f1re9arden

fgnSortedZomboid_Sandbox.cfg

Jul 3rd, 2023 (edited)
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  1. Version=5
  2. Map.AllowMiniMap=false
  3.  
  4. Map.AllowWorldMap=true
  5.  
  6. Map.MapAllKnown=false
  7.  
  8. # Controls the zombie movement rate.\nDefault=Fast Shamblers
  9. ZombieLore.Speed=2
  10.  
  11. # Controls the damage zombies inflict per attack.\nDefault=Normal
  12. ZombieLore.Strength=2
  13.  
  14. # Controls the difficulty to kill zombies.\nDefault=Normal
  15. ZombieLore.Toughness=4
  16.  
  17. # Controls how the zombie virus spreads.\nDefault=Blood + Saliva
  18. ZombieLore.Transmission=2
  19.  
  20. # Controls how quickly the infection takes effect.\nDefault=2-3 Days
  21. ZombieLore.Mortality=5
  22.  
  23. # Controls how quickly corpses rise as zombies.\nDefault=0-1 Minutes
  24. ZombieLore.Reanimate=1
  25.  
  26. # Controls zombie intelligence.\nDefault=Basic Navigation
  27. ZombieLore.Cognition=3
  28.  
  29. # Controls which zombies can crawl under vehicles.\nDefault=Often
  30. ZombieLore.CrawlUnderVehicle=4
  31.  
  32. # Controls how long zombies remember players after seeing or hearing.\nDefault=Normal
  33. ZombieLore.Memory=5
  34.  
  35. # Controls zombie vision radius.\nDefault=Normal
  36. ZombieLore.Sight=3
  37.  
  38. # Controls zombie hearing radius.\nDefault=Normal
  39. ZombieLore.Hearing=4
  40.  
  41. # Zombies that have not seen/heard player can attack doors and constructions while roaming.
  42. ZombieLore.ThumpNoChasing=false
  43.  
  44. # Governs whether or not zombies can destroy player constructions and defences.
  45. ZombieLore.ThumpOnConstruction=true
  46.  
  47. # Governs whether zombies are more active during the day, or whether they act more nocturnally. \nActive zombies will use the speed set in the "Speed" setting. Inactive zombies will be slower, and tend not to give chase.\nDefault=Both
  48. ZombieLore.ActiveOnly=3
  49.  
  50. # Allows zombies to trigger house alarms when breaking through windows and doors.
  51. ZombieLore.TriggerHouseAlarm=false
  52.  
  53. # When enabled if multiple zombies are attacking they can drag you down to feed. Dependent on zombie strength.
  54. ZombieLore.ZombiesDragDown=true
  55.  
  56. # When enabled zombies will have a chance to lunge after climbing over a fence if you're too close.
  57. ZombieLore.ZombiesFenceLunge=true
  58.  
  59. # Default=Some zombies in the world will pretend to be dead
  60. ZombieLore.DisableFakeDead=1
  61.  
  62. # Set by the \"Zombie Count\" population option.\n4.0 = Insane, Very High = 3.0, 2.0 = High, 1.0 = Normal, 0.35 = Low, 0.0 = None.\nMinimum=0.00 Maximum=4.00 Default=1.00
  63. ZombieConfig.PopulationMultiplier=1.0
  64.  
  65. # Adjusts the desired population at the start of the game.\nMinimum=0.00 Maximum=4.00 Default=1.00
  66. ZombieConfig.PopulationStartMultiplier=0.5
  67.  
  68. # Adjusts the desired population on the peak day.\nMinimum=0.00 Maximum=4.00 Default=1.50
  69. ZombieConfig.PopulationPeakMultiplier=2.0
  70.  
  71. # The day when the population reaches it's peak.\nMinimum=1 Maximum=365 Default=28
  72. ZombieConfig.PopulationPeakDay=45
  73.  
  74. # The number of hours that must pass before zombies may respawn in a cell.\nIf zero, spawning is disabled.\nMinimum=0.00 Maximum=8760.00 Default=72.00
  75. ZombieConfig.RespawnHours=0.0
  76.  
  77. # The number of hours that a chunk must be unseen before zombies may respawn in it.\nMinimum=0.00 Maximum=8760.00 Default=16.00
  78. ZombieConfig.RespawnUnseenHours=0.0
  79.  
  80. # The fraction of a cell's desired population that may respawn every RespawnHours.\nMinimum=0.00 Maximum=1.00 Default=0.10
  81. ZombieConfig.RespawnMultiplier=0.1
  82.  
  83. # The number of hours that must pass before zombies migrate to empty parts of the same cell.\nIf zero, migration is disabled.\nMinimum=0.00 Maximum=8760.00 Default=12.00
  84. ZombieConfig.RedistributeHours=4.0
  85.  
  86. # The distance a zombie will try to walk towards the last sound it heard.\nMinimum=10 Maximum=1000 Default=100
  87. ZombieConfig.FollowSoundDistance=100
  88.  
  89. # The size of groups real zombies form when idle. Zero means zombies don't form groups.\nGroups don't form inside buildings or forest zones.\nMinimum=0 Maximum=1000 Default=20
  90. ZombieConfig.RallyGroupSize=1
  91.  
  92. # The distance real zombies travel to form groups when idle.\nMinimum=5 Maximum=50 Default=20
  93. ZombieConfig.RallyTravelDistance=5
  94.  
  95. # The distance between zombie groups.\nMinimum=5 Maximum=25 Default=15
  96. ZombieConfig.RallyGroupSeparation=5
  97.  
  98. # How close members of a group stay to the group's leader.\nMinimum=1 Maximum=10 Default=3
  99. ZombieConfig.RallyGroupRadius=1
  100.  
  101. # Changing this sets the \"Population Multiplier\" advanced option.\nDefault=Normal
  102. Zombies=4
  103.  
  104. # Default=Urban Focused
  105. Distribution=1
  106.  
  107. # Default=1 Hour
  108. DayLength=3
  109.  
  110. StartYear=1
  111.  
  112. # Default=July
  113. StartMonth=10
  114.  
  115. StartDay=13
  116.  
  117. # Default=9 AM
  118. StartTime=1
  119.  
  120. # Default=0-30 Days
  121. WaterShut=1
  122.  
  123. # Default=0-30 Days
  124. ElecShut=1
  125.  
  126. # Minimum=-1 Maximum=2147483647 Default=14
  127. WaterShutModifier=-1
  128.  
  129. # Minimum=-1 Maximum=2147483647 Default=14
  130. ElecShutModifier=-1
  131.  
  132. # Default=Rare (loot x 0.6)
  133. FoodLoot=3
  134.  
  135. # Default=Rare (loot x 0.6)
  136. CannedFoodLoot=3
  137.  
  138. # Default=Rare (loot x 0.6)
  139. LiteratureLoot=5
  140.  
  141. # Seeds, Nails, Saws, Fishing Rods, various tools, etc...\nDefault=Rare (loot x 0.6)
  142. SurvivalGearsLoot=3
  143.  
  144. # Default=Rare (loot x 0.6)
  145. MedicalLoot=3
  146.  
  147. # Default=Rare (loot x 0.6)
  148. WeaponLoot=3
  149.  
  150. # Default=Rare (loot x 0.6)
  151. RangedWeaponLoot=3
  152.  
  153. # Default=Rare (loot x 0.6)
  154. AmmoLoot=3
  155.  
  156. # Default=Rare (loot x 0.6)
  157. MechanicsLoot=3
  158.  
  159. # Everything else. Also affects foraging for all items in Town/Road zones.\nDefault=Rare (loot x 0.6)
  160. OtherLoot=4
  161.  
  162. # Controls the global temperature.\nDefault=Normal
  163. Temperature=2
  164.  
  165. # Controls how often it rains.\nDefault=Normal
  166. Rain=2
  167.  
  168. # Number of days until 100% growth.\nDefault=Normal (100 Days)
  169. ErosionSpeed=3
  170.  
  171. # Number of days until 100% growth.\n-1 means no growth.\nZero means use the Erosion Speed option.\nMaximum 36,500 (100 years).\nMinimum=-1 Maximum=36500 Default=0
  172. ErosionDays=61
  173.  
  174. # Modifies the base XP gain from actions by this number.\nMinimum=0.00 Maximum=1000.00 Default=1.00
  175. XpMultiplier=1.0
  176.  
  177. # Determines if the XP multiplier affects passively levelled skills eg. Fitness and Strength.
  178. XpMultiplierAffectsPassive=true
  179.  
  180. # Use this to multiply or reduce engine general loudness.\nMinimum=0.00 Maximum=100.00 Default=1.00
  181. ZombieAttractionMultiplier=1.0
  182.  
  183. # Governs whether cars are locked, need keys to start etc.
  184. VehicleEasyUse=false
  185.  
  186. # Controls the speed of plant growth.\nDefault=Normal
  187. Farming=3
  188.  
  189. # Controls the time it takes for food to break down in a composter.\nDefault=2 Weeks
  190. CompostTime=2
  191.  
  192. # How fast character's hunger, thirst and fatigue will decrease.\nDefault=Normal
  193. StatsDecrease=4
  194.  
  195. # Controls the abundance of fish and general forage.\nDefault=Normal
  196. NatureAbundance=3
  197.  
  198. # Default=Sometimes
  199. Alarm=2
  200.  
  201. # How frequently homes and buildings will be discovered locked\nDefault=Very Often
  202. LockedHouses=3
  203.  
  204. # Spawn with chips, water bottle, school bag, baseball bat and a hammer.
  205. StarterKit=false
  206.  
  207. # Nutritional value of food affects the player's condition.
  208. Nutrition=true
  209.  
  210. # Define how fast the food will spoil inside or outside fridge.\nDefault=Normal
  211. FoodRotSpeed=3
  212.  
  213. # Define how much a fridge will be effective.\nDefault=Normal
  214. FridgeFactor=3
  215.  
  216. # Items will respawn in already-looted containers in towns and trailer parks. Items will not respawn in player-made containers.\nDefault=None
  217. LootRespawn=1
  218.  
  219. # When > 0, loot will not respawn in zones that have been visited within this number of in-game hours.\nMinimum=0 Maximum=2147483647 Default=0
  220. SeenHoursPreventLootRespawn=0
  221.  
  222. # A comma-separated list of item types that will be removed after HoursForWorldItemRemoval hours.
  223. WorldItemRemovalList=
  224.  
  225. # 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.\nMinimum=0.00 Maximum=2147483647.00 Default=24.00
  226. HoursForWorldItemRemoval=0.0
  227.  
  228. # If true, any items *not* in WorldItemRemovalList will be removed.
  229. ItemRemovalListBlacklistToggle=false
  230.  
  231. # This will affect starting world erosion and food spoilage.\nDefault=0
  232. TimeSinceApo=4
  233.  
  234. # Will influence how much water the plant will lose per day and their ability to avoid disease.\nDefault=Normal
  235. PlantResilience=3
  236.  
  237. # Controls the yield of plants when harvested.\nDefault=Normal
  238. PlantAbundance=3
  239.  
  240. # Recovery from being tired from performing actions\nDefault=Normal
  241. EndRegen=3
  242.  
  243. # How regularly helicopters pass over the event zone.\nDefault=Once
  244. Helicopter=3
  245.  
  246. # How often zombie attracting metagame events like distant gunshots will occur.\nDefault=Sometimes
  247. MetaEvent=2
  248.  
  249. # Governs night-time metagame events during the player's sleep.\nDefault=Never
  250. SleepingEvent=2
  251.  
  252. # Increase/decrease the chance of electrical generators spawning on the map.\nDefault=Sometimes
  253. GeneratorSpawning=1
  254.  
  255. # How much fuel is consumed per in-game hour.\nMinimum=0.00 Maximum=100.00 Default=1.00
  256. GeneratorFuelConsumption=1.0
  257.  
  258. # Increase/decrease probability of discovering randomized safe houses on the map: either burnt out, containing loot stashes, dead survivor bodies etc.\nDefault=Rare
  259. SurvivorHouseChance=4
  260.  
  261. # Default=Rare
  262. VehicleStoryChance=4
  263.  
  264. # Default=Rare
  265. ZoneStoryChance=5
  266.  
  267. # Impacts on how often a looted map will have annotations marked on it by a deceased survivor.\nDefault=Sometimes
  268. AnnotatedMapChance=3
  269.  
  270. # Adds free points during character creation.\nMinimum=-100 Maximum=100 Default=0
  271. CharacterFreePoints=0
  272.  
  273. # Gives player-built constructions extra hit points so they are more resistant to zombie damage.\nDefault=Normal
  274. ConstructionBonusPoints=3
  275.  
  276. # Governs the ambient lighting at night.\nDefault=Normal
  277. NightDarkness=2
  278.  
  279. # Governs the time from dusk to dawn.\nDefault=Normal
  280. NightLength=3
  281.  
  282. # Increase and decrease the impact injuries have on your body, and their healing time.\nDefault=Normal
  283. InjurySeverity=2
  284.  
  285. # Enable or disable broken limbs when survivors receive injuries from impacts, zombie damage and falls.
  286. BoneFracture=true
  287.  
  288. # How long before zombie bodies disappear.\nMinimum=-1.00 Maximum=2147483647.00 Default=216.00
  289. HoursForCorpseRemoval=216.0
  290.  
  291. # Governs impact that nearby decaying bodies has on the player's health and emotions.\nDefault=Normal
  292. DecayingCorpseHealthImpact=3
  293.  
  294. # How much blood is sprayed on floor and walls.\nDefault=Normal
  295. BloodLevel=2
  296.  
  297. # Governs how quickly clothing degrades, becomes dirty, and bloodied.\nDefault=Normal
  298. ClothingDegradation=3
  299.  
  300. FireSpread=true
  301.  
  302. # Number of in-game days before rotten food is removed from the map. -1 means rotten food is never removed.\nMinimum=-1 Maximum=2147483647 Default=-1
  303. DaysForRottenFoodRemoval=-1
  304.  
  305. # If enabled, generators will work on exterior tiles, allowing for example to power gas pump.
  306. AllowExteriorGenerator=true
  307.  
  308. # Controls the maximum intensity of fog.\nDefault=Normal
  309. MaxFogIntensity=1
  310.  
  311. # Controls the maximum intensity of rain.\nDefault=Normal
  312. MaxRainFxIntensity=1
  313.  
  314. # If disabled snow will not accumulate on ground but will still be visible on vegetation and rooftops.
  315. EnableSnowOnGround=true
  316.  
  317. # When enabled certain melee weapons will be able to strike multiple zombies in one hit.
  318. MultiHitZombies=true
  319.  
  320. # Chance of being bitten when a zombie attacks from behind.\nDefault=High
  321. RearVulnerability=3
  322.  
  323. # Disable to walk unimpeded while melee attacking.
  324. AttackBlockMovements=true
  325.  
  326. AllClothesUnlocked=false
  327.  
  328. # if disabled, tainted water will not have a warning marking it as such
  329. EnableTaintedWaterText=true
  330.  
  331. # Governs how frequently cars are discovered on the map\nDefault=Low
  332. CarSpawnRate=3
  333.  
  334. # Governs the chances of finding vehicles with gas in the tank.\nDefault=Low
  335. ChanceHasGas=1
  336.  
  337. # Governs how full gas tanks will be in discovered cars.\nDefault=Low
  338. InitialGas=2
  339.  
  340. # Governs how full gas tanks in fuel station will be, initially.\nDefault=Normal
  341. FuelStationGas=4
  342.  
  343. # How gas-hungry vehicles on the map are.\nMinimum=0.00 Maximum=100.00 Default=1.00
  344. CarGasConsumption=1.0
  345.  
  346. # Default=Rare
  347. LockedCar=4
  348.  
  349. # General condition of vehicles discovered on the map\nDefault=Low
  350. CarGeneralCondition=1
  351.  
  352. # Governs the amount of damage dealt to vehicles that crash.\nDefault=Normal
  353. CarDamageOnImpact=3
  354.  
  355. # Damage received by the player from the car in a collision.\nDefault=None
  356. DamageToPlayerFromHitByACar=1
  357.  
  358. # Enable or disable traffic jams that spawn on the main roads of the map.
  359. TrafficJam=true
  360.  
  361. # How frequently cars will be discovered with an alarm.\nDefault=Extremely Rare
  362. CarAlarm=2
  363.  
  364. # Enable or disable player getting damage from being in a car accident.
  365. PlayerDamageFromCrash=true
  366.  
  367. # How many in-game hours before a wailing siren shuts off.\nMinimum=0.00 Maximum=168.00 Default=0.00
  368. SirenShutoffHours=0.0
  369.  
  370. # Governs whether player can discover a car that has been maintained and cared for after the infection struck.\nDefault=Low
  371. RecentlySurvivorVehicles=2
  372.  
  373. # Enables vehicles to spawn.
  374. EnableVehicles=true
  375.  
  376. # Governs if poisoning food is enabled.\nDefault=True
  377. EnablePoisoning=1
  378.  
  379. # Default=In and around bodies
  380. MaggotSpawn=1
  381.  
  382. # The higher the value, the longer lightbulbs last before breaking. If 0, lightbulbs will never break. Does not affect vehicle headlights.\nMinimum=0.00 Maximum=1000.00 Default=1.00
  383. LightBulbLifespan=1.0
  384.  
  385. # The maximum amount of fuel a barrel can contain.\nMinimum=100.00 Maximum=5000.00 Default=400.00
  386. FuelAPI.BarrelMaxCapacity=400.0
  387.  
  388. # The percentage of initial random fuel found in barrels.\nMinimum=0.00 Maximum=1.00 Default=0.50
  389. FuelAPI.BarrelRandomQuantityPercent=0.5
  390.  
  391. # Allow picking up barrel that contain fuel.
  392. FuelAPI.BarrelCanPickupFull=false
  393.  
  394. # Reduces the spawning of vehicles A LOT. Recommended that the "Car Spawn Rate" is set to "Very Low".
  395. VehicleSuperLowSpawn=false
  396.  
  397. # Chance of finding vehicles with their parts in poor condition. If you select "All", it is recommended that the "General Condition" option is set to "Very Low"\nDefault=None
  398. VehicleConditionExtremelyLow=4
  399.  
  400. # Chance of finding vehicles with a charged battery. This option only affects if the "Months since apocalypse" option is 12.\nDefault=None
  401. VehicleBatteryChance=3
  402.  
  403. # This option defines whether vehicles in the world may be missing parts.
  404. VehicleMayBeIncomplete=true
  405.  
  406. # Only affects if the option "Vehicles may be incomplete" is activated.\nDefault=Normal
  407. VehicleIncompleteProb=3
  408.  
  409. # The number of parts that vehicles may be missing (in probability).\nDefault=Normal
  410. VehicleMissingPartsQuantity=3
  411.  
  412. # This option determines whether the amount of fuel in vehicles will be randomized. The maximum fuel amount is half of the fuel tank capacity. It does not affect vehicles of recent survivors.
  413. VehicleRandomGasAmount=false
  414.  
  415. # Default Unit newly created vehicle starts with.\nDefault=Miles
  416. MileageExpansion.Default_Unit=2
  417.  
  418. # Set the amount of meter is in a kilometer. <LINE> Lower value mean 1 kilometer take less time to travel. <LINE> Higher value means 1 kilometer takes more time to travel.\nMinimum=100 Maximum=2000 Default=1000
  419. MileageExpansion.Meter_Per_Kilometer=1000
  420.  
  421. # Set a custom short name for Kilometers. Default: km
  422. MileageExpansion.Kilometer_Short_Name=km
  423.  
  424. # Set a custom short name for Miles. Default: mi
  425. MileageExpansion.Miles_Short_Name=mi
  426.  
  427. # This is the minimum amount of kilometers used to randomize a vehicle starting odometer value. <LINE> The engine condition will affect the final value only.\nMinimum=0 Maximum=999999 Default=100000
  428. MileageExpansion.Minimum_Starting_Odometer=100000
  429.  
  430. # This is the maximum amount of kilometers used to randomize a vehicle starting odometer value. <LINE> The engine condition will affect the final value only.\nMinimum=0 Maximum=999999 Default=300000
  431. MileageExpansion.Maximum_Starting_Odometer=300000
  432.  
  433. # May provoke stutters.
  434. KillCount.doExport=false
  435.  
