Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Version=5
- Map.AllowMiniMap=false
- Map.AllowWorldMap=true
- Map.MapAllKnown=false
- # Controls the zombie movement rate.\nDefault=Fast Shamblers
- ZombieLore.Speed=2
- # Controls the damage zombies inflict per attack.\nDefault=Normal
- ZombieLore.Strength=2
- # Controls the difficulty to kill zombies.\nDefault=Normal
- ZombieLore.Toughness=4
- # Controls how the zombie virus spreads.\nDefault=Blood + Saliva
- ZombieLore.Transmission=2
- # Controls how quickly the infection takes effect.\nDefault=2-3 Days
- ZombieLore.Mortality=5
- # Controls how quickly corpses rise as zombies.\nDefault=0-1 Minutes
- ZombieLore.Reanimate=1
- # Controls zombie intelligence.\nDefault=Basic Navigation
- ZombieLore.Cognition=3
- # Controls which zombies can crawl under vehicles.\nDefault=Often
- ZombieLore.CrawlUnderVehicle=4
- # Controls how long zombies remember players after seeing or hearing.\nDefault=Normal
- ZombieLore.Memory=5
- # Controls zombie vision radius.\nDefault=Normal
- ZombieLore.Sight=3
- # Controls zombie hearing radius.\nDefault=Normal
- ZombieLore.Hearing=4
- # Zombies that have not seen/heard player can attack doors and constructions while roaming.
- ZombieLore.ThumpNoChasing=false
- # Governs whether or not zombies can destroy player constructions and defences.
- ZombieLore.ThumpOnConstruction=true
- # 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
- ZombieLore.ActiveOnly=3
- # Allows zombies to trigger house alarms when breaking through windows and doors.
- ZombieLore.TriggerHouseAlarm=false
- # When enabled if multiple zombies are attacking they can drag you down to feed. Dependent on zombie strength.
- ZombieLore.ZombiesDragDown=true
- # When enabled zombies will have a chance to lunge after climbing over a fence if you're too close.
- ZombieLore.ZombiesFenceLunge=true
- # Default=Some zombies in the world will pretend to be dead
- ZombieLore.DisableFakeDead=1
- # 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
- ZombieConfig.PopulationMultiplier=1.0
- # Adjusts the desired population at the start of the game.\nMinimum=0.00 Maximum=4.00 Default=1.00
- ZombieConfig.PopulationStartMultiplier=0.5
- # Adjusts the desired population on the peak day.\nMinimum=0.00 Maximum=4.00 Default=1.50
- ZombieConfig.PopulationPeakMultiplier=2.0
- # The day when the population reaches it's peak.\nMinimum=1 Maximum=365 Default=28
- ZombieConfig.PopulationPeakDay=45
- # 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
- ZombieConfig.RespawnHours=0.0
- # 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
- ZombieConfig.RespawnUnseenHours=0.0
- # The fraction of a cell's desired population that may respawn every RespawnHours.\nMinimum=0.00 Maximum=1.00 Default=0.10
- ZombieConfig.RespawnMultiplier=0.1
- # 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
- ZombieConfig.RedistributeHours=4.0
- # The distance a zombie will try to walk towards the last sound it heard.\nMinimum=10 Maximum=1000 Default=100
- ZombieConfig.FollowSoundDistance=100
- # 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
- ZombieConfig.RallyGroupSize=1
- # The distance real zombies travel to form groups when idle.\nMinimum=5 Maximum=50 Default=20
- ZombieConfig.RallyTravelDistance=5
- # The distance between zombie groups.\nMinimum=5 Maximum=25 Default=15
- ZombieConfig.RallyGroupSeparation=5
- # How close members of a group stay to the group's leader.\nMinimum=1 Maximum=10 Default=3
- ZombieConfig.RallyGroupRadius=1
- # Changing this sets the \"Population Multiplier\" advanced option.\nDefault=Normal
- Zombies=4
- # Default=Urban Focused
- Distribution=1
- # Default=1 Hour
- DayLength=3
- StartYear=1
- # Default=July
- StartMonth=10
- StartDay=13
- # Default=9 AM
- StartTime=1
- # Default=0-30 Days
- WaterShut=1
- # Default=0-30 Days
- ElecShut=1
- # Minimum=-1 Maximum=2147483647 Default=14
- WaterShutModifier=-1
- # Minimum=-1 Maximum=2147483647 Default=14
- ElecShutModifier=-1
- # Default=Rare (loot x 0.6)
- FoodLoot=3
- # Default=Rare (loot x 0.6)
- CannedFoodLoot=3
- # Default=Rare (loot x 0.6)
- LiteratureLoot=5
- # Seeds, Nails, Saws, Fishing Rods, various tools, etc...\nDefault=Rare (loot x 0.6)
- SurvivalGearsLoot=3
- # Default=Rare (loot x 0.6)
- MedicalLoot=3
- # Default=Rare (loot x 0.6)
- WeaponLoot=3
- # Default=Rare (loot x 0.6)
- RangedWeaponLoot=3
- # Default=Rare (loot x 0.6)
- AmmoLoot=3
- # Default=Rare (loot x 0.6)
- MechanicsLoot=3
- # Everything else. Also affects foraging for all items in Town/Road zones.\nDefault=Rare (loot x 0.6)
- OtherLoot=4
- # Controls the global temperature.\nDefault=Normal
- Temperature=2
- # Controls how often it rains.\nDefault=Normal
- Rain=2
- # Number of days until 100% growth.\nDefault=Normal (100 Days)
- ErosionSpeed=3
- # 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
- ErosionDays=61
- # Modifies the base XP gain from actions by this number.\nMinimum=0.00 Maximum=1000.00 Default=1.00
- XpMultiplier=1.0
- # Determines if the XP multiplier affects passively levelled skills eg. Fitness and Strength.
- XpMultiplierAffectsPassive=true
- # Use this to multiply or reduce engine general loudness.\nMinimum=0.00 Maximum=100.00 Default=1.00
- ZombieAttractionMultiplier=1.0
- # Governs whether cars are locked, need keys to start etc.
- VehicleEasyUse=false
- # Controls the speed of plant growth.\nDefault=Normal
- Farming=3
- # Controls the time it takes for food to break down in a composter.\nDefault=2 Weeks
- CompostTime=2
- # How fast character's hunger, thirst and fatigue will decrease.\nDefault=Normal
- StatsDecrease=4
- # Controls the abundance of fish and general forage.\nDefault=Normal
- NatureAbundance=3
- # Default=Sometimes
- Alarm=2
- # How frequently homes and buildings will be discovered locked\nDefault=Very Often
- LockedHouses=3
- # Spawn with chips, water bottle, school bag, baseball bat and a hammer.
- StarterKit=false
- # Nutritional value of food affects the player's condition.
- Nutrition=true
- # Define how fast the food will spoil inside or outside fridge.\nDefault=Normal
- FoodRotSpeed=3
- # Define how much a fridge will be effective.\nDefault=Normal
- FridgeFactor=3
- # Items will respawn in already-looted containers in towns and trailer parks. Items will not respawn in player-made containers.\nDefault=None
- LootRespawn=1
- # 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
- SeenHoursPreventLootRespawn=0
- # A comma-separated list of item types that will be removed after HoursForWorldItemRemoval hours.
- WorldItemRemovalList=
- # 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
- HoursForWorldItemRemoval=0.0
- # If true, any items *not* in WorldItemRemovalList will be removed.
