World Options

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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. Set to 0 to turn off monster upgrades.



Monster speed
Determines the movement rate of monsters. A higher value increases monster speed and a lower reduces it. Requires world reset.
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 starting time of day on character generation. 0 is midnight, 8 is 8am.
Initial day
How many days into the year the cataclysm occurred. Day 0 is Spring 1. Day 91 is Summer 1, if Season length hasn't been modified. Day -1 randomizes the start date. Can be overridden by scenarios. This does not advance food rot or monster evolution.
Spawn delay
How many days after the cataclysm the player spawns. Day 0 is the day of the cataclysm. Can be overridden by scenarios. Increasing this will cause food rot and monster evolution to advance.
Season length
Season length, in days. Warning: Very little other than the duration of seasons scales with this value, so adjusting it may cause nonsensical results.
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
Keep the initial season, as determined by Initial day, will last forever.



Wander spawns
Emulation of zombie hordes. Zombie spawn points wander around cities and may go to noise. Must reset world directory after changing for it to take effect.
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
If true, radiation causes the player to mutate.



Character point pools
Z-levels