  436. # Includes all kills into the final value in Post Death floating text.
  437. KillCount.includePostDeathUI=true
  438.  
  439. # Target time (in milliseconds) between two updates in multiplayer. Small value gives reactivity. High value reduces network use and server workload.\nMinimum=0 Maximum=10000000 Default=500
  440. KillCount.MaxUpdateDelay=500
  441.  
  442. # Each client can see every character score. Deactivate on (very large) servers to reduce Global Mod Data transfer load.
  443. KillCount.shareOnServer=true
  444.  
  445. # Dead characters are kept and count toward server kills. Deactivate for server that never wipe.
  446. KillCount.keepTrackOfDead=true
  447.  
  448. # If enabled, player corpses will include a fully annotated map containing every symbols from their main map
  449. BLTAnnotations.DropMapOnDeath=true
  450.  
  451. # Minimum=0 Maximum=100 Default=30
  452. RandomGenerators.ChanceOfFuel=30
  453.  
  454. # Minimum=0 Maximum=100 Default=5
  455. RandomGenerators.FuelMin=5
  456.  
  457. # Minimum=0 Maximum=100 Default=100
  458. RandomGenerators.FuelMax=100
  459.  
  460. # Minimum=0 Maximum=100 Default=80
  461. RandomGenerators.ChanceOfLostCondition=80
  462.  
  463. # Minimum=0 Maximum=100 Default=10
  464. RandomGenerators.ConditionMin=10
  465.  
  466. # Minimum=0 Maximum=100 Default=99
  467. RandomGenerators.ConditionMax=99
  468.  
  469. # Minimum=0 Maximum=100 Default=30
  470. RandomGenerators.ChanceOfBeingConnected=30
  471.  
  472. # Default=AlphaNumeric
  473. MGRS.style=1
  474.  
  475. # Zombies this distance or closer to a player will prevent them from entering vehicle interiors (0 = disabled).\nMinimum=0 Maximum=100 Default=20
  476. RVInterior.SafeZombieDistance=20
  477.  
  478. # Zombies currently chasing the player will prevent them from entering vehicle interiors, no matter the distance.
  479. RVInterior.NotWhenChased=true
  480.  
  481. DAMN.AllowPowerChadSpawns=true
  482.  
  483. Zombieharvester.bodyinvince=false
  484.  
  485. Zombieharvester.choptree=false
  486.  
  487. Zombieharvester.chopzombie=false
  488.  
  489. Zombieharvester.harvest=false
  490.  
  491. Zombieharvester.collectitem=false
  492.  
  493. Zombieharvester.clearweeds=false
  494.  
  495. Zombieharvester.plow=false
  496.  
  497. Zombieharvester.sow=false
  498.  
  499. Zombieharvester.water=false
  500.  
  501. Zombieharvester.dealdead=false
  502.  
  503. CF8KSweeper.AllowTiles=true
  504.  
  505. # You can list exact sprite names or the start of tilepacks. Separate them with ;
  506. CF8KSweeper.SpriteWhitelist=brokenglass_1_;trash_01_;d_trash_;street_decoration_01_26;street_decoration_01_27;damaged_objects_01_26;damaged_objects_01_27;damaged_objects_01_18;damaged_objects_01_19;damaged_objects_01_20;damaged_objects_01_21
  507.  
  508. CF8KSweeper.AllowBlood=true
  509.  
  510. CF8KSweeper.AllowGrime=true
  511.  
  512. CF8KSweeper.AllowAshes=true
  513.  
  514. CF8KSweeper.AllowItems=true
  515.  
  516. CF8KSweeper.AllowCorpses=true
  517.  
  518. InventoryTetris.EnableSearch=false
  519.  
  520. # Minimum=1 Maximum=250 Default=45
  521. InventoryTetris.SearchTime=45
  522.  
  523. # Minimum=0 Maximum=8 Default=0
  524. InventoryTetris.BonusGridSize=0
  525.  
  526. InventoryTetris.EnableGravity=false
  527.  
  528. # This is only a line separator, checking it has no effect.
  529. Text.DividerMusic=false
  530.  
  531. # Controls how powerful music related activities are. Higher values increase their effectiveness.\nDefault=Normal
  532. Music.StrengthMultiplier=2
  533.  
  534. # This is only a line separator, checking it has no effect.
  535. Text.DividerDancing=false
  536.  
  537. # Controls how powerful dancing is. Higher values increase it's effectiveness.\nDefault=Normal
  538. Dancing.StrengthMultiplier=2
  539.  
  540. # This is only a line separator, checking it has no effect.
  541. Text.DividerMeditation=false
  542.  
  543. # Controls how powerful meditation is. Higher values increase it's effectiveness.\nDefault=Normal
  544. Meditation.StrengthMultiplier=2
  545.  
  546. # Controls the duration of all mindfulness states.\nDefault=Normal
  547. Meditation.MindfulnessDuration=2
  548.  
  549. # How much healing occurs during during the Perfect Mindfulness state.
  550. # The amount varies depending on your character overall health and game-time settings.\nMinimum=0.00 Maximum=10.00 Default=2.00
  551. Meditation.HealFactor=2.0
  552.  
  553. # Controls the effectiveness of the mindfulness states bonuses (stress, pain, panic, etc...).\nDefault=Normal
  554. Meditation.EffectMultiplier=2
  555.  
  556. # This is only a line separator, checking it has no effect.
  557. Text.DividerDebug=false
  558.  
  559. # Enabling this will cause other modded moodles to appear above lifestyle moodles.
  560. Debug.MoodlePriority=false
  561.  
  562. # Enables manual expressions in the admin context menu
  563. Debug.Expressions=false
  564.  
  565. # Enabling this will make animation names appear above some of the new animations
  566. Debug.DanceAnim=false
  567.  
  568. # Use this option only if you're hosting an Local or Dedicated server. (To avoid issues). [Default is False].
  569. TrueCrawl.StealhModeServer=false
  570.  
  571. # Toggles the Stealth Mode ON or OFF. If OFF, only the vanilla Sneaking system will be used. [Default is True].
  572. TrueCrawl.StealhModeEnable=true
  573.  
  574. # Toggles the Moodle Stealth Indicator. (Works ONLY if Stealth Mode is ON!) [Default is True].
  575. TrueCrawl.MoodleEnable=false
  576.  
  577. # Toggles the ability to Crawl under Vehicles. (YOU MUST BE CRAWLING!) [Default is True, Default Key is Shift].
  578. TrueCrawl.CrawlUnderVehiclesEnable=true
  579.  
  580. # Toggles the Realistic Endurance mode. This mode improves the game immersion by limiting how much you can crawl. [Default is True].
  581. TrueCrawl.RealisticEndurance=true
  582.  
  583. # Auto disable the Crawling Pose when spotted by zombies. [Default is False].
  584. TrueCrawl.CancelCrawlWhenSpotted=false
  585.  
  586. # This value controls the zombie sight radius when player is crawling. It goes from 1(Extremely Small) to 20(Extremely Far). Default is 5 (Medium Radius). My recommendation is to keep between 5 - 10 to have a more immersive gameplay.\nMinimum=1 Maximum=20 Default=5
  587. TrueCrawl.ZombieRadius=5
  588.  
  589. # Doors can be transported only in trunks of TOTAL capacity of at leats 90. <LINE>Free capacity must be enough to fit the door. <LINE>E.g. door weighting 30 will fit into a trunk which is 60/90 full.
  590. eggonsAllDoorsAreYours.AllowTransportInLargeTrunksOnly=true
  591.  
  592. # Default door weights (30-40) will be multiplied by this number.\nMinimum=0.10 Maximum=2.00 Default=1.00
  593. eggonsAllDoorsAreYours.DoorsWeightMultiplier=1.0
  594.  
  595. # Minimum Carpentry level required to take off door off hinges.\nMinimum=0 Maximum=10 Default=3
  596. eggonsAllDoorsAreYours.MinimumCarpentryLevel=3
  597.  
  598. # Success probabilty at minimum Carpentry level.\nMinimum=0 Maximum=100 Default=75
  599. eggonsAllDoorsAreYours.SuccessChance=75
  600.  
  601. # Increase of success chance per each Carpentry level abover minimum.\nMinimum=1 Maximum=100 Default=5
  602. eggonsAllDoorsAreYours.SuccessChanceIncrease=5
  603.  
  604. # The minimum spawn range for Zombies from the fog.\nMinimum=1 Maximum=3 Default=1
  605. DGFromTheFog.SpawnRangeMin=1
  606.  
  607. # The maximum spawn range for Zombies from the fog.\nMinimum=4 Maximum=10 Default=5
  608. DGFromTheFog.SpawnRangeMax=5
  609.  
  610. # How thick should the fog be before Zombies will spawn?\nMinimum=0.70 Maximum=1.00 Default=0.70
  611. DGFromTheFog.FogThickness=0.7
  612.  
  613. # When disabled, zombies will only eat corpses if they happen to wander nearby and see it
  614. PDFTZ.HordesEnabled=true
  615.  
  616. # Sends shivers down your spine, while they rip it out of you (Warning - stupid, funny, hard)
  617. PDFTZ.SpookyScarySkeletons=false
  618.  
  619. # The amount of in game minutes it takes for a lone zombie to eat a corpse\nMinimum=10 Maximum=2880 Default=720
  620. PDFTZ.MaxTimeToEatBody=720
  621.  
  622. # Amount of nearby corpses * THIS VALUE = the radius of the world sound when a horde event triggers\nMinimum=1 Maximum=50 Default=20
  623. PDFTZ.CorpseDrawWeight=10
  624.  
  625. # A body pile must have a horde weight of at least this value in order for a horde event to trigger (minimum is Java side, can't go lower)\nMinimum=50 Maximum=215 Default=60
  626. PDFTZ.MinHordeDrawWeight=60
  627.  
  628. # Once a body has been on the ground this many in game minutes, it could start to draw a horde\nMinimum=10 Maximum=2880 Default=360
  629. PDFTZ.MinHordeDrawWaitTime=360
  630.  
  631. # Once a body has been on the ground this many in game minutes, it will attempt to draw a horde at least once\nMinimum=10 Maximum=2880 Default=720
  632. PDFTZ.MaxHordeDrawWaitTime=720
  633.  
  634. # Minimum in game minutes that must pass globally before any new hordes can form\nMinimum=10 Maximum=2880 Default=60
  635. PDFTZ.HordeGlobalCooldown=60
  636.  
  637. # Minimum=0 Maximum=1000 Default=100
  638. DressedForTheJob.XPBonus=100
  639.  
  640. # Minimum=1 Maximum=6 Default=3
  641. DressedForTheJob.Threshold=3
  642.  
  643. # \nMinimum=0 Maximum=100 Default=75
  644. eggonsHolstersTweaker.HolstersWeightReduction=75
  645.  
  646. # Belts' weight reduction (%)\nMinimum=0 Maximum=100 Default=30
  647. eggonsHolstersTweaker.BeltsWeightReduction=30
  648.  
  649. # The day the scheduler will start assigning events to.\nMinimum=0 Maximum=999 Default=0
  650. ExpandedHeli.StartDay=0
  651.  
  652. # How long will the scheduler run from the start day.\n The scheduler will adjust event progression to fit this duration.\nMinimum=1 Maximum=999 Default=90
  653. ExpandedHeli.SchedulerDuration=90
  654.  
  655. # Toggle this on so that the scheduler will spawn events passed the duration limit. Events will still progress through stages according to the duration but events will never stop being scheduled.
  656. ExpandedHeli.ContinueScheduling=false
  657.  
  658. # When \"Continue Scheduling Forever\" is toggle on, this toggled on makes the scheduler only use late-game events.
  659. ExpandedHeli.ContinueSchedulingLateGameOnly=true
  660.  
  661. # Whether weather will prevent events, or cause their crash.
  662. ExpandedHeli.WeatherImpactsEvents=true
  663.  
  664. # How frequent jet events occur.\n Jets fly by players causing horde movement.\nDefault=Uncommon
  665. ExpandedHeli.Frequency_jet=4
  666.  
  667. # How frequent Police events occur.\n The police will take matters into their own hands and escort citizens around while firing on zombies.\nDefault=Uncommon
  668. ExpandedHeli.Frequency_police=3
  669.  
  670. # How frequent news events occur.\n News choppers will hone in on any citizen they find and follow them around for a short time.\nDefault=Uncommon
  671. ExpandedHeli.Frequency_news_chopper=3
  672.  
  673. # How frequent military events occur.\n The military will progress through stages: warn citizens, purge the undead, then ultimately purge anything that moves.\nDefault=Uncommon
  674. ExpandedHeli.Frequency_military=3
  675.  
  676. # How frequent FEMA aid drop events occur.\n FEMA will conduct aid drops early on in the apocalypse.\nDefault=Uncommon
  677. ExpandedHeli.Frequency_FEMA_drop=3
  678.  
  679. # How frequent samaritan events occur.\n Samaritans will drop off supplies to help survivors.\nDefault=Uncommon
  680. ExpandedHeli.Frequency_samaritan_drop=3
  681.  
  682. # How frequent survivor events occur.\n Survivors will only flyby on scouting missions causing horde movement.\nDefault=Uncommon
  683. ExpandedHeli.Frequency_survivor_heli=3
  684.  
  685. # How frequent raider events occur.\n Raiders will hone in on survivors to torment them for some entertainment.\nDefault=Uncommon
  686. ExpandedHeli.Frequency_raiders=3
  687.  
  688. # Option to Change Percentage Chance for Headwear to Fall\nDefault=0%
  689. HeadWearWontFall.Chance=1
  690.  
  691. # How often Battery Bank will charge\nDefault=Every Ten Minutes
  692. ISA.ChargeFreq=1
  693.  
  694. # Regular Generator calculation has less performance impact\nDefault=Regular Generator
  695. ISA.DrainCalc=2
  696.  
  697. # Solar panel power efficiency
  698. # 12% is realistic for 1993
  699. # 25% is modern solar
  700. # default is unrealistic\nMinimum=1 Maximum=100 Default=25
  701. ISA.solarPanelEfficiency=25
  702.  
  703. # Multiplier for the average degrade of batteries.\nDecreasing this will dramatically increase battery life.\nMinimum=0 Maximum=1000 Default=100
  704. ISA.batteryDegradeChance=100
  705.  
  706. # Crafted DIY battery capacity multiplier.\nMinimum=1 Maximum=10000 Default=100
  707. ISA.DIYBatteryMultiplier=100
  708.  
  709. # How likely pre-placed solar panels and crates are to spawn at a given spawn location.
  710. # Requires external API to work.\nMinimum=0 Maximum=100 Default=25
  711. ISA.solarPanelWorldSpawns=25
  712.  
  713. # Rarity of Battery Bank spawning on the map.\nDefault=Rare
  714. ISA.BatteryBankSpawn=3
  715.  
  716. # Choose mode for Stash Houses.
  717. # Change only on new game.\nDefault=Don't add
  718. ISA.StashMode=2
  719.  
  720. # Solar panel spawns in random containers and pre-placed crates multiplier\nMinimum=0.00 Maximum=100.00 Default=1.00
  721. ISA.LRMSolarPanels=1.0
  722.  
  723. # Batteries spawns in random containers and pre-placed crates multiplier\nMinimum=0.00 Maximum=100.00 Default=1.00
  724. ISA.LRMBatteries=1.0
  725.  
  726. # Magazine and inverter spawns in random containers and pre-placed crates multiplier\nMinimum=0.00 Maximum=100.00 Default=1.00
  727. ISA.LRMMisc=1.0
  728.  
  729. # Base number of in-game minutes it takes to connect one panel\nMinimum=1 Maximum=1000 Default=120
  730. ISA.ConnectPanelMin=120
  731.  
  732. # Allows to craft solar panels and inverters
  733. ISA.enableExpandedRecipes=false
  734.  
  735. # X out of (100 + player skill/trait factor) will cause a heavy injury.
  736. # Rolled once when smashing a window while sprinting. Higher chance of shard injury and cannot hit below the groin. Player skill/trait factor is 95 for Graceful, max Running, max Nimble characters.\nMinimum=0 Maximum=200 Default=50
  737. DiveThruWindows.DiveClosedWindowInjuryChance=50
  738.  
  739. # X out of (100 + player skill/trait factor) will cause an injury.
  740. # This is rolled twice when diving through a closed or already broken window. Cannot hit the neck. Player skill/trait factor is 140 for Graceful, max Nimble characters.\nMinimum=0 Maximum=200 Default=30
  741. DiveThruWindows.DiveBrokenWindowInjuryChance=30
  742.  
  743. # Instead of X out of (100 + player skill/trait factor), change the 100 to something smaller to emphasize player skill or vice-versa.\nMinimum=0 Maximum=200 Default=100
  744. DiveThruWindows.BaseDodge=100
  745.  
  746. # Multiplier for armor effectiveness against dive injuries.\nMinimum=0 Maximum=200 Default=100
  747. DiveThruWindows.ArmorEffectiveness=100
  748.  
  749. # When smashing a window with a dive, this is the % chance that the animation will be converted to a failure.
  750. # Even when set to zero, the roll can happen as the vanilla roll for failure also takes place. Applies to dives even on open windows. Reduced by 40 for a max Nimble character. -20 from Graceful and +10 from Clumsy.\nMinimum=0 Maximum=200 Default=45
  751. DiveThruWindows.BaseFailDiveChance=45
  752.  
  753. # Whether the injury from smashing the window can scratch/wound the legs. (Note that the legs can always be scratched from diving thru the smashed window)
  754. DiveThruWindows.CanInjureLegs=false
  755.  
  756. # How many bonus injury rolls occur upon smashing a window with a dive?\nMinimum=0 Maximum=9 Default=0
  757. DiveThruWindows.ExtraInjuryRolls=0
  758.  
  759. EreFBIOpenUpDoor.AutoCloseDoor=true
  760.  
  761. EreFBIOpenUpDoor.WhileRunning=true
  762.  
  763. EreFBIOpenUpDoor.WhileSprinting=true
  764.  
  765. # Chance to get injured (left or right hand) when using a weapon or stone as an opener.
  766. MoarCanOpeners.InjurePlayer=true
  767.  
  768. # If a weapon or hands (if opened with a stone) are bloody then opened can will contain poisoned food (character won't die if healthy).
  769. MoarCanOpeners.PoisonResult=true
  770.  
  771. # Opened can will contain less food. Chance depends on the opener used and character's mood.
  772. MoarCanOpeners.SpillResult=true
  773.  
  774. # Short-bladed weapons (e.g. knives) will be available as can openers\n after character reaches this strength level.\nFor servers: clients must rejoin for the change to take effect.\nDefault=3
  775. MoarCanOpeners.SmallBladeStrengthLevel=3
  776.  
  777. # Long-bladed weapons (e.g. machetes) will be available as can openers\n after character reaches this strength level.\nFor servers: clients must rejoin for the change to take effect.\nDefault=7
  778. MoarCanOpeners.LongBladeStrengthLevel=7
  779.  
  780. # How many hours need to pass after reaching Tiredness Level 4 before you will pass out\nMinimum=0 Maximum=72 Default=6
  781. PassOut.passOutHours=2
  782.  
  783. # PassOutHours can randomly increase/decrease by a factor between 0 and this percentage multiplied by PassOutHours
  784. # 0.0 means no randomness
  785. # 1.0 means PassOutHours are between 0*PassOutHours and 2*PassOutHours
  786. # 0.5 means PassOutHours are between 0.5*PassOutHours and 1.5*PassOutHours, etc.\nMinimum=0.00 Maximum=1.00 Default=0.20
  787. PassOut.passOutRandomness=0.0
  788.  
  789. # Over how many in-game minute you will gradually pass out\nMinimum=1 Maximum=20 Default=5
  790. PassOut.passingOutTime=5
  791.  
  792. # Show a warning 10 in-game minutes before you will start gradually passing out
  793. PassOut.warnPassOut=true
  794.  
  795. # Minimum zombie kills required to have a chance to become brave.\nMinimum=1 Maximum=10000 Default=350
  796. BecomeBrave.MinimumZombieKills=350
  797.  
  798. # Maximum zombie kills required to become brave\nMinimum=1 Maximum=10000 Default=1500
  799. BecomeBrave.MaximumZombieKills=1500
  800.  