- ItemRemovalListBlacklistToggle=false
- # This will affect starting world erosion and food spoilage.\nDefault=0
- TimeSinceApo=4
- # Will influence how much water the plant will lose per day and their ability to avoid disease.\nDefault=Normal
- PlantResilience=3
- # Controls the yield of plants when harvested.\nDefault=Normal
- PlantAbundance=3
- # Recovery from being tired from performing actions\nDefault=Normal
- EndRegen=3
- # How regularly helicopters pass over the event zone.\nDefault=Once
- Helicopter=3
- # How often zombie attracting metagame events like distant gunshots will occur.\nDefault=Sometimes
- MetaEvent=2
- # Governs night-time metagame events during the player's sleep.\nDefault=Never
- SleepingEvent=2
- # Increase/decrease the chance of electrical generators spawning on the map.\nDefault=Sometimes
- GeneratorSpawning=1
- # How much fuel is consumed per in-game hour.\nMinimum=0.00 Maximum=100.00 Default=1.00
- GeneratorFuelConsumption=1.0
- # Increase/decrease probability of discovering randomized safe houses on the map: either burnt out, containing loot stashes, dead survivor bodies etc.\nDefault=Rare
- SurvivorHouseChance=4
- # Default=Rare
- VehicleStoryChance=4
- # Default=Rare
- ZoneStoryChance=5
- # Impacts on how often a looted map will have annotations marked on it by a deceased survivor.\nDefault=Sometimes
- AnnotatedMapChance=3
- # Adds free points during character creation.\nMinimum=-100 Maximum=100 Default=0
- CharacterFreePoints=0
- # Gives player-built constructions extra hit points so they are more resistant to zombie damage.\nDefault=Normal
- ConstructionBonusPoints=3
- # Governs the ambient lighting at night.\nDefault=Normal
- NightDarkness=2
- # Governs the time from dusk to dawn.\nDefault=Normal
- NightLength=3
- # Increase and decrease the impact injuries have on your body, and their healing time.\nDefault=Normal
- InjurySeverity=2
- # Enable or disable broken limbs when survivors receive injuries from impacts, zombie damage and falls.
- BoneFracture=true
- # How long before zombie bodies disappear.\nMinimum=-1.00 Maximum=2147483647.00 Default=216.00
- HoursForCorpseRemoval=216.0
- # Governs impact that nearby decaying bodies has on the player's health and emotions.\nDefault=Normal
- DecayingCorpseHealthImpact=3
- # How much blood is sprayed on floor and walls.\nDefault=Normal
- BloodLevel=2
- # Governs how quickly clothing degrades, becomes dirty, and bloodied.\nDefault=Normal
- ClothingDegradation=3
- FireSpread=true
- # Number of in-game days before rotten food is removed from the map. -1 means rotten food is never removed.\nMinimum=-1 Maximum=2147483647 Default=-1
- DaysForRottenFoodRemoval=-1
- # If enabled, generators will work on exterior tiles, allowing for example to power gas pump.
- AllowExteriorGenerator=true
- # Controls the maximum intensity of fog.\nDefault=Normal
- MaxFogIntensity=1
- # Controls the maximum intensity of rain.\nDefault=Normal
- MaxRainFxIntensity=1
- # If disabled snow will not accumulate on ground but will still be visible on vegetation and rooftops.
- EnableSnowOnGround=true
- # When enabled certain melee weapons will be able to strike multiple zombies in one hit.
- MultiHitZombies=true
- # Chance of being bitten when a zombie attacks from behind.\nDefault=High
- RearVulnerability=3
- # Disable to walk unimpeded while melee attacking.
- AttackBlockMovements=true
- AllClothesUnlocked=false
- # if disabled, tainted water will not have a warning marking it as such
- EnableTaintedWaterText=true
- # Governs how frequently cars are discovered on the map\nDefault=Low
- CarSpawnRate=3
- # Governs the chances of finding vehicles with gas in the tank.\nDefault=Low
- ChanceHasGas=1
- # Governs how full gas tanks will be in discovered cars.\nDefault=Low
- InitialGas=2
- # Governs how full gas tanks in fuel station will be, initially.\nDefault=Normal
- FuelStationGas=4
- # How gas-hungry vehicles on the map are.\nMinimum=0.00 Maximum=100.00 Default=1.00
- CarGasConsumption=1.0
- # Default=Rare
- LockedCar=4
- # General condition of vehicles discovered on the map\nDefault=Low
- CarGeneralCondition=1
- # Governs the amount of damage dealt to vehicles that crash.\nDefault=Normal
- CarDamageOnImpact=3
- # Damage received by the player from the car in a collision.\nDefault=None
- DamageToPlayerFromHitByACar=1
- # Enable or disable traffic jams that spawn on the main roads of the map.
- TrafficJam=true
- # How frequently cars will be discovered with an alarm.\nDefault=Extremely Rare
- CarAlarm=2
- # Enable or disable player getting damage from being in a car accident.
- PlayerDamageFromCrash=true
- # How many in-game hours before a wailing siren shuts off.\nMinimum=0.00 Maximum=168.00 Default=0.00
- SirenShutoffHours=0.0
- # Governs whether player can discover a car that has been maintained and cared for after the infection struck.\nDefault=Low
- RecentlySurvivorVehicles=2
- # Enables vehicles to spawn.
- EnableVehicles=true
- # Governs if poisoning food is enabled.\nDefault=True
- EnablePoisoning=1
- # Default=In and around bodies
- MaggotSpawn=1
- # 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
- LightBulbLifespan=1.0
- # The maximum amount of fuel a barrel can contain.\nMinimum=100.00 Maximum=5000.00 Default=400.00
- FuelAPI.BarrelMaxCapacity=400.0
- # The percentage of initial random fuel found in barrels.\nMinimum=0.00 Maximum=1.00 Default=0.50
- FuelAPI.BarrelRandomQuantityPercent=0.5
- # Allow picking up barrel that contain fuel.
- FuelAPI.BarrelCanPickupFull=false
- # Reduces the spawning of vehicles A LOT. Recommended that the "Car Spawn Rate" is set to "Very Low".
- VehicleSuperLowSpawn=false
- # 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
- VehicleConditionExtremelyLow=4
- # Chance of finding vehicles with a charged battery. This option only affects if the "Months since apocalypse" option is 12.\nDefault=None
- VehicleBatteryChance=3
- # This option defines whether vehicles in the world may be missing parts.
- VehicleMayBeIncomplete=true
- # Only affects if the option "Vehicles may be incomplete" is activated.\nDefault=Normal
- VehicleIncompleteProb=3
- # The number of parts that vehicles may be missing (in probability).\nDefault=Normal
- VehicleMissingPartsQuantity=3
- # 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.
- VehicleRandomGasAmount=false
- # Default Unit newly created vehicle starts with.\nDefault=Miles
- MileageExpansion.Default_Unit=2
- # 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
- MileageExpansion.Meter_Per_Kilometer=1000
- # Set a custom short name for Kilometers. Default: km
- MileageExpansion.Kilometer_Short_Name=km
- # Set a custom short name for Miles. Default: mi
- MileageExpansion.Miles_Short_Name=mi
- # 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
- MileageExpansion.Minimum_Starting_Odometer=100000
- # 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
- MileageExpansion.Maximum_Starting_Odometer=300000
- # May provoke stutters.
- KillCount.doExport=false
- # Includes all kills into the final value in Post Death floating text.
- KillCount.includePostDeathUI=true
- # 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
- KillCount.MaxUpdateDelay=500
- # Each client can see every character score. Deactivate on (very large) servers to reduce Global Mod Data transfer load.
- KillCount.shareOnServer=true
- # Dead characters are kept and count toward server kills. Deactivate for server that never wipe.
