Palworld - Allow custom PalId to be inserted.
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Palworld - Allow custom PalId to be inserted.
shycorpus|12/25/2025
Coding
PalworldRecently, myself included, there have been like some mods that would allow Pals to spawn in the overworld that otherwise wouldnt, maybe like scrapped or newly made pals be introduced via mod, or hell, even just good ole randomizer that allow Pals that dont normally spawn in overworld to spawn in. Thinking that, if the user know the PalId, that they can insert it into the map and it will help track down nearest Pal... be it custom or just from the game. Hell, it can even work where they can try to track NPCs that spawn in the world via Random Event, like Dr.Brawn, by inserting their "PalId" Fun for the whole family, I say.
Replies (100)
GG @Shy Corpus, you just advanced to level 4!
Been meaning to get this mod anyways, lol... so I'll try it
How do I authenticate for TH.GL, again?
Nevermind
dumb me figured it out
Ok, yes... I can confirm that they use different blueprint than the default "Mutant"

Also that PalSchema links them to different Blueprint asset.

and I cant truly test it since Lunaris isn't trackable with the map to begin with because it isn't usually spawned in the overworld
another reason for this request.
Lunaris is a normal Pal ? I can add the support for all Pals
To sum up: PalSchema is only modifying pals. The thgl app is detecting them as normal Pal. I think this is totally fine and no update needed?
Yeah, Lunaris is a normal pal that only appears in caves and has one alpha variant that appears in sealed dungeons
incorrect
I will check if I can add the pals which are only available in dungeons
Do you not see that these two new Pals have different blueprints?
Normally, Lunaris is "BP_Mutant"
Ok, so PMOD_... Are new blueprints?
Yes. There are no Pals that have anything with "PMOD" In them... that is the modder's design choice to name those blueprints like that
probably to help other modders to make sure that whatever they are finding... it wont be this file since they are mods
and not from the original game
But it's possible that modders select a different name without PMOD in it?
yes. Modders can name their new files whatever they like as long as the data is able to locate it via directory.
so trying to just locate "PMOD" also wont help
Ok. What I can think of is to check if an actor has a palid to identify it as Pal and assign them to custom pal filter
I mean... you could do... no... maybe complicated.
In the game, there are two files to detect if a character is a Pal or NPC
"DT_PalMonsterParameters" and "DT_PalHumanParameters" Dont quote me on the names, it is only on top of my head
obviously Pals go in monsters and NPCs go to humans
what it does is make sure that humans "ID" do not get mistaken as a PalId
and instead gets flagged as "NPCID"
each variant of each id for both side have a bool asking "isPal"
Pals have it as "true" Humans have it as "false"
I dont know if this helps
Thx So if I can detect an actor which is a Pal, but not known by the app, I can assign them to custom pal filter
This would be an easy solution
Or maybe call it Unknown Pal
I mean the easiest solution is have like a option to let the user just type down the PalId
and it can be for both custom and normal pals
this will be an advance option, though
This is much more complicated. It would require to have frontend changes and updated communication with the apps
Gotcha
sorry mate... didnt think that
what is the expression... "Easier said than done"?
I think this is a rare use case, that's why I will implement the easier solution for now with an Unknown Pal filter
also be funny and nice to it "accidentally" detect NPCs so we can make sure we dont get jumped by enemy NPCs
or find like rare NPCs like Dr. Brawn
This sounds like a different request. We can add NPC tracking anyway
I was being silly, but it sill be nice. thank you mate
I like to add that request, then
@Shy Corpus Can you test this version and enable the new "Custom Pal" filter?
I want to know, if new custom pals are detected
dungeon pals are partially added too. I will continue tomorrow or later tonight
Ok, so I have Direhowl and the new pal on my base... only Direhowl is listed on the map

And you selected the new filter?
yes
GG @Shy Corpus, you just advanced to level 5!
Please send debug logs. Click on the bug icon on the header (right side)
Send it while you are near the undetected pal
wont let me
Enter something
Or is there an error message
it says to check console for details
Share a screenshot please
like it faled to send debug snapshot

like this?
Ok, I need to fix that first
Not now
Still mate, thank you for taking your time on this
its nice
Thx. I didn't install any mod yet
I mean... true, but you are willing to work on it
to me, trying is good enough
We will get this implemented for sure ๐ I only need you to test 1-2 more versions
... maybe I am not the only person who you can ask to test this?
maybe others have similar or are willing to do similar mod test?
Larger sample better result and all that
Maybe. I think there is not much left for a working version
Can you use this version and send the debug logs again (it's fixed in this version) when you are near-by a custom pal?
And I think I found out why custom pal was not visible
And I've added NPCs (static locations)

This actually can be useful when finding quest giving NPCs
Good! I will add live mode support too
Please let me know if custom pals are detected now


They are now... weirdly, though I am having problem with putting my map in overlay... so I am lucky that I have four monitors
welp... time to butcher them since I spawned them
Great to see that it's working!
This sounds like a new issue. If you can't manage to put it in overlay mode, please create a new #โใปsuggestions-issues .
Can you check if the NPCs are detected in Live Mode now?
And could you share your log files when you are inside a dungeon? I could add basic dungeon support as well
I will try as soon as I can... currently waiting for orders and can be called out from time to time... Will be able to give what you need at least by tomorrow
Not sure what you meant by logs... but this is what I got in my Debugging tool and I sent a screenshot recently

and yes, the NPCs do show up on the map
also...
any Pals that are technically on the game might be counted as Unknown since there are some that do not normally spawn on the map, like they are like Pals that are found in dungeons that you have working on your base
Was this helpful?
I hope it was. I would like to give any more info, just need to tell me how to grab it
It was, sorry for the late response. But I was not able to finalize it. I need to continue another day
just @ me with whatever else you need and I will help out