World Options
- 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. 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 previous version of CDDA rotting corpses would produce monsters, but this is not the case in recent releases.
- 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, or set to 0.5 would double the evolution rate. Set to 0.00 to turn off monster upgrades.
- 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
- NPC spawn rate scaling factor
- This determines the density of dynamic NPC spawns. Higher values mean more NPCs. This is only relevant if Random NPCs is set to TRUE.
- Mutations by radiation
- Character point pools
- Z-levels