- KillCount.keepTrackOfDead=true
- # If enabled, player corpses will include a fully annotated map containing every symbols from their main map
- BLTAnnotations.DropMapOnDeath=true
- # Minimum=0 Maximum=100 Default=30
- RandomGenerators.ChanceOfFuel=30
- # Minimum=0 Maximum=100 Default=5
- RandomGenerators.FuelMin=5
- # Minimum=0 Maximum=100 Default=100
- RandomGenerators.FuelMax=100
- # Minimum=0 Maximum=100 Default=80
- RandomGenerators.ChanceOfLostCondition=80
- # Minimum=0 Maximum=100 Default=10
- RandomGenerators.ConditionMin=10
- # Minimum=0 Maximum=100 Default=99
- RandomGenerators.ConditionMax=99
- # Minimum=0 Maximum=100 Default=30
- RandomGenerators.ChanceOfBeingConnected=30
- # Default=AlphaNumeric
- MGRS.style=1
- # Zombies this distance or closer to a player will prevent them from entering vehicle interiors (0 = disabled).\nMinimum=0 Maximum=100 Default=20
- RVInterior.SafeZombieDistance=20
- # Zombies currently chasing the player will prevent them from entering vehicle interiors, no matter the distance.
- RVInterior.NotWhenChased=true
- DAMN.AllowPowerChadSpawns=true
- Zombieharvester.bodyinvince=false
- Zombieharvester.choptree=false
- Zombieharvester.chopzombie=false
- Zombieharvester.harvest=false
- Zombieharvester.collectitem=false
- Zombieharvester.clearweeds=false
- Zombieharvester.plow=false
- Zombieharvester.sow=false
- Zombieharvester.water=false
- Zombieharvester.dealdead=false
- CF8KSweeper.AllowTiles=true
- # You can list exact sprite names or the start of tilepacks. Separate them with ;
- 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
- CF8KSweeper.AllowBlood=true
- CF8KSweeper.AllowGrime=true
- CF8KSweeper.AllowAshes=true
- CF8KSweeper.AllowItems=true
- CF8KSweeper.AllowCorpses=true
- InventoryTetris.EnableSearch=false
- # Minimum=1 Maximum=250 Default=45
- InventoryTetris.SearchTime=45
- # Minimum=0 Maximum=8 Default=0
- InventoryTetris.BonusGridSize=0
- InventoryTetris.EnableGravity=false
- # This is only a line separator, checking it has no effect.
- Text.DividerMusic=false
- # Controls how powerful music related activities are. Higher values increase their effectiveness.\nDefault=Normal
- Music.StrengthMultiplier=2
- # This is only a line separator, checking it has no effect.
- Text.DividerDancing=false
- # Controls how powerful dancing is. Higher values increase it's effectiveness.\nDefault=Normal
- Dancing.StrengthMultiplier=2
- # This is only a line separator, checking it has no effect.
- Text.DividerMeditation=false
- # Controls how powerful meditation is. Higher values increase it's effectiveness.\nDefault=Normal
- Meditation.StrengthMultiplier=2
- # Controls the duration of all mindfulness states.\nDefault=Normal
- Meditation.MindfulnessDuration=2
- # How much healing occurs during during the Perfect Mindfulness state.
- # The amount varies depending on your character overall health and game-time settings.\nMinimum=0.00 Maximum=10.00 Default=2.00
- Meditation.HealFactor=2.0
- # Controls the effectiveness of the mindfulness states bonuses (stress, pain, panic, etc...).\nDefault=Normal
- Meditation.EffectMultiplier=2
- # This is only a line separator, checking it has no effect.
- Text.DividerDebug=false
- # Enabling this will cause other modded moodles to appear above lifestyle moodles.
- Debug.MoodlePriority=false
- # Enables manual expressions in the admin context menu
- Debug.Expressions=false
- # Enabling this will make animation names appear above some of the new animations
- Debug.DanceAnim=false
- # Use this option only if you're hosting an Local or Dedicated server. (To avoid issues). [Default is False].
- TrueCrawl.StealhModeServer=false
- # Toggles the Stealth Mode ON or OFF. If OFF, only the vanilla Sneaking system will be used. [Default is True].
- TrueCrawl.StealhModeEnable=true
- # Toggles the Moodle Stealth Indicator. (Works ONLY if Stealth Mode is ON!) [Default is True].
- TrueCrawl.MoodleEnable=false
- # Toggles the ability to Crawl under Vehicles. (YOU MUST BE CRAWLING!) [Default is True, Default Key is Shift].
- TrueCrawl.CrawlUnderVehiclesEnable=true
- # Toggles the Realistic Endurance mode. This mode improves the game immersion by limiting how much you can crawl. [Default is True].
- TrueCrawl.RealisticEndurance=true
- # Auto disable the Crawling Pose when spotted by zombies. [Default is False].
- TrueCrawl.CancelCrawlWhenSpotted=false
- # 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
- TrueCrawl.ZombieRadius=5
- # 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.
- eggonsAllDoorsAreYours.AllowTransportInLargeTrunksOnly=true
- # Default door weights (30-40) will be multiplied by this number.\nMinimum=0.10 Maximum=2.00 Default=1.00
- eggonsAllDoorsAreYours.DoorsWeightMultiplier=1.0
- # Minimum Carpentry level required to take off door off hinges.\nMinimum=0 Maximum=10 Default=3
- eggonsAllDoorsAreYours.MinimumCarpentryLevel=3
- # Success probabilty at minimum Carpentry level.\nMinimum=0 Maximum=100 Default=75
- eggonsAllDoorsAreYours.SuccessChance=75
- # Increase of success chance per each Carpentry level abover minimum.\nMinimum=1 Maximum=100 Default=5
- eggonsAllDoorsAreYours.SuccessChanceIncrease=5
- # The minimum spawn range for Zombies from the fog.\nMinimum=1 Maximum=3 Default=1
- DGFromTheFog.SpawnRangeMin=1
- # The maximum spawn range for Zombies from the fog.\nMinimum=4 Maximum=10 Default=5
- DGFromTheFog.SpawnRangeMax=5
- # How thick should the fog be before Zombies will spawn?\nMinimum=0.70 Maximum=1.00 Default=0.70
- DGFromTheFog.FogThickness=0.7
- # When disabled, zombies will only eat corpses if they happen to wander nearby and see it
- PDFTZ.HordesEnabled=true
- # Sends shivers down your spine, while they rip it out of you (Warning - stupid, funny, hard)
- PDFTZ.SpookyScarySkeletons=false
- # The amount of in game minutes it takes for a lone zombie to eat a corpse\nMinimum=10 Maximum=2880 Default=720
- PDFTZ.MaxTimeToEatBody=720
- # Amount of nearby corpses * THIS VALUE = the radius of the world sound when a horde event triggers\nMinimum=1 Maximum=50 Default=20
- PDFTZ.CorpseDrawWeight=10
- # 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
- PDFTZ.MinHordeDrawWeight=60
- # 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
- PDFTZ.MinHordeDrawWaitTime=360
- # 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
- PDFTZ.MaxHordeDrawWaitTime=720
- # Minimum in game minutes that must pass globally before any new hordes can form\nMinimum=10 Maximum=2880 Default=60
- PDFTZ.HordeGlobalCooldown=60
- # Minimum=0 Maximum=1000 Default=100
- DressedForTheJob.XPBonus=100
- # Minimum=1 Maximum=6 Default=3
- DressedForTheJob.Threshold=3
- # \nMinimum=0 Maximum=100 Default=75
- eggonsHolstersTweaker.HolstersWeightReduction=75
- # Belts' weight reduction (%)\nMinimum=0 Maximum=100 Default=30
- eggonsHolstersTweaker.BeltsWeightReduction=30
- # The day the scheduler will start assigning events to.\nMinimum=0 Maximum=999 Default=0
- ExpandedHeli.StartDay=0
- # 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
- ExpandedHeli.SchedulerDuration=90
- # 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.
- ExpandedHeli.ContinueScheduling=false
- # When \"Continue Scheduling Forever\" is toggle on, this toggled on makes the scheduler only use late-game events.
