World Options: Difference between revisions
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;Size of cities: | ;Size of cities: | ||
A number determining how large cities are. 0 disables cities, roads and any scenario requiring a city start. | 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 | ;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: | ;Spawn rate scaling factor: | ||
;Carrion 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. | |||
;Item spawn scaling factor: | ;Item spawn scaling factor: | ||
Higher values means more loot. | Higher values means more loot. |
Revision as of 21:18, 26 May 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 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.
- 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