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Atskadan

Config.txt

Apr 2nd, 2014
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  1. ### HEALTH ###
  2.  
  3. # level of health at which a mob becomes unconscious (crit)
  4. HEALTH_THRESHOLD_CRIT 0
  5.  
  6. # level of health at which a mob becomes dead
  7. HEALTH_THRESHOLD_DEAD -100
  8.  
  9.  
  10. ### REVIVAL ###
  11.  
  12. # whether pod plants work or not
  13. REVIVAL_POD_PLANTS 1
  14.  
  15. # whether cloning tubes work or not
  16. REVIVAL_CLONING 1
  17.  
  18. # amount of time (in hundredths of seconds) for which a brain retains the "spark of life" after the person's death (set to -1 for infinite)
  19. REVIVAL_BRAIN_LIFE -1
  20.  
  21. ### RENAMING ###
  22.  
  23. # Whether cyborgs can rename themselves at roundstart or when built. Has no effect on roboticists renaming cyborgs the normal way. Set to 0 to disable self-renaming.
  24. RENAME_CYBORG 1
  25.  
  26. ### MOB MOVEMENT ###
  27.  
  28. ## We suggest editing these variables ingame to find a good speed for your server.
  29. ## To do this you must be a high level admin. Open the 'debug' tab ingame.
  30. ## Select "Debug Controller" and then, in the popup, select "Configuration". These variables should have the same name.
  31.  
  32. ## These values get directly added to values and totals ingame.
  33. ## To speed things up make the number negative, to slow things down, make the number positive.
  34.  
  35. ## These modify the run/walk speed of all mobs before the mob-specific modifiers are applied.
  36. RUN_DELAY 1
  37. WALK_DELAY 4
  38.  
  39. ## The variables below affect the movement of specific mob types.
  40. HUMAN_DELAY 0
  41. ROBOT_DELAY 0
  42. MONKEY_DELAY 0
  43. ALIEN_DELAY 0
  44. SLIME_DELAY 0
  45. ANIMAL_DELAY 0
  46.  
  47.  
  48. ### NAMES ###
  49. ## If uncommented this adds a random surname to a player's name if they only specify one name.
  50. #HUMANS_NEED_SURNAMES
  51.  
  52. ## If uncommented, this forces all players to use random names !and appearances!.
  53. #FORCE_RANDOM_NAMES
  54.  
  55.  
  56. ### ALERT LEVELS ###
  57. ALERT_GREEN All threats to the station have passed. Security may not have weapons visible, privacy laws are once again fully enforced.
  58. ALERT_BLUE_UPTO The station has received reliable information about possible hostile activity on the station. Security staff may have weapons visible, random searches are permitted.
  59. ALERT_BLUE_DOWNTO The immediate threat has passed. Security may no longer have weapons drawn at all times, but may continue to have them visible. Random searches are still allowed.
  60. ALERT_RED_UPTO There is an immediate serious threat to the station. Security may have weapons unholstered at all times. Random searches are allowed and advised.
  61. ALERT_RED_DOWNTO The self-destruct mechanism has been deactivated, there is still however an immediate serious threat to the station. Security may have weapons unholstered at all times, random searches are allowed and advised.
  62. ALERT_DELTA The station's self-destruct mechanism has been engaged. All crew are instructed to obey all instructions given by heads of staff. Any violations of these orders can be punished by death. This is not a drill.
  63.  
  64.  
  65. ### EXPLOSIONS ###
  66.  
  67. ## Unhash this to use recursive explosions, keep it hashed to use normal style explosions.
  68. ## Recursive explosions react to walls, airlocks and blast doors, making them look a lot cooler
  69. ## than the boring old circular explosions. They require more CPU and are (as of March 2013) experimental.
  70. ## The default map is generally designed for the old style explosions in terms of security.
  71.  
  72. #USE_RECURSIVE_EXPLOSIONS
  73.  
  74.  
  75. ### GAME MODES ###
  76.  
  77. ## Probablities for game modes chosen in 'secret' and 'random' modes.
  78. ## Default probablity is 1, increase to make that mode more likely to be picked.
  79. ## Set to 0 to disable that mode.
  80.  
  81. PROBABILITY TRAITOR 5
  82. PROBABILITY TRAITORCHAN 4
  83. PROBABILITY DOUBLE_AGENTS 3
  84. PROBABILITY NUCLEAR 2
  85. PROBABILITY REVOLUTION 2
  86. PROBABILITY CULT 2
  87. PROBABILITY CHANGELING 2
  88. PROBABILITY WIZARD 4
  89. PROBABILITY MALFUNCTION 1
  90. PROBABILITY BLOB 2
  91. PROBABILITY METEOR 0
  92. PROBABILITY EXTENDED 0
  93.  