- ExpandedHeli.ContinueSchedulingLateGameOnly=true
- # Whether weather will prevent events, or cause their crash.
- ExpandedHeli.WeatherImpactsEvents=true
- # How frequent jet events occur.\n Jets fly by players causing horde movement.\nDefault=Uncommon
- ExpandedHeli.Frequency_jet=4
- # 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
- ExpandedHeli.Frequency_police=3
- # 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
- ExpandedHeli.Frequency_news_chopper=3
- # 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
- ExpandedHeli.Frequency_military=3
- # How frequent FEMA aid drop events occur.\n FEMA will conduct aid drops early on in the apocalypse.\nDefault=Uncommon
- ExpandedHeli.Frequency_FEMA_drop=3
- # How frequent samaritan events occur.\n Samaritans will drop off supplies to help survivors.\nDefault=Uncommon
- ExpandedHeli.Frequency_samaritan_drop=3
- # How frequent survivor events occur.\n Survivors will only flyby on scouting missions causing horde movement.\nDefault=Uncommon
- ExpandedHeli.Frequency_survivor_heli=3
- # How frequent raider events occur.\n Raiders will hone in on survivors to torment them for some entertainment.\nDefault=Uncommon
- ExpandedHeli.Frequency_raiders=3
- # Option to Change Percentage Chance for Headwear to Fall\nDefault=0%
- HeadWearWontFall.Chance=1
- # How often Battery Bank will charge\nDefault=Every Ten Minutes
- ISA.ChargeFreq=1
- # Regular Generator calculation has less performance impact\nDefault=Regular Generator
- ISA.DrainCalc=2
- # Solar panel power efficiency
- # 12% is realistic for 1993
- # 25% is modern solar
- # default is unrealistic\nMinimum=1 Maximum=100 Default=25
- ISA.solarPanelEfficiency=25
- # Multiplier for the average degrade of batteries.\nDecreasing this will dramatically increase battery life.\nMinimum=0 Maximum=1000 Default=100
- ISA.batteryDegradeChance=100
- # Crafted DIY battery capacity multiplier.\nMinimum=1 Maximum=10000 Default=100
- ISA.DIYBatteryMultiplier=100
- # How likely pre-placed solar panels and crates are to spawn at a given spawn location.
- # Requires external API to work.\nMinimum=0 Maximum=100 Default=25
- ISA.solarPanelWorldSpawns=25
- # Rarity of Battery Bank spawning on the map.\nDefault=Rare
- ISA.BatteryBankSpawn=3
- # Choose mode for Stash Houses.
- # Change only on new game.\nDefault=Don't add
- ISA.StashMode=2
- # Solar panel spawns in random containers and pre-placed crates multiplier\nMinimum=0.00 Maximum=100.00 Default=1.00
- ISA.LRMSolarPanels=1.0
- # Batteries spawns in random containers and pre-placed crates multiplier\nMinimum=0.00 Maximum=100.00 Default=1.00
- ISA.LRMBatteries=1.0
- # Magazine and inverter spawns in random containers and pre-placed crates multiplier\nMinimum=0.00 Maximum=100.00 Default=1.00
- ISA.LRMMisc=1.0
- # Base number of in-game minutes it takes to connect one panel\nMinimum=1 Maximum=1000 Default=120
- ISA.ConnectPanelMin=120
- # Allows to craft solar panels and inverters
- ISA.enableExpandedRecipes=false
- # X out of (100 + player skill/trait factor) will cause a heavy injury.
- # 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
- DiveThruWindows.DiveClosedWindowInjuryChance=50
- # X out of (100 + player skill/trait factor) will cause an injury.
- # 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
- DiveThruWindows.DiveBrokenWindowInjuryChance=30
- # 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
- DiveThruWindows.BaseDodge=100
- # Multiplier for armor effectiveness against dive injuries.\nMinimum=0 Maximum=200 Default=100
- DiveThruWindows.ArmorEffectiveness=100
- # When smashing a window with a dive, this is the % chance that the animation will be converted to a failure.
- # 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
- DiveThruWindows.BaseFailDiveChance=45
- # 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)
- DiveThruWindows.CanInjureLegs=false
- # How many bonus injury rolls occur upon smashing a window with a dive?\nMinimum=0 Maximum=9 Default=0
- DiveThruWindows.ExtraInjuryRolls=0
- EreFBIOpenUpDoor.AutoCloseDoor=true
- EreFBIOpenUpDoor.WhileRunning=true
- EreFBIOpenUpDoor.WhileSprinting=true
- # Chance to get injured (left or right hand) when using a weapon or stone as an opener.
- MoarCanOpeners.InjurePlayer=true
- # 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).
- MoarCanOpeners.PoisonResult=true
- # Opened can will contain less food. Chance depends on the opener used and character's mood.
- MoarCanOpeners.SpillResult=true
- # 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
- MoarCanOpeners.SmallBladeStrengthLevel=3
- # 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
- MoarCanOpeners.LongBladeStrengthLevel=7
- # How many hours need to pass after reaching Tiredness Level 4 before you will pass out\nMinimum=0 Maximum=72 Default=6
- PassOut.passOutHours=2
- # PassOutHours can randomly increase/decrease by a factor between 0 and this percentage multiplied by PassOutHours
- # 0.0 means no randomness
- # 1.0 means PassOutHours are between 0*PassOutHours and 2*PassOutHours
- # 0.5 means PassOutHours are between 0.5*PassOutHours and 1.5*PassOutHours, etc.\nMinimum=0.00 Maximum=1.00 Default=0.20
- PassOut.passOutRandomness=0.0
- # Over how many in-game minute you will gradually pass out\nMinimum=1 Maximum=20 Default=5
- PassOut.passingOutTime=5
- # Show a warning 10 in-game minutes before you will start gradually passing out
- PassOut.warnPassOut=true
- # Minimum zombie kills required to have a chance to become brave.\nMinimum=1 Maximum=10000 Default=350
- BecomeBrave.MinimumZombieKills=350
- # Maximum zombie kills required to become brave\nMinimum=1 Maximum=10000 Default=1500
- BecomeBrave.MaximumZombieKills=1500
- # Consider traits that can increase the chance of becoming brave (more info in workshop page)
- BecomeBrave.ConsiderTraits=true
- # Consider occupations Police, Fireman, Park Ranger, Security Guard, Doctor and Nurse that can increase the chance of becoming brave
- BecomeBrave.ConsiderOccupations=true
- # The number of ticks that must pass before PVI will check for another collision.\nMinimum=0 Maximum=100 Default=20
- ProperVehicleInjuries.interval=20
- # Injuries from vehicle collisions cannot happen if the vehicle is travelling slower than this speed.\nMinimum=0 Maximum=100 Default=35
- ProperVehicleInjuries.minSpeedForInjury=35
- # Enables/disables the chance of dying on impact in a collision.
- ProperVehicleInjuries.deathFromCrash=true
- # Enables/disables Fast/Slow healer affecting the duration of injuries. Fast/Slow Healer recover 30% faster/slower respectively.
- ProperVehicleInjuries.traitsAffectInjuries=true
- # Enables/disables helmets reducing the severity of injuries to the players head.
