1. Island Settings
Learn how to use Island Settings to improve the game or experience for your players
Basics
Accessing
Island Settings are the settings you can control that affect the island you're currently on. These settings are available when you're in Create mode and are inaccessible in-game, with few exceptions.
Press the Esc key, then select Island Settings from the options on the right side of the screen.
With the phone tool active, press the Tab key, then select Island Settings.
While in Create mode, press the M key to open Island Settings directly. This will also take you to the last category you were on in your Island Settings.
Island Settings vs. Game Settings
Island Settings define the rules and structure for a game mode, and rounds, environments, and settings that apply to all players and objects during a game for a single island. Game settings (found under the Game Menu) are your personal settings that affect the way you interact with games as a whole, from defining your graphics settings to how you enter input.
So you could say that the primary difference between the Island Settings and the Game Settings is that the changes you make in Game Settings affect all islands you access, while Island Settings only affect the island you're currently on. This makes Island Settings useful for defining specific elements of gameplay in a specific island.
Structure
Max Players
Set the maximum number of players that can play at the same time.
Teams
Set the number of teams players will be divided into. Custom lets players pick their own teams using the Switch Team menu option. Note that if you set Teams to Custom and leave Team Size at Dynamic, the matchmaking feature will not work.
Team Size
Set's team size. (Dynamic allows asymmetric team sizes.)
Total Rounds
This sets the total number of rounds in a game.
Matchmaking
Team Fill
You can only access this option when Team Size under Structure is set between 2 and 4. If set to Party Choice, the players can choose their teams. If set to Must Fill, players are automatically assigned to teams.
Privacy
Public games can be joined by anyone. Private games are restricted to groups of players in the same party. Party Choice gives the player the option of choosing either public or private.
Team Settings
Friendly fire
Set whether players on the same team can take damage from each other.
Team Rotation
Set how often teams should be rotated. Rotation is not supported if teams are asymmetric, or if Teams is set to Cooperative under Structure.
UI Team Colors
With the default Relationship, the friendly team uses blue as the team color, and the opposing team red. When set to Team Color, each team is represented by its specified color.
Team Visuals
Determines whether team names and colors stay as assigned at game start, or change at start of each round.
Class
Default Class Identifier
Determine the default class for players at game start, or in the event that their class is reset by a device.
Revert to Default Class At
Determines when a player's class should be reset.
Game Start
Autostart
Auto Start settings other than Off only work with published islands. When set to Off, the game will start when manually activated on a private game, and start with a 90-second countdown on public games. For a published island, you can set this to Immediate, or select a time.
Countdown
Set the countdown time once a game starts. This setting applies to both game and round start.
Force Start at Max
Game will start once the maximum number of players is reached.
Force Start Delay
Puts a time delay on a forced start.
Spawning
Location
Set where players will spawn at game start.
Spawn Pad Selection
At the start of a game, the selected spawn pad will always be random, but respawns have the option of remaining random or spawning players near their teammates.
Respawn Type
If you change this setting to Wave, eliminated players will respawn together. Otherwise, eliminated players will spawn one at a time.
Respawn Time
The amount of time a player must wait before they can spawn back into the game.
Immunity
Determines how long a player is invulnerable after spawning. This can be overridden if you are using a Team Settings & Inventory device or Class Designer device. Note that this setting is only active if Override Spawn Immunity Time is set to Yes.
Override Immunity
Determines if the default invulnerability time granted to a player on respawn should be overridden.
Only Allow Respawn if
If this is set to On, a player can only respawn to a spawn pad after elimination, and never from the sky.
Limit
This sets how many times a player can spawn in the game. If any amount other than Infinite, the initial spawn counts as 1, so letting a player respawn twice after start of game would require a limit of 3.
Join in Progress
Determines how a player joining mid-game will be treated. If you set this to Spawn, a player can join in at any point in the game.
Post Game
With the default Island Start setting, players will respawn on the Island Start spawn pads, or in the sky. If set to Pre-Game Location, players will return to their start-of-game positions.
After Last Spawn
Determines where a player goes when all their spawns are used up.
Elimination Settings
Down But Not Out
Determines the DBNO state. Default sets automatically based on team size: for a team of 1 player, this will be Off. For a team of 2 or more, Classic is applied as a default. Improved adds interactions like opening doors and dropping inventory items. Off disables this setting entirely.
Drop Reboot Card
If set to On, a player will drop a Reboot Card when eliminated. This only works if a remaining teammate is able to use a Reboot Van.
Squad Multi Interaction
If set to On, any teammate can interact with a DBNO player. If Off, only one player (the first one to the downed player's aid) can interact.