  801. # Consider traits that can increase the chance of becoming brave (more info in workshop page)
  802. BecomeBrave.ConsiderTraits=true
  803.  
  804. # Consider occupations Police, Fireman, Park Ranger, Security Guard, Doctor and Nurse that can increase the chance of becoming brave
  805. BecomeBrave.ConsiderOccupations=true
  806.  
  807. # The number of ticks that must pass before PVI will check for another collision.\nMinimum=0 Maximum=100 Default=20
  808. ProperVehicleInjuries.interval=20
  809.  
  810. # Injuries from vehicle collisions cannot happen if the vehicle is travelling slower than this speed.\nMinimum=0 Maximum=100 Default=35
  811. ProperVehicleInjuries.minSpeedForInjury=35
  812.  
  813. # Enables/disables the chance of dying on impact in a collision.
  814. ProperVehicleInjuries.deathFromCrash=true
  815.  
  816. # Enables/disables Fast/Slow healer affecting the duration of injuries. Fast/Slow Healer recover 30% faster/slower respectively.
  817. ProperVehicleInjuries.traitsAffectInjuries=true
  818.  
  819. # Enables/disables helmets reducing the severity of injuries to the players head.
  820. ProperVehicleInjuries.helmetsGiveProtection=true
  821.  
  822. # The time an injury to the head will last is reduced by this percent while wearing a full head helmet such as the motorcycle helmet.\nMinimum=0 Maximum=100 Default=60
  823. ProperVehicleInjuries.fullHelmetModifier=60
  824.  
  825. # The time an injury to the head will last is reduced by this percent while wearing a half head helmet such as a riding helmet.\nMinimum=0 Maximum=100 Default=40
  826. ProperVehicleInjuries.halfHelmetModifier=40
  827.  
  828. # The maximum speed a vehicle may be traveling for a collision to be considered this severity.\nMinimum=0 Maximum=110 Default=50
  829. ProperVehicleInjuries.lowupperBound=50
  830.  
  831. # The minimum amount of time that a scratch will last. This value should be the desired in-game hours for scratches to last multiplied by 1.07.\nMinimum=0 Maximum=200 Default=7
  832. ProperVehicleInjuries.lowscratchTimeMin=7
  833.  
  834. # The maximum amount of time that a scratch will last. This value should be the desired in-game hours for scratches to last multiplied by 1.07.\nMinimum=0 Maximum=200 Default=16
  835. ProperVehicleInjuries.lowscratchTimeMax=16
  836.  
  837. # The minimum amount of time that a laceration will last. This value should be the desired in-game hours for lacerations to last multiplied by 2.94.\nMinimum=0 Maximum=200 Default=10
  838. ProperVehicleInjuries.lowcutTimeMin=10
  839.  
  840. # The maximum amount of time that a laceration will last. This value should be the desired in-game hours for lacerations to last multiplied by 2.94.\nMinimum=0 Maximum=200 Default=20
  841. ProperVehicleInjuries.lowcutTimeMax=20
  842.  
  843. # The minimum amount of time that a fracture will last. This value should be the desired in-game hours for fractures to last multiplied by 0.515.\nMinimum=0 Maximum=1500 Default=0
  844. ProperVehicleInjuries.lowfractureTimeMin=0
  845.  
  846. # The maximum amount of time that a fracture will last. This value should be the desired in-game hours for fractures to last multiplied by 0.515.\nMinimum=0 Maximum=1500 Default=30
  847. ProperVehicleInjuries.lowfractureTimeMax=30
  848.  
  849. # The chance PER INJURY that an injury will be caused to the player. This chance is rolled per injury up to the specified maxInjuries.\nMinimum=0 Maximum=100 Default=30
  850. ProperVehicleInjuries.lowinjuryChance=30
  851.  
  852. # The maximum amount of injuries that may be sustained per collision. Fractures/Full Limb Fractures are rolled seperately.\nMinimum=0 Maximum=100 Default=1
  853. ProperVehicleInjuries.lowmaxInjuries=1
  854.  
  855. # The relative chance that an injury will be a scratch. Actual % chance depends on other injury weights.\nMinimum=0 Maximum=100 Default=100
  856. ProperVehicleInjuries.lowscratchChance=100
  857.  
  858. # The relative chance that an injury will be a laceration. Actual % chance depends on other injury weights.\nMinimum=0 Maximum=100 Default=0
  859. ProperVehicleInjuries.lowcutChance=0
  860.  
  861. # The relative chance that an injury will be a deep wound with a scratch. Actual % chance depends on other injury weights.\nMinimum=0 Maximum=100 Default=0
  862. ProperVehicleInjuries.lowdeepWoundChance=0
  863.  
  864. # The relative chance that an injury will be a deep wound with glass and a laceration. Actual % chance depends on other injury weights.\nMinimum=0 Maximum=100 Default=0
  865. ProperVehicleInjuries.lowdeepGlassChance=0
  866.  
  867. # The relative chance that an injury will be a singular bone fracture. Actual % chance depends on other injury weights.\nMinimum=0 Maximum=100 Default=0
  868. ProperVehicleInjuries.lowfractureChance=0
  869.  
  870. # The relative chance that an injury will be a full limb (would break upper arm, lower arm, hand in 1 injury). Actual % chance depends on other injury weights.\nMinimum=0 Maximum=100 Default=0
  871. ProperVehicleInjuries.lowfullFractureChance=0
  872.  
  873. # The chance of the player dying on impact.\nMinimum=0 Maximum=100 Default=0
  874. ProperVehicleInjuries.lowdeathChance=0
  875.  
  876. # The maximum speed a vehicle may be traveling for a collision to be considered this severity.\nMinimum=0 Maximum=110 Default=80
  877. ProperVehicleInjuries.medupperBound=80
  878.  
  879. # The minimum amount of time that a scratch will last. This value should be the desired in-game hours for scratches to last multiplied by 1.07.\nMinimum=0 Maximum=200 Default=10
  880. ProperVehicleInjuries.medscratchTimeMin=10
  881.  
  882. # The maximum amount of time that a scratch will last. This value should be the desired in-game hours for scratches to last multiplied by 1.07.\nMinimum=0 Maximum=200 Default=20
  883. ProperVehicleInjuries.medscratchTimeMax=20
  884.  
  885. # The minimum amount of time that a laceration will last. This value should be the desired in-game hours for lacerations to last multiplied by 2.94.\nMinimum=0 Maximum=200 Default=15
  886. ProperVehicleInjuries.medcutTimeMin=15
  887.  
  888. # The maximum amount of time that a laceration will last. This value should be the desired in-game hours for lacerations to last multiplied by 2.94.\nMinimum=0 Maximum=200 Default=20
  889. ProperVehicleInjuries.medcutTimeMax=20
  890.  
  891. # The minimum amount of time that a fracture will last. This value should be the desired in-game hours for fractures to last multiplied by 0.515.\nMinimum=0 Maximum=1500 Default=25
  892. ProperVehicleInjuries.medfractureTimeMin=25
  893.  
  894. # The maximum amount of time that a fracture will last. This value should be the desired in-game hours for fractures to last multiplied by 0.515.\nMinimum=0 Maximum=1500 Default=30
  895. ProperVehicleInjuries.medfractureTimeMax=30
  896.  
  897. # The chance PER INJURY that an injury will be caused to the player. This chance is rolled per injury up to the specified maxInjuries.\nMinimum=0 Maximum=100 Default=50
  898. ProperVehicleInjuries.medinjuryChance=50
  899.  
  900. # The maximum amount of injuries that may be sustained per collision. Fractures/Full Limb Fractures are rolled seperately.\nMinimum=0 Maximum=100 Default=2
  901. ProperVehicleInjuries.medmaxInjuries=2
  902.  
  903. # The relative chance that an injury will be a scratch. Actual % chance depends on other injury weights.\nMinimum=0 Maximum=100 Default=60
  904. ProperVehicleInjuries.medscratchChance=60
  905.  
  906. # The relative chance that an injury will be a laceration. Actual % chance depends on other injury weights.\nMinimum=0 Maximum=100 Default=25
  907. ProperVehicleInjuries.medcutChance=25
  908.  
  909. # The relative chance that an injury will be a deep wound with a scratch. Actual % chance depends on other injury weights.\nMinimum=0 Maximum=100 Default=15
  910. ProperVehicleInjuries.meddeepWoundChance=15
  911.  
  912. # The relative chance that an injury will be a deep wound with glass and a laceration. Actual % chance depends on other injury weights.\nMinimum=0 Maximum=100 Default=0
  913. ProperVehicleInjuries.meddeepGlassChance=0
  914.  
  915. # The relative chance that an injury will be a singular bone fracture. Actual % chance depends on other injury weights.\nMinimum=0 Maximum=100 Default=10
  916. ProperVehicleInjuries.medfractureChance=10
  917.  
  918. # The relative chance that an injury will be a full limb (would break upper arm, lower arm, hand in 1 injury). Actual % chance depends on other injury weights.\nMinimum=0 Maximum=100 Default=0
  919. ProperVehicleInjuries.medfullFractureChance=0
  920.  
  921. # The chance of the player dying on impact.\nMinimum=0 Maximum=100 Default=0
  922. ProperVehicleInjuries.meddeathChance=0
  923.  
  924. # The maximum speed a vehicle may be traveling for a collision to be considered this severity.\nMinimum=0 Maximum=110 Default=110
  925. ProperVehicleInjuries.highupperBound=110
  926.  
  927. # The minimum amount of time that a scratch will last. This value should be the desired in-game hours for scratches to last multiplied by 1.07.\nMinimum=0 Maximum=200 Default=15
  928. ProperVehicleInjuries.highscratchTimeMin=15
  929.  
  930. # The maximum amount of time that a scratch will last. This value should be the desired in-game hours for scratches to last multiplied by 1.07.\nMinimum=0 Maximum=200 Default=30
  931. ProperVehicleInjuries.highscratchTimeMax=30
  932.  
  933. # The minimum amount of time that a laceration will last. This value should be the desired in-game hours for lacerations to last multiplied by 2.94.\nMinimum=0 Maximum=200 Default=25
  934. ProperVehicleInjuries.highcutTimeMin=25
  935.  
  936. # The maximum amount of time that a laceration will last. This value should be the desired in-game hours for lacerations to last multiplied by 2.94.\nMinimum=0 Maximum=200 Default=30
  937. ProperVehicleInjuries.highcutTimeMax=30
  938.  
  939. # The minimum amount of time that a fracture will last. This value should be the desired in-game hours for fractures to last multiplied by 0.515.\nMinimum=0 Maximum=1500 Default=70
  940. ProperVehicleInjuries.highfractureTimeMin=70
  941.  
  942. # The maximum amount of time that a fracture will last. This value should be the desired in-game hours for fractures to last multiplied by 0.515.\nMinimum=0 Maximum=1500 Default=90
  943. ProperVehicleInjuries.highfractureTimeMax=90
  944.  
  945. # The chance PER INJURY that an injury will be caused to the player. This chance is rolled per injury up to the specified maxInjuries.\nMinimum=0 Maximum=100 Default=80
  946. ProperVehicleInjuries.highinjuryChance=80
  947.  
  948. # The maximum amount of injuries that may be sustained per collision. Fractures/Full Limb Fractures are rolled seperately.\nMinimum=0 Maximum=100 Default=3
  949. ProperVehicleInjuries.highmaxInjuries=3
  950.  
  951. # The relative chance that an injury will be a scratch. Actual % chance depends on other injury weights.\nMinimum=0 Maximum=100 Default=20
  952. ProperVehicleInjuries.highscratchChance=20
  953.  
  954. # The relative chance that an injury will be a laceration. Actual % chance depends on other injury weights.\nMinimum=0 Maximum=100 Default=40
  955. ProperVehicleInjuries.highcutChance=40
  956.  
  957. # The relative chance that an injury will be a deep wound with a scratch. Actual % chance depends on other injury weights.\nMinimum=0 Maximum=100 Default=25
  958. ProperVehicleInjuries.highdeepWoundChance=25
  959.  
  960. # The relative chance that an injury will be a deep wound with glass and a laceration. Actual % chance depends on other injury weights.\nMinimum=0 Maximum=100 Default=15
  961. ProperVehicleInjuries.highdeepGlassChance=15
  962.  
  963. # The relative chance that an injury will be a singular bone fracture. Actual % chance depends on other injury weights.\nMinimum=0 Maximum=100 Default=40
  964. ProperVehicleInjuries.highfractureChance=40
  965.  
  966. # The relative chance that an injury will be a full limb (would break upper arm, lower arm, hand in 1 injury). Actual % chance depends on other injury weights.\nMinimum=0 Maximum=100 Default=15
  967. ProperVehicleInjuries.highfullFractureChance=15
  968.  
  969. # The chance of the player dying on impact.\nMinimum=0 Maximum=100 Default=0
  970. ProperVehicleInjuries.highdeathChance=0
  971.  
  972. # The minimum amount of time that a scratch will last. This value should be the desired in-game hours for scratches to last multiplied by 1.07.\nMinimum=0 Maximum=200 Default=25
  973. ProperVehicleInjuries.fatalscratchTimeMin=25
  974.  
  975. # The maximum amount of time that a scratch will last. This value should be the desired in-game hours for scratches to last multiplied by 1.07.\nMinimum=0 Maximum=200 Default=35
  976. ProperVehicleInjuries.fatalscratchTimeMax=35
  977.  
  978. # The minimum amount of time that a laceration will last. This value should be the desired in-game hours for lacerations to last multiplied by 2.94.\nMinimum=0 Maximum=200 Default=45
  979. ProperVehicleInjuries.fatalcutTimeMin=45
  980.  
  981. # The maximum amount of time that a laceration will last. This value should be the desired in-game hours for lacerations to last multiplied by 2.94.\nMinimum=0 Maximum=200 Default=55
  982. ProperVehicleInjuries.fatalcutTimeMax=55
  983.  
  984. # The minimum amount of time that a fracture will last. This value should be the desired in-game hours for fractures to last multiplied by 0.515.\nMinimum=0 Maximum=1500 Default=100
  985. ProperVehicleInjuries.fatalfractureTimeMin=100
  986.  
  987. # The maximum amount of time that a fracture will last. This value should be the desired in-game hours for fractures to last multiplied by 0.515.\nMinimum=0 Maximum=1500 Default=140
  988. ProperVehicleInjuries.fatalfractureTimeMax=140
  989.  
  990. # The chance PER INJURY that an injury will be caused to the player. This chance is rolled per injury up to the specified maxInjuries.\nMinimum=0 Maximum=100 Default=100
  991. ProperVehicleInjuries.fatalinjuryChance=100
  992.  
  993. # The maximum amount of injuries that may be sustained per collision. Fractures/Full Limb Fractures are rolled seperately.\nMinimum=0 Maximum=100 Default=4
  994. ProperVehicleInjuries.fatalmaxInjuries=4
  995.  
  996. # The relative chance that an injury will be a scratch. Actual % chance depends on other injury weights.\nMinimum=0 Maximum=100 Default=5
  997. ProperVehicleInjuries.fatalscratchChance=5
  998.  
  999. # The relative chance that an injury will be a laceration. Actual % chance depends on other injury weights.\nMinimum=0 Maximum=100 Default=35
  1000. ProperVehicleInjuries.fatalcutChance=35
  1001.  
  1002. # The relative chance that an injury will be a deep wound with a scratch. Actual % chance depends on other injury weights.\nMinimum=0 Maximum=100 Default=35
  1003. ProperVehicleInjuries.fataldeepWoundChance=35
  1004.  
  1005. # The relative chance that an injury will be a deep wound with glass and a laceration. Actual % chance depends on other injury weights.\nMinimum=0 Maximum=100 Default=25
  1006. ProperVehicleInjuries.fataldeepGlassChance=25
  1007.  
  1008. # The relative chance that an injury will be a singular bone fracture. Actual % chance depends on other injury weights.\nMinimum=0 Maximum=100 Default=40
  1009. ProperVehicleInjuries.fatalfractureChance=40
  1010.  
  1011. # The relative chance that an injury will be a full limb (would break upper arm, lower arm, hand in 1 injury). Actual % chance depends on other injury weights.\nMinimum=0 Maximum=100 Default=35
  1012. ProperVehicleInjuries.fatalfullFractureChance=35
  1013.  
  1014. # The chance of the player dying on impact.\nMinimum=0 Maximum=100 Default=20
  1015. ProperVehicleInjuries.fataldeathChance=20
  1016.  
  1017. # Percentage of Crawlers present in the world. Crawler%, Shambler%, FastShambler% and Sprinter% must add up to 100.\nMinimum=0.00 Maximum=100.00 Default=2.00
  1018. BLTRandomZombies.Crawler=5.0
  1019.  
  1020. # Percentage of Shamblers present in the world. Crawler%, Shambler%, FastShambler% and Sprinter% must add up to 100.\nMinimum=0.00 Maximum=100.00 Default=15.00
  1021. BLTRandomZombies.Shambler=20.0
  1022.  
  1023. # Percentage of Fast Shamblers present in the world. Crawler%, Shambler%, FastShambler% and Sprinter% must add up to 100.\nMinimum=0.00 Maximum=100.00 Default=78.00
  1024. BLTRandomZombies.FastShambler=70.0
  1025.  
  1026. # Percentage of Sprinters present in the world. Crawler%, Shambler%, FastShambler% and Sprinter% must add up to 100.\nMinimum=0.00 Maximum=100.00 Default=5.00
  1027. BLTRandomZombies.Sprinter=5.0
  1028.  
  1029. # Percentage of Fragile zombies present in the world. Fragile%, Normal% and Tough% must add up to 100.\nMinimum=0.00 Maximum=100.00 Default=0.00
  1030. BLTRandomZombies.Fragile=15.0
  1031.  
  1032. # Percentage of zombies with normal toughness present in the world. Fragile%, Normal% and Tough% must add up to 100.\nMinimum=0.00 Maximum=100.00 Default=100.00
  1033. BLTRandomZombies.NormalTough=50.0
  1034.  
  1035. # Percentage of Tough zombies present in the world. Fragile%, Normal% and Tough% must add up to 100.\nMinimum=0.00 Maximum=100.00 Default=0.00
  1036. BLTRandomZombies.Tough=35.0
  1037.  
  1038. # Percentage of Smart zombies present in the world. These zombies can open doors and more.\nMinimum=0.00 Maximum=100.00 Default=0.00
  1039. BLTRandomZombies.Smart=0.0
  1040.  
  1041. # [ADVANCED OPTION] The interval in milliseconds between two updates. Higher number means less CPU usage, lower number means less correctness issues\nMinimum=1000 Maximum=60000 Default=7500
  1042. BLTRandomZombies.Frequency=7500
  1043.  
  1044. # Applied on top of the standard population.\nDefault=Standard
  1045. SFTurn.RarityBanshee=2
  1046.  
  1047. # Applied on top of the standard population.\nDefault=Standard
  1048. SFTurn.RarityNemesis=4
  1049.  
  1050. SFTurn.ImmortalNemesis=true
  1051.  
  1052. # For example:
  1053. # 1 - vanilla.
  1054. # 4 - Fire dmg 4x (burns 4 times faster).
  1055. # 0.5 - Fire dmg 0.5x (burns twice as slow).\nMinimum=0.50 Maximum=20.00 Default=5.00
  1056. zReDSZOF.FireDamageMultiple=5.0
  1057.  
  1058. # Require weapons to be two-handed to have multi hit.
  1059. MultiHitLimiter.TwoHandReq=true
  1060.  
  1061. # Require weapons to have a maximum range greater than or equal to a specified value to have multi hit.
  1062. MultiHitLimiter.RangeBool=true
  1063.  
  1064. # If enabled, weapons with a maximum range less than this value will have multi hit disabled.\nMinimum=0.00 Maximum=100.00 Default=1.21
  1065. MultiHitLimiter.RangeNum=1.21
  1066.  
  1067. # If strength is below this value, multi hit is disabled for equipped weapons.\nMinimum=0 Maximum=10 Default=0
  1068. MultiHitLimiter.StrReq=0
  1069.  
  1070. # If fitness is below this value, multi hit is disabled for equipped weapons.\nMinimum=0 Maximum=10 Default=0
  1071. MultiHitLimiter.FitReq=0
  1072.  
