Every setting below lives on the same single OptionSettings=(...) line in PalWorldSettings.ini. You can't paste a whole block over that line without wiping out your server name and passwords, so instead: find each key name below inside your existing line and swap in the new value. Server must be fully stopped before editing, or changes won't save. See our complete settings guide for the full field list.
World & Item Load
Fewer things for the server to simulate on the ground and in the wild.
PalSpawnNumRate— fewer wild Pals to track. Default1.0, try0.8on a busy server.PhysicsActiveDropItemMaxNum— caps items with active physics simulation, the most expensive kind of dropped item. Default500, try250. This one's easy to miss since it's separate from the total item count below, but it's a sharper lever than trimming the total.DropItemMaxNum— total items allowed on the ground server-wide. MintServers already ships this lower than the game's own default of 3000. Default1500, only worth dropping further (to800–1000) if items are still piling up.
Base & Guild Load
Working Pals and buildings are simulated even when nobody's home, so this adds up across a whole server.
BaseCampWorkerMaxNum— the single biggest lever here. Every working Pal slot, across every base, runs constantly. Default15, try10.MaxBuildingLimitNum— per-player structure cap. Default0(unlimited). On a public server, an uncapped mega-build can drag everyone else down. Try3000.MaxGuildsPerFrame— how many guilds get processed per server tick. Default10. Only worth raising if you're running dozens of small guilds and seeing guild-related stutter; leave it alone otherwise.
BuildObjectDeteriorationDamageRate at its default of 1.0 or higher, and never drop it below 0.1. It controls how fast abandoned bases decay — setting it too low (or 0, to disable decay entirely) means every abandoned base stays loaded forever, which is the opposite of what you want.
Network Sync
Controls how much the server has to send to each connected player, every tick.
ServerReplicatePawnCullDistance— the range at which Pals sync to nearby players. MintServers already ships this below the game's own default of 15000. Default10000, drop to5000(the minimum) on a struggling server.
Saves & Restarts
Two habits that matter more than any single setting.
AutoSaveSpan— seconds between auto-saves, each one a brief CPU spike. Default30. Raising it to120–180smooths that out, at the cost of losing a bit more progress if the server ever crashes between saves.- Restart daily. Memory usage creeps up the longer a server runs. Set it up once in the Schedules tab for a quiet hour, and pair it with a
/Broadcastwarning if you're online to send one.
Troubleshooting By Symptom
What you're actually seeing points to a different fix than just "lag" — here's how to tell them apart.
Only one or two players are laggy, everyone else is fine:That's their connection, not your server. Have them try a wired connection, run a speed test, and check what else on their network is using bandwidth.Everyone gets stutter or delayed actions, not just high ping:This is usually the server struggling to process the world fast enough to send timely updates, not a bandwidth problem. Work through World & Item Load and Base & Guild Load above first.Pals or players rubber-band or appear to teleport short distances:A sync issue, typicallyServerReplicatePawnCullDistanceset too high for your current player count and load. Lower it further than the Network Sync section suggests.Lag spikes at a regular, predictable interval:That's almost always an auto-save. RaiseAutoSaveSpanas covered in Saves & Restarts.Ping is high for everyone, even right after a fresh restart with few players online:This points to an actual network issue rather than server load — routing, bandwidth, or something affecting your specific IP. This one isn't a settings fix; open a support ticket and our team can check the connection itself.Performance was fine, then dropped suddenly after no config changes:Check whether a mod update, a game update, or a sudden jump in player count lines up with when it started — that'll usually point to the cause faster than re-tuning settings that were already working.
If You're Still Struggling
Settings only go so far — a heavily built-up world with a full player count will eventually hit a wall no config can move, since a large share of Palworld's simulation runs on a single CPU thread. At that point, the honest next steps are trimming what the world has to simulate further (the settings above), or upgrading to a plan with more resources from your MintServers billing area.
Not sure whether your lag is settings, world size, or resources? No worries! Just open a support ticket and our team will be happy to take a look at your server's usage.