- ProperVehicleInjuries.helmetsGiveProtection=true
- # 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
- ProperVehicleInjuries.fullHelmetModifier=60
- # 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
- ProperVehicleInjuries.halfHelmetModifier=40
- # The maximum speed a vehicle may be traveling for a collision to be considered this severity.\nMinimum=0 Maximum=110 Default=50
- ProperVehicleInjuries.lowupperBound=50
- # 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
- ProperVehicleInjuries.lowscratchTimeMin=7
- # 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
- ProperVehicleInjuries.lowscratchTimeMax=16
- # 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
- ProperVehicleInjuries.lowcutTimeMin=10
- # 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
- ProperVehicleInjuries.lowcutTimeMax=20
- # 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
- ProperVehicleInjuries.lowfractureTimeMin=0
- # 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
- ProperVehicleInjuries.lowfractureTimeMax=30
- # 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
- ProperVehicleInjuries.lowinjuryChance=30
- # The maximum amount of injuries that may be sustained per collision. Fractures/Full Limb Fractures are rolled seperately.\nMinimum=0 Maximum=100 Default=1
- ProperVehicleInjuries.lowmaxInjuries=1
- # The relative chance that an injury will be a scratch. Actual % chance depends on other injury weights.\nMinimum=0 Maximum=100 Default=100
- ProperVehicleInjuries.lowscratchChance=100
- # The relative chance that an injury will be a laceration. Actual % chance depends on other injury weights.\nMinimum=0 Maximum=100 Default=0
- ProperVehicleInjuries.lowcutChance=0
- # 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
- ProperVehicleInjuries.lowdeepWoundChance=0
- # 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
- ProperVehicleInjuries.lowdeepGlassChance=0
- # 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
- ProperVehicleInjuries.lowfractureChance=0
- # 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
- ProperVehicleInjuries.lowfullFractureChance=0
- # The chance of the player dying on impact.\nMinimum=0 Maximum=100 Default=0
- ProperVehicleInjuries.lowdeathChance=0
- # The maximum speed a vehicle may be traveling for a collision to be considered this severity.\nMinimum=0 Maximum=110 Default=80
- ProperVehicleInjuries.medupperBound=80
- # 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
- ProperVehicleInjuries.medscratchTimeMin=10
- # 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
- ProperVehicleInjuries.medscratchTimeMax=20
- # 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
- ProperVehicleInjuries.medcutTimeMin=15
- # 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
- ProperVehicleInjuries.medcutTimeMax=20
- # 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
- ProperVehicleInjuries.medfractureTimeMin=25
- # 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
- ProperVehicleInjuries.medfractureTimeMax=30
- # 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
- ProperVehicleInjuries.medinjuryChance=50
- # The maximum amount of injuries that may be sustained per collision. Fractures/Full Limb Fractures are rolled seperately.\nMinimum=0 Maximum=100 Default=2
- ProperVehicleInjuries.medmaxInjuries=2
- # The relative chance that an injury will be a scratch. Actual % chance depends on other injury weights.\nMinimum=0 Maximum=100 Default=60
- ProperVehicleInjuries.medscratchChance=60
- # The relative chance that an injury will be a laceration. Actual % chance depends on other injury weights.\nMinimum=0 Maximum=100 Default=25
- ProperVehicleInjuries.medcutChance=25
- # 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
- ProperVehicleInjuries.meddeepWoundChance=15
- # 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
- ProperVehicleInjuries.meddeepGlassChance=0
- # 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
- ProperVehicleInjuries.medfractureChance=10
- # 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
- ProperVehicleInjuries.medfullFractureChance=0
- # The chance of the player dying on impact.\nMinimum=0 Maximum=100 Default=0
- ProperVehicleInjuries.meddeathChance=0
- # The maximum speed a vehicle may be traveling for a collision to be considered this severity.\nMinimum=0 Maximum=110 Default=110
- ProperVehicleInjuries.highupperBound=110
- # 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
- ProperVehicleInjuries.highscratchTimeMin=15
- # 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
- ProperVehicleInjuries.highscratchTimeMax=30
- # 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
- ProperVehicleInjuries.highcutTimeMin=25
- # 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
- ProperVehicleInjuries.highcutTimeMax=30
- # 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
- ProperVehicleInjuries.highfractureTimeMin=70
- # 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
- ProperVehicleInjuries.highfractureTimeMax=90
- # 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
- ProperVehicleInjuries.highinjuryChance=80
- # The maximum amount of injuries that may be sustained per collision. Fractures/Full Limb Fractures are rolled seperately.\nMinimum=0 Maximum=100 Default=3
- ProperVehicleInjuries.highmaxInjuries=3
- # The relative chance that an injury will be a scratch. Actual % chance depends on other injury weights.\nMinimum=0 Maximum=100 Default=20
- ProperVehicleInjuries.highscratchChance=20
- # The relative chance that an injury will be a laceration. Actual % chance depends on other injury weights.\nMinimum=0 Maximum=100 Default=40
- ProperVehicleInjuries.highcutChance=40
- # 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
- ProperVehicleInjuries.highdeepWoundChance=25
- # 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
- ProperVehicleInjuries.highdeepGlassChance=15
- # 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
- ProperVehicleInjuries.highfractureChance=40
- # 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
- ProperVehicleInjuries.highfullFractureChance=15
- # The chance of the player dying on impact.\nMinimum=0 Maximum=100 Default=0
- ProperVehicleInjuries.highdeathChance=0
- # 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
- ProperVehicleInjuries.fatalscratchTimeMin=25
- # 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
- ProperVehicleInjuries.fatalscratchTimeMax=35
- # 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
- ProperVehicleInjuries.fatalcutTimeMin=45
- # 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
- ProperVehicleInjuries.fatalcutTimeMax=55
- # 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
- ProperVehicleInjuries.fatalfractureTimeMin=100
- # 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
- ProperVehicleInjuries.fatalfractureTimeMax=140
- # 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
- ProperVehicleInjuries.fatalinjuryChance=100
- # The maximum amount of injuries that may be sustained per collision. Fractures/Full Limb Fractures are rolled seperately.\nMinimum=0 Maximum=100 Default=4
- ProperVehicleInjuries.fatalmaxInjuries=4
- # The relative chance that an injury will be a scratch. Actual % chance depends on other injury weights.\nMinimum=0 Maximum=100 Default=5
- ProperVehicleInjuries.fatalscratchChance=5
- # The relative chance that an injury will be a laceration. Actual % chance depends on other injury weights.\nMinimum=0 Maximum=100 Default=35
- ProperVehicleInjuries.fatalcutChance=35
- # 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
- ProperVehicleInjuries.fataldeepWoundChance=35
- # 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
- ProperVehicleInjuries.fataldeepGlassChance=25
- # 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
- ProperVehicleInjuries.fatalfractureChance=40
- # 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
- ProperVehicleInjuries.fatalfullFractureChance=35
- # The chance of the player dying on impact.\nMinimum=0 Maximum=100 Default=20
- ProperVehicleInjuries.fataldeathChance=20
- # 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
- BLTRandomZombies.Crawler=5.0
- # 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
- BLTRandomZombies.Shambler=20.0
- # 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
- BLTRandomZombies.FastShambler=70.0
- # 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
- BLTRandomZombies.Sprinter=5.0
- # 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
- BLTRandomZombies.Fragile=15.0
- # 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
- BLTRandomZombies.NormalTough=50.0
- # 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
- BLTRandomZombies.Tough=35.0
- # Percentage of Smart zombies present in the world. These zombies can open doors and more.\nMinimum=0.00 Maximum=100.00 Default=0.00
- BLTRandomZombies.Smart=0.0
- # [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
- BLTRandomZombies.Frequency=7500
- # Applied on top of the standard population.\nDefault=Standard
- SFTurn.RarityBanshee=2
- # Applied on top of the standard population.\nDefault=Standard
- SFTurn.RarityNemesis=4
- SFTurn.ImmortalNemesis=true
- # For example:
- # 1 - vanilla.
- # 4 - Fire dmg 4x (burns 4 times faster).
- # 0.5 - Fire dmg 0.5x (burns twice as slow).\nMinimum=0.50 Maximum=20.00 Default=5.00
- zReDSZOF.FireDamageMultiple=5.0
- # Require weapons to be two-handed to have multi hit.
- MultiHitLimiter.TwoHandReq=true
- # Require weapons to have a maximum range greater than or equal to a specified value to have multi hit.