  1073. # If an equipped weapon's skill level is below this value, multi hit is disabled for it.\nMinimum=0 Maximum=10 Default=0
  1074. MultiHitLimiter.SkillReq=0
  1075.  
  1076. # If any number other than 0, multi hit weapons with a max hit count above this value will be reduced to it.\nMinimum=0 Maximum=5 Default=0
  1077. MultiHitLimiter.MaxHitCap=0
  1078.  
  1079. # Allow multi hit for Axe weapons.
  1080. MultiHitLimiter.Axe=true
  1081.  
  1082. # Allow multi hit for Long Blunt weapons.
  1083. MultiHitLimiter.LongBlunt=true
  1084.  
  1085. # Allow multi hit for Short Blunt weapons.
  1086. MultiHitLimiter.SmallBlunt=true
  1087.  
  1088. # Allow multi hit for Long Blade weapons.
  1089. MultiHitLimiter.LongBlade=true
  1090.  
  1091. # Allow multi hit for Short Blade weapons.
  1092. MultiHitLimiter.SmallBlade=true
  1093.  
  1094. # Allow multi hit for Spear weapons.
  1095. MultiHitLimiter.Spear=true
  1096.  
  1097. # Allow multi hit for Unarmed weapons.
  1098. MultiHitLimiter.Unarmed=true
  1099.  
  1100. # A semicolon-separated list of item types that won't have multi hit disabled, overriding the above settings.
  1101. MultiHitLimiter.Whitelist=Base.BareHands
  1102.  
  1103. # A semicolon-separated list of item types that will have multi hit disabled, overriding the above settings.
  1104. MultiHitLimiter.Blacklist=Base.Nightstick
  1105.  
  1106. # Determines how long it takes to hide somewhere.\nMinimum=10 Maximum=1000 Default=300
  1107. Hide.HidingSpeed=300
  1108.  
  1109. # Minimum=1 Maximum=6 Default=3
  1110. RappelKit.MaxFloor=3
  1111.  
  1112. RappelKit.DeleteOnUse=true
  1113.  
  1114. RappelKit.WorksBothWays=false
  1115.  
  1116. # In the upper right there will be a moon icon indicating whether the bonuses are active or not.
  1117. RewardingNightCombat.enableIndicator=true
  1118.  
  1119. RewardingNightCombat.draggableIndicator=true
  1120.  
  1121. # Default=Dark Cyan - Lime Green
  1122. RewardingNightCombat.indicatorColor=1
  1123.  
  1124. # Suspenseful sound that plays when the Rewarding Night Combat event is triggered.
  1125. RewardingNightCombat.enableTriggerSound=true
  1126.  
  1127. # Probability that Rewarding Night Combat event is triggered. Value 100 means that event will trigger every day.\nMinimum=0 Maximum=100 Default=100
  1128. RewardingNightCombat.triggerProbability=100
  1129.  
  1130. # The day the event will start triggering.\nMinimum=0 Maximum=365 Default=0
  1131. RewardingNightCombat.startAfterXDays=0
  1132.  
  1133. # The time when players will start receiving bonuses during the summer\nDefault=11 PM / 23:00
  1134. RewardingNightCombat.startTimeSummer=24
  1135.  
  1136. # The time when players will stop receiving bonuses during the summer\nDefault=6 AM / 06:00
  1137. RewardingNightCombat.endTimeSummer=7
  1138.  
  1139. # The time when players will start receiving bonuses during the autumn\nDefault=11 PM / 23:00
  1140. RewardingNightCombat.startTimeAutumn=24
  1141.  
  1142. # The time when players will stop receiving bonuses during the autumn\nDefault=6 AM / 06:00
  1143. RewardingNightCombat.endTimeAutumn=7
  1144.  
  1145. # The time when players will start receiving bonuses during the winter\nDefault=11 PM / 23:00
  1146. RewardingNightCombat.startTimeWinter=24
  1147.  
  1148. # The time when players will stop receiving bonuses during the winter\nDefault=6 AM / 06:00
  1149. RewardingNightCombat.endTimeWinter=7
  1150.  
  1151. # The time when players will start receiving bonuses during the spring\nDefault=11 PM / 23:00
  1152. RewardingNightCombat.startTimeSpring=24
  1153.  
  1154. # The time when players will stop receiving bonuses during the spring\nDefault=6 AM / 06:00
  1155. RewardingNightCombat.endTimeSpring=7
  1156.  
  1157. # Bonus XP multiplier for axes when used throughout the night. Vanilla means no bonus, whereas, for example, 1.5x gives 50% bonus.\nDefault=1.5x
  1158. RewardingNightCombat.axeBonusMultiplier=5
  1159.  
  1160. # Bonus XP multiplier for long blunt weapons when used throughout the night. Vanilla means no bonus, whereas, for example, 1.5x gives 50% bonus.\nDefault=1.5x
  1161. RewardingNightCombat.longBluntBonusMultiplier=5
  1162.  
  1163. # Bonus XP multiplier for short blunt weapons when used throughout the night. Vanilla means no bonus, whereas, for example, 1.5x gives 50% bonus.\nDefault=1.75x
  1164. RewardingNightCombat.shortBluntBonusMultiplier=6
  1165.  
  1166. # Bonus XP multiplier for long blades when used throughout the night. Vanilla means no bonus, whereas, for example, 1.5x gives 50% bonus.\nDefault=1.5x
  1167. RewardingNightCombat.longBladeBonusMultiplier=5
  1168.  
  1169. # Bonus XP multiplier for short blades when used throughout the night. Vanilla means no bonus, whereas, for example, 1.5x gives 50% bonus.\nDefault=1.75x
  1170. RewardingNightCombat.shortBladeBonusMultiplier=6
  1171.  
  1172. # Bonus XP multiplier for spears when used throughout the night. Vanilla means no bonus, whereas, for example, 1.5x gives 50% bonus.\nDefault=1.5x
  1173. RewardingNightCombat.spearBonusMultiplier=5
  1174.  
  1175. # When aiming level is 4 or higher, the game nerfs experience gains; if this option is true, bonus experiences will not be affected by the nerf.
  1176. RewardingNightCombat.ignoreAimingXPNerf=false
  1177.  
  1178. # Bonus XP multiplier for ranged weapons when used throughout the night. Vanilla means no bonus, whereas, for example, 1.5x gives 50% bonus.\nDefault=1.5x
  1179. RewardingNightCombat.aimingBonusMultiplier=5
  1180.  
  1181. # The existing capacity for the Satchel (Front) is defined by the sandbox value.\nMinimum=1 Maximum=1000 Default=9
  1182. SatchelFrontNewBag.Capacity=9
  1183.  
  1184. # The weight reduction rate for the Satchel (Front) is the same as this sandbox value.\nMinimum=1 Maximum=100 Default=40
  1185. SatchelFrontNewBag.WeightReduction=40
  1186.  
  1187. # The weight of the Satchel (Front) is defined by the sandbox value.\nMinimum=0.00 Maximum=100.00 Default=1.00
  1188. SatchelFrontNewBag.Weight=1.0
  1189.  
  1190. # The existing capacity for the Satchel (Back) is defined by the sandbox value.\nMinimum=1 Maximum=1000 Default=9
  1191. SatchelBackNewBag.Capacity=9
  1192.  
  1193. # The weight reduction rate for the Satchel (Back) is the same as this sandbox value.\nMinimum=1 Maximum=100 Default=40
  1194. SatchelBackNewBag.WeightReduction=40
  1195.  
  1196. # The weight of the Satchel (Back) is defined by the sandbox value.\nMinimum=0.00 Maximum=100.00 Default=1.00
  1197. SatchelBackNewBag.Weight=1.0
  1198.  
  1199. # The existing capacity for the Tactical Satchel (Front) is defined by the sandbox value.\nMinimum=1 Maximum=1000 Default=11
  1200. TacticalSatchelFrontNewBag.Capacity=11
  1201.  
  1202. # The weight reduction rate for the Tactical Satchel (Front) is the same as this sandbox value.\nMinimum=1 Maximum=100 Default=50
  1203. TacticalSatchelFrontNewBag.WeightReduction=50
  1204.  
  1205. # The weight of the Tactical Satchel (Front) is defined by the sandbox value.\nMinimum=0.00 Maximum=100.00 Default=1.00
  1206. TacticalSatchelFrontNewBag.Weight=1.0
  1207.  
  1208. # The existing capacity for the Tactical Satchel (Back) is defined by the sandbox value.\nMinimum=1 Maximum=1000 Default=11
  1209. TacticalSatchelBackNewBag.Capacity=11
  1210.  
  1211. # The weight reduction rate for the Tactical Satchel (Back) is the same as this sandbox value.\nMinimum=1 Maximum=100 Default=50
  1212. TacticalSatchelBackNewBag.WeightReduction=50
  1213.  
  1214. # The weight of the Tactical Satchel (Back) is defined by the sandbox value.\nMinimum=0.00 Maximum=100.00 Default=1.00
  1215. TacticalSatchelBackNewBag.Weight=1.0
  1216.  
  1217. # Enables 'Cosmos Co. Canned Stallion Milk' to spawn in the game world.
  1218. PompsItems.StallionMilk=true
  1219.  
  1220. # Enables Easter-themed candies to spawn in the game world.
  1221. PompsItems.EasterStuff=true
  1222.  
  1223. # Multiplier for the spawn chance of candy.
  1224. # \nMinimum=0.00 Maximum=100.00 Default=1.00
  1225. PompsItems.CandySpawnRate=1.0
  1226.  
  1227. # Multiplier for the spawn chance of snack foods.
  1228. # \nMinimum=0.00 Maximum=100.00 Default=1.00
  1229. PompsItems.SnacksSpawnRate=1.0
  1230.  
  1231. # Multiplier for the spawn chance of canned items.
  1232. # \nMinimum=0.00 Maximum=100.00 Default=1.00
  1233. PompsItems.CannedGoodsSpawnRate=1.0
  1234.  
  1235. # Multiplier for the spawn chance of foods found in refrigerators.
  1236. # \nMinimum=0.00 Maximum=100.00 Default=1.00
  1237. PompsItems.RefrigeratedGoodsSpawnRate=1.0
  1238.  
  1239. # Multiplier for the spawn chance of foods found in freezers.
  1240. # \nMinimum=0.00 Maximum=100.00 Default=1.00
  1241. PompsItems.FrozenGoodsSpawnRate=1.0
  1242.  
  1243. # Multiplier for the spawn chance of miscellaneous foods.
  1244. # \nMinimum=0.00 Maximum=100.00 Default=1.00
  1245. PompsItems.MiscSpawnRate=1.0
  1246.  
  1247. # Multiplier for the spawn chance of drinks.
  1248. # \nMinimum=0.00 Maximum=100.00 Default=1.00
  1249. PompsItems.DrinksSpawnRate=1.0
  1250.  
  1251. # Multiplier for the spawn chance of energy drinks.
  1252. # \nMinimum=0.00 Maximum=100.00 Default=1.00
  1253. PompsItems.EnergyDrinkSpawnRate=1.0
  1254.  
  1255. # Multiplier for the spawn chance of alcoholic items.
  1256. # \nMinimum=0.00 Maximum=100.00 Default=1.00
  1257. PompsItems.LiquorSpawnRate=1.0
  1258.  
  1259. # Disables trash items with no use.
  1260. PompsItems.Littering=true
  1261.  
  1262. # Vanilla Chance is 6%\nMinimum=0 Maximum=100 Default=6
  1263. ChanceOfAttachedWeapon=6
  1264.  
  1265. # Katanas and machetes\nMinimum=0 Maximum=100 Default=1
  1266. ChanceOfLongBlade=1
  1267.  
  1268. # Minimum=0 Maximum=100 Default=5
  1269. ChanceOfHuntingKnife=5
  1270.  
  1271. # Minimum=0 Maximum=100 Default=5
  1272. ChanceOfSpears=5
  1273.  
  1274. # Minimum=0 Maximum=100 Default=2
  1275. ChanceOfAxe=2
  1276.  
  1277. # Crowbar, metal pipe, metal bar, nightstick\nMinimum=0 Maximum=100 Default=3
  1278. ChanceOfBlunts=3
  1279.  
  1280. # Only on outfits that can have guns. (police, bandits...)\nMinimum=0 Maximum=100 Default=50
  1281. ChanceOfGunsOnOutfits=50
  1282.  
  1283. # Example of standard days requirements:
  1284. # Katana - 60 days
  1285. # Spears - 30 days
  1286. # Machete - 20 days
  1287. # Axe - 15 days
  1288. # Good knives, crowbar, short blunts - 10 days\nDefault=Normal
  1289. DaySurvivedModifier=4
  1290.  
  1291. # Loot of all types found on generic zombies, zombie outfits, and bags.
  1292. # Note: zombie loot is not affected by the other multipliers below.\nMinimum=0.00 Maximum=10.00 Default=1.00
  1293. ZombieLootMultiplier=1.0
  1294.  
  1295. # A semicolon separated list of items and chances to add to the zombie loot.
  1296. ItemsAddedToZombieLoot=Base.Money:0.05;Base.SheetPaper2:0.05
  1297.  
  1298. ItemsAddedToMilitaryZedsLoot=
  1299.  
  1300. ItemsAddedToPoliceZedsLoot=
  1301.  
  1302. ItemsAddedToFiremenZedsLoot=
  1303.  
  1304. # Tourists, Golfers, Weddings, Classy...
  1305. ItemsAddedToRichZedsLoot=
  1306.  
  1307. # Park rangers, survivalists, hunters, farmers, fishermen, campers...
  1308. ItemsAddedToRuralZedsLoot=
  1309.  
  1310. # Raiders, Bandits, Militia, Thugs, Escaped inmates, survivors...
  1311. ItemsAddedToRogueZedsLoot=
  1312.  
  1313. # Students, Teachers...
  1314. ItemsAddedToSchoolZedsLoot=
  1315.  
  1316. # Fitness Instructors, Baseball Fans, Baseball players, Boxing players, Jockeys...
  1317. ItemsAddedToSportsZedsLoot=
  1318.  
  1319. # Doctors, Nurses, Pharmacists, Ambulance Drivers...
  1320. ItemsAddedToMedicalZedsLoot=
  1321.  
  1322. # Mechanics, Metalworkers, McCoys, Foremen, Construction workers, Woodcutters...
  1323. ItemsAddedToIndustryZedsLoot=
  1324.  
  1325. # Fossoil, Gas2Go, Thundergas...
  1326. ItemsAddedToGasStationZedsLoot=
  1327.  
  1328. # Waiters, Cooks, Chefs...
  1329. ItemsAddedToRestaurantZedsLoot=
  1330.  
  1331. ItemsAddedToOfficeWorkersZedsLoot=
  1332.  
  1333. # A semicolon separated list of zombie outfits that will drop the Custom Zed Outfits Loot defined below.
  1334. # Example: 'Priest;Biker;Redneck;Swimmer;Bedroom;Bathrobe;Hobbo;Party;Party2'
  1335. # Example 2: 'Security;Postal;Cyclist;StripperNaked;Bowling;MallSecurity;Inmate'
  1336. # Example 3(modded outfits): 'Nomad;Prepper;Stalker;AuthenticMaid;AuthenticNewsAnchor'
  1337. CustomOutfitList=
  1338.  
  1339. # Defined like the other loots.
  1340. ItemsAddedToCustomOutfitListLoot=
  1341.  
  1342. # Minimum=1 Maximum=100 Default=20
  1343. CigarettesCount=20
  1344.  
  1345. # If the number of rolls on a loot table is higher than this value, it will be set to this value.
  1346. # Most loot tables have a rolls value of 4.
  1347. # 1 = ~ 75% less items per container,
  1348. # 2 = ~ 50% less items per container,
  1349. # 3 = ~ 25% less items per container,
  1350. # 4 = almost nothing changes,
  1351. # 5 = vanilla value\nDefault=5 (100% items, vanilla)
  1352. MaxRolls=5
  1353.  
  1354. # Same as the option above, but only affects food containers.\nDefault=4 (100% food)
  1355. FoodTablesMaxRolls=4
  1356.  
  1357. # Default=4 (100% items)
  1358. MeleeWeaponsAndToolsTablesMaxRolls=4
  1359.  
  1360. # Default=4 (100% items)
  1361. GunsAndAmmoTablesMaxRolls=4
  1362.  
  1363. # Default=4 (100% items)
  1364. LitteratureTablesMaxRolls=4
  1365.  
  1366. # Default=4 (100% items)
  1367. MediaTablesMaxRolls=4
  1368.  
  1369. # Default=4 (100% items)
  1370. MechanicsTablesMaxRolls=4
  1371.  
  1372. # Default=4 (100% items)
  1373. OtherTablesMaxRolls=4
  1374.  
  1375. # Fresh and non-perishable food.\nMinimum=0.00 Maximum=10.00 Default=1.00
  1376. FoodLootMultiplier=1.0
  1377.  
  1378. # Nonranged weapons of all kinds, except pens, forks and spoons.
  1379. # Includes Sledgehammer. Also includes instruments and some cooking tools.\nMinimum=0.00 Maximum=10.00 Default=1.00
  1380. WeaponLootMultiplier=1.0
  1381.  
  1382. # Ranged weapons. Includes weapon parts for guns.\nMinimum=0.00 Maximum=10.00 Default=1.00
  1383. GunLootMultiplier=1.5
  1384.  
  1385. # Ammunition and magazines\nMinimum=0.00 Maximum=10.00 Default=1.00
  1386. AmmoLootMultiplier=2.0
  1387.  
  1388. # Saws, blowtorches, seeds, farming gear, fishing gear, camping gear, needles,
  1389. # crafting materials, repair materials, construction materials, gas cans, jars, maps.\nMinimum=0.00 Maximum=10.00 Default=1.00
  1390. SurvivalGearLootMultiplier=2.5
  1391.  
  1392. # Tools to work on vehicles, and vehicle parts.\nMinimum=0.00 Maximum=10.00 Default=1.00
  1393. MechanicsLootMultiplier=1.0
  1394.  
  1395. # Medicine, bandages, splint, needles, first aid kits...\nMinimum=0.00 Maximum=10.00 Default=1.00
  1396. MedicalLootMultiplier=1.0
  1397.  
  1398. # Books and magazines\nMinimum=0.00 Maximum=10.00 Default=1.00
  1399. LiteratureLootMultiplier=1.0
  1400.  
  1401. # VHS tapes, CDs and videogames\nMinimum=0.00 Maximum=10.00 Default=1.00
  1402. MediaLootMultiplier=1.0
  1403.  
  1404. # Cleaning supplies, cooking tools, writing supplies, cutlery, extinguishers, can openers, razors, alarm clocks\nMinimum=0.00 Maximum=10.00 Default=1.00
  1405. HouseholdSuppliesLootMultiplier=1.0
  1406.  
  1407. # All kinds of clothes, including gas masks and jewelry.\nMinimum=0.00 Maximum=10.00 Default=1.00
  1408. ClothingLootMultiplier=1.5
  1409.  
  1410. # Including Garbage Bags\nMinimum=0.00 Maximum=10.00 Default=1.00
  1411. ContainerLootMultiplier=1.0
  1412.  
  1413. # Includes lighters, matches, painting supplies, charcoal, propane tanks, antique ovens, junk items, and many more...\nMinimum=0.00 Maximum=10.00 Default=1.00
  1414. OtherLootMultiplier=1.0
  1415.  
  1416. # A semicolon-separated list of items IDs that will NOT be affected by the multipliers above.
  1417. # Example: Base.Sledgehammer;Base.Saw
  1418. # Still affected by the multipliers list option below.
  1419. ExceptionsList=Base.Sledgehammer;Base.Sledgehammer2
  1420.  
  1421. # A semicolon-separated list of specific multipliers for specific items.Example: Base.Sledgehammer=5;Base.Sledgehammer2=5;Base.Saw=0.5;Base.GardenSaw=0.5;Base.Hammer=0.1;Base.NailsBox=2
  1422. # These individual multipliers are applied on top of all other multipliers, and even if the item is in the exceptions list
  1423. SpecificItemsList=Base.Cigarettes:1;Base.Sledgehammer:1;Base.Sledgehammer2:1
  1424.  
  1425. # If not checked, all the settings below will be ignored and the Item Remover will never trigger.
