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For an existing Vintage Story world, run /worldconfig creatureHostility off to make creatures stop attacking, or use /worldconfig creatureHostility passive so they attack only after being provoked. Restart the world or server so the setting fully applies. If you want no creatures to spawn at all, use /serverconfig entityspawning false; that is a global spawning switch, not merely a peace setting.

Choose the result you actually want

Vintage Story separates creature behavior from creature spawning. Changing hostility leaves animals and other entities in the world while changing whether they initiate attacks. Disabling entity spawning prevents creatures from appearing in the first place. Selecting the narrower setting preserves more of the normal world simulation.

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Goal Command or method What changes Scope Restart
Make creatures never attack /worldconfig creatureHostility off Creatures covered by the setting do not attack. World behavior Restart recommended so existing entities and world state fully adopt it.
Allow attacks only after provocation /worldconfig creatureHostility passive Creatures remain present but are passive until a player provokes them. World behavior Restart required for a complete change; without one, the change may affect only newly spawned creatures.
Prevent every creature from spawning /serverconfig entityspawning false No creatures spawn globally. Entire server Use the server’s normal restart workflow to ensure the configuration is loaded consistently.
Disable only a mod’s creatures Entity Spawn Toggle server mod Disables all entities from a mod domain or one selected entity. Selected mod content Toggle changes require a restart; /clearspawned removes already loaded matching creatures.

The first two options are the right fit when you want to keep animals, traders, ruins, lore-related content, and the rest of the generated world intact. The global spawning switch is appropriate for a server that should contain no newly spawned creatures, but it is much broader. A targeted mod control is the least disruptive choice when one modded creature is the problem.

Before changing a live server

  • Make a current world backup. Configuration changes are reversible, but a backup protects the world if a server restart or mod change exposes an unrelated problem.
  • Confirm whether you are changing one world or the whole server. /worldconfig changes world behavior; /serverconfig changes a server-wide spawning rule.
  • Use the server console, hosting control panel, or in-game command entry with the privileges required to run configuration commands. Keep the exact command and old value so you can roll it back.
  • Plan a restart window. The hostility setting can be changed while the world is running, but a restart is part of the safe procedure for applying it to already spawned entities and the complete world state.

Make creatures non-hostile

Use off when nothing should attack

  1. Open the Vintage Story server console or an authorized command interface.
  2. Enter /worldconfig creatureHostility off.
  3. Stop and start the world or server using its normal restart control.
  4. After it loads, observe a creature that previously initiated attacks and confirm that it no longer does so.

off changes attack behavior; it does not delete creatures and it does not turn off spawning. Animals and other entities can still exist, appear through normal spawning systems, and participate in the world unless another setting or mod controls them.

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Why the restart matters

The setting can appear to work immediately for creatures that spawn after the change, while entities already present still use their prior behavior. A full restart makes the new value apply consistently. If players report that some creatures remain aggressive after the command, restart before troubleshooting anything else.

Keep creatures passive until provoked

Use passive for a survival world with wildlife

  1. Run /worldconfig creatureHostility passive with the same authorized access used for other world configuration commands.
  2. Restart the world or server.
  3. Test by approaching a creature without attacking it, then deliberately provoking it in a controlled area if you need to verify the second part of the rule.

In passive mode, creatures remain part of the world but attack only after a player provokes them. This is different from off: passive mode preserves a reaction to deliberate player aggression, while off removes attacks entirely for creatures governed by the setting.

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Do not judge the result solely from entities that were already loaded before the command. Without a restart, the passive/aggressive change may affect only newly spawned creatures, leaving existing ones with their previous behavior.

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Stop all creature spawning

Use the global server switch

  1. Enter /serverconfig entityspawning false in the server console or another authorized command interface.
  2. Restart the server through the hosting panel or your normal service-control procedure.
  3. Watch newly loaded areas over time to confirm that no creatures are being created by normal spawning.

With entityspawning disabled, the official server-command description says no creatures spawn. This is a global switch: it is not limited to hostile mobs, and it also suppresses creatures you might otherwise want for a peaceful world, farming, ambience, or mod content.

The switch controls spawning, not necessarily every creature already present. Existing entities may remain until they despawn or are removed by another action. If your objective is to keep existing wildlife but stop attacks, use creatureHostility off or passive instead.

Understand creatures that can bypass hostility

creatureHostility is not a universal “peaceful mode” for every hostile entity. Configuration guidance identifies aggressive animals such as wolves and bears as being controlled by that field, while drifters and locusts can ignore it.