- MultiHitLimiter.RangeBool=true
- # 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
- MultiHitLimiter.RangeNum=1.21
- # If strength is below this value, multi hit is disabled for equipped weapons.\nMinimum=0 Maximum=10 Default=0
- MultiHitLimiter.StrReq=0
- # If fitness is below this value, multi hit is disabled for equipped weapons.\nMinimum=0 Maximum=10 Default=0
- MultiHitLimiter.FitReq=0
- # If an equipped weapon's skill level is below this value, multi hit is disabled for it.\nMinimum=0 Maximum=10 Default=0
- MultiHitLimiter.SkillReq=0
- # 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
- MultiHitLimiter.MaxHitCap=0
- # Allow multi hit for Axe weapons.
- MultiHitLimiter.Axe=true
- # Allow multi hit for Long Blunt weapons.
- MultiHitLimiter.LongBlunt=true
- # Allow multi hit for Short Blunt weapons.
- MultiHitLimiter.SmallBlunt=true
- # Allow multi hit for Long Blade weapons.
- MultiHitLimiter.LongBlade=true
- # Allow multi hit for Short Blade weapons.
- MultiHitLimiter.SmallBlade=true
- # Allow multi hit for Spear weapons.
- MultiHitLimiter.Spear=true
- # Allow multi hit for Unarmed weapons.
- MultiHitLimiter.Unarmed=true
- # A semicolon-separated list of item types that won't have multi hit disabled, overriding the above settings.
- MultiHitLimiter.Whitelist=Base.BareHands
- # A semicolon-separated list of item types that will have multi hit disabled, overriding the above settings.
- MultiHitLimiter.Blacklist=Base.Nightstick
- # Determines how long it takes to hide somewhere.\nMinimum=10 Maximum=1000 Default=300
- Hide.HidingSpeed=300
- # Minimum=1 Maximum=6 Default=3
- RappelKit.MaxFloor=3
- RappelKit.DeleteOnUse=true
- RappelKit.WorksBothWays=false
- # In the upper right there will be a moon icon indicating whether the bonuses are active or not.
- RewardingNightCombat.enableIndicator=true
- RewardingNightCombat.draggableIndicator=true
- # Default=Dark Cyan - Lime Green
- RewardingNightCombat.indicatorColor=1
- # Suspenseful sound that plays when the Rewarding Night Combat event is triggered.
- RewardingNightCombat.enableTriggerSound=true
- # Probability that Rewarding Night Combat event is triggered. Value 100 means that event will trigger every day.\nMinimum=0 Maximum=100 Default=100
- RewardingNightCombat.triggerProbability=100
- # The day the event will start triggering.\nMinimum=0 Maximum=365 Default=0
- RewardingNightCombat.startAfterXDays=0
- # The time when players will start receiving bonuses during the summer\nDefault=11 PM / 23:00
- RewardingNightCombat.startTimeSummer=24
- # The time when players will stop receiving bonuses during the summer\nDefault=6 AM / 06:00
- RewardingNightCombat.endTimeSummer=7
- # The time when players will start receiving bonuses during the autumn\nDefault=11 PM / 23:00
- RewardingNightCombat.startTimeAutumn=24
- # The time when players will stop receiving bonuses during the autumn\nDefault=6 AM / 06:00
- RewardingNightCombat.endTimeAutumn=7
- # The time when players will start receiving bonuses during the winter\nDefault=11 PM / 23:00
- RewardingNightCombat.startTimeWinter=24
- # The time when players will stop receiving bonuses during the winter\nDefault=6 AM / 06:00
- RewardingNightCombat.endTimeWinter=7
- # The time when players will start receiving bonuses during the spring\nDefault=11 PM / 23:00
- RewardingNightCombat.startTimeSpring=24
- # The time when players will stop receiving bonuses during the spring\nDefault=6 AM / 06:00
- RewardingNightCombat.endTimeSpring=7
- # 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
- RewardingNightCombat.axeBonusMultiplier=5
- # 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
- RewardingNightCombat.longBluntBonusMultiplier=5
- # 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
- RewardingNightCombat.shortBluntBonusMultiplier=6
- # 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
- RewardingNightCombat.longBladeBonusMultiplier=5
- # 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
- RewardingNightCombat.shortBladeBonusMultiplier=6
- # 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
- RewardingNightCombat.spearBonusMultiplier=5
- # 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.
- RewardingNightCombat.ignoreAimingXPNerf=false
- # 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
- RewardingNightCombat.aimingBonusMultiplier=5
- # The existing capacity for the Satchel (Front) is defined by the sandbox value.\nMinimum=1 Maximum=1000 Default=9
- SatchelFrontNewBag.Capacity=9
- # The weight reduction rate for the Satchel (Front) is the same as this sandbox value.\nMinimum=1 Maximum=100 Default=40
- SatchelFrontNewBag.WeightReduction=40
- # The weight of the Satchel (Front) is defined by the sandbox value.\nMinimum=0.00 Maximum=100.00 Default=1.00
- SatchelFrontNewBag.Weight=1.0
- # The existing capacity for the Satchel (Back) is defined by the sandbox value.\nMinimum=1 Maximum=1000 Default=9
- SatchelBackNewBag.Capacity=9
- # The weight reduction rate for the Satchel (Back) is the same as this sandbox value.\nMinimum=1 Maximum=100 Default=40
- SatchelBackNewBag.WeightReduction=40
- # The weight of the Satchel (Back) is defined by the sandbox value.\nMinimum=0.00 Maximum=100.00 Default=1.00
- SatchelBackNewBag.Weight=1.0
- # The existing capacity for the Tactical Satchel (Front) is defined by the sandbox value.\nMinimum=1 Maximum=1000 Default=11
- TacticalSatchelFrontNewBag.Capacity=11
- # The weight reduction rate for the Tactical Satchel (Front) is the same as this sandbox value.\nMinimum=1 Maximum=100 Default=50
- TacticalSatchelFrontNewBag.WeightReduction=50
- # The weight of the Tactical Satchel (Front) is defined by the sandbox value.\nMinimum=0.00 Maximum=100.00 Default=1.00
- TacticalSatchelFrontNewBag.Weight=1.0
- # The existing capacity for the Tactical Satchel (Back) is defined by the sandbox value.\nMinimum=1 Maximum=1000 Default=11
- TacticalSatchelBackNewBag.Capacity=11
- # The weight reduction rate for the Tactical Satchel (Back) is the same as this sandbox value.\nMinimum=1 Maximum=100 Default=50
- TacticalSatchelBackNewBag.WeightReduction=50
- # The weight of the Tactical Satchel (Back) is defined by the sandbox value.\nMinimum=0.00 Maximum=100.00 Default=1.00
- TacticalSatchelBackNewBag.Weight=1.0
- # Enables 'Cosmos Co. Canned Stallion Milk' to spawn in the game world.
- PompsItems.StallionMilk=true
- # Enables Easter-themed candies to spawn in the game world.
- PompsItems.EasterStuff=true
- # Multiplier for the spawn chance of candy.
- # \nMinimum=0.00 Maximum=100.00 Default=1.00
- PompsItems.CandySpawnRate=1.0
- # Multiplier for the spawn chance of snack foods.
- # \nMinimum=0.00 Maximum=100.00 Default=1.00
- PompsItems.SnacksSpawnRate=1.0
- # Multiplier for the spawn chance of canned items.
- # \nMinimum=0.00 Maximum=100.00 Default=1.00
- PompsItems.CannedGoodsSpawnRate=1.0
- # Multiplier for the spawn chance of foods found in refrigerators.
- # \nMinimum=0.00 Maximum=100.00 Default=1.00
- PompsItems.RefrigeratedGoodsSpawnRate=1.0
- # Multiplier for the spawn chance of foods found in freezers.