  1426. MoreDecreasingLoot.Enable=false
  1427.  
  1428. # The day the chance to remove items will start increasing proportionally every day, from the starting chance setting to the peak chance setting.\nMinimum=0 Maximum=1000 Default=2
  1429. MoreDecreasingLoot.StartDay=45
  1430.  
  1431. # The day the loot will stop decreasing and after which the peak chance to remove items is always applied.
  1432. # Must be higher than the start day option!\nMinimum=0 Maximum=1000 Default=30
  1433. MoreDecreasingLoot.PeakDay=90
  1434.  
  1435. # Applied before and on start day.
  1436. # Must be lower than the peak chance option!\nMinimum=0 Maximum=100 Default=0
  1437. MoreDecreasingLoot.OriginalChance=0
  1438.  
  1439. # Applied after and on peak day.
  1440. # Must be higher than the starting chance option!\nMinimum=0 Maximum=100 Default=75
  1441. MoreDecreasingLoot.MaxChance=75
  1442.  
  1443. # The number that will be added to the chance to remove items, for food items.
  1444. # Can be negative.
  1445. # Will make the actual chance go above the peak chance even after peak day, or below the original chance even before start day.\nMinimum=-100 Maximum=100 Default=20
  1446. MoreDecreasingLoot.FoodChanceModifier=20
  1447.  
  1448. # When enabled, the chance of removing item becomes an average of randoms instead of strict chance.
  1449. # This means the difference between the loot of different containers can be much higher, but with the average chance of removing items still staying the same.
  1450. # Example: 20% chance becomes a random chance between 0% and 40%, once per container. 50% becomes 0%-100%. 65% becomes 30%-100%. 95% becomes 90%-100%
  1451. # Not recommended if the time between start day and peak day is low.
  1452. MoreDecreasingLoot.EnhancedVariance=true
  1453.  
  1454. # Check this if you want vehicle loot to be affected by the Item Remover.
  1455. # Affects gloveboxes, seats, trunks, and any other vehicle part that can contain items.
  1456. MoreDecreasingLoot.TriggerOnVehicleParts=true
  1457.  
  1458. # Check this if you want zombie loot to be affected by the Item Remover.
  1459. # This won't affect attached/lodged weapons and worn clothes and accessories.
  1460. # WARNING: This should also affect dead bodies of players and NPCs !
  1461. MoreDecreasingLoot.TriggerOnDeadBodies=false
  1462.  
  1463. # When enabled, the Item Remover will trigger when the player comes close to containers, INSTEAD of when the map cells load.
  1464. # Pro: does not trigger all the containers of the map before you explore them.
  1465. # Con: Some containers will appear to have items (shelves with books on them) but when you get close will have their items removed and could actually become empty.
  1466. MoreDecreasingLoot.TriggerOnProximity=false
  1467.  
  1468. # Choose if Sleep Length is being set to real-time minutes or in-game hours.\nDefault=Real-Time Minutes
  1469. SleepWithFriends.RTorIG=2
  1470.  
  1471. # Average time spent sleeping when fully fatigued.
  1472. SleepWithFriends.SleepLength=8
  1473.  
  1474. # Determines how fast endurance is recovered while sleeping. 1 is the same rate as fatigue, 1.5 is one and a half times as fast, 2 is twice as fast, etc.
  1475. SleepWithFriends.EndurMulti=2.0
  1476.  
  1477. # Set if the AutoWake feature is enabled.\nDefault=True
  1478. SleepWithFriends.AutoWake=1
  1479.  
  1480. # In vanilla, you stay awake for 16 hours until you become drowsy.
  1481. # Keep in mind, this value is usually shorter, because actions you take make you receive fatigue.\nDefault=20 hours
  1482. StayAwakeLonger.NoTraits=1
  1483.  
  1484. # Enable this to use STFR's custom zombie zones.
  1485. STR.CustomZones=true
  1486.  
  1487. # CURRENTLY BROKEN! Don't touch!
  1488. STR.LootZones=true
  1489.  
  1490. # CURRENTLY BROKEN! Don't touch!
  1491. STR.DuffelLoot=true
  1492.  
  1493. # Enable this for bulletproof vests on Rosewood SD zombies
  1494. STR.VestRosewood=true
  1495.  
  1496. # Enable this for bulletproof vests on Riverside PD zombies
  1497. STR.VestRiverside=true
  1498.  
  1499. # Enable this for bulletproof vests on Muldraugh PD zombies
  1500. STR.VestMuldraugh=true
  1501.  
  1502. # Enable this for bulletproof vests on WestPoint PD zombies
  1503. STR.VestWestPoint=true
  1504.  
  1505. # Enable this for bulletproof vests on Jefferson SD zombies
  1506. STR.VestJeffersonSD=true
  1507.  
  1508. # Enable this for bulletproof vests on Jefferson PD zombies
  1509. STR.VestJeffersonPD=true
  1510.  
  1511. # Enable this for bulletproof vests on Louisville DoP zombies
  1512. STR.VestLouisville=true
  1513.  
  1514. # Enable this for bulletproof vests on Meade SO zombies
  1515. STR.VestMeade=true
  1516.  
  1517. # Enable this for bulletproof vests on Greenport PD zombies
  1518. STR.VestGreenport=true
  1519.  
  1520. # Enable this for bulletproof vests on Tandil PD zombies
  1521. STR.VestTandil=true
  1522.  
  1523. # Enable this for bulletproof vests on RavenCreek PD zombies
  1524. STR.VestRavenCreek=true
  1525.  
  1526. # Enable this to use STFR's custom vehicle zones.
  1527. STR.CustomVehicleZones=true
  1528.  
  1529. # Enable this to disable base vanilla and some modded police/fire/ems content.
  1530. STR.STEVOnly=false
  1531.  
  1532. # Enable this to disable unfitting police/fire/ems content.
  1533. STR.TrueSTEV=true
  1534.  
  1535. # Enable this to override vanilla police/fire/ems/prison zombies.
  1536. STR.ZombieOverrides=true
  1537.  
  1538. # If disabled, all Susceptible STFR zombies will become regular STFR zombies. Does nothing if Susceptible isn't enabled!
  1539. STR.WantSusceptibleOutfits=true
  1540.  
  1541. # Enable this to override vanilla and Filibuster Rhymes police/fire/ems/prison vehicles.
  1542. STR.VehicleOverrides=true
  1543.  
  1544. # Enable this to override certain vanilla items in vehicle trunks and containers. Only runs once per vehicle/container.
  1545. STR.TrunkOverrides=true
  1546.  
  1547. # The spawn chance for all Dress Uniform zombies.\nMinimum=0 Maximum=75 Default=5
  1548. STRS.Dress=5
  1549.  
  1550. # The spawn chance for all Riot zombies.\nMinimum=0 Maximum=75 Default=5
  1551. STRS.Riot=5
  1552.  
  1553. # The spawn chance for all Ranger zombies.\nMinimum=0 Maximum=75 Default=25
  1554. STRS.Ranger=25
  1555.  
  1556. # The spawn chance for USPS zombies.\nMinimum=0 Maximum=75 Default=40
  1557. STRS.USPS=40
  1558.  
  1559. # The spawn chance for all Security zombies.\nMinimum=0 Maximum=75 Default=25
  1560. STRS.Security=25
  1561.  
  1562. # The spawn chance for Other zombies, like Judges\nMinimum=0 Maximum=75 Default=25
  1563. STRS.Other=25
  1564.  
  1565. # The spawn chance for certain STFR zombies wearing duffel bags. Does nothing if Enable Duffel Bags is false!\nMinimum=0 Maximum=75 Default=1
  1566. STRS.Duffel=1
  1567.  
  1568. # The spawn chance for all Formal Fire zombies.\nMinimum=0 Maximum=75 Default=10
  1569. STRS.FireFormal=10
  1570.  
  1571. # The spawn chance for all Fireman zombies.\nMinimum=0 Maximum=75 Default=20
  1572. STRS.Fireman=20
  1573.  
  1574. # The spawn chance for all Fullsuit Fireman zombies.\nMinimum=0 Maximum=75 Default=15
  1575. STRS.FiremanFull=15
  1576.  
  1577. # The spawn chance for all EMS zombies.\nMinimum=0 Maximum=75 Default=35
  1578. STRS.EMS=35
  1579.  
  1580. # The spawn chance for Muldraugh PD zombies.\nMinimum=0 Maximum=75 Default=40
  1581. STRS.MuldraughPD=40
  1582.  
  1583. # The spawn chance for WestPoint PD zombies.\nMinimum=0 Maximum=75 Default=40
  1584. STRS.WestPointPD=40
  1585.  
  1586. # The spawn chance for Meade SO zombies.\nMinimum=0 Maximum=75 Default=40
  1587. STRS.MeadeSO=40
  1588.  
  1589. # The spawn chance for Riverside PD zombies.\nMinimum=0 Maximum=75 Default=40
  1590. STRS.RiversidePD=40
  1591.  
  1592. # The spawn chance for Rosewood SD zombies.\nMinimum=0 Maximum=75 Default=40
  1593. STRS.RosewoodSD=40
  1594.  
  1595. # The spawn chance for Louisville PD zombies.\nMinimum=0 Maximum=75 Default=40
  1596. STRS.LouisvillePD=40
  1597.  
  1598. # The spawn chance for Jefferson PD zombies.\nMinimum=0 Maximum=75 Default=40
  1599. STRS.JeffersonPD=40
  1600.  
  1601. # The spawn chance for Jefferson SD zombies.\nMinimum=0 Maximum=75 Default=40
  1602. STRS.JeffersonSD=40
  1603.  
  1604. # The spawn chance for KSP zombies.\nMinimum=0 Maximum=75 Default=40
  1605. STRS.KSP_Trooper=40
  1606.  
  1607. # The spawn chance for Prison Guard zombies.\nMinimum=0 Maximum=75 Default=20
  1608. STRS.DOC=20
  1609.  
  1610. # The spawn chance for Jefferson DOC Inmate zombies.\nMinimum=0 Maximum=75 Default=75
  1611. STRS.JeffersonInmate=75
  1612.  
  1613. # The spawn chance for Meade DOC General Pop zombies.\nMinimum=0 Maximum=75 Default=75
  1614. STRS.MeadeInmateOrange=75
  1615.  
  1616. # The spawn chance for Meade DOC Low Risk zombies.\nMinimum=0 Maximum=75 Default=75
  1617. STRS.MeadeInmateYellow=75
  1618.  
  1619. # The spawn chance for Meade DOC Supermax zombies.\nMinimum=0 Maximum=75 Default=75
  1620. STRS.MeadeInmateRed=75
  1621.  
  1622. # The spawn chance for Greenport PD zombies. Does nothing if Greenport isn't enabled!\nMinimum=0 Maximum=75 Default=65
  1623. STRS.GreenportPD=65
  1624.  
  1625. # The spawn chance for Tandil PD zombies. Does nothing if Tandil isn't enabled!\nMinimum=0 Maximum=75 Default=30
  1626. STRS.TandilPD=30
  1627.  
  1628. # The spawn chance for RavenCreek PD zombies. Does nothing if RavenCreek isn't enabled!\nMinimum=0 Maximum=75 Default=40
  1629. STRS.RavenCreekPD=40
  1630.  
  1631. # The spawn chance for RavenCreek DOC Inmate zombies. Does nothing if RavenCreek isn't enabled!\nMinimum=0 Maximum=75 Default=75
  1632. STRS.RavenCreekInmate=75
  1633.  
  1634. # Enable this to allow STFR vehicles with vanilla models to spawn in parking lots. Does NOT affect vehicle scenes! Does NOT remove skins added either!
  1635. STEV.VCars=true
  1636.  
  1637. # The spawn chance for Meade County SD cars.\nMinimum=0 Maximum=60 Default=25
  1638. STEV.Meade=25
  1639.  
  1640. # The spawn chance for Riverside PD cars.\nMinimum=0 Maximum=60 Default=25
  1641. STEV.Riverside=25
  1642.  
  1643. # The spawn chance for Rosewood SD cars.\nMinimum=0 Maximum=60 Default=25
  1644. STEV.Rosewood=25
  1645.  
  1646. # The spawn chance for WestPoint PD cars.\nMinimum=0 Maximum=60 Default=25
  1647. STEV.WestPoint=25
  1648.  
  1649. # The spawn chance for Muldraugh PD cars.\nMinimum=0 Maximum=60 Default=25
  1650. STEV.Muldraugh=25
  1651.  
  1652. # The spawn chance for Jefferson County SD cars.\nMinimum=0 Maximum=60 Default=25
  1653. STEV.JCSD=25
  1654.  
  1655. # The spawn chance for Jefferson County PD cars.\nMinimum=0 Maximum=60 Default=25
  1656. STEV.JCPD=25
  1657.  
  1658. # The spawn chance for Kentucky State Police cars.\nMinimum=0 Maximum=60 Default=25
  1659. STEV.KSP=25
  1660.  
  1661. # The spawn chance for Louisville PD cars.\nMinimum=0 Maximum=60 Default=25
  1662. STEV.Louisville=25
  1663.  
  1664. # The spawn chance for Ranger cars.\nMinimum=0 Maximum=60 Default=25
  1665. STEV.Rangers=25
  1666.  
  1667. # The spawn chance for USPS cars.\nMinimum=0 Maximum=60 Default=25
  1668. STEV.USPS=25
  1669.  
  1670. # The spawn chance for Jefferson County DoC cars.\nMinimum=0 Maximum=60 Default=35
  1671. STEV.JCDOC=35
  1672.  
  1673. # The spawn chance for Meade County DoC cars.\nMinimum=0 Maximum=60 Default=25
  1674. STEV.MCDOC=25
  1675.  
  1676. # The spawn chance for STFR Ambulances.\nMinimum=0 Maximum=60 Default=25
  1677. STEV.EMS=25
  1678.  
  1679. # The spawn chance for Rosewood VFD cars.\nMinimum=0 Maximum=60 Default=25
  1680. STEV.RosewoodFire=25
  1681.  
  1682. # The spawn chance for Louisville FD cars.\nMinimum=0 Maximum=60 Default=25
  1683. STEV.LouisvilleFire=25
  1684.  
  1685. # The spawn chance for Meade County FD cars.\nMinimum=0 Maximum=60 Default=25
  1686. STEV.MeadeFire=25
  1687.  
  1688. # The spawn chance for the custom Bank Truck.\nMinimum=0 Maximum=60 Default=25
  1689. STEV.BankTruck=25
  1690.  
  1691. # The spawn chance for Greenport PD cars. Does nothing if Greenport isn't enabled!\nMinimum=0 Maximum=60 Default=55
  1692. STEV.GPPD=55
  1693.  
  1694. # The spawn chance for Tandil PD cars. Does nothing if Tandil isn't enabled!\nMinimum=0 Maximum=60 Default=25
  1695. STEV.TDPD=25
  1696.  
  1697. # The spawn chance for FD Tandil cars. Does nothing if Tandil isn't enabled!\nMinimum=0 Maximum=60 Default=35
  1698. STEV.TDFD=35
  1699.  
  1700. # The spawn chance for RavenCreek PD cars. Does nothing if RavenCreek isn't enabled!\nMinimum=0 Maximum=60 Default=25
  1701. STEV.RCRPD=25
  1702.  
  1703. # The spawn chance for FD RavenCreek cars. Does nothing if RavenCreek isn't enabled!\nMinimum=0 Maximum=60 Default=35
  1704. STEV.RCRFD=35
  1705.  
  1706. # The spawn chance for RavenCreek DoC cars. Does nothing if RavenCreek isn't enabled!\nMinimum=0 Maximum=60 Default=25
  1707. STEV.RCRDOC=25
  1708.  
  1709. # The spawn chance for Filibuster Rhymes SWAT trucks, and Military And Police Used Car Skins vehicles in police zones. Does nothing if Filibuster Rhymes Used Cars and/or Military And Police Used Car Skins aren't enabled!\nMinimum=0 Maximum=60 Default=5
  1710. STEV.FSwat=5
  1711.  
  1712. # The overall chance of an STFR car to spawn.\nMinimum=0 Maximum=40 Default=25
  1713. STEV.SRate=25
  1714.  
  1715. # The overall chance of a normal car to spawn in an STFR vehicle zone.\nMinimum=0 Maximum=60 Default=5
  1716. STEV.NChance=5
  1717.  
  1718. VehicleRepairOverhaul.DisableVehicleSalvage=false
  1719.  
  1720. # Set Max Dispenser Capacity\nMinimum=15 Maximum=500 Default=250
  1721. WaterDispenserWS.MaxWater=250
  1722.  
  1723. # Select the start water quantity for the dispenser\nDefault=Normal
  1724. WaterDispenserWS.StartWater=3
  1725.  
  1726. # Enter the percentage chance that the water is contaminated, 0 is disabled\nMinimum=0 Maximum=100 Default=0
  1727. WaterDispenserWS.Tainted=0
  1728.  
  1729. # If active, the water contamination increases over the months, Based on this calculation 8 + (PassedMonths * 9) = 98% is the max, + AboveSetting = Max 100%
  1730. WaterDispenserWS.TaintedAutomatic=false
  1731.  
  1732. # The chance in percentage that a sprinter will screech when hunting a Player. \nMinimum=1 Maximum=100 Default=100
  1733. ScreecherZ.ScreechChance=100
  1734.  
  1735. # Determines the frequency that the mod's code will run.
  1736. # Higher = Better performance but less reliability.\nMinimum=1 Maximum=36000 Default=15
  1737. ScreecherZ.TickRate=15
  1738.  
  1739. ScreecherZ.DayOnly=false
  1740.  
  1741. ScreecherZ.NightOnly=false
  1742.  
  1743. # 0 = never, 100 = always (can be buggy)\nMinimum=0 Maximum=100 Default=75
  1744. TrippingZombies.collisionTripChanceSprinters=75
  1745.  
  1746. # 0 = never, 100 = always (can be buggy)\nMinimum=0 Maximum=100 Default=10
  1747. TrippingZombies.collisionTripChanceShamblers=10
  1748.  
  1749. # 0 = never, 100 = always (can be buggy)\nMinimum=0 Maximum=100 Default=25
  1750. TrippingZombies.randomTripChanceSprinters=25
  1751.  
  1752. # 0 = never, 100 = always (can be buggy)\nMinimum=0 Maximum=100 Default=5
  1753. TrippingZombies.randomTripChanceShamblers=1
  1754.  
  1755. # In days, the earliest the water can go bad. This only starts counting after the water shutoff.\nMinimum=0 Maximum=365 Default=2
  1756. WaterGoesBad.ExpirationMin=2
  1757.  
  1758. # In days, the latest the water can go bad. This only starts counting after the water shutoff.\nMinimum=0 Maximum=365 Default=7
  1759. WaterGoesBad.ExpirationMax=7
  1760.  
  1761. # Players must add filters to their plumbed sinks to clean the water. Otherwise, plumbed sinks are always safe water, even if their water source isn't (like vanilla).
  1762. WaterGoesBad.NeedFilterWater=true
  1763.  
  1764. # After the water shutoff, water will drain from the taps.
  1765. WaterGoesBad.ReduceWaterOverTime=true
  1766.  
  1767. # How much water will be removed from the taps per day.\nMinimum=1 Maximum=20 Default=1
  1768. WaterGoesBad.WaterReductionRate=5
  1769.  
  1770. # Chance, per day, for water to be removed, to add variance.\nMinimum=1 Maximum=100 Default=90
  1771. WaterGoesBad.WaterReductionChance=90
  1772.  
  1773. # Amount of water that will remain no matter what.\nMinimum=0 Maximum=99 Default=2
  1774. WaterGoesBad.MinimumWaterLeft=2
  1775.  
  1776. # Larger water containers such as baths will lose water faster than sinks.
  1777. WaterGoesBad.ScaleWaterLoss=true
  1778.  
  1779. # Toggles whether Players can pry open doors, windows, etc. using a Crowbar.
  1780. CommonSense.PryingMechanic=true
  1781.  
  1782. # Determines whether all doors can be pried open or not.
  1783. # By default, reinforced doors (Prison doors, metal grid doors, etc.) cannot be pried open.
  1784. CommonSense.PryAllDoors=false
  1785.  
