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. | 1× |
| 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. | 2× |
| Vehicle mining yields double. | 2× |
| Harvesting other resources is normal. | 1× |
| Nodes take the usual amount of work. | 1× |
| HEM yield is standard. | 1× |
| 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. | 1× |
| Progression runs at the normal rate. | 1× |
| Fame comes at the normal rate. | 1× |
| 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. | 1× |
| NPCs take standard damage. | 1× |
| Buildings take standard damage. | 1× |
| Health pools are standard. | 1× |
| 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. | 1× |
| Four times the water while a storm blows. | 4× |
| 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. | 1× |
| Gear wears at the normal rate. | 1× |
| 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. | 1× |
| 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.
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.
Nothing matches that filter.
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.