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servertest_SandboxVars.ini
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SandboxVars = {
VERSION = 4,
-- Changing this sets the "Population Multiplier" advanced option.
-- 1 = Insane
-- 2 = Very High
-- 3 = High
-- 4 = Normal
-- 5 = Low
Zombies = 4,
-- 1 = Urban Focused
Distribution = 1,
-- 1 = 15 Minutes
-- 2 = 30 Minutes
-- 3 = 1 Hour
-- 4 = 2 Hours
-- 5 = 3 Hours
-- 6 = 4 Hours
-- 7 = 5 Hours
-- 8 = 6 Hours
-- 9 = 7 Hours
-- 10 = 8 Hours
-- 11 = 9 Hours
-- 12 = 10 Hours
-- 13 = 11 Hours
-- 14 = 12 Hours
-- 15 = 13 Hours
-- 16 = 14 Hours
-- 17 = 15 Hours
-- 18 = 16 Hours
-- 19 = 17 Hours
-- 20 = 18 Hours
-- 21 = 19 Hours
-- 22 = 20 Hours
-- 23 = 21 Hours
-- 24 = 22 Hours
-- 25 = 23 Hours
DayLength = 3,
StartYear = 1,
-- 1 = January
-- 2 = February
-- 3 = March
-- 4 = April
-- 5 = May
-- 6 = June
-- 7 = July
-- 8 = August
-- 9 = September
-- 10 = October
-- 11 = November
StartMonth = 1,
StartDay = 1,
-- 1 = 7 AM
-- 2 = 9 AM
-- 3 = 12 PM
-- 4 = 2 PM
-- 5 = 5 PM
-- 6 = 9 PM
-- 7 = 12 AM
-- 8 = 2 AM
StartTime = 7,
-- 1 = Instant
-- 2 = 0-30 Days
-- 3 = 0-2 Months
-- 4 = 0-6 Months
-- 5 = 0-1 Year
-- 6 = 0-5 Years
-- 7 = 2-6 Months
WaterShut = 2,
-- 1 = Instant
-- 2 = 0-30 Days
-- 3 = 0-2 Months
-- 4 = 0-6 Months
-- 5 = 0-1 Year
-- 6 = 0-5 Years
-- 7 = 2-6 Months
ElecShut = 2,
-- Minimum=-1 Maximum=2147483647 Default=14
WaterShutModifier = 14,
-- Minimum=-1 Maximum=2147483647 Default=14
ElecShutModifier = 14,
-- 1 = Extremely Rare
-- 2 = Rare
-- 3 = Normal
-- 4 = Common
FoodLoot = 3,
-- 1 = Extremely Rare
-- 2 = Rare
-- 3 = Normal
-- 4 = Common
CannedFoodLoot = 4,
-- 1 = Extremely Rare
-- 2 = Rare
-- 3 = Normal
-- 4 = Common
LiteratureLoot = 3,
-- Seeds, Nails, Saws, Fishing Rods, various tools, etc...
-- 1 = Extremely Rare
-- 2 = Rare
-- 3 = Normal
-- 4 = Common
SurvivalGearsLoot = 3,
-- 1 = Extremely Rare
-- 2 = Rare
-- 3 = Normal
-- 4 = Common
MedicalLoot = 3,
-- 1 = Extremely Rare
-- 2 = Rare
-- 3 = Normal
-- 4 = Common
WeaponLoot = 4,
-- 1 = Extremely Rare
-- 2 = Rare
-- 3 = Normal
-- 4 = Common
RangedWeaponLoot = 3,
-- 1 = Extremely Rare
-- 2 = Rare
-- 3 = Normal
-- 4 = Common
AmmoLoot = 4,
-- 1 = Extremely Rare
-- 2 = Rare
-- 3 = Normal
-- 4 = Common
MechanicsLoot = 2,
-- 1 = Extremely Rare
-- 2 = Rare
-- 3 = Normal
-- 4 = Common
OtherLoot = 3,
-- Controls the global temperature.
-- 1 = Very Cold
-- 2 = Cold
-- 3 = Normal
-- 4 = Hot
Temperature = 3,
-- Controls how often it rains.