Eliminated Players Items
Determines what happens to a player's items when eliminated. If set to Drop, anyone can pick up the dropped items. If Keep, the player will respawn with those items. If Delete, the items are removed from play.
Health Granted/Siphon
The amount of health granted when a player eliminates another player. Any health above the player's max health is awarded as shields.
Standard is usually
50
Resource Granted
Grant the eliminating player
wood
,stone
,metal
, orgold
Manual Respawning
Determines whether the player can use the respawn menu while the game is in progress.
Player Elimination Audio
If On, audio effects will play when a player is eliminated.
Scoring Settings
Vehicle Trick Score Multiplier
Use this setting to apply a multiplier to any trick score earned with a vehicle.
Show Individual Scores
If set to No, individual player scores will display on the scoreboard. If set to Yes, the cumulative score for all team members will display.
Time Alive Start Point
Determines when a player's time alive starts a count.
Time Alive Team Tracking Method
If counting time alive for a team, it can be based on the Sum of all players' time alive, on the player on the team with the Longest time alive, or the player with the Shortest time alive.
Use Team Score
If set to Yes, teams are scored by the sum of all player scores for that team. This allows teams to retain all score if a player leaves the team or the game.
Elimination Score
The amount of score awarded when a player eliminates another player.
Assist Score
The amount of score awarded to a player when they help to eliminate another player but don't take the final elimination.
Voice Chat Settings
Voice Chat
Team restricts chat to team members only. All allows players to chat with any players in the game. None restricts all chat.
Spectating Settings
Allow Spectating Other Teams
Determines whether players can watch other teams
End Condition Settings
Last Standing Ends Game
If set to On, the game ends when only one player or team is left in the game.
All Teams Must Finish
If set to Yes, then all teams must complete the objective for the game to end. This is a common setting for racing games.
End Game on Match Point Win
If set to Yes, the game will finish when one player or team has one enough rounds that they cannot be beaten. For example, in a game with five rounds, if one player or team has won three, this would be the end of the game.
Fastest Time Win
When Enabled, the player or team with the fastest round win time wins the overall match.
Game Win Condition
The overall win condition for the game.
Round Win Condition
Determines the basis for winning a round. If the Scoreboard options under User Interface are left at default, this stat will display in the first column. Possible conditions are:
Eliminations Most eliminations overall
Assists Most assisted eliminations
Eliminated Least eliminations for team or player
Collect Items Most collected items
Health Amount of health left at end of round
AI Eliminations Number of hostile AIs eliminated
Score Amount of score at end of round
Objectives Number of objective accomplished in the round
Time Time left at end of round
Spawns Left Number of respawns left at end of round
Lap Time Average lap time per round
Time Alive Time survived until elimination
Damage Dealt The amount of damage dealt by player or team
Damage Taken The amount of damage taken by player or team
Race Time Best time (useful for racing or parkour games)
Tiebreaker Condition
If the Round Win Condition is tied, this condition will break the tie. Conditions are the same as for Round Win Condition. By default, this stat shows in the second Scoreboard column.
Time Limit
Sets how long a round will last. If there's only one round, then this is also how long the game lasts. If set to None, there is no time limit.
Timer Direction
Specifies whether the timer will count down to zero, or up from zero to the set time limit.
Eliminations to End
If you set a number, the round will end when a player or team reaches the objective of the number of specified eliminations.
AI Enemy Eliminations to End
If you set a number, the round will end when a player or team reaches the objective of the number of specified AI enemy eliminations.
Objectives to End
If you set a number, the round will end when a player or team reaches the set number of objectives.
Collect Items to End
If All or Specific Count, the round will end when a player or team has collected the specified items. If you select Specific Count, you can also say how many under Collect Item Count.
Score to End
If you set a number, the round will end when a player or team reaches the set score.
Collect Item Count
If Collect Items to End is set to Specific Count, you can define that count here.
Post Game Settings
Game Winner Display Time
Sets how long the winner info displays.
Game End Callout
Sets the callout type for the game end screen. Cooperative shows same callout for all players.
Victory Sound
The sound that will be played at game end for victors or co-op players.
Defeat Sound
The sound that will be played at the game end for players who lose.
Draw Sound
The sound that will be played at game end when a game ends in a draw (tie).
Custom Callouts
Enter a custom text message of up to 80 characters. This message will show for specified players, or for all players in a cooperative game.
Post Game Type
Classic
,Battle Royale
, andCustom
Note that the settings below this point are only available if you select the
Custom
type.
Post Game Custom Show Scoreboard
If set to On, the scoreboard will show in the post-game flow.
Victory Animation
Determines whether an animation will happen for the victor. The default animation is confetti.
Slow Motion on End of Round
On creates a slow motion effect at the end of the round.
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