  1786. # Displays the icon for Battery and Engine in vehicle dashboards in various colors depending on their condition.
  1787. CommonSense.PartsHighlighter=true
  1788.  
  1789. # Toggles friendly colors for those affected by color blindness.
  1790. CommonSense.ColorFilter=false
  1791.  
  1792. # Minimum=0.00 Maximum=5.00 Default=1.00
  1793. CommonSense.PryingChanceMultiplier=1.0
  1794.  
  1795. # Minimum=0 Maximum=10 Default=1
  1796. CanRepairDoors.RepairSkillNeeded=1
  1797.  
  1798. # Minimum=0 Maximum=10 Default=3
  1799. CanRepairDoors.ReinforceSkillNeeded=3
  1800.  
  1801. # Minimum=1 Maximum=1000 Default=6
  1802. CanRepairDoors.multiplyerMaxReinforcement=6
  1803.  
  1804. # Guaranteed door opening below this percentage of HP when damaged by zombies.\nMinimum=1 Maximum=100 Default=25
  1805. DoorsHaveAChance.guaranteedUnlockedDoorHP=25
  1806.  
  1807. # Guaranteed opening of a door(Locked) below this percentage of HP when damaged by zombies.\nMinimum=1 Maximum=100 Default=15
  1808. DoorsHaveAChance.guaranteedLockedDoorHP=15
  1809.  
  1810. DoorsHaveAChance.unlockedDoorChanceEnable=true
  1811.  
  1812. # Door opening chance below this percentage of HP when damaged by zombies.\nMinimum=1 Maximum=100 Default=50
  1813. DoorsHaveAChance.unlockedDoorChanceHP=50
  1814.  
  1815. # Chance to open a door when damaged by zombies.\nMinimum=1 Maximum=100 Default=5
  1816. DoorsHaveAChance.unlockedDoorChance=5
  1817.  
  1818. DoorsHaveAChance.lockedDoorChanceEnable=true
  1819.  
  1820. # Locked door opening chance below this percentage of HP when damaged by zombies.\nMinimum=1 Maximum=100 Default=25
  1821. DoorsHaveAChance.lockedDoorChanceHP=25
  1822.  
  1823. # Chance to open a locked door when damaged by zombies.\nMinimum=1 Maximum=100 Default=20
  1824. DoorsHaveAChance.lockedDoorChance=20
  1825.  
  1826. # Play break sound when doors open on damage
  1827. DoorsHaveAChance.damageOpenDoorSound=true
  1828.  
  1829. # Will not add maintenance as a skill to repair recipes for these items. Uses item IDs, not their names. Separate them with ';' for example Axe; HandAxe
  1830. MIR.SkipItems=
  1831.  
  1832. # Will not add maintenance as a skill to repair recipes that already have one of the specified skills. Uses skill names. Separate them with ';' for example Aiming: Mechanics
  1833. MIR.SkipSkills=Mechanics;Aiming
  1834.  
  1835. MIR.SkipFixers=
  1836.  
  1837. # Minimum=0 Maximum=1000 Default=1
  1838. WeaponModifiers.StartDay=1
  1839.  
  1840. # Minimum=1 Maximum=1000 Default=60
  1841. WeaponModifiers.PeakDay=90
  1842.  
  1843. # Minimum=0.00 Maximum=100.00 Default=30.00
  1844. WeaponModifiers.OriginalModifierChance=25.0
  1845.  
  1846. # Minimum=0.00 Maximum=100.00 Default=70.00
  1847. WeaponModifiers.MaxModifierChance=75.0
  1848.  
  1849. # lower = higher chance of better modifiers and lower chance of bad modifiers
  1850. # higher = lower chance of better modifiers and higher chance of bad modifiers
  1851. #
  1852. # WARNING: 0 = ALL modifiers are LEGENDARY rarity
  1853. # \nMinimum=0.00 Maximum=10.00 Default=1.10
  1854. WeaponModifiers.StartRarityTweaker=1.1
  1855.  
  1856. # lower = higher chance of better modifiers and lower chance of bad modifiers
  1857. # higher = lower chance of better modifiers and higher chance of bad modifiers
  1858. #
  1859. # WARNING: 0 = ALL modifiers are LEGENDARY rarity
  1860. # \nMinimum=0.00 Maximum=10.00 Default=0.90
  1861. WeaponModifiers.PeakRarityTweaker=0.9
  1862.  
  1863. # For weapons stuck / attached to zombies.
  1864. #
  1865. # Higher = Bigger chance of applying a random modifier to weapons attached to zombies.
  1866. # Lower = lower chance of applying a random modifier to weapons ATTACHED to zombies.
  1867. # \nMinimum=0.00 Maximum=3.00 Default=0.50
  1868. WeaponModifiers.AttachedWeaponsChanceMultiplier=0.5
  1869.  
  1870. # For ALL ranged weapons.
  1871. #
  1872. # Does nothing if you're using the Realistic list.
  1873. #
  1874. # Higher = Bigger chance of applying a random modifier to all RANGED weapons.
  1875. # Lower = lower chance of applying a random modifier to all RANGED weapons.\nMinimum=0.00 Maximum=3.00 Default=0.50
  1876. WeaponModifiers.RangedWeaponsChanceMultiplier=0.5
  1877.  
  1878. # For CRAFTED Ranged Weapons only.
  1879. #
  1880. # Does nothing if you're using the Realistic list.
  1881. #
  1882. # Does nothing if you are playing VANILLA or aren't using mods that add ranged weapons.
  1883. #
  1884. # LEAVE THIS AT ZERO IF YOU ARE USING BRITA
  1885. # or similar mods that add different forms to ranged weapons.
  1886. # (folding/unfolding stock for example...)
  1887. #
  1888. # Higher = Bigger chance of applying a random modifier to CRAFTED RANGED weapons.
  1889. # Lower = lower chance of applying a random modifier to CRAFTED RANGED weapons.
  1890. # \nMinimum=0.00 Maximum=3.00 Default=0.00
  1891. WeaponModifiers.ChanceMultiplierForCraftedRangedWeapons=0.0
  1892.  
  1893. # For CRAFTED Melee Weapons only.
  1894. #
  1895. # Set this to zero if you're using mods that add different forms to melee weapons.
  1896. # (switch between axe/spear mode for example...)
  1897. #
  1898. # Higher = Bigger chance of applying a random modifier to CRAFTED MELEE weapons.
  1899. # Lower = lower chance of applying a random modifier to CRAFTED MELEE weapons.
  1900. # \nMinimum=0.00 Maximum=3.00 Default=0.75
  1901. WeaponModifiers.ChanceMultiplierForCraftedMeleeWeapons=0.75
  1902.  
  1903. # Modifiers won't be applied to irrelevant weapons.
  1904. # (pens, spoons, forks, fishing rods, cooking pans, as well as construction materials like planks, metal bars, metal pipes.)
  1905. #
  1906. WeaponModifiers.IgnoreIrrelevantWeapons=true
  1907.  
  1908. # Disable it to not apply speed modification while aiming.
  1909. ShoesSpeed.ApplySpeedWhileAiming=true
  1910.  
  1911. # Disable it to not apply speed modification while sprinting.
  1912. ShoesSpeed.ApplySpeedWhileSprinting=true
  1913.  
  1914. # Disable it to not apply speed modification while running.
  1915. ShoesSpeed.ApplySpeedWhileRunning=true
  1916.  
  1917. # Disable it to not apply speed modification while walking.
  1918. ShoesSpeed.ApplySpeedWhileWalking=true
  1919.  
  1920. # 0% = no infection, 100% = infected on scratch\nMinimum=0 Maximum=100 Default=5
  1921. ZombieAttackVariety.chanceOfZombification=5
  1922.  
  1923. # 0% = no infection, 100% = infected on scratch\nMinimum=0 Maximum=100 Default=10
  1924. ZombieAttackVariety.chanceOfFakeInfection=10
  1925.  
  1926. # Multiplier for fuel consumption\nMinimum=0 Maximum=200 Default=100
  1927. FunctionalChainsaw.fuelUse=100
  1928.  
  1929. # Chance to jam the chainsaw\nMinimum=0 Maximum=100 Default=25
  1930. FunctionalChainsaw.jamFreq=25
  1931.  
  1932. # Condition loss from attacks, chance is 1 in x \nMinimum=1 Maximum=999999 Default=70
  1933. FunctionalChainsaw.conditionLoss=70
  1934.  
  1935. # Multiplier for weapon damage\nMinimum=0 Maximum=200 Default=100
  1936. FunctionalChainsaw.damageMod=100
  1937.  
  1938. # Multiplier for noise volume\nMinimum=0 Maximum=100 Default=50
  1939. FunctionalChainsaw.noiseMod=50
  1940.  
  1941. # Percentage of smart zombies that will be present in the world. These zombies can open doors.\nMinimum=0.00 Maximum=100.00 Default=1.00
  1942. LingeringReflexes.Smart=1.0
  1943.  
  1944. # The interval in milliseconds between two updates. Higher number means less CPU usage, lower number means less correctness issues. Default setting is recommended.\nMinimum=1000 Maximum=60000 Default=7500
  1945. LingeringReflexes.Frequency=7500
  1946.  
  1947. # Zombies react to zombie talking like the player shout
  1948. LingeringVoices.RespondToSound=true
  1949.  
  1950. # Whether to use the custom lines in USERNAME/Zomboid/Lua/talkingDeadCustomLine.lua
  1951. LingeringVoices.CustomLines=true
  1952.  
  1953. # Minimum amount of seconds that need to pass before another line is said by a zombie.\nMinimum=0 Maximum=604800 Default=5
  1954. LingeringVoices.LowerLineLimit=5
  1955.  
  1956. # Maximum amount of seconds that need to pass before another line is said by a zombie.\nMinimum=0 Maximum=604800 Default=86400
  1957. LingeringVoices.UpperLineLimit=86400
  1958.  
  1959. # Chance out of 1000 for a zombie to speak when hit.\nMinimum=0 Maximum=1000 Default=1
  1960. LingeringVoices.StaggerSpeakChance=1
  1961.  
  1962. # Determines if Players will say something if they see zombies upstairs, or not.
  1963. StairsAlert.DisplayIfNoZombies=true
  1964.  
  1965. # Determines if Players will include the number of zombies they see in their speeches.
  1966. StairsAlert.DisplayZombieAmount=true
  1967.  
  1968. # Displays a 2D marker symbol in the ground where the zombie is supposed to be upstairs.
  1969. StairsAlert.DisplayMarker=true
  1970.  
  1971. # This value is multiplied to the overall caloric burn rate.\nWarning: This stacks with the more specific multipliers.\nMinimum=0.00 Maximum=100.00 Default=1.00
  1972. RebalancedCalorieBurning.CalorieMultiplier=1.0
  1973.  
  1974. # Minimum=0.00 Maximum=100.00 Default=1.00
  1975. RebalancedCalorieBurning.IdleMultiplier=1.0
  1976.  
  1977. # Minimum=0.00 Maximum=100.00 Default=1.00
  1978. RebalancedCalorieBurning.WalkingMultiplier=1.0
  1979.  
  1980. # Minimum=0.00 Maximum=100.00 Default=1.00
  1981. RebalancedCalorieBurning.RunningMultiplier=1.0
  1982.  
  1983. # Minimum=0.00 Maximum=100.00 Default=1.00
  1984. RebalancedCalorieBurning.SprintingMultiplier=1.0
  1985.  
  1986. # Minimum=0.00 Maximum=100.00 Default=1.00
  1987. RebalancedCalorieBurning.AsleepMultiplier=1.0
  1988.  
  1989. # Minimum=0.00 Maximum=100.00 Default=1.00
  1990. RebalancedCalorieBurning.SittingMultiplier=1.0
  1991.  
  1992. # Minimum=0.00 Maximum=100.00 Default=1.00
  1993. RebalancedCalorieBurning.TimedActionMultiplier=1.0
  1994.  
  1995. # Minimum=0.00 Maximum=100.00 Default=1.00
  1996. RebalancedCalorieBurning.CarryMultiplier=1.0
  1997.  
  1998. # Minimum=100 Maximum=1000 Default=500
  1999. SurvivingTheStorm.ThunderSoundRadius=500
  2000.  
  2001. # Establishes the base amount of Plushies to loot in distribution\nDefault=Low
  2002. MorePlushies.Loot=1
  2003.  
  2004. # Default spawn is very low, the higher the number the more abundant the spawns\nMinimum=1 Maximum=10 Default=2
  2005. MorePlushies.SpawnRate=2
  2006.  
  2007. # Beware ease is a close friend of boredom.\nDefault=Keep individual Mod Option selection (default)
  2008. Coolbag.CoolingMode=3
  2009.  
  2010. # Deactivate to not get the freezing / melting timers.
  2011. Coolbag.Tooltip=true
  2012.  
  2013. # Time (hours) for a water pocket to fully freeze in a freezer (default = 12).\nMinimum=0 Maximum=100000 Default=12
  2014. Coolbag.FreezingTime=12
  2015.  
  2016. # Time (hours) for an ice pocket to fully melt out of a freezer (default = 24).\nMinimum=0 Maximum=100000 Default=24
  2017. Coolbag.MeltingTime=24
  2018.  
  2019. ImmersiveMedicine.IsBloodSystemActive=true
  2020.  
  2021. ImmersiveMedicine.IsBloodTypeSystemActive=true
  2022.  
  2023. ImmersiveMedicine.IsHeartbeatEnabled=true
  2024.  
  2025. # Minimum=25 Maximum=100 Default=25
  2026. ImmersiveMedicine.BloodVolumeReduceModifier=25
  2027.  
  2028. # Minimum=1 Maximum=4 Default=1
  2029. ImmersiveMedicine.BloodVolumeIncreaseModifier=1
  2030.  
  2031. # Viewing status requires the skill level (greater than or equal to this value).\nMinimum=0 Maximum=10 Default=3
  2032. zReBSI.DoctorLevelForInfo=3
  2033.  
  2034. # Minimum=1 Maximum=100 Default=5
  2035. ScavengerSkill.Level0FindChance=5
  2036.  
  2037. # Minimum=1 Maximum=100 Default=10
  2038. ScavengerSkill.Level1FindChance=10
  2039.  
  2040. # Minimum=1 Maximum=100 Default=14
  2041. ScavengerSkill.Level2FindChance=14
  2042.  
  2043. # Minimum=1 Maximum=100 Default=18
  2044. ScavengerSkill.Level3FindChance=18
  2045.  
  2046. # Minimum=1 Maximum=100 Default=22
  2047. ScavengerSkill.Level4FindChance=22
  2048.  
  2049. # Minimum=1 Maximum=100 Default=26
  2050. ScavengerSkill.Level5FindChance=26
  2051.  
  2052. # Minimum=1 Maximum=100 Default=30
  2053. ScavengerSkill.Level6FindChance=30
  2054.  
  2055. # Minimum=1 Maximum=100 Default=34
  2056. ScavengerSkill.Level7FindChance=34
  2057.  
  2058. # Minimum=1 Maximum=100 Default=38
  2059. ScavengerSkill.Level8FindChance=38
  2060.  
  2061. # Minimum=1 Maximum=100 Default=42
  2062. ScavengerSkill.Level9FindChance=42
  2063.  
  2064. # Minimum=1 Maximum=100 Default=50
  2065. ScavengerSkill.Level10FindChance=50
  2066.  
  2067. # Minimum=1 Maximum=999 Default=100
  2068. ScavengerSkill.Level0BonusLoot=100
  2069.  
  2070. # Minimum=1 Maximum=999 Default=110
  2071. ScavengerSkill.Level1BonusLoot=110
  2072.  
  2073. # Minimum=1 Maximum=999 Default=120
  2074. ScavengerSkill.Level2BonusLoot=120
  2075.  
  2076. # Minimum=1 Maximum=999 Default=130
  2077. ScavengerSkill.Level3BonusLoot=130
  2078.  
  2079. # Minimum=1 Maximum=999 Default=140
  2080. ScavengerSkill.Level4BonusLoot=140
  2081.  
  2082. # Minimum=1 Maximum=999 Default=150
  2083. ScavengerSkill.Level5BonusLoot=150
  2084.  
  2085. # Minimum=1 Maximum=999 Default=160
  2086. ScavengerSkill.Level6BonusLoot=160
  2087.  
  2088. # Minimum=1 Maximum=999 Default=170
  2089. ScavengerSkill.Level7BonusLoot=170
  2090.  
  2091. # Minimum=1 Maximum=999 Default=180
  2092. ScavengerSkill.Level8BonusLoot=180
  2093.  
  2094. # Minimum=1 Maximum=999 Default=190
  2095. ScavengerSkill.Level9BonusLoot=190
  2096.  
  2097. # Minimum=1 Maximum=999 Default=200
  2098. ScavengerSkill.Level10BonusLoot=200
  2099.  
  2100. # Minimum=1 Maximum=100 Default=4
  2101. ScavengerSkill.XPGain=4
  2102.  
  2103. ScavengerSkill.XPindicator=false
  2104.  
  2105. ScavengerSkill.LootIndicator=false
  2106.  
  2107. # The darkness of the reading fog.\n0.0 means no darkness.\n1.0 means full darkness.\nMinimum=0.00 Maximum=1.00 Default=1.00
  2108. ReadWalking.FogDarkness=1.0
  2109.  
  2110. # The mod: Read While Walking\n1.0 means x1 vanilla defaults.\n2.0 means speed x2, etc.\nMinimum=0.20 Maximum=100.00 Default=1.00
  2111. ReadWalking.ReadSpeed=1.0
  2112.  
  2113. # The amount of experienced recovered from reading bound journals.\nMinimum=1 Maximum=100 Default=100
  2114. SkillRecoveryJournal.RecoveryPercentage=100
  2115.  
  2116. # A multiplier on the speed of transcribing journals.\nMinimum=0.00 Maximum=1000.00 Default=1.00
  2117. SkillRecoveryJournal.TranscribeSpeed=1.0
  2118.  
  2119. # A multiplier on the speed of reading bound journals.\nMinimum=0.00 Maximum=1000.00 Default=1.00
  2120. SkillRecoveryJournal.ReadTimeSpeed=1.0
  2121.  
  2122. # Starting with more than 1 point in a skill generally nets you bonus XP - with this toggled off that XP is not recorded. All XP recorded is that of a character with no starting skills. This does NOT recover starting levels - only the bonus XP earned.
  2123. SkillRecoveryJournal.RecoverProfessionAndTraitsBonuses=false
  2124.  
  2125. # Toggling this on will allow people to transcribe XP earned from watching TV/VHS. Note: This means players can carry over watched XP between characters cumulatively.
  2126. SkillRecoveryJournal.TranscribeTVXP=false
  2127.  
  2128. # Toggle on to record passive skills.
  2129. SkillRecoveryJournal.RecoverPassiveSkills=false
  2130.  
  2131. # Toggle on to record combat skills.
  2132. SkillRecoveryJournal.RecoverCombatSkills=true
  2133.  
  2134. # Toggle on to record firearm skills.
  2135. SkillRecoveryJournal.RecoverFirearmSkills=true
  2136.  
  2137. # Toggle on to record crafting skills.
  2138. SkillRecoveryJournal.RecoverCraftingSkills=true
  2139.  
  2140. # Toggle on to record survivalist skills.
  2141. SkillRecoveryJournal.RecoverSurvivalistSkills=true
  2142.  
  2143. # Toggle on to record agility skills.
  2144. SkillRecoveryJournal.RecoverAgilitySkills=true
  2145.  
  2146. # Toggle off to prevent journals from recovering/transcribing recipes.
  2147. SkillRecoveryJournal.RecoverRecipes=true
  2148.  
  2149. # Normally you can reread the journal as many times as you like - with this toggled on each individual XP point can only be recovered once. You can still add onto the journal, but each point can only be recovered once on each journal. Note: the tooltip for the journal will now display a fraction for unused points.
  2150. SkillRecoveryJournal.RecoveryJournalUsed=false
  2151.  
  2152. SkillRecoveryJournal.Craftable=true
  2153.  
  2154. # Require paint when drawing Traffic line
  2155. TrafficLine.NeedPaint=true
  2156.  
  2157. # Require petrol when erasing Traffic line
  2158. TrafficLine.NeedPetrol=false
  2159.  
