World Options: Difference between revisions

From The Cataclysm: Dark Days Ahead Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
Line 1: Line 1:
;World end handling
;World end handling:
;Size of cities
reset
;City spacing
<br><br>
;Spawn rate scaling factor
;Size of cities:x
;Carrion spawn rate scaling factor
;City spacing:x
;Spawn rate scaling factor:x
;Carrion spawn rate scaling factor:x
;Item spawn scaling factor:
;Item spawn scaling factor:
Higher values means more loot.
Higher values means more loot.
Line 10: Line 12:
;Monster evolution scaling factor:
;Monster evolution scaling factor:
A higher number means slower evolution.
A higher number means slower evolution.
;Monster speed:
<br><br>
;Monster speed:x
;Monster resilience:
;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.
Determines how much damage monsters can take.  A higher value makes monsters more resilient and a lower makes them more flimsy.  Requires world reset.

Revision as of 21:01, 26 May 2020

World end handling

reset

Size of cities
x
City spacing
x
Spawn rate scaling factor
x
Carrion spawn rate scaling factor
x
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
x
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