- # \nMinimum=0.00 Maximum=100.00 Default=1.00
- PompsItems.FrozenGoodsSpawnRate=1.0
- # Multiplier for the spawn chance of miscellaneous foods.
- # \nMinimum=0.00 Maximum=100.00 Default=1.00
- PompsItems.MiscSpawnRate=1.0
- # Multiplier for the spawn chance of drinks.
- # \nMinimum=0.00 Maximum=100.00 Default=1.00
- PompsItems.DrinksSpawnRate=1.0
- # Multiplier for the spawn chance of energy drinks.
- # \nMinimum=0.00 Maximum=100.00 Default=1.00
- PompsItems.EnergyDrinkSpawnRate=1.0
- # Multiplier for the spawn chance of alcoholic items.
- # \nMinimum=0.00 Maximum=100.00 Default=1.00
- PompsItems.LiquorSpawnRate=1.0
- # Disables trash items with no use.
- PompsItems.Littering=true
- # Vanilla Chance is 6%\nMinimum=0 Maximum=100 Default=6
- ChanceOfAttachedWeapon=6
- # Katanas and machetes\nMinimum=0 Maximum=100 Default=1
- ChanceOfLongBlade=1
- # Minimum=0 Maximum=100 Default=5
- ChanceOfHuntingKnife=5
- # Minimum=0 Maximum=100 Default=5
- ChanceOfSpears=5
- # Minimum=0 Maximum=100 Default=2
- ChanceOfAxe=2
- # Crowbar, metal pipe, metal bar, nightstick\nMinimum=0 Maximum=100 Default=3
- ChanceOfBlunts=3
- # Only on outfits that can have guns. (police, bandits...)\nMinimum=0 Maximum=100 Default=50
- ChanceOfGunsOnOutfits=50
- # Example of standard days requirements:
- # Katana - 60 days
- # Spears - 30 days
- # Machete - 20 days
- # Axe - 15 days
- # Good knives, crowbar, short blunts - 10 days\nDefault=Normal
- DaySurvivedModifier=4
- # Loot of all types found on generic zombies, zombie outfits, and bags.
- # Note: zombie loot is not affected by the other multipliers below.\nMinimum=0.00 Maximum=10.00 Default=1.00
- ZombieLootMultiplier=1.0
- # A semicolon separated list of items and chances to add to the zombie loot.
- ItemsAddedToZombieLoot=Base.Money:0.05;Base.SheetPaper2:0.05
- ItemsAddedToMilitaryZedsLoot=
- ItemsAddedToPoliceZedsLoot=
- ItemsAddedToFiremenZedsLoot=
- # Tourists, Golfers, Weddings, Classy...
- ItemsAddedToRichZedsLoot=
- # Park rangers, survivalists, hunters, farmers, fishermen, campers...
- ItemsAddedToRuralZedsLoot=
- # Raiders, Bandits, Militia, Thugs, Escaped inmates, survivors...
- ItemsAddedToRogueZedsLoot=
- # Students, Teachers...
- ItemsAddedToSchoolZedsLoot=
- # Fitness Instructors, Baseball Fans, Baseball players, Boxing players, Jockeys...
- ItemsAddedToSportsZedsLoot=
- # Doctors, Nurses, Pharmacists, Ambulance Drivers...
- ItemsAddedToMedicalZedsLoot=
- # Mechanics, Metalworkers, McCoys, Foremen, Construction workers, Woodcutters...
- ItemsAddedToIndustryZedsLoot=
- # Fossoil, Gas2Go, Thundergas...
- ItemsAddedToGasStationZedsLoot=
- # Waiters, Cooks, Chefs...
- ItemsAddedToRestaurantZedsLoot=
- ItemsAddedToOfficeWorkersZedsLoot=
- # A semicolon separated list of zombie outfits that will drop the Custom Zed Outfits Loot defined below.
- # Example: 'Priest;Biker;Redneck;Swimmer;Bedroom;Bathrobe;Hobbo;Party;Party2'
- # Example 2: 'Security;Postal;Cyclist;StripperNaked;Bowling;MallSecurity;Inmate'
- # Example 3(modded outfits): 'Nomad;Prepper;Stalker;AuthenticMaid;AuthenticNewsAnchor'
- CustomOutfitList=
- # Defined like the other loots.
- ItemsAddedToCustomOutfitListLoot=
- # Minimum=1 Maximum=100 Default=20
- CigarettesCount=20
- # If the number of rolls on a loot table is higher than this value, it will be set to this value.
- # Most loot tables have a rolls value of 4.
- # 1 = ~ 75% less items per container,
- # 2 = ~ 50% less items per container,
- # 3 = ~ 25% less items per container,
- # 4 = almost nothing changes,
- # 5 = vanilla value\nDefault=5 (100% items, vanilla)
- MaxRolls=5
- # Same as the option above, but only affects food containers.\nDefault=4 (100% food)
- FoodTablesMaxRolls=4
- # Default=4 (100% items)
- MeleeWeaponsAndToolsTablesMaxRolls=4
- # Default=4 (100% items)
- GunsAndAmmoTablesMaxRolls=4
- # Default=4 (100% items)
- LitteratureTablesMaxRolls=4
- # Default=4 (100% items)
- MediaTablesMaxRolls=4
- # Default=4 (100% items)
- MechanicsTablesMaxRolls=4
- # Default=4 (100% items)
- OtherTablesMaxRolls=4
- # Fresh and non-perishable food.\nMinimum=0.00 Maximum=10.00 Default=1.00
- FoodLootMultiplier=1.0
- # Nonranged weapons of all kinds, except pens, forks and spoons.
- # Includes Sledgehammer. Also includes instruments and some cooking tools.\nMinimum=0.00 Maximum=10.00 Default=1.00
- WeaponLootMultiplier=1.0
- # Ranged weapons. Includes weapon parts for guns.\nMinimum=0.00 Maximum=10.00 Default=1.00
- GunLootMultiplier=1.5
- # Ammunition and magazines\nMinimum=0.00 Maximum=10.00 Default=1.00
- AmmoLootMultiplier=2.0
- # Saws, blowtorches, seeds, farming gear, fishing gear, camping gear, needles,
- # crafting materials, repair materials, construction materials, gas cans, jars, maps.\nMinimum=0.00 Maximum=10.00 Default=1.00
- SurvivalGearLootMultiplier=2.5
- # Tools to work on vehicles, and vehicle parts.\nMinimum=0.00 Maximum=10.00 Default=1.00
- MechanicsLootMultiplier=1.0
- # Medicine, bandages, splint, needles, first aid kits...\nMinimum=0.00 Maximum=10.00 Default=1.00
- MedicalLootMultiplier=1.0
- # Books and magazines\nMinimum=0.00 Maximum=10.00 Default=1.00
- LiteratureLootMultiplier=1.0
- # VHS tapes, CDs and videogames\nMinimum=0.00 Maximum=10.00 Default=1.00
- MediaLootMultiplier=1.0
- # Cleaning supplies, cooking tools, writing supplies, cutlery, extinguishers, can openers, razors, alarm clocks\nMinimum=0.00 Maximum=10.00 Default=1.00
- HouseholdSuppliesLootMultiplier=1.0
- # All kinds of clothes, including gas masks and jewelry.\nMinimum=0.00 Maximum=10.00 Default=1.00
- ClothingLootMultiplier=1.5
- # Including Garbage Bags\nMinimum=0.00 Maximum=10.00 Default=1.00
- ContainerLootMultiplier=1.0
- # Includes lighters, matches, painting supplies, charcoal, propane tanks, antique ovens, junk items, and many more...\nMinimum=0.00 Maximum=10.00 Default=1.00
- OtherLootMultiplier=1.0
- # A semicolon-separated list of items IDs that will NOT be affected by the multipliers above.