  2160. WeldingGoggles.GogglesTint=false
  2161.  
  2162. WeldingGoggles.MaskTint=false
  2163.  
  2164. # VFE weapons spawning attached to police zombies.
  2165. VFE.PoliceWeapons=true
  2166.  
  2167. # Weapons spawning attached to military zombies. (Not just VFE specific ones)
  2168. VFE.MilitaryWeapons=true
  2169.  
  2170. # Weapons spawning attached to survivor zombies. (Not just VFE specific ones)
  2171. VFE.SurvivorWeapons=true
  2172.  
  2173. # Weapons spawning attached to other zombies zombies, like bikers. (Not just VFE specific ones)
  2174. VFE.OtherWeapons=true
  2175.  
  2176. # VFE weapons spawning inside vehicle inventories.
  2177. VFE.CarWeapons=true
  2178.  
  2179. # VFE weapons spawning inside of normal houses.
  2180. VFE.HouseWeapons=true
  2181.  
  2182. # Multiplier to weapons spawning in houses (Requires previous option enabled)\nMinimum=0.10 Maximum=10.00 Default=1.00
  2183. VFE.HouseWeaponsMulti=1.0
  2184.  
  2185. # This tickbox has no effect on the game. It is only here to make the UI look nicer.
  2186. NS.S0=false
  2187.  
  2188. # How effective the .22 silencer is at reducing the sound of the weapon. 0 is no reduction (silencer cannot be attached) whereas 100 is complete silence.\nMinimum=0 Maximum=100 Default=40
  2189. NS.m22=60
  2190.  
  2191. # How much the base sound radius of the .22 weapon is increased by. Example, if the base sound radius of a weapon is 30, and this value is 20, its final radius will be 50. As a result, the silencer will reduce the value value 50 with the effectiveness value. Be warned, the higher the value the more likely you will attract zombies.\nMinimum=0 Maximum=200 Default=0
  2192. NS.s22=0
  2193.  
  2194. # How common .22 silencers are in the world. Multipliers exactly: Insanely Rare, 0.05; Extremely Rare, 0.2; Rare, 0.6; Normal, 1.0; Common, 2.0; Abundant, 3.0.\nDefault=None
  2195. NS.d22=3
  2196.  
  2197. # .22 silencer can be crafted.
  2198. NS.c22=false
  2199.  
  2200. # This tickbox has no effect on the game. It is only here to make the UI look nicer.
  2201. NS.S1=false
  2202.  
  2203. # How effective the 9mm silencer is at reducing the sound of the weapon. 0 is no reduction (silencer cannot be attached) whereas 100 is complete silence.\nMinimum=0 Maximum=100 Default=40
  2204. NS.m9=50
  2205.  
  2206. # How much the base sound radius of the 9mm weapon is increased by. Example, if the base sound radius of a weapon is 30, and this value is 20, its final radius will be 50. As a result, the silencer will reduce the value value 50 with the effectiveness value. Be warned, the higher the value the more likely you will attract zombies.\nMinimum=0 Maximum=200 Default=0
  2207. NS.s9=0
  2208.  
  2209. # How common 9mm silencers are in the world. Multipliers exactly: Insanely Rare, 0.05; Extremely Rare, 0.2; Rare, 0.6; Normal, 1.0; Common, 2.0; Abundant, 3.0.\nDefault=Rare
  2210. NS.d9=3
  2211.  
  2212. # 9mm silencer can be crafted.
  2213. NS.c9=false
  2214.  
  2215. # This tickbox has no effect on the game. It is only here to make the UI look nicer.
  2216. NS.S2=false
  2217.  
  2218. # How effective the .44 Magnum silencer is at reducing the sound of the weapon. 0 is no reduction (silencer cannot be attached) whereas 100 is complete silence.\nMinimum=0 Maximum=100 Default=35
  2219. NS.m44=30
  2220.  
  2221. # How much the base sound radius of the .44 Magnum weapon is increased by. Example, if the base sound radius of a weapon is 30, and this value is 20, its final radius will be 50. As a result, the silencer will reduce the value value 50 with the effectiveness value. Be warned, the higher the value the more likely you will attract zombies.\nMinimum=0 Maximum=200 Default=0
  2222. NS.s44=0
  2223.  
  2224. # How common .44 Magnum silencers are in the world. Multipliers exactly: Insanely Rare, 0.05; Extremely Rare, 0.2; Rare, 0.6; Normal, 1.0; Common, 2.0; Abundant, 3.0.\nDefault=Extremely Rare
  2225. NS.d44=3
  2226.  
  2227. # .44 Magnum silencer can be crafted.
  2228. NS.c44=false
  2229.  
  2230. # This tickbox has no effect on the game. It is only here to make the UI look nicer.
  2231. NS.S3=false
  2232.  
  2233. # How effective the .45 AC silencer is at reducing the sound of the weapon. 0 is no reduction (silencer cannot be attached) whereas 100 is complete silence.\nMinimum=0 Maximum=100 Default=35
  2234. NS.m45=50
  2235.  
  2236. # How much the base sound radius of the .45 AC weapon is increased by. Example, if the base sound radius of a weapon is 30, and this value is 20, its final radius will be 50. As a result, the silencer will reduce the value value 50 with the effectiveness value. Be warned, the higher the value the more likely you will attract zombies.\nMinimum=0 Maximum=200 Default=0
  2237. NS.s45=0
  2238.  
  2239. # How common .45 AC silencers are in the world. Multipliers exactly: Insanely Rare, 0.05; Extremely Rare, 0.2; Rare, 0.6; Normal, 1.0; Common, 2.0; Abundant, 3.0.\nDefault=Extremely Rare
  2240. NS.d45=3
  2241.  
  2242. # .45 AC silencer can be crafted.
  2243. NS.c45=false
  2244.  
  2245. # This tickbox has no effect on the game. It is only here to make the UI look nicer.
  2246. NS.S4=false
  2247.  
  2248. # How effective the .38 Special / .357 Magnum silencer is at reducing the sound of the weapon. 0 is no reduction (silencer cannot be attached) whereas 100 is complete silence.\nMinimum=0 Maximum=100 Default=35
  2249. NS.m38n357=35
  2250.  
  2251. # How much the base sound radius of the .38 Special / .357 Magnum weapon is increased by. Example, if the base sound radius of a weapon is 30, and this value is 20, its final radius will be 50. As a result, the silencer will reduce the value value 50 with the effectiveness value. Be warned, the higher the value the more likely you will attract zombies.\nMinimum=0 Maximum=200 Default=0
  2252. NS.s38n357=0
  2253.  
  2254. # How common .38 Special / .357 Magnum silencers are in the world. Multipliers exactly: Insanely Rare, 0.05; Extremely Rare, 0.2; Rare, 0.6; Normal, 1.0; Common, 2.0; Abundant, 3.0.\nDefault=Extremely Rare
  2255. NS.d38n357=3
  2256.  
  2257. # .38 Special / .357 Magnum silencer can be crafted.
  2258. NS.c38n357=false
  2259.  
  2260. # This tickbox has no effect on the game. It is only here to make the UI look nicer.
  2261. NS.S5=false
  2262.  
  2263. # How effective the .223/5.56x45mm silencer is at reducing the sound of the weapon. 0 is no reduction (silencer cannot be attached) whereas 100 is complete silence.\nMinimum=0 Maximum=100 Default=35
  2264. NS.m223n556=35
  2265.  
  2266. # How much the base sound radius of the .223/5.56x45mm weapon is increased by. Example, if the base sound radius of a weapon is 30, and this value is 20, its final radius will be 50. As a result, the silencer will reduce the value value 50 with the effectiveness value. Be warned, the higher the value the more likely you will attract zombies.\nMinimum=0 Maximum=200 Default=0
  2267. NS.s223n556=0
  2268.  
  2269. # How common .223 / 5.56x45mm silencers are in the world. Multipliers exactly: Insanely Rare, 0.05; Extremely Rare, 0.2; Rare, 0.6; Normal, 1.0; Common, 2.0; Abundant, 3.0.\nDefault=Rare
  2270. NS.d223n556=3
  2271.  
  2272. # .223 / 5.56x45mm silencer can be crafted.
  2273. NS.c223n556=false
  2274.  
  2275. # This tickbox has no effect on the game. It is only here to make the UI look nicer.
  2276. NS.S6=false
  2277.  
  2278. # How effective the .308 / 7.62x51mm silencer is at reducing the sound of the weapon. 0 is no reduction (silencer cannot be attached) whereas 100 is complete silence.\nMinimum=0 Maximum=100 Default=35
  2279. NS.m308n762=35
  2280.  
  2281. # How much the base sound radius of the .308 / 7.62x51mm weapon is increased by. Example, if the base sound radius of a weapon is 30, and this value is 20, its final radius will be 50. As a result, the silencer will reduce the value value 50 with the effectiveness value. Be warned, the higher the value the more likely you will attract zombies.\nMinimum=0 Maximum=200 Default=0
  2282. NS.s308n762=0
  2283.  
  2284. # How common .308 / 7.62x51mm silencers are in the world. Multipliers exactly: Insanely Rare, 0.05; Extremely Rare, 0.2; Rare, 0.6; Normal, 1.0; Common, 2.0; Abundant, 3.0.\nDefault=Rare
  2285. NS.d308n762=3
  2286.  
  2287. # .308 / 7.62x51mm silencer can be crafted.
  2288. NS.c308n762=false
  2289.  
  2290. # This tickbox has no effect on the game. It is only here to make the UI look nicer.
  2291. NS.S7=false
  2292.  
  2293. # How effective the shotgun silencer is at reducing the sound of the weapon. 0 is no reduction (silencer cannot be attached) whereas 100 is complete silence.\nMinimum=0 Maximum=100 Default=25
  2294. NS.mShells=30
  2295.  
  2296. # How much the base sound radius of the shotgun weapon is increased by. Example, if the base sound radius of a weapon is 30, and this value is 20, its final radius will be 50. As a result, the silencer will reduce the value 50 with the effectiveness value. Be warned, the higher the value the more likely you will attract zombies.\nMinimum=0 Maximum=200 Default=0
  2297. NS.sShells=0
  2298.  
  2299. # How common shotgun silencers are in the world. Multipliers exactly: Insanely Rare, 0.05; Extremely Rare, 0.2; Rare, 0.6; Normal, 1.0; Common, 2.0; Abundant, 3.0.\nDefault=Insanely Rare
  2300. NS.dShells=2
  2301.  
  2302. # Shotgun silencer can be crafted.
  2303. NS.cShells=false
  2304.  
  2305. # This tickbox has no effect on the game. It is only here to make the UI look nicer.
  2306. NS.S8=false
  2307.  
  2308. # A level of metalworking is required to craft silencers.\nMinimum=0 Maximum=10 Default=6
  2309. NS.CraftingMetalWeldingRequired=6
  2310.  
  2311. # A level of aiming is required to craft silencers.\nMinimum=0 Maximum=10 Default=2
  2312. NS.CraftingAimingRequired=2
  2313.  
  2314. # Allow the conversion from one silencer type to another. Example, converting a .22 silencer to a 9mm silencer.
  2315. NS.ConversionAllowed=true
  2316.  
  2317. # A level of metalworking is required to convert silencers.\nMinimum=0 Maximum=10 Default=5
  2318. NS.ConversionMetalWeldingRequired=5
  2319.  
  2320. # A level of aiming is required to convert silencers.\nMinimum=0 Maximum=10 Default=2
  2321. NS.ConversionAimingRequired=2
  2322.  
  2323. # This tickbox has no effect on the game. It is only here to make the UI look nicer.
  2324. NS.S9=false
  2325.  
  2326. # Multiplier that will affect all the silencer loot distribution tables.\nMinimum=0.00 Maximum=100.00 Default=1.00
  2327. NS.BaseLootMultiplier=1.0
  2328.  
  2329. # MP server nerfs ranged weapons' sound radius by 45% for performance reasons. Remove the tick if you would like to disable it.
  2330. NS.MPRadiusNerf=true
  2331.  
  2332. # Override some weapons' base firing sounds. This is to make the firing sounds more realistic and consistent together with silenced versions.
  2333. NS.OverrideBaseSounds=true
  2334.  
  2335. # Show or hide crosshair.
  2336. Advanced_trajectory.aimpoint=true
  2337.  
  2338. Advanced_trajectory.showOutlines=false
  2339.  
  2340. Advanced_trajectory.hideTracer=false
  2341.  
  2342. Advanced_trajectory.Enablerange=true
  2343.  
  2344. Advanced_trajectory.Enablethrow=true
  2345.  
  2346. # For debugging, character says what body part was shot.
  2347. Advanced_trajectory.callshot=false
  2348.  
  2349. # Need to check this if you want gun PVP with safety features OFF. UNCHECK IF YOU HAVE PVP OFF AND DO NOT WANT GUN PVP!
  2350. Advanced_trajectory.IgnorePVPSafety=false
  2351.  
  2352. Advanced_trajectory.enableBulletPenFlesh=true
  2353.  
  2354. AT_VehicleDamageenable=true
  2355.  
  2356. ATY_safezone_protect=true
  2357.  
  2358. ATY_nonpvp_protect=true
  2359.  
  2360. ATY_damagedisplay=false
  2361.  
  2362. # Minimum=0 Maximum=100 Default=100
  2363. AT_Blood=100
  2364.  
  2365. # Multiplies base damage of bullet.\nMinimum=0.00 Maximum=100.00 Default=1.00
  2366. Advanced_trajectory.ATY_damage=1.0
  2367.  
  2368. # Minimum=0.00 Maximum=100.00 Default=0.00
  2369. Advanced_trajectory.DebugOffset=0.0
  2370.  
  2371. # Minimum=0.00 Maximum=100.00 Default=0.00
  2372. Advanced_trajectory.DebugSpawnOffset=0.0
  2373.  
  2374. # Minimum=0.00 Maximum=10.00 Default=0.42
  2375. Advanced_trajectory.DebugZomMindistCondition=0.42
  2376.  
  2377. # Minimum=0.00 Maximum=10.00 Default=0.40
  2378. Advanced_trajectory.DebugPlayerMindistCondition=0.4
  2379.  
  2380. # Minimum=0.00 Maximum=10.00 Default=0.50
  2381. Advanced_trajectory.DebugGridMultiplier=0.5
  2382.  
  2383. Advanced_trajectory.DebugEnableBow=false
  2384.  
  2385. Advanced_trajectory.DebugEnableVoodoo=false
  2386.  
  2387. Advanced_trajectory.DebugSayShotPart=false
  2388.  
  2389. # Minimum=1.00 Maximum=100.00 Default=30.00
  2390. Advanced_trajectory.bowBreakChance=30.0
  2391.  
  2392. # Minimum=0.00 Maximum=300.00 Default=3.00
  2393. Advanced_trajectory.XPKillModifier=3.0
  2394.  
  2395. # Minimum=0.00 Maximum=300.00 Default=0.50
  2396. Advanced_trajectory.XPHitModifier=0.5
  2397.  
  2398. # Ex: 0.1 means nerf bullet damage by 90% after penetrating through first zombie/player.\nMinimum=0.00 Maximum=1.00 Default=0.25
  2399. Advanced_trajectory.penDamageReductionMultiplier=0.25
  2400.  
  2401. # Minimum=0.00 Maximum=1.00 Default=0.70
  2402. Advanced_trajectory.MaxProjCone=0.7
  2403.  
  2404. # Value that limits how much bloom is added to crosshair. Higher means larger possible bloom.\nMinimum=0.00 Maximum=20.00 Default=7.00
  2405. Advanced_trajectory.maxaimnum=7.0
  2406.  
  2407. # Value that affects crosshair's minimum bloom. Characters with low aiming level (0-2) will never be accurate (always has bloom). Set to 0 if you want to be OP or unlock focus mechanic at level 3.\nMinimum=0.00 Maximum=100.00 Default=7.00
  2408. Advanced_trajectory.minaimnumModifier=7.0
  2409.  
  2410. # ex. 0.9 means reduces incoming damage by 90% when armor is maxed; applies to armor\nMinimum=0.00 Maximum=1.00 Default=0.80
  2411. Advanced_trajectory.maxDefenseReduction=0.8
  2412.  
  2413. # If dealt headshot, increase chance of wounding head. (ex. 20 means percentage of wounding head is 30% (20 + 10))\nMinimum=0.00 Maximum=100.00 Default=20.00
  2414. Advanced_trajectory.headShotIncChance=20.0
  2415.  
  2416. # If dealt footshot, increase chance of wounding legs/groin. (ex. 10 means percentage of wounding foot is 20% (10 + 10))\nMinimum=0.00 Maximum=100.00 Default=10.00
  2417. Advanced_trajectory.footShotIncChance=10.0
  2418.  
  2419. # Multiplier on base damage for headshot\nMinimum=0.00 Maximum=100.00 Default=10.00
  2420. Advanced_trajectory.headShotDmgZomMultiplier=10.0
  2421.  
  2422. # Multiplier on base damage for bodyshot\nMinimum=0.00 Maximum=100.00 Default=5.00
  2423. Advanced_trajectory.bodyShotDmgZomMultiplier=5.0
  2424.  
  2425. # Multiplier on base damage for footshot\nMinimum=0.00 Maximum=100.00 Default=1.00
  2426. Advanced_trajectory.footShotDmgZomMultiplier=1.0
  2427.  
  2428. # Multiplier on base damage for headshot\nMinimum=0.00 Maximum=100.00 Default=15.00
  2429. Advanced_trajectory.headShotDmgPlayerMultiplier=15.0
  2430.  
  2431. # Multiplier on base damage for bodyshot\nMinimum=0.00 Maximum=100.00 Default=5.00
  2432. Advanced_trajectory.bodyShotDmgPlayerMultiplier=5.0
  2433.  
  2434. # Multiplier on base damage for footshot\nMinimum=0.00 Maximum=100.00 Default=2.00
  2435. Advanced_trajectory.footShotDmgPlayerMultiplier=2.0
  2436.  
  2437. # Bloom affects crit chance. This is a multiplier to that. Set to 0 for better chances of crit.\nMinimum=0.00 Maximum=100.00 Default=1.00
  2438. Advanced_trajectory.critChanceModifier=1.0
  2439.  
  2440. # Minimum=0.00 Maximum=2.40 Default=1.70
  2441. Advanced_trajectory.bulletspeed=1.7
  2442.  
  2443. # Minimum=0.00 Maximum=100.00 Default=1.00
  2444. Advanced_trajectory.bulletdistance=1.0
  2445.  
  2446. # Shotgun has a max independent projectile cone.\nMinimum=0.00 Maximum=1.00 Default=0.50
  2447. Advanced_trajectory.maxShotgunProjCone=0.5
  2448.  
  2449. # Multiplier on base stat (range) of shotgun. Default value is 0.75 which means 75% of vanilla's range.\nMinimum=0.00 Maximum=5.00 Default=0.75
  2450. Advanced_trajectory.shotgunDistanceModifier=0.75
  2451.  
  2452. # Amount of pellots shot\nMinimum=0 Maximum=100 Default=5
  2453. Advanced_trajectory.shotgunnum=5
  2454.  
  2455. # Value affects shotgun spread. The lower the value, the more narrow the spread.\nMinimum=0.00 Maximum=1.00 Default=0.10
  2456. Advanced_trajectory.shotgundivision=0.2
  2457.  
  2458. # Minimum=0.00 Maximum=100.00 Default=1.00
  2459. Advanced_trajectory.shotgunDamageMultiplier=1.0
  2460.  
  2461. # Shotguns crit chance is only affected by their stat and aiming level (not bloom). Default value is 10 meaning the game decides a random value from 1 to (100 - 10) and if value is <= crit stat, then crit.\nMinimum=0.00 Maximum=100.00 Default=10.00
  2462. Advanced_trajectory.critChanceModifierShotgunsOnly=10.0
  2463.  
  2464. # Value that adds bloom when moving.\nMinimum=0.00 Maximum=100.00 Default=1.30
  2465. Advanced_trajectory.moveeffect=1.3
  2466.  
  2467. # Value that adds bloom when physically turning your feet, not hips.\nMinimum=0.00 Maximum=100.00 Default=0.70
  2468. Advanced_trajectory.turningeffect=0.7
  2469.  
