World Options: Difference between revisions
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;Wander spawns: | |||
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;Static NPCs: | |||
;Determines whether starting NPCs should spawn, and if they do, how exactly.: | |||
;Random NPCs: | |||
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;Mutations by radiation: | |||
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;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