- # Example: Base.Sledgehammer;Base.Saw
- # Still affected by the multipliers list option below.
- ExceptionsList=Base.Sledgehammer;Base.Sledgehammer2
- # 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
- # These individual multipliers are applied on top of all other multipliers, and even if the item is in the exceptions list
- SpecificItemsList=Base.Cigarettes:1;Base.Sledgehammer:1;Base.Sledgehammer2:1
- # If not checked, all the settings below will be ignored and the Item Remover will never trigger.
- MoreDecreasingLoot.Enable=false
- # 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
- MoreDecreasingLoot.StartDay=45
- # The day the loot will stop decreasing and after which the peak chance to remove items is always applied.
- # Must be higher than the start day option!\nMinimum=0 Maximum=1000 Default=30
- MoreDecreasingLoot.PeakDay=90
- # Applied before and on start day.
- # Must be lower than the peak chance option!\nMinimum=0 Maximum=100 Default=0
- MoreDecreasingLoot.OriginalChance=0
- # Applied after and on peak day.
- # Must be higher than the starting chance option!\nMinimum=0 Maximum=100 Default=75
- MoreDecreasingLoot.MaxChance=75
- # The number that will be added to the chance to remove items, for food items.
- # Can be negative.
- # 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
- MoreDecreasingLoot.FoodChanceModifier=20
- # When enabled, the chance of removing item becomes an average of randoms instead of strict chance.
- # 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.
- # 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%
- # Not recommended if the time between start day and peak day is low.
- MoreDecreasingLoot.EnhancedVariance=true
- # Check this if you want vehicle loot to be affected by the Item Remover.
- # Affects gloveboxes, seats, trunks, and any other vehicle part that can contain items.
- MoreDecreasingLoot.TriggerOnVehicleParts=true
- # Check this if you want zombie loot to be affected by the Item Remover.
- # This won't affect attached/lodged weapons and worn clothes and accessories.
- # WARNING: This should also affect dead bodies of players and NPCs !
- MoreDecreasingLoot.TriggerOnDeadBodies=false
- # When enabled, the Item Remover will trigger when the player comes close to containers, INSTEAD of when the map cells load.
- # Pro: does not trigger all the containers of the map before you explore them.
- # 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.
- MoreDecreasingLoot.TriggerOnProximity=false
- # Choose if Sleep Length is being set to real-time minutes or in-game hours.\nDefault=Real-Time Minutes
- SleepWithFriends.RTorIG=2
- # Average time spent sleeping when fully fatigued.
- SleepWithFriends.SleepLength=8
- # 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.
- SleepWithFriends.EndurMulti=2.0
- # Set if the AutoWake feature is enabled.\nDefault=True
- SleepWithFriends.AutoWake=1
- # In vanilla, you stay awake for 16 hours until you become drowsy.
- # Keep in mind, this value is usually shorter, because actions you take make you receive fatigue.\nDefault=20 hours
- StayAwakeLonger.NoTraits=1
- # Enable this to use STFR's custom zombie zones.
- STR.CustomZones=true
- # CURRENTLY BROKEN! Don't touch!
- STR.LootZones=true
- # CURRENTLY BROKEN! Don't touch!
- STR.DuffelLoot=true
- # Enable this for bulletproof vests on Rosewood SD zombies
- STR.VestRosewood=true
- # Enable this for bulletproof vests on Riverside PD zombies
- STR.VestRiverside=true
- # Enable this for bulletproof vests on Muldraugh PD zombies
- STR.VestMuldraugh=true
- # Enable this for bulletproof vests on WestPoint PD zombies
- STR.VestWestPoint=true
- # Enable this for bulletproof vests on Jefferson SD zombies
- STR.VestJeffersonSD=true
- # Enable this for bulletproof vests on Jefferson PD zombies
- STR.VestJeffersonPD=true
- # Enable this for bulletproof vests on Louisville DoP zombies
- STR.VestLouisville=true
- # Enable this for bulletproof vests on Meade SO zombies
- STR.VestMeade=true
- # Enable this for bulletproof vests on Greenport PD zombies
- STR.VestGreenport=true
- # Enable this for bulletproof vests on Tandil PD zombies
- STR.VestTandil=true
- # Enable this for bulletproof vests on RavenCreek PD zombies
- STR.VestRavenCreek=true
- # Enable this to use STFR's custom vehicle zones.
- STR.CustomVehicleZones=true
- # Enable this to disable base vanilla and some modded police/fire/ems content.
- STR.STEVOnly=false
- # Enable this to disable unfitting police/fire/ems content.
- STR.TrueSTEV=true
- # Enable this to override vanilla police/fire/ems/prison zombies.
- STR.ZombieOverrides=true
- # If disabled, all Susceptible STFR zombies will become regular STFR zombies. Does nothing if Susceptible isn't enabled!
- STR.WantSusceptibleOutfits=true
- # Enable this to override vanilla and Filibuster Rhymes police/fire/ems/prison vehicles.
- STR.VehicleOverrides=true
- # Enable this to override certain vanilla items in vehicle trunks and containers. Only runs once per vehicle/container.
- STR.TrunkOverrides=true
- # The spawn chance for all Dress Uniform zombies.\nMinimum=0 Maximum=75 Default=5
- STRS.Dress=5
- # The spawn chance for all Riot zombies.\nMinimum=0 Maximum=75 Default=5
- STRS.Riot=5
- # The spawn chance for all Ranger zombies.\nMinimum=0 Maximum=75 Default=25
- STRS.Ranger=25
- # The spawn chance for USPS zombies.\nMinimum=0 Maximum=75 Default=40
- STRS.USPS=40
- # The spawn chance for all Security zombies.\nMinimum=0 Maximum=75 Default=25
- STRS.Security=25
- # The spawn chance for Other zombies, like Judges\nMinimum=0 Maximum=75 Default=25
- STRS.Other=25
- # The spawn chance for certain STFR zombies wearing duffel bags. Does nothing if Enable Duffel Bags is false!\nMinimum=0 Maximum=75 Default=1
- STRS.Duffel=1
- # The spawn chance for all Formal Fire zombies.\nMinimum=0 Maximum=75 Default=10
- STRS.FireFormal=10
- # The spawn chance for all Fireman zombies.\nMinimum=0 Maximum=75 Default=20
- STRS.Fireman=20
- # The spawn chance for all Fullsuit Fireman zombies.\nMinimum=0 Maximum=75 Default=15
- STRS.FiremanFull=15
- # The spawn chance for all EMS zombies.\nMinimum=0 Maximum=75 Default=35
- STRS.EMS=35
- # The spawn chance for Muldraugh PD zombies.\nMinimum=0 Maximum=75 Default=40
- STRS.MuldraughPD=40
- # The spawn chance for WestPoint PD zombies.\nMinimum=0 Maximum=75 Default=40
- STRS.WestPointPD=40
- # The spawn chance for Meade SO zombies.\nMinimum=0 Maximum=75 Default=40
- STRS.MeadeSO=40
- # The spawn chance for Riverside PD zombies.\nMinimum=0 Maximum=75 Default=40
- STRS.RiversidePD=40
- # The spawn chance for Rosewood SD zombies.\nMinimum=0 Maximum=75 Default=40
- STRS.RosewoodSD=40
- # The spawn chance for Louisville PD zombies.\nMinimum=0 Maximum=75 Default=40
- STRS.LouisvillePD=40
- # The spawn chance for Jefferson PD zombies.\nMinimum=0 Maximum=75 Default=40
- STRS.JeffersonPD=40
- # The spawn chance for Jefferson SD zombies.\nMinimum=0 Maximum=75 Default=40
- STRS.JeffersonSD=40
- # The spawn chance for KSP zombies.\nMinimum=0 