  2470. # Value affects how much bloom is added when reloading and racking firearm.\nMinimum=0.00 Maximum=10.00 Default=0.10
  2471. Advanced_trajectory.reloadEffectModifier=0.1
  2472.  
  2473. # Value that affects how fast your crosshair tightens. Higher means faster.\nMinimum=0.00 Maximum=100.00 Default=1.10
  2474. Advanced_trajectory.reducespeed=1.1
  2475.  
  2476. # Driving part of the focus mechanic. Determines time it takes for the crosshair to begin its process of reducing aimnum to 0 (max accuracy). This is a flat value. Set to 0 to disable if you want to remove ability to gain max accuracy without waiting.\nMinimum=0.00 Maximum=10.00 Default=2.00
  2477. Advanced_trajectory.focusCounterSpeed=2.0
  2478.  
  2479. # Multiplier that determines how much focus counter/timer should be shorten based off of aiming level. \nMinimum=0.00 Maximum=10.00 Default=7.00
  2480. Advanced_trajectory.focusCounterSpeedScaleModifier=7.0
  2481.  
  2482. # Part of the focus mechanic. Determines speed of crosshair reducing aimnum to 0 once process has begun.\nMinimum=0.00 Maximum=1.00 Default=1.00
  2483. Advanced_trajectory.maxFocusSpeed=1.0
  2484.  
  2485. # Minimum=0.00 Maximum=10.00 Default=8.00
  2486. Advanced_trajectory.crouchCounterSpeed=8.0
  2487.  
  2488. # Minimum=0.00 Maximum=10.00 Default=2.00
  2489. Advanced_trajectory.crouchPenaltyModifier=2.0
  2490.  
  2491. # Minimum=0.00 Maximum=10.00 Default=3.00
  2492. Advanced_trajectory.crouchTurnEffect=3.0
  2493.  
  2494. # Minimum=0.00 Maximum=10.00 Default=5.00
  2495. Advanced_trajectory.proneTurnEffect=5.0
  2496.  
  2497. # When proning, you gain max accuracy faster (applies when focus mechanic is unlocked).\nMinimum=0.00 Maximum=10.00 Default=1.50
  2498. Advanced_trajectory.proneFocusCounterSpeedBuff=1.5
  2499.  
  2500. # When proning, your crosshair reduces bloom faster. Helpful after intense cardio.\nMinimum=0.00 Maximum=2.00 Default=0.40
  2501. Advanced_trajectory.proneReduceSpeedBuff=0.4
  2502.  
  2503. # When crouching, your crosshair reduces bloom faster. Helpful after intense cardio.\nMinimum=0.00 Maximum=2.00 Default=0.20
  2504. Advanced_trajectory.crouchReduceSpeedBuff=0.2
  2505.  
  2506. # Part of the focus mechanic. Weapon's recoil delay affects how long it takes for character to recover from recoil and this is a multiplier of that. Set to 0 to ignore weapon's recoil delay stat.\nMinimum=0.00 Maximum=1.00 Default=0.01
  2507. Advanced_trajectory.recoilDelayModifier=0.01
  2508.  
  2509. # Multiplier of gun's max dmg added as recoil to crosshair (adds bloom when shooting).\nMinimum=0.00 Maximum=20.00 Default=10.00
  2510. Advanced_trajectory.recoilModifier=7.5
  2511.  
  2512. # Minimum=0.00 Maximum=5.00 Default=0.00
  2513. Advanced_trajectory.staminaCrouchScale=0.001
  2514.  
  2515. # Multiplier that scales off of heavy moodle level\nMinimum=0.00 Maximum=5.00 Default=0.50
  2516. Advanced_trajectory.staminaHeavyCrouchScale=0.5
  2517.  
  2518. # Minimum=0.00 Maximum=5.00 Default=0.00
  2519. Advanced_trajectory.staminaCrawlScale=0.003
  2520.  
  2521. # Multiplier that scales off of heavy moodle level\nMinimum=0.00 Maximum=5.00 Default=0.50
  2522. Advanced_trajectory.staminaHeavyCrawlScale=0.5
  2523.  
  2524. # This value adds more bloom when walking or turning (Heavy Moodle Scaling)\nMinimum=0.00 Maximum=5.00 Default=0.50
  2525. Advanced_trajectory.heavyTurnEffectModifier=0.5
  2526.  
  2527. # This value must be very small as it affects how slow your crosshair reduces bloom.\nMinimum=0.00 Maximum=1.00 Default=0.10
  2528. Advanced_trajectory.painModifier=0.1
  2529.  
  2530. # Makes crosshair shaky.\nMinimum=0.00 Maximum=100.00 Default=3.00
  2531. Advanced_trajectory.painVisualModifier=3.0
  2532.  
  2533. # This value amplifies move and turning effect, which means more bloom when performing those actions. Set to 0 to disable.\nMinimum=0.00 Maximum=100.00 Default=0.50
  2534. Advanced_trajectory.drunkActionEffectModifier=0.5
  2535.  
  2536. # Multiplier that increases your maxaimnum or max bloom. Set to 0 to disable.\nMinimum=0.00 Maximum=100.00 Default=6.00
  2537. Advanced_trajectory.drunkMaxBloomModifier=6.0
  2538.  
  2539. # This value increases max bloom limit dpeending on heavy moodle level.\nMinimum=0.00 Maximum=100.00 Default=6.00
  2540. Advanced_trajectory.heavyMaxBloomModifier=6.0
  2541.  
  2542. # Multiplier that affects how slow your crosshair reduces bloom.\nMinimum=0.50 Maximum=2.00 Default=0.66
  2543. Advanced_trajectory.hyperHypoModifier=0.66
  2544.  
  2545. # Multiplier that affects how slow your crosshair reduces bloom.\nMinimum=0.50 Maximum=2.00 Default=0.50
  2546. Advanced_trajectory.tiredModifier=0.5
  2547.  
  2548. # Multiplier that affects how much is added to minaimnum or minimum bloom.\nMinimum=0.00 Maximum=100.00 Default=4.00
  2549. Advanced_trajectory.stressBloomModifier=4.0
  2550.  
  2551. # Affects how intense the crosshair shaking affect is. Set to 0 to disable.\nMinimum=0.00 Maximum=100.00 Default=1.25
  2552. Advanced_trajectory.stressVisualModifier=1.25
  2553.  
  2554. # Value affects how much bloom is added when coughing.\nMinimum=0.00 Maximum=100.00 Default=2.00
  2555. Advanced_trajectory.coughModifier=2.0
  2556.  
  2557. # Value affects the rate of bloom added when inhaling. Set to 0 to disable the whole endurance mechanic.\nMinimum=0.00 Maximum=100.00 Default=1.50
  2558. Advanced_trajectory.enduranceBreathModifier=1.5
  2559.  
  2560. # Value determines how long the characters inhales (adds bloom). Links to exhaleModifier1. Higher value means shorter timer, lower means longer.\nMinimum=0.00 Maximum=100.00 Default=3.00
  2561. Advanced_trajectory.inhaleModifier1=3.0
  2562.  
  2563. # Value determines how long the characters exhales (reduces bloom). Links to exhaleModifier1. Higher value means shorter timer, lower means longer.\nMinimum=0.00 Maximum=100.00 Default=2.00
  2564. Advanced_trajectory.exhaleModifier1=2.0
  2565.  
  2566. # Minimum=0.00 Maximum=100.00 Default=3.00
  2567. Advanced_trajectory.inhaleModifier2=3.0
  2568.  
  2569. # Minimum=0.00 Maximum=100.00 Default=3.66
  2570. Advanced_trajectory.exhaleModifier2=3.66
  2571.  
  2572. # Minimum=0.00 Maximum=100.00 Default=3.00
  2573. Advanced_trajectory.inhaleModifier3=3.0
  2574.  
  2575. # Minimum=0.00 Maximum=100.00 Default=4.00
  2576. Advanced_trajectory.exhaleModifier3=4.0
  2577.  
  2578. # Minimum=0.00 Maximum=100.00 Default=4.00
  2579. Advanced_trajectory.inhaleModifier4=4.0
  2580.  
  2581. # Minimum=0.00 Maximum=100.00 Default=7.00
  2582. Advanced_trajectory.exhaleModifier4=7.0
  2583.  
  2584. # Linked to color when there is zero bloom on crosshair. Pick a color value from 0 to 255 and divide it by 255, must be from 0 to 1.\nMinimum=0.00 Maximum=1.00 Default=0.00
  2585. Advanced_trajectory.crosshairRed=1.0
  2586.  
  2587. # Linked to color when there is zero bloom on crosshair. Pick a color value from 0 to 255 and divide it by 255, must be from 0 to 1.\nMinimum=0.00 Maximum=1.00 Default=1.00
  2588. Advanced_trajectory.crosshairGreen=1.0
  2589.  
  2590. # Linked to color when there is zero bloom on crosshair. Pick a color value from 0 to 255 and divide it by 255, must be from 0 to 1.\nMinimum=0.00 Maximum=1.00 Default=0.98
  2591. Advanced_trajectory.crosshairBlue=1.0
  2592.  
  2593. # Linked to crosshair color. Pick a color value from 0 to 255 and divide it by 255, must be from 0 to 1.\nMinimum=0.00 Maximum=1.00 Default=1.00
  2594. Advanced_trajectory.crosshairRedMain=0.5
  2595.  
  2596. # Linked to crosshair color. Pick a color value from 0 to 255 and divide it by 255, must be from 0 to 1.\nMinimum=0.00 Maximum=1.00 Default=1.00
  2597. Advanced_trajectory.crosshairGreenMain=0.5
  2598.  
  2599. # Linked to crosshair color. Pick a color value from 0 to 255 and divide it by 255, must be from 0 to 1.\nMinimum=0.00 Maximum=1.00 Default=1.00
  2600. Advanced_trajectory.crosshairBlueMain=0.5
  2601.  
  2602. # Minimum=0.00 Maximum=200.00 Default=5.00
  2603. iGunStockAttackNewOption.Damage=5.0
  2604.  
  2605. # Minimum=0.00 Maximum=100.00 Default=0.10
  2606. iGunStockAttackNewOption.EnduranceLost=1.0
  2607.  
  2608. # Minimum=0 Maximum=100 Default=1
  2609. iGunStockAttackNewOption.WeaponConditionLost=1
  2610.  
  2611. # Adjust how much Condition each use of a normal Cleaning Solvent restores.\nMinimum=1 Maximum=500 Default=1
  2612. UniversalGunRepair.NormalCleaningEfficacy=1
  2613.  
  2614. # Adjust the lowest condition you are able to restore firearms through cleaning.\nMinimum=0 Maximum=500 Default=5
  2615. UniversalGunRepair.MinimumCleanThreshold=5
  2616.  
  2617. # Adjust the lowest condition you are able to restore firearms through repairing.\nMinimum=0 Maximum=500 Default=0
  2618. UniversalGunRepair.MinimumRepairThreshold=0
  2619.  
  2620. # Adjust the skill requirement in either Aiming or Reloading to repair firearms.\nMinimum=0 Maximum=10 Default=6
  2621. UniversalGunRepair.MinimumFirearmSkill=6
  2622.  
  2623. # Adjust the rarity of Firearm Maintenance Kits.\nDefault=Normal
  2624. UniversalGunRepair.MaintenanceKitRarity=1
  2625.  
  2626. # Adjust the rarity of Gunsmithing Tools.\nDefault=Normal
  2627. UniversalGunRepair.GunsmithingToolsRarity=1
  2628.  
  2629. # Adjust the rarity of Clean Solvent.\nDefault=Normal
  2630. UniversalGunRepair.SolventRarity=1
  2631.  
  2632. # Adjust the rarity of Firearm Lubricant.\nDefault=Normal
  2633. UniversalGunRepair.LubricantRarity=1
  2634.  
  2635. # Possibility to obtain XP boosts while leveling agility skills.
  2636. # For example player can obtain Sneaky trait to increase their XP gain for Sneaking skill.
  2637. SOTO.AgilityTraitsObtainable=true
  2638.  
  2639. # Possibility to obtain XP boosts while leveling combat skills.
  2640. # For example player can obtain Baseball Player trait to increase their XP gain for Long Blunt skill.
  2641. SOTO.CombatTraitsObtainable=true
  2642.  
  2643. # Possibility to obtain XP boosts while leveling survivalist skills.
  2644. # For example player can obtain Forager trait to increase their XP gain for Foraging skill.
  2645. SOTO.SurvTraitsObtainable=true
  2646.  
  2647. # Possibility to obtain XP boosts while leveling crafting skills.
  2648. # For example player can obtain Scullion trait to increase their XP gain for Cooking skill.
  2649. SOTO.CraftTraitsObtainable=true
  2650.  
  2651. # Possibility to obtain XP boosts while leveling firearm skills.
  2652. # For example player can obtain Shooter trait to increase their XP gain for Aiming skill.
  2653. SOTO.FirearmTraitsObtainable=true
  2654.  
  2655. # Player can earn 1 Fitness XP once per game minute with 50% chance while running.
  2656. SOTO.AddFitXPWhileRun=true
  2657.  
  2658. # Should be lower than Max. 1 day = 24\nMinimum=1 Maximum=100000 Default=168
  2659. SOTO.LoseCowardlyHoursMIN=168
  2660.  
  2661. # Should be higher than Min. 1 day = 24\nMinimum=1 Maximum=100000 Default=336
  2662. SOTO.LoseCowardlyHoursMAX=336
  2663.  
  2664. # Should be lower than Max.\nMinimum=1 Maximum=100000 Default=1250
  2665. SOTO.LoseCowardlyZombMIN=1000
  2666.  
  2667. # Should be higher than Min.\nMinimum=1 Maximum=100000 Default=2500
  2668. SOTO.LoseCowardlyZombMAX=2000
  2669.  
  2670. # Should be lower than Max. 1 day = 24
  2671. # x1.2 when starting with Cowardly trait.\nMinimum=1 Maximum=100000 Default=504
  2672. SOTO.EarnBraveHoursMIN=336
  2673.  
  2674. # Should be higher than Min. 1 day = 24
  2675. # x1.2 when starting with Cowardly trait.\nMinimum=1 Maximum=100000 Default=840
  2676. SOTO.EarnBraveHoursMAX=672
  2677.  
  2678. # Should be lower than Max.
  2679. # x1.2 when starting with Cowardly trait.\nMinimum=1 Maximum=100000 Default=3000
  2680. SOTO.EarnBraveZombMIN=2500
  2681.  
  2682. # Should be higher than Min.
  2683. # x1.2 when starting with Cowardly trait.\nMinimum=1 Maximum=100000 Default=4500
  2684. SOTO.EarnBraveZombMAX=3500
  2685.  
  2686. # Should be lower than Max. 1 day = 24
  2687. # x1.2 when starting with Cowardly trait.
  2688. # x0.8 when starting with Brave trait.\nMinimum=1 Maximum=100000 Default=1176
  2689. SOTO.EarnDesensitizedHoursMIN=1080
  2690.  
  2691. # Should be higher than Min. 1 day = 24
  2692. # x1.2 when starting with Cowardly trait.
  2693. # x0.8 when starting with Brave trait.\nMinimum=1 Maximum=100000 Default=1512
  2694. SOTO.EarnDesensitizedHoursMAX=1680
  2695.  
  2696. # Should be lower than Max.
  2697. # x1.2 when starting with Cowardly trait.
  2698. # x0.8 when starting with Brave trait.\nMinimum=1 Maximum=100000 Default=6000
  2699. SOTO.EarnDesensitizedZombMIN=5500
  2700.  
  2701. # Should be higher than Min.
  2702. # x1.2 when starting with Cowardly trait.
  2703. # x0.8 when starting with Brave trait.\nMinimum=1 Maximum=100000 Default=9000
  2704. SOTO.EarnDesensitizedZombMAX=8500
  2705.  
  2706. # Should be lower than Max. 1 day = 24\nMinimum=1 Maximum=100000 Default=672
  2707. SOTO.LosePacifistHoursMIN=672
  2708.  
  2709. # Should be higher than Min. 1 day = 24\nMinimum=1 Maximum=100000 Default=1008
  2710. SOTO.LosePacifistHoursMAX=1008
  2711.  
  2712. # Should be lower than Max.\nMinimum=1 Maximum=100000 Default=1500
  2713. SOTO.LosePacifistZombMIN=1500
  2714.  
  2715. # Should be higher than Min.\nMinimum=1 Maximum=100000 Default=2500
  2716. SOTO.LosePacifistZombMAX=2500
  2717.  
  2718. # Any weapon skill but Maintenance and Reloading.\nMinimum=0 Maximum=10 Default=7
  2719. SOTO.LosePacifistSkillLvl=7
  2720.  
  2721. # This value controls how long it will take to quit smoking. (One day = 8) Default is 224 (Nearly a month).\nMinimum=1 Maximum=999 Default=224
  2722. DropThatCigarette.QuitSmokingTimeAmount=224
  2723.  
  2724. # You can disable the Abstinence feature by unchecking this box. [Does not remove the effects if you're already in Abstinence, but let them be treatable].
  2725. DropThatCigarette.AbstinenceEnable=true
  2726.  
  2727. # You can disable the Smoker Cough feature by unchecking this box. [It does not remove the cough by Abstinence].
  2728. DropThatCigarette.SmokerCoughEnable=true
  2729.  
  2730. # Its percentual, but it does share its chance with other outfits, so at 100 you will never get only zombies with this outfits\nMinimum=0.00 Maximum=100.00 Default=0.04
  2731. UndeadSurvivor.StalkerChance=0.1
  2732.  
  2733. # Its percentual, but it does share its chance with other outfits, so at 100 you will never get only zombies with this outfits\nMinimum=0.00 Maximum=100.00 Default=0.04
  2734. UndeadSurvivor.NomadChance=0.1
  2735.  
  2736. # Minimum=0.00 Maximum=100.00 Default=0.04
  2737. UndeadSurvivor.PrepperChance=0.1
  2738.  
  2739. # Minimum=0.00 Maximum=100.00 Default=0.04
  2740. UndeadSurvivor.HeadhunterChance=0.1
  2741.  
  2742. # Minimum=0.00 Maximum=100.00 Default=0.08
  2743. UndeadSurvivor.AmazonaChance=0.1
  2744.  
  2745. # Player Firearm Level to change to Tactical Aiming animation. <LINE> Set to 0 to always use this. Set to 11 to never.\nMinimum=0 Maximum=11 Default=3
  2746. FancyHandwork.ExperiencedAim=3
  2747.  
  2748. # When the character is not moving, they will turn to face an object they are interacting with after this many seconds. <LINE> Requires Turn Delay to be enabled.\nMinimum=0.01 Maximum=60.00 Default=1.00
  2749. FancyHandwork.TurnDelaySec=1.0
  2750.  
  2751. # Controls when your character is forced to turn to objects when performing the World Interaction\nDefault=Do forced turn after turn delay
  2752. FancyHandwork.DisableTurn=2
  2753.  
  2754. # Choose how often characters play the Rear Animations instead of Turning. <LINE> Notes: Character will still turn to objects that do not have a rear animation unless forced turn is disabled. <LINE> Turn delay or disabled turns must be selected to show rear animations. 'Always do forced turn' prevents rear animations.\nDefault=Do rear animations until turn delay
  2755. FancyHandwork.TurnBehavior=2
  2756.  
  2757. # Hides the progress bar when a character is opening or closing a door, and when entering or exiting a vehicle.
  2758. FancyHandwork.HideDoorProgressBar=true
  2759.  
  2760. # Hides the progress bar when a character is walking to a location to interact with a vehicle.
  2761. FancyHandwork.HideVehicleWalkProgressBar=true
  2762.  
  2763. # When a player is dual-wielding melee weapons, automatically alternate between left and right attacks. Disable to require the Modifier to be pressed for an offhand attack.
  2764. BrutalHandwork.DualWieldMelee=true
  2765.  
  2766. # Even when a player is unarmed, they will be able to attack. By default, must be aiming and holding the Modifier key to punch.
  2767. BrutalHandwork.EnableUnarmed=true
  2768.  
  2769. # When a player is unarmed, always raise their fists when aiming for unarmed attacks. Disable to require the Modifier to be held when aiming.
  2770. BrutalHandwork.AlwaysUnarmed=true
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