World Options: Difference between revisions

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;Eternal season:
;Eternal season:
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;Wander spawns:
;Surrounded start:
;Static NPCs:
;Determines whether starting NPCs should spawn, and if they do, how exactly.:
;Random NPCs:
<br><br>
;Mutations by radiation:
<br><br>
;Character point pools:
;Z-levels:
[[Category: World]]
[[Category: World]]

Revision as of 21:00, 26 May 2020

World end handling
Size of cities
City spacing
Spawn rate scaling factor
Carrion spawn rate scaling factor
Item spawn scaling factor

Higher values means more loot.

NPC spawn rate scaling factor

Higher values mean more (random? not static, right?) NPCs.

Monster evolution scaling factor

A higher number means slower evolution.

Monster speed
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 day
Spawn delay
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


Wander spawns
Surrounded start
Static NPCs
Determines whether starting NPCs should spawn, and if they do, how exactly.
Random NPCs



Mutations by radiation



Character point pools
Z-levels