteamID64 line per admin under [/Script/TheIsle.TIGameStateBase]. Restart afterwards so the running server reads the updated list. Do not use the old ServerAdmins format from old guides, because Evrima expects AdminsSteamIDs.
Can I change The Isle server settings without restarting?
Some of them, yes. AI, growth, global chat, whitelist, migrations and playable species can be changed live with RCON, but those changes disappear at restart unless you also mirror them into Game.ini or the panel. Many other settings, including admins and VIPs, still need a restart to become reliable.
More The Isle server guides
Compare hosts, size your server or fix lag on a live server.
The Isle updates and host panels change over time. If your provider’s current panel behaviour differs from an older guide, trust the current panel documentation for that host and then keep Game.ini as your clean reference copy.