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If drifters or locusts still appear

  • Check whether the remaining entities are drifters or locusts rather than ordinary aggressive animals.
  • For a completely peaceful server, review the separate temporal-rift or storm-related settings that govern those entities.
  • If the required exception cannot be expressed with the available vanilla settings, use a compatible mod that can suppress the specific entity or its spawning.

Do not switch to /serverconfig entityspawning false merely because one exception remains unless you accept losing all creature spawning. The broader switch solves the symptom by removing every new creature, including harmless and useful ones.

Disable selected modded creatures

Use Entity Spawn Toggle for narrow control

The Entity Spawn Toggle server mod is designed for cases where vanilla hostility settings are too broad. It can disable every creature from a mod domain or one specific entity, allowing the rest of the server’s wildlife and content to continue operating.

  • Install and configure the mod on the server, following its version requirements for your Vintage Story installation.
  • Use an account with the controlserver privilege; the mod’s control commands require it.
  • Choose either the entire mod domain or the individual entity that should no longer spawn.
  • Restart after changing a toggle. The mod prevents new natural spawning after the setting is active.
  • Run /clearspawned when you also need already loaded matching creatures removed. A spawn toggle by itself does not retroactively clear entities already in the world.

This approach is useful for a single problematic creature, a mod whose hostile mobs do not respect creatureHostility, or a server that needs ordinary animals and story content to remain available. It adds a mod dependency and an additional configuration surface, so document the change for other administrators before using it on a shared world.

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Compare the approaches before you commit

Approach Behavior or spawning? All creatures or selected entities? World content preserved? Vanilla or modded? Main trade-off
creatureHostility off Behavior All creatures covered by the hostility field Yes; creatures remain present Vanilla world configuration Does not guarantee that drifters and locusts become harmless.
creatureHostility passive Behavior All creatures covered by the hostility field Yes; creatures react if provoked Vanilla world configuration Players can still trigger attacks deliberately.
entityspawning false Spawning Every creature globally Existing world structures remain, but no new creatures spawn Vanilla server configuration It also removes harmless, useful, and modded creature spawning.
Entity Spawn Toggle Spawning One mod domain or one entity Unrelated wildlife and content can remain Modded server Requires the mod, controlserver privilege, and restarts for toggle changes.
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Troubleshoot a server that still feels hostile

The command was accepted, but old creatures attack

Restart the world or server. The hostility setting may affect newly spawned entities before it fully applies to entities that were already loaded.

Only some hostile entities remain

Identify the entity type. Wolves and bears are examples of aggressive animals governed by the hostility field; drifters and locusts may bypass it. Review temporal-rift or storm controls, or use a targeted mod, rather than assuming the original command failed.

Animals disappeared or no new wildlife appears

Check whether /serverconfig entityspawning false was used. That command suppresses all creature spawning, not just monsters. Restore the server’s spawning setting when wildlife should return, then restart and observe a newly loaded area.

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A modded creature keeps spawning

Vanilla hostility does not necessarily control mod entities. Configure Entity Spawn Toggle for the mod domain or specific entity, make sure the operator has controlserver, restart after the toggle, and use /clearspawned if existing matching entities must be removed.

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Players disagree about whether the change worked

Test one condition at a time: a newly spawned ordinary animal for hostility, a known exception such as a drifter or locust, and a newly loaded area for global spawning. Record the command, restart time, and observed entity type so behavior is not confused with an exception or an entity that was loaded before the change.

Restore normal behavior

To undo a non-hostile world setting, set creatureHostility back to the value your world previously used, then restart. To resume global spawning, set entityspawning to true and restart. If a mod toggle was used, re-enable the selected domain or entity and restart; removal of previously cleared creatures is not automatic, so any desired population must come from subsequent normal spawning.

A practical decision checklist

  • Choose off when creatures should never initiate attacks but should remain in the world.
  • Choose passive when players may provoke creatures intentionally.
  • Choose entityspawning false only when no creature should spawn anywhere on the server.
  • Choose Entity Spawn Toggle when the requirement concerns one mod, one entity, or a hostile type that ignores the vanilla hostility field.
  • Restart after world-config changes and mod toggles; do not treat a command’s immediate acceptance as proof that every existing entity has changed.
  • Check drifters and locusts separately when the goal is a completely peaceful experience.

Final verification

  1. Write down the intended scope: behavior, all spawning, or one entity.
  2. Run only the command that matches that scope.
  3. Restart the world or server.
  4. Test a newly spawned or newly loaded creature and, where relevant, an entity that existed before the change.
  5. Check for exception types and modded entities before widening the setting.
  6. Keep the rollback value and restart procedure available to the other server administrators.

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