World Options: Difference between revisions
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;World end handling:Handling of game world when last character dies. Delete means when the character dies the world is gone too. Keep means the character's changes to the world persist; this breaks some missions and allows for the next character to find the corpse of the first. Reset(the default) means the world is regenerated with the existing world rules. | ;[[World end handling]]:Handling of game world when last character dies. Delete means when the character dies the world is gone too. Keep means the character's changes to the world persist; this breaks some missions and allows for the next character to find the corpse of the first. Reset(the default) means the world is regenerated with the existing world rules. | ||
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;Size of cities:A number determining how large cities are. 0 disables cities, roads and any scenario requiring a city start. | ;Size of cities:A number determining how large cities are. 0 disables cities, roads and any scenario requiring a city start. | ||
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;Carrion spawn rate scaling factor:A scaling factor that determines how often creatures spawn from rotting material. This determines how often creatures spawn from organic material. Animals and monsters, especially those born of eggs, will hatch twice as often if set at 2, and only half as often if set at 0.5. | ;Carrion spawn rate scaling factor:A scaling factor that determines how often creatures spawn from rotting material. This determines how often creatures spawn from organic material. Animals and monsters, especially those born of eggs, will hatch twice as often if set at 2, and only half as often if set at 0.5. | ||
''Note: in | ''Note: in an experimental version of {{inlineVer|0.E}} rotting corpses would produce monsters, but this is not the case in the eventual {{inlineVer|0.E}}, it might return later.'' | ||
;Item spawn scaling factor:A scaling factor that determines density of item spawns. Higher values means more loot. | ;Item spawn scaling factor:A scaling factor that determines density of item spawns. Higher values means more loot. | ||
;Monster evolution scaling factor: A scaling factor that determines the time between monster upgrades. A higher number means slower evolution. Set to 0 to turn off monster upgrades. | ;[[Evolve|Monster evolution scaling factor]]: A scaling factor that determines the time between monster upgrades. A higher number means slower evolution. Set to 0 to turn off monster upgrades. | ||
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;Monster speed:Determines the movement rate of monsters. A higher value increases monster speed and a lower reduces it. Requires world reset. | ;Monster [[speed]]:Determines the movement rate of monsters. A higher value increases monster speed and a lower reduces it. Requires world reset. | ||
;Monster resilience: Determines how much damage monsters can take. A higher value makes monsters more resilient and a lower makes them more flimsy. Requires world reset. | ;Monster resilience: Determines how much damage monsters can take. A higher value makes monsters more resilient and a lower makes them more flimsy. Requires world reset. | ||
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;Initial day: How many days into the year the cataclysm occurred. Day 0 is Spring 1. Day 91 is Summer 1, if Season length hasn't been modified. Day -1 randomizes the start date. Can be overridden by scenarios. This does not advance food rot or monster evolution. | ;Initial day: How many days into the year the cataclysm occurred. Day 0 is Spring 1. Day 91 is Summer 1, if Season length hasn't been modified. Day -1 randomizes the start date. Can be overridden by scenarios. This does not advance food rot or monster evolution. | ||
;Spawn delay: How many days after the cataclysm the player spawns. Day 0 is the day of the cataclysm. Can be overridden by scenarios. Increasing this will cause food rot and monster evolution to advance. | ;Spawn delay: How many days after the cataclysm the player spawns. Day 0 is the day of the cataclysm. Can be overridden by scenarios. Increasing this will cause food rot and monster evolution to advance. | ||
;Season length: Season length, in days. Warning: Very little other than the duration of seasons scales with this value, so adjusting it may cause nonsensical results. | ;[[Season]] length: Season length, in days. Warning: Very little other than the duration of seasons scales with this value, so adjusting it may cause nonsensical results. | ||
;Construction scaling: Sets the time of construction in percents. '50' is two times faster than default, '200' is two times longer. '0' automatically scales construction time to match the world's season length. | ;Construction scaling: Sets the time of construction in percents. '50' is two times faster than default, '200' is two times longer. '0' automatically scales construction time to match the world's season length. | ||
;Eternal season: If set to TRUE, the initial season, as determined by Initial day, will last forever. | ;Eternal season: If set to TRUE, the initial season, as determined by Initial day, will last forever. | ||
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;Wander spawns: Emulation of zombie hordes. Zombie spawn points wander around cities and may go to noise. Requires world reset. | ;Wander spawns: Emulation of zombie hordes. Zombie spawn points wander around cities and may go to noise. Requires world reset. | ||
;Surrounded start: | ;Surrounded start: If true, spawn zombies at shelters. Makes the starting game a lot harder. May not be applicable to all scenarios. | ||
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;Static NPCs: If true, static NPCs will spawn at pre-defined locations. Requires world reset. | ;[[NPC|Static NPCs]]: If true, static NPCs will spawn at pre-defined locations. Requires world reset. | ||
