HumanitZ City Map on a Dedicated Server: What to Configure
A HumanitZ dedicated server runs a single world. REF_GameServerSettings.ini, the settings reference the developers ship with the server, has no map or level key, so there is nothing to switch: the towns and the countryside are parts of the same map every player joins. Checked against the 1.1A build of 20 October 2026. There is no separate city expansion and no ServerMap setting.
🗺️ One Map
The 1.0 release in February 2026 reworked the world map and needed a new save. Every server since then runs that map, and 1.1 updated it without requiring a wipe.
🧟 Dense Areas Cost More
Towns hold more buildings, props and AI in a small space, so the server works hardest when players gather there. The AI population settings are the lever.
What 1.1 Changed on the Map
- Zombie, bandit, animal, vehicle and world asset geometry was reduced to improve performance.
- No-build zones were added to the Lab Bunker and the Power Substation, which applies on servers with
NoBuildZone=true. - Reported map, terrain and spawner issues were fixed, along with guard towers that left items behind after damage and caused server instability.
Saves carry over to 1.1, but the developers recommend a full wipe to pick up the server-side changes. See the update checklist before you do one.
Spawn Distance in Built-Up Areas
The server divides the map into grids and spawns what is in a grid cell when someone is inside it. MapSeg0 holds objects that must appear from far away, such as houses; MapSeg1 holds broken cars and similar props. The number is the grid size, so MapSeg0=12 divides the map into a 12 by 12 grid.
[World Settings]
MapSeg0=12
MapSeg1=20
MapSeg2=60
The developers' advice is to leave these values alone unless you are trading spawn distance for performance. Older configs that write Seg0 to Seg2 use names the current server does not read.
AI Density Where Players Gather
[World Settings]
; 2 = twice as many, 0.5 = half as many.
ZombieAmountMulti=1
HumanAmountMulti=1
ZombieDogMulti=1
; Minutes before each population respawns. 0 disables respawning.
ZombieRespawnTimer=90
HumanRespawnTimer=90
If a busy server lags when the group moves into a town, lower ZombieAmountMulti and HumanAmountMulti a step at a time, or test a value live with the RCON commands overridezeekmulti and overridebanditmulti before writing it into the file. The performance guide covers each lever, including the memory an empty 1.1 server used on our test node.
Finding Your Way
For the layout of the towns and the points of interest, see the map guide and the map and navigation reference.
Wiping for a fresh start: stop the server, back up the Saved folder, then remove the save. The server creates a new world on the next start. Saves live in HumanitZServer/Saved/SaveGames.
Professional Hosting
On Supercraft the population multipliers and respawn timers are fields in the server's configuration screen, and the file manager's Saves folder gives you the world files for a backup or a wipe. Host your HumanitZ server with Supercraft on NVMe storage.