Pal Migration (Randomizer With Sanity)

⭐ — (2 endorsements) 📥 167 downloads 📌 v1.0.3 📅 9/22/2026
🟢 Updated this month

By Pure Winter · Gameplay

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 9/27/2026 📅 Created: 9/22/2026
⚠️ Install Order · 1 step
1🛠️ UE4SS — UE4SS (Unreal loader) Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • ✅ Updated 309 days after the latest game patch — actively maintained
  • 🏆 #193 of 306 Gameplay mods in this game by downloads

📋 About This Mod

Pals now migrate across the island! Some days are normal vanilla spawns, some are different species from a similar environment. Full egg/cage/boss randomization and customization.

Description

Should work automatically with mod-added pal species also. Safe to add or remove from saves any time.

Added descriptions for MCM ! Optional to use it, but it's there!

The mod builds its pools from Palworld’s live DT_PalMonsterParameter table at runtime rather than using a hard-coded vanilla species list.

A custom Pal should work automatically if its mod adds a normal row to that table, gives it a valid ZukanIndex, and loads before Pal Migrations builds its pools. Then it can participate in field migrations, eggs, cages, and dungeon-boss replacement.

Includes a delayed/rescannable Pal database, fallback rarity/power handling, and optionally a config list for additional custom Pal IDs.

Every region in game now has two UNCHANGING (does not re-randomize on migration days) sets of spawns that alternate every day. The first set is unmodified vanilla, the next set is migrated in pals. So it goes:

Day 1: Vanilla

Day 2: Migration

Day 3: Vanilla

Day 4: Migration (Same set as Day 2, never changes.)

Unless you use the provided 'ScaleLevelToRegion = true' config, then more common pals favor their weaker spawn templates, and rarer pals favor their strongest spawn templates. So you're not going to get an easy level 4 Orserk in the starting area (unless scale level to region = true). It's probably going to be level 74 and murdering the landscape.

CONFIG SETTINGS

Found in C:\Program Files (x86)\Steam\steamapps\common\Palworld\Pal\Binaries\Win64\ue4ss\Mods\PalMigrations\Scripts

Seed = 0 Accepts positive whole numbers from 0 to  2147483646 . Allows you to replicate or ensure you do not replicate a spawn setting.

Seed = 0 means automatic seed mode.

[]In automatic mode (you left it 0), the mod first looks for

Scripts\migration_seed.txt.[/]

[]If that file exists, it reuses the saved seed. [/]

[]If it doesn't exist, a new seed is generated and written there. [/]

[]Setting a non-zero Seed in config.lua overrides migration_seed.txt.[/]

[*]Negative values are converted to positive. Decimal values are rounded down to a whole number.

RandomFromAll = falseSetting 'true' will swap from Sane Mode to Random Mode

RandomizeCages = true  Setting 'false' will use vanilla cage spawn settings.

RandomizeDungeonBosses = true If true, dungeon bosses are the same level as what they replaced, but can be anything including legendaries. If false, dungeons will have normal vanilla bosses.

ScaleLevelToRegion = true For both Sane and Random mode, will scale the level of pals to be in line with what would have spawned there (level wise) in the vanilla game.

LegendaryRarity = 20Sets the rarity value treated as “legendary” for normal field migrations. Pals at or above this rarity are excluded from regular migration-day field spawns.

AdditionalCustomPalIDs = { "MyCustomPal", "AnotherCustomPal" }

MigrationFieldSpawns = trueEnables the main migration system for normal overworld Pal spawns. For those who would only want to randomize eggs or cages I guess? Set false to disabled overworld pal migrations.

SanityCandidateFraction = 0. 30Controls how strict Sanity Mode is when choosing replacements.

The mod ranks possible Pals by how well they fit the area's biome, then randomly chooses from roughly the best 30% of those candidates.

Lower values make migrations more biome-appropriate and predictable. Higher values create more variety and occasional oddball migrations. The usable range is effectively 0. 05 to 1. 0.

WildlifeMinRarity = 8Minimum rarity used when building Wildlife Sanctuary migration candidates. A Pal qualifies for sanctuary migration if it meets this rarity or the power threshold. Raising this makes sanctuary migrations more exclusive.

📊 Mod Details

Game
Palworld Mods
Author
Pure Winter
Version
1.0.3
Downloads
167
Endorsements
2
Category
Gameplay
Created
9/22/2026
Updated
9/27/2026

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