Holidy X · Self-hosted

Server Settings

Every value Holidy X is currently running, grouped by what it affects. Read straight from the server, not from documentation.

156 settingsCaptured 2026-08-19About Holidy X

World & time

The day/night cycle, the weekly rhythm, and the server restart that closes it.

Day and night actually cycle. on
A full in-game day lasts half an hour. 30 min
A fresh cycle opens at midday. 12:00
The world runs on a seven-day cycle. 7 days
The server restarts when a cycle closes. on
Chance of an aurora appearing. 25

Storms & Coriolis

Sandstorms roll through on a two-hour clock but cannot touch your build. The Coriolis reset — the one that rebuilds the Deep Desert — is switched off entirely.

Sandstorms happen. on
They arrive on their own. on
Auto-spawn is set at config level too. on
One storm cycle, start to start. 2 h
How long a storm blows. 10 min
Warning before it lands. 2 min
Quiet gap between cycles. 5 min
Storms do no damage to anything you built. on
Debris flies during a storm. on
How fast that debris travels. 3000
Storms leave treasure behind. on
Totems stay shorted this long after a storm. 5 min
The Coriolis storm never spawns by itself. off
Even when it runs, it damages nothing. off
Light damage value, unused while damage is off. 5
Heavy damage value, unused while damage is off. 5000
Totem short-circuit after a Coriolis. 5 min
Deep Desert layout is pinned to map 11 every time. 11
No database wipe. The world persists. off

Worms

Standard worms are always out there. The giant needs a crowd and a serious spice haul before it shows up.

Sandworms are out there. on
Worms run from an allow-list of maps. UseAllowList
Danger zones are marked. on
You move at half speed in quicksand. 0.5×
How far a worm senses you. 5,000 uu
Worms keep this far apart. 80,000 uu
Shortest gap between worm spawns. 5 min
No warning when one picks you. off
The giant worm can appear. on
It needs at least four players present. 4
And this much spice pulled before it stirs. 50,000
Then it rests for two hours. 2 h
Three thumpers running enrages a worm. 3
They have to overlap inside this window. 5 min
The rage lasts a minute. 1 min

Building & bases

The most generous part of this server. Twelve active bases per map, no placement restrictions, and repairs at half price.

Twelve on Hagga, twelve in the Deep Desert. 12 / map
Land-claim segments per base. 12
Claim speed uses a custom curve. custom
That curve: twenty for each of ten steps. 10 × 20
No cap on where pieces go. off
You cannot build against a map edge. off
How far back from the border you must stay. Hagga 10 m · DD 100 m
How high you can build. 980 m
How far you can place from where you stand. 40 m
Starting health of a building piece. 3,500
Starting health of a placeable. 400
Decay runs at the normal rate.
Decay cannot take a piece below this. 10%
Repairs cost half. 0.5×
How enclosed a build must be to count as shelter. 0.9
Same test for placeables. 0.65
Structural stabilisation is enforced. on
Ownerless builds get cleaned up. on
Doors shut themselves after ten seconds. 10 s
Near-instant base restore. 1 s
Extensions a backup may hold. 12
Same ceiling for blueprints. 12
How far a restore may snap. 50 m
Where a saved base can be put back. Hagga & Deep Desert

Gathering & spice

Mining is doubled. Everything else about harvesting is left at standard.

Hand mining yields double.
Vehicle mining yields double.
Harvesting other resources is normal.
Nodes take the usual amount of work.
HEM yield is standard.
Nodes appear at the full rate. 1
Spice nodes to resource nodes. 10
How often a spice field primes. 30 s
Share of flour sand that is live. 1
A bloom counts whether or not you saw it. off

Economy

The Exchange takes nothing — no listing fee, no cut. Taxation is switched off.

Listing on the Exchange is free. 0
And no percentage is taken on a sale. 0%
Nothing is taxed. off
Tax cycle length, unused while off. 14 days
Rate that would apply. 11.9
Share of spice taken as tax. 10%
How often it is taken. 1 h
Solari to found a guild. 1,000
Solari to change your appearance. 5,000
What you get back from recycling. 0.25
The floor under vendor demand. 0.05
Most a vendor will take in one go. 40
Vendor stock cycle. 28 days
Range at which vendors respond. 250,000 uu

Progression & loot

No XP boost anywhere. The pace of levelling is the standard one — the generosity on this server is in gathering and building, not the grind.

XP comes at the normal rate.
Progression runs at the normal rate.
Fame comes at the normal rate.
Faction progress locks at tier two. 2
Chests and NPC drops are yours alone. per player
Best quality loot can roll. 5
Hardest difficulty loot scales to. 40
No floor on augment rarity. 0

Combat & crime

Damage is untouched in every direction. PvP is the one place resources pay better.

Players take standard damage.
NPCs take standard damage.
Buildings take standard damage.
Health pools are standard.
Resources pay two and a half times in PvP. 2.5×
How far a duel reaches. 2,500 uu
Score that makes you an outlaw. 5
How long the flag sticks. 2 h
How long a criminal score lingers. 10 min

Survival & inventory

Water is the pressure. During a storm you drink four times as fast.

Thirst is modelled. on
Standard rate of drinking.
Four times the water while a storm blows.
Water you spawn with. 100
How often dew collects again. 12
Addiction is modelled. on
Spice vision is on. on
Starting inventory slots. 35
Starting inventory volume. 225
Carry weight is standard.
Gear wears at the normal rate.
How often wear is recalculated. 1
Picking something up costs no durability. 0
How long filling a container takes. 0.2 s

Vehicles

Ornithopters and ground craft take standard punishment. Worm collisions are real, with a long invulnerability window after you escape one.

Vehicles wear at the normal rate.
Worms can hit vehicles. on
Grace after leaving a worm encounter. 15 min
Grace after a restart. 2 h
Damage taken in quicksand. 10

Clans & contracts

Clan size and per-object permissions are both doubled to 64.

Twice the usual clan roster. 64
Permission entries per building or chest. 64
Clans one player may belong to. 3
Contracts running at once. 10

Encounters & patrols

Random encounters run both around individual players and across the whole server.

Random encounters happen. on
Some spawn near players. on
How close to a player they appear. 500 m
Delay before a player-side encounter. 15 s
Others fire server-wide. on
But they are not forced. off
Delay on server-wide encounters. 1 min
Patrol ships come out in the evening. 18:00
And leave at dawn. 06:00
Odds a spice collector turns on you. 0.00003

Session & reconnect

Almost no grace period — drop out and the world does not wait.

Grace to reconnect. 1 s
Longer grace inside an instance. 61 s
Grace returning from the overmap. 1 s
Respawning across maps drops your items. on
No message of the day is set. empty

What draws a worm

Every action carries a threat weight. Raising a shield is worth more than everything else on this list put together — twenty-five times a walk.

Raising a shield 500
Crossing drum sand 200
Suspensor use 200
Dashing 90
Hyper-sprinting 90
Running 20
Sprinting 20
Walking 15
Crouching 15
Picking up spice 10
Spice coalescing 10
Picking up flour sand 10
Flour sand coalescing 10

These are relative weights, not seconds or metres. Spice and flour-sand handling barely register; movement is mild until you dash or hypersprint; shields are in a class of their own.

A dot marks a tuned setting — a multiplier away from 1×, a fee at zero, or a switch deliberately thrown. These are flagged from the values themselves, not from a comparison against Funcom's defaults, which aren't published anywhere we can read. Distances in engine units (uu) are shown raw where the setting name doesn't state its unit; 1 uu is conventionally 1 cm.