-- 1 = Very Dry
-- 2 = Dry
-- 3 = Normal
-- 4 = Rainy
Rain = 3,
-- Number of days until 100% growth.
-- 1 = Very Fast (20 Days)
-- 2 = Fast (50 Days)
-- 3 = Normal (100 Days)
-- 4 = Slow (200 Days)
ErosionSpeed = 3,
-- Number of days until 100% growth. -1 means no growth. Zero means use the Erosion Speed option. Maximum 36,500 (100 years). Minimum=-1 Maximum=36500 Default=0
ErosionDays = 0,
-- Modifies the base XP gain from actions by this number. Minimum=0.00 Maximum=1000.00 Default=1.00
XpMultiplier = 1.0,
-- Use this to multiply or reduce engine general loudness. Minimum=0.00 Maximum=100.00 Default=1.00
ZombieAttractionMultiplier = 1.0,
-- Governs whether cars are locked, need keys to start etc.
VehicleEasyUse = false,
-- Controls the speed of plant growth.
-- 1 = Very Fast
-- 2 = Fast
-- 3 = Normal
-- 4 = Slow
Farming = 3,
-- Controls the time it takes for food to break down in a composter.
-- 1 = 1 Week
-- 2 = 2 Weeks
-- 3 = 3 Weeks
-- 4 = 4 Weeks
-- 5 = 6 Weeks
-- 6 = 8 Weeks
-- 7 = 10 Weeks
CompostTime = 2,
-- How fast character's hunger, thirst and fatigue will decrease.
-- 1 = Very Fast
-- 2 = Fast
-- 3 = Normal
-- 4 = Slow
StatsDecrease = 3,
-- Controls the abundance of fish and general forage.
-- 1 = Very Poor
-- 2 = Poor
-- 3 = Normal
-- 4 = Abundant
NatureAbundance = 3,
-- 1 = Never
-- 2 = Extremely Rare
-- 3 = Rare
-- 4 = Sometimes
-- 5 = Often
Alarm = 4,
-- How frequently homes and buildings will be discovered locked
-- 1 = Never
-- 2 = Extremely Rare
-- 3 = Rare
-- 4 = Sometimes
-- 5 = Often
LockedHouses = 4,
-- Spawn with chips, water bottle, school bag, baseball bat and a hammer.
StarterKit = false,
-- Nutritional value of food affects the player's condition.
Nutrition = true,
-- Define how fast the food will spoil inside or outside fridge.
-- 1 = Very Fast
-- 2 = Fast
-- 3 = Normal
-- 4 = Slow
FoodRotSpeed = 3,
-- Define how much a fridge will be effective.
-- 1 = Very Low
-- 2 = Low
-- 3 = Normal
-- 4 = High
FridgeFactor = 4,
-- Items will respawn in already-looted containers in towns and trailer parks. Items will not respawn in player-made containers.
-- 1 = None
-- 2 = Every Day
-- 3 = Every Week
-- 4 = Every Month
LootRespawn = 1,
-- When > 0, loot will not respawn in zones that have been visited within this number of in-game hours. Minimum=0 Maximum=2147483647 Default=0
SeenHoursPreventLootRespawn = 0,
-- A comma-separated list of item types that will be removed after HoursForWorldItemRemoval hours.
WorldItemRemovalList = "Base.Vest,Base.Shirt,Base.Blouse,Base.Skirt,Base.Shoes,Base.Hat,Base.Glasses",
-- Number of hours since an item was dropped on the ground before it is removed. Items are removed the next time that part of the map is loaded. Zero means items are not removed. Minimum=0.00 Maximum=2147483647.00 Default=24.00
HoursForWorldItemRemoval = 24.0,
-- If true, any items *not* in WorldItemRemovalList will be removed.
ItemRemovalListBlacklistToggle = false,
-- This will affect starting world erosion and food spoilage.
-- 1 = 0
-- 2 = 1
-- 3 = 2
-- 4 = 3
-- 5 = 4
-- 6 = 5
-- 7 = 6
-- 8 = 7
-- 9 = 8
-- 10 = 9
-- 11 = 10
-- 12 = 11
TimeSinceApo = 1,
-- Will influence how much water the plant will lose per day and their ability to avoid disease.
