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To change enemy difficulty on an Abiotic Factor dedicated server, stop the server, back up the world, edit that world’s SandboxSettings.ini, set GameDifficulty and any enemy multipliers you need, then save the file and restart the server. A managed host may expose the same settings in its control panel instead of requiring direct file editing.

The important caution is that both the file path and the behavior of edits on an existing world vary between setups. Confirm which configuration file your server actually loads, and test on a copy of the save before making a permanent change.

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What controls enemy difficulty?

Abiotic Factor server difficulty is controlled through sandbox settings. The main switch is GameDifficulty; separate multipliers control spawning, enemy health, damage to players, damage to deployables, and detection speed. You can therefore raise or lower one aspect of combat without necessarily changing every other part of the game.

Most configuration references use these difficulty values:

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GameDifficulty Difficulty
1 Normal
2 Hard
3 Apocalyptic

A community settings reference shows GameDifficulty=1 as the default. One hosting guide instead lists 0 as Normal, 1 as Hard, and 2 as Apocalyptic. That mapping conflicts with the majority of references, so do not assume the outlier is correct for your installation. If the selected value does not produce the expected difficulty, stop the server and verify the mapping against the behavior you observe before changing more settings.

HardcoreMode is separate from ordinary difficulty selection. The community wiki describes it as forcing Apocalyptic difficulty and allowing only one life. Treat it as a mode change, not as another ordinary difficulty number.

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Before editing: stop the server and make a backup

Shut down cleanly

Stop the dedicated server completely before opening the configuration file. Do not edit while the process is running: the server can keep the file open, overwrite your change during shutdown, or leave the world in an inconsistent state. Wait until the host panel reports that the service is stopped or the server process has exited.

Copy the world save

Make a separate copy of the complete world directory, not just the text file. Store the copy outside the live save location and label it with the date and the original settings. Configuration behavior on worlds that already exist is not consistently documented; some references say settings are stored in save data when a world is created. A backup gives you a way to return to the previous state if the server fails to load or the resulting gameplay is not what you intended.

Record the current values

Before changing anything, copy the existing GameDifficulty, enemy multipliers, and any HardcoreMode line into a notes file. This makes a one-setting experiment reversible even when your host does not provide versioned backups.

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Find the correct SandboxSettings.ini file

The path depends on the server build, operating system, host layout, and possibly the world name. A 2026 configuration guide lists the per-world location as:

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AbioticFactor/Saved/SaveGames/Server/Worlds/<WorldName>/SandboxSettings.ini

Other hosting guides list this Windows Server path instead:

AbioticFactorSavedConfigWindowsServerSandboxSettings.ini

The second path has not been independently confirmed against every server installation. Do not create a new file in one location merely because a guide lists it. First determine which file the running server reads.

Ways to identify the active file

  • Use the host’s file manager and look for a SandboxSettings.ini inside the world’s save directory.
  • If the panel has separate configuration and world tabs, inspect both locations and compare modification dates after a controlled change.
  • Search the server’s Saved directory for every file with that name, then use the path associated with the active world rather than an old backup or a different instance.
  • Check the startup command or host documentation for an alternate configuration location. A -SandboxIniPath launch parameter is mentioned by one guide only, so treat it as an installation-specific possibility rather than a universal requirement.

If more than one candidate exists, make a harmless, documented change on a backup copy, restart, and verify whether the game reflects it. Never edit several copies at once; that makes it impossible to tell which file was effective.

Open the file and preserve its structure

Open the active file with a plain-text editor. Avoid a word processor that can add formatting or change quotation marks. The file should begin with the section header:

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[SandboxSettings]

Keep that header exactly as written. Add or edit settings beneath it, using one key-value pair per line and no extra punctuation. A minimal example is:

[SandboxSettings]
GameDifficulty=2
EnemySpawnRate=1.0
EnemyHealthMultiplier=1.0
EnemyPlayerDamageMultiplier=1.0
EnemyDeployableDamageMultiplier=1.0
DetectionSpeedMultiplier=1.0

The example selects the commonly documented Hard value and leaves the enemy multipliers at neutral values of 1.0. It is an illustration of file syntax, not a claim that every server starts with exactly these lines. If a key is already present, edit that line rather than adding a duplicate. Duplicate keys can produce ambiguous results depending on how the game parses the file.

Use decimal values where appropriate

Keep multiplier values in decimal form, such as 1.5 for a 50 percent increase or 0.5 for half the reference value. Do not append a percent sign. Save the file as plain text with the original filename and extension.

Set GameDifficulty

Change only the number after GameDifficulty= when you want the game’s built-in difficulty rules. Under the mapping used by most references:

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  1. Use GameDifficulty=1 for Normal.
  2. Use GameDifficulty=2 for Hard.
  3. Use GameDifficulty=3 for Apocalyptic.

Because one host guide uses a different zero-based mapping, verify the result after the restart. If a value produces an unexpected tier, restore the backup or change only this key and test again. Do not combine a disputed difficulty mapping with several new multipliers during the first test, or you will not know which change caused the result.

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Hardcore mode

If your goal is one-life Apocalyptic play, the documented switch is HardcoreMode, not a special fourth value for GameDifficulty. The community wiki says Hardcore mode forces Apocalyptic difficulty and gives the player one life. Make a separate backup before enabling it, because a one-life rule changes the consequences of a test world far more than an ordinary damage adjustment.

Enemy multipliers and their documented ranges

The following ranges are reported by a settings reference. Staying inside the stated range reduces the chance that the server rejects a value or behaves unpredictably.