;Starting NPCs spawn: Determines whether starting NPCs should spawn, and if they do, how exactly. | ;Starting NPCs spawn: Determines whether starting NPCs should spawn, and if they do, how exactly. Requires the 'Static NPCs' to be TRUE. | ||
;Random NPCs: If true, the game will randomly spawn NPCs during gameplay. | ;Random NPCs: If true, the game will randomly spawn NPCs during gameplay. | ||
;NPC spawn rate scaling factor: This determines the density of dynamic NPC spawns. Higher values mean more NPCs. | ;NPC spawn rate scaling factor: This determines the density of dynamic NPC spawns. Higher values mean more NPCs. Requires the 'Random NPCs' to be TRUE. | ||
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;Mutations by radiation: If true, radiation causes the player to [[mutate]]. Mutations can be both beneficial and harmful to your character. | ;Mutations by radiation: If true, [[radiation]] causes the player to [[mutate]]. Mutations can be both beneficial and harmful to your character. | ||
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;Z-levels: If true, enables several features related to vertical movement, such as hauling items up stairs, climbing downspouts, and flying aircraft. May cause problems if toggled mid-game. | ;Z-levels: If true, enables several features related to vertical movement, such as hauling items up stairs, climbing downspouts, and flying aircraft. May cause problems if toggled mid-game. | ||
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;Character point pools: Allowed point pools for character generation. | ;Character point pools: Allowed point pools for character generation. | ||
== See Also == | |||
* [[Date and Time]] | |||
* [[Options]] | |||
[[Category: World]] | [[Category: World]] |
Latest revision as of 21:41, 22 June 2020
- World end handling
- Handling of game world when last character dies. Delete means when the character dies the world is gone too. Keep means the character's changes to the world persist; this breaks some missions and allows for the next character to find the corpse of the first. Reset(the default) means the world is regenerated with the existing world rules.
- Size of cities
- A number determining how large cities are. 0 disables cities, roads and any scenario requiring a city start.
- City spacing
- A number determining how far apart cities are. Warning, small numbers lead to very slow map generation. Low numbers allow cities to sprawl into one another, and high numbers generate larger distances of rural area between cities.
- Spawn rate scaling factor
- A scaling factor that determines density of monster spawns. 0 disables random monsters. At 0.5 half as many monsters are generated, at 2 there are twice as many, and at 10 their numbers are increased tenfold.
- Carrion spawn rate scaling factor
- A scaling factor that determines how often creatures spawn from rotting material. This determines how often creatures spawn from organic material. Animals and monsters, especially those born of eggs, will hatch twice as often if set at 2, and only half as often if set at 0.5.
Note: in an experimental version of 0.E (Ellison) rotting corpses would produce monsters, but this is not the case in the eventual 0.E (Ellison), it might return later.
- Item spawn scaling factor
- A scaling factor that determines density of item spawns. Higher values means more loot.
- Monster evolution scaling factor
- A scaling factor that determines the time between monster upgrades. A higher number means slower evolution. Set to 0 to turn off monster upgrades.
- Monster speed
- Determines the movement rate of monsters. A higher value increases monster speed and a lower reduces it. Requires world reset.
- Monster resilience
- Determines how much damage monsters can take. A higher value makes monsters more resilient and a lower makes them more flimsy. Requires world reset.
- Default region type
- ( WIP feature ) Determines terrain, shops, plants, and more.
- Initial time
- Initial starting time of day on character generation. 0 is midnight, 8 is 8am.
- Initial day
- How many days into the year the cataclysm occurred. Day 0 is Spring 1. Day 91 is Summer 1, if Season length hasn't been modified. Day -1 randomizes the start date. Can be overridden by scenarios. This does not advance food rot or monster evolution.
- Spawn delay
- How many days after the cataclysm the player spawns. Day 0 is the day of the cataclysm. Can be overridden by scenarios. Increasing this will cause food rot and monster evolution to advance.
- Season length
- Season length, in days. Warning: Very little other than the duration of seasons scales with this value, so adjusting it may cause nonsensical results.
- Construction scaling
- Sets the time of construction in percents. '50' is two times faster than default, '200' is two times longer. '0' automatically scales construction time to match the world's season length.
- Eternal season
- If set to TRUE, the initial season, as determined by Initial day, will last forever.
- Wander spawns
- Emulation of zombie hordes. Zombie spawn points wander around cities and may go to noise. Requires world reset.
- Surrounded start
- If true, spawn zombies at shelters. Makes the starting game a lot harder. May not be applicable to all scenarios.
- Static NPCs
- If true, static NPCs will spawn at pre-defined locations. Requires world reset.
- Starting NPCs spawn
- Determines whether starting NPCs should spawn, and if they do, how exactly. Requires the 'Static NPCs' to be TRUE.
- Random NPCs
- If true, the game will randomly spawn NPCs during gameplay.
- NPC spawn rate scaling factor
- This determines the density of dynamic NPC spawns. Higher values mean more NPCs. Requires the 'Random NPCs' to be TRUE.
- Mutations by radiation
- If true, radiation causes the player to mutate. Mutations can be both beneficial and harmful to your character.
- Z-levels
- If true, enables several features related to vertical movement, such as hauling items up stairs, climbing downspouts, and flying aircraft. May cause problems if toggled mid-game.
- Character point pools
- Allowed point pools for character generation.