  94. ## You probably want to keep sandbox off by default for secret and random.
  95. PROBABILITY SANDBOX 0
  96.  
  97. ## Uncomment to make rounds which end instantly (Rev, Wizard, Malf) continue until
  98. ## the shuttle is called or the station is nuked.
  99. ## Malf and Rev will let the shuttle be called when the antags/protags are dead.
  100. #CONTINUOUS_ROUND_REV
  101. #CONTINUOUS_ROUND_WIZ
  102. #CONTINUOUS_ROUND_MALF
  103.  
  104.  
  105. ## Variables calculate how number of antagonists will scale to population.
  106. ## Used as (Antagonists = Population / Coeff)
  107. ## Set to 0 to disable scaling and use default numbers instead.
  108. TRAITOR_SCALING_COEFF 6
  109. CHANGELING_SCALING_COEFF 7
  110.  
  111. ## Uncomment to prohibit jobs that start with loyalty
  112. ## implants from being most antagonists.
  113. #PROTECT_ROLES_FROM_ANTAGONIST
  114.  
  115. ## If late-joining players have a chance to become a traitor/changeling
  116. ALLOW_LATEJOIN_ANTAGONISTS
  117.  
  118. ## Uncomment to allow players to see the set odds of different rounds in secret/random in the get server revision screen. This will NOT tell the current roundtype.
  119. #SHOW_GAME_TYPE_ODDS
  120.  
  121. ### RANDOM EVENTS ###
  122.  
  123. ## Comment this to disable random events during the round.
  124. ALLOW_RANDOM_EVENTS
  125.  
  126.  
  127. ### AI ###
  128.  
  129. ## Allow the AI job to be picked.
  130. ALLOW_AI
  131.  
  132.  
  133.  
  134. ### AWAY MISSIONS ###
  135.  
  136. ## How long the delay is before the Away Mission gate opens. Default is half an hour.
  137. ## 600 is one minute.
  138. GATEWAY_DELAY 18000
  139.  
  140.  
  141. ### ACCESS ###
  142. ## Comment this out if you wish to use the setup where jobs have more access.
  143. ## This is intended for servers with low populations - where there are not enough
  144. ## players to fill all roles, so players need to do more than just one job.
  145. ## Also for servers where they don't want people to hide in their own departments.
  146. #JOBS_HAVE_MINIMAL_ACCESS
  147.  
  148. ## Uncomment to give assistants maint access.
  149. #ASSISTANTS_HAVE_MAINT_ACCESS
  150.  
  151. ## Uncoment to give security maint access. Note that if you comment JOBS_HAVE_MINIMAL_ACCESS security already gets maint from that.
  152. #SECURITY_HAS_MAINT_ACCESS
  153.  
  154. ## Uncomment to give everyone maint access.
  155. #EVERYONE_HAS_MAINT_ACCESS
  156.  
  157. ## Comment this to make security officers spawn in departmental security posts
  158. SEC_START_BRIG
  159.  
  160.  
  161. ### GHOST INTERACTION ###
  162. ## Uncomment to let ghosts spin chairs. You may be wondering why this is a config option. Don't ask.
  163. #GHOST_INTERACTION
  164.  
  165. ### NON-VOCAL SILICONS ###
  166. ## Uncomment to stop the AI, or cyborgs, from having vocal communication.
  167. #SILENT_AI
  168. #SILENT_BORG
  169.  
  170. ### SANDBOX PANEL AUTOCLOSE ###
  171. ## The sandbox panel's item spawning dialog now stays open even after you click an option.
  172. ## If you find that your players are abusing the sandbox panel, this option may slow them down
  173. ## without preventing people from using it properly.
  174. ## Only functions in sandbox game mode.
  175. #SANDBOX_AUTOCLOSE
  176.  
  177. ### ROUNDSTART SILICON LAWS ###
  178. ## This controls what the AI's laws are at the start of the round.
  179. ## Set to 0/commented for "off", silicons will just start with Asimov.
  180. ## Set to 1 for "custom", silicons will start with the custom laws defined in silicon_laws.txt. (If silicon_laws.txt is empty, the AI will spawn with asimov and Custom boards will auto-delete.)
  181. ## Set to 2 for "random", silicons will start with a random lawset picked from (at the time of writing): P.A.L.A.D.I.N., Corporate, Asimov. More can be added by changing the law datum paths in ai_laws.dm.
  182. DEFAULT_LAWS 1
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