-- 1 = Very High
-- 2 = High
-- 3 = Normal
-- 4 = Low
PlantResilience = 3,
-- Controls the yield of plants when harvested.
-- 1 = Very Poor
-- 2 = Poor
-- 3 = Normal
-- 4 = Abundant
PlantAbundance = 3,
-- Recovery from being tired from performing actions
-- 1 = Very Fast
-- 2 = Fast
-- 3 = Normal
-- 4 = Slow
EndRegen = 3,
-- How regularly helicopters pass over the event zone.
-- 1 = Never
-- 2 = Once
-- 3 = Sometimes
Helicopter = 2,
-- How often zombie attracting metagame events like distant gunshots will occur.
-- 1 = Never
-- 2 = Sometimes
MetaEvent = 2,
-- Governs night-time metagame events during the player's sleep.
-- 1 = Never
-- 2 = Sometimes
SleepingEvent = 1,
-- Increase/decrease the chance of electrical generators spawning on the map.
-- 1 = Extremely Rare
-- 2 = Rare
-- 3 = Sometimes
-- 4 = Often
GeneratorSpawning = 3,
-- How much fuel is consumed per in-game hour. Minimum=0.00 Maximum=100.00 Default=1.00
GeneratorFuelConsumption = 1.0,
-- Increase/decrease probability of discovering randomized safe houses on the map: either burnt out, containing loot stashes, dead survivor bodies etc.
-- 1 = Never
-- 2 = Extremely Rare
-- 3 = Rare
-- 4 = Sometimes
-- 5 = Often
SurvivorHouseChance = 4,
-- 1 = Never
-- 2 = Extremely Rare
-- 3 = Rare
-- 4 = Sometimes
-- 5 = Often
VehicleStoryChance = 4,
-- 1 = Never
-- 2 = Extremely Rare
-- 3 = Rare
-- 4 = Sometimes
-- 5 = Often
ZoneStoryChance = 4,
-- Impacts on how often a looted map will have annotations marked on it by a deceased survivor.
-- 1 = Never
-- 2 = Extremely Rare
-- 3 = Rare
-- 4 = Sometimes
-- 5 = Often
AnnotatedMapChance = 4,
-- Adds free points during character creation. Minimum=-100 Maximum=100 Default=0
CharacterFreePoints = 16,
-- Gives player-built constructions extra hit points so they are more resistant to zombie damage.
-- 1 = Very Low
-- 2 = Low
-- 3 = Normal
-- 4 = High
ConstructionBonusPoints = 4,
-- Governs the ambient lighting at night.
-- 1 = Pitch Black
-- 2 = Dark
-- 3 = Normal
NightDarkness = 3,
-- Governs the time from dusk to dawn.
-- 1 = Always Night
-- 2 = Long
-- 3 = Normal
-- 4 = Short
NightLength = 3,
-- Increase and decrease the impact injuries have on your body, and their healing time.
-- 1 = Low
-- 2 = Normal
InjurySeverity = 2,
-- Enable or disable broken limbs when survivors receive injuries from impacts, zombie damage and falls.
BoneFracture = true,
-- How long before zombie bodies disappear. Minimum=-1.00 Maximum=2147483647.00 Default=216.00
HoursForCorpseRemoval = 216.0,
-- Governs impact that nearby decaying bodies has on the player's health and emotions.
-- 1 = None
-- 2 = Low
-- 3 = Normal
DecayingCorpseHealthImpact = 3,
-- How much blood is sprayed on floor and walls.
-- 1 = None
-- 2 = Low
-- 3 = Normal
-- 4 = High
BloodLevel = 3,
-- Governs how quickly clothing degrades, becomes dirty, and bloodied.
-- 1 = Disabled
-- 2 = Slow
-- 3 = Normal
ClothingDegradation = 3,
FireSpread = true,
-- Number of in-game days before rotten food is removed from the map. -1 means rotten food is never removed. Minimum=-1 Maximum=2147483647 Default=-1
DaysForRottenFoodRemoval = -1,
-- If enabled, generators will work on exterior tiles, allowing for example to power gas pump.
AllowExteriorGenerator = true,
-- Controls the maximum intensity of fog.
-- 1 = Normal
-- 2 = Moderate
MaxFogIntensity = 1,
-- Controls the maximum intensity of rain.
-- 1 = Normal
-- 2 = Moderate
MaxRainFxIntensity = 1,
-- If disabled snow will not accumulate on ground but will still be visible on vegetation and rooftops.
EnableSnowOnGround = true,
-- When enabled certain melee weapons will be able to strike multiple zombies in one hit.
MultiHitZombies = true,
-- Chance of being bitten when a zombie attacks from behind.
-- 1 = Low
-- 2 = Medium
RearVulnerability = 3,
-- Disable to walk unimpeded while melee attacking.
AttackBlockMovements = true,
AllClothesUnlocked = false,
-- Governs how frequently cars are discovered on the map
-- 1 = None
-- 2 = Very Low
-- 3 = Low
-- 4 = Normal
CarSpawnRate = 4,
-- Governs the chances of finding vehicles with gas in the tank.
-- 1 = Low
-- 2 = Normal
ChanceHasGas = 2,
-- Governs how full gas tanks will be in discovered cars.
-- 1 = Very Low
-- 2 = Low
-- 3 = Normal
-- 4 = High
-- 5 = Very High
InitialGas = 3,
-- Governs how full gas tanks in fuel station will be, initially.
-- 1 = Empty
-- 2 = Very Low
-- 3 = Low
-- 4 = Normal
-- 5 = High
-- 6 = Very High
-- 7 = Full
FuelStationGas = 7,
-- How gas-hungry vehicles on the map are. Minimum=0.00 Maximum=100.00 Default=1.00
CarGasConsumption = 1.0,
-- 1 = Never
-- 2 = Extremely Rare
-- 3 = Rare
-- 4 = Sometimes
-- 5 = Often
LockedCar = 3,
-- General condition of vehicles discovered on the map
-- 1 = Very Low
-- 2 = Low
-- 3 = Normal
-- 4 = High
CarGeneralCondition = 3,
-- Governs the amount of damage dealt to vehicles that crash.
-- 1 = Very Low
-- 2 = Low
-- 3 = Normal
-- 4 = High
CarDamageOnImpact = 3,
-- Damage received by the player from the car in a collision.
-- 1 = None
-- 2 = Low
-- 3 = Normal
-- 4 = High
DamageToPlayerFromHitByACar = 1,
-- Enable or disable traffic jams that spawn on the main roads of the map.
TrafficJam = true,
-- How frequently cars will be discovered with an alarm.
-- 1 = Never
-- 2 = Extremely Rare
-- 3 = Rare
-- 4 = Sometimes
-- 5 = Often
CarAlarm = 2,
-- Enable or disable player getting damage from being in a car accident.
PlayerDamageFromCrash = true,
-- How many in-game hours before a wailing siren shuts off. Minimum=0.00 Maximum=168.00 Default=0.00
SirenShutoffHours = 0.0,
-- Governs whether player can discover a car that has been maintained and cared for after the infection struck.
-- 1 = Low
-- 2 = Normal
RecentlySurvivorVehicles = 2,
-- Enables vehicles to spawn.
EnableVehicles = true,
Map = {
AllowMiniMap = false,
AllowWorldMap = true,
MapAllKnown = false,
},
ZombieLore = {
-- Controls the zombie movement rate.
-- 1 = Sprinters
-- 2 = Fast Shamblers
-- 3 = Shamblers
Speed = 2,
-- Controls the damage zombies inflict per attack.
-- 1 = Superhuman
-- 2 = Normal
-- 3 = Weak
Strength = 2,
-- Controls the difficulty to kill zombies.
-- 1 = Tough
-- 2 = Normal
-- 3 = Fragile
Toughness = 2,
-- Controls how the zombie virus spreads.
-- 1 = Blood + Saliva
-- 2 = Saliva Only
-- 3 = Everyone's Infected
Transmission = 1,
-- Controls how quickly the infection takes effect.
-- 1 = Instant
-- 2 = 0-30 Seconds
-- 3 = 0-1 Minutes
-- 4 = 0-12 Hours
-- 5 = 2-3 Days
-- 6 = 1-2 Weeks
Mortality = 5,
-- Controls how quickly corpses rise as zombies.
-- 1 = Instant
-- 2 = 0-30 Seconds
-- 3 = 0-1 Minutes
-- 4 = 0-12 Hours
-- 5 = 2-3 Days
Reanimate = 3,
-- Controls zombie intelligence.
-- 1 = Navigate + Use Doors
-- 2 = Navigate
-- 3 = Basic Navigation
Cognition = 3,
-- Controls which zombies can crawl under vehicles.
-- 1 = Crawlers Only
-- 2 = Extremely Rare
-- 3 = Rare
-- 4 = Sometimes
-- 5 = Often
-- 6 = Very Often
CrawlUnderVehicle = 5,
-- Controls how long zombies remember players after seeing or hearing.
-- 1 = Long
-- 2 = Normal
-- 3 = Short
Memory = 2,
-- Controls the effects of decomposition over time.
-- 1 = Slows + Weakens
-- 2 = Slows
-- 3 = Weakens
Decomp = 1,
-- Controls zombie vision radius.
-- 1 = Eagle
-- 2 = Normal
Sight = 2,
-- Controls zombie hearing radius.
-- 1 = Pinpoint
-- 2 = Normal
Hearing = 2,
-- Zombies that have not seen/heard player can attack doors and constructions while roaming.
ThumpNoChasing = false,
-- Governs whether or not zombies can destroy player constructions and defences.
ThumpOnConstruction = true,
-- Governs whether zombies are more active during the day, or whether they act more nocturnally. Active zombies will use the speed set in the "Speed" setting. Inactive zombies will be slower, and tend not to give chase.
-- 1 = Both
-- 2 = Night
ActiveOnly = 1,
-- Allows zombies to trigger house alarms when breaking through windows and doors.
TriggerHouseAlarm = false,
-- When enabled if multiple zombies are attacking they can drag you down to feed. Dependent on zombie strength.
ZombiesDragDown = true,
-- When enabled zombies will have a chance to lunge after climbing over a fence if you're too close.
ZombiesFenceLunge = true,
},
ZombieConfig = {
-- Set by the "Zombie Count" population option. 4.0 = Insane, Very High = 3.0, 2.0 = High, 1.0 = Normal, 0.35 = Low, 0.0 = None. Minimum=0.00 Maximum=4.00 Default=1.00
PopulationMultiplier = 0.8,
-- Adjusts the desired population at the start of the game. Minimum=0.00 Maximum=4.00 Default=1.00
PopulationStartMultiplier = 0.41,
-- Adjusts the desired population on the peak day. Minimum=0.00 Maximum=4.00 Default=1.50
PopulationPeakMultiplier = 1.5,
-- The day when the population reaches it's peak. Minimum=1 Maximum=365 Default=28
PopulationPeakDay = 345,
-- The number of hours that must pass before zombies may respawn in a cell. If zero, spawning is disabled. Minimum=0.00 Maximum=8760.00 Default=72.00
RespawnHours = 72.0,
-- The number of hours that a chunk must be unseen before zombies may respawn in it. Minimum=0.00 Maximum=8760.00 Default=16.00
RespawnUnseenHours = 16.0,
-- The fraction of a cell's desired population that may respawn every RespawnHours. Minimum=0.00 Maximum=1.00 Default=0.10
RespawnMultiplier = 0.1,
-- The number of hours that must pass before zombies migrate to empty parts of the same cell. If zero, migration is disabled. Minimum=0.00 Maximum=8760.00 Default=12.00
RedistributeHours = 27.0,
-- The distance a zombie will try to walk towards the last sound it heard. Minimum=10 Maximum=1000 Default=100
FollowSoundDistance = 100,
-- The size of groups real zombies form when idle. Zero means zombies don't form groups. Groups don't form inside buildings or forest zones. Minimum=0 Maximum=1000 Default=20
RallyGroupSize = 20,
-- The distance real zombies travel to form groups when idle. Minimum=5 Maximum=50 Default=20
RallyTravelDistance = 20,
-- The distance between zombie groups. Minimum=5 Maximum=25 Default=15
RallyGroupSeparation = 19,
-- How close members of a group stay to the group's leader. Minimum=1 Maximum=10 Default=3
RallyGroupRadius = 4,
},
}