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Setting Reported range What it changes How to reason about it
EnemySpawnRate 0.5 to 3.0 How often enemies respawn Lower values reduce the frequency relative to the reference value; higher values increase it.
EnemyHealthMultiplier 0.75 to 3.0 Enemy health 1.0 is the neutral reference; 2.0 represents twice that health value.
EnemyPlayerDamageMultiplier 0.25 to 3.0 Damage enemies deal to players 0.5 halves the reference damage and 1.5 raises it by half.
EnemyDeployableDamageMultiplier 0.1 to 5.0 Damage enemies deal to structures and other deployables Adjust this independently when player survivability is acceptable but base defenses are too fragile or too durable.
DetectionSpeedMultiplier 0.1 to 3.0 Detection speed Lower values make stealth easier; higher values make enemies detect players faster.

For a targeted change, edit one multiplier at a time. For example, lowering DetectionSpeedMultiplier changes stealth pressure without claiming that enemies have less health or deal less damage. Raising EnemyDeployableDamageMultiplier affects structures, not the damage players receive. This separation is useful when you are balancing a cooperative server for a particular play style.

Example: making combat less punishing without changing the tier

Leave GameDifficulty at the value that represents your chosen tier, then reduce EnemyPlayerDamageMultiplier to a value within its documented range. If you also want stealth to be more forgiving, lower DetectionSpeedMultiplier separately. Test each adjustment on the backed-up world so you can identify which setting produced the desired result.

Example: making a base-defense server harder

Keep player damage at its current value and increase EnemyDeployableDamageMultiplier within the reported 0.1-to-5.0 range. If the problem is that cleared areas repopulate too slowly, adjust EnemySpawnRate instead. These are different mechanics and should not be treated as interchangeable difficulty controls.

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Save the file and restart

  1. Save SandboxSettings.ini without changing its name or extension.
  2. Close the editor so no unsaved buffer remains.
  3. Start the dedicated server again from the host panel or your normal launch command.
  4. Join the affected world and check the result in a low-risk area before resuming normal play.

Most references say the settings apply after a restart. A restart is therefore part of the change, not an optional troubleshooting step. If the server starts but behavior is unchanged, first confirm that you edited the active file and that the line is under [SandboxSettings]; then check for a second copy of the file or a panel setting that overwrote your edit.

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Using a managed hosting panel instead of the file

Some managed hosts expose the same options in a graphical interface. One documented layout places Game Difficulty under a World tab and enemy controls under an Enemy tab. Labels and tab names differ by provider, so use the panel’s exact field names rather than assuming every host has the same layout.

Panel workflow

  1. Stop the server from the panel.
  2. Open the world configuration page and locate Game Difficulty.
  3. Open the enemy settings area and change only the multipliers you need.
  4. Apply or save the panel configuration.
  5. Start the server and verify the world in game.

A panel is convenient because it can write the file for you, but it does not remove the need for a save backup. If the panel and a manually edited file show different values, treat the panel as the authoritative interface for that host and avoid editing the underlying file until you know which layer wins when the server starts.

Troubleshooting common failures

The server will not start after the edit

  • Restore the backed-up SandboxSettings.ini and start the server again.
  • Check that [SandboxSettings] is present and spelled exactly.
  • Look for typographical errors in key names, missing equals signs, percent symbols, or nonnumeric values.
  • Confirm that the file remains a plain-text .ini file rather than a renamed document such as SandboxSettings.ini.txt.
  • Reapply one change at a time, starting with GameDifficulty, so the failing line can be isolated.

The server starts but the difficulty appears unchanged

  • Confirm that the server was fully stopped before the edit and restarted afterward.
  • Verify the file path against the active world name. A similarly named backup or another world can be easy to edit by mistake.
  • Check for duplicate keys and remove the older copy.
  • Compare the in-game result with the documented difficulty mapping. The zero-based mapping in one host guide conflicts with the mapping used by most references.
  • Check whether the host panel regenerated the file from its own settings when the service started.

Only part of the change works

Separate difficulty selection from multipliers during diagnosis. If enemy health changes but detection does not, inspect EnemyHealthMultiplier and DetectionSpeedMultiplier independently. Confirm that every intended key appears beneath the section header and that no second copy later in the file overrides it.

The change affects a new world but not an existing one

Configuration behavior for existing worlds is unresolved in the available documentation. Some guidance says settings are stored in save data at world creation. If a change appears ineffective on an established world, test the same file on a disposable copy or newly created test world and compare the results. Do not delete or overwrite the original world while investigating.

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Choosing between direct file editing and a panel

Consideration Direct .ini editing Managed panel
Access Requires access to the server’s files and the correct world path. Uses fields exposed by the hosting provider.
Precision Lets you enter the exact key and multiplier value. May simplify common settings but can hide less common keys.
Restart workflow You stop and start the service yourself. The panel may provide save, restart, and status controls together.
Save safety You must create and manage your own backup unless the host supplies one. A panel may offer backups, but you should still confirm what is included before changing a live world.
Path risk You must identify the file the server actually reads. The panel normally writes to the provider’s active configuration, reducing path ambiguity.

The panel-versus-file choice does not change the underlying procedure: stop first, preserve the world, alter the sandbox values, and restart before judging the result.

Limits of the available documentation

No official Deep Field Games documentation was located for these exact server keys, paths, or value mappings. The instructions above therefore reflect second-hand configuration references and a community wiki. The most consequential uncertainties are the location of SandboxSettings.ini, the disputed zero-based difficulty mapping in one guide, and whether edits reliably change a world that already exists. Keep a tested backup and make incremental changes until your particular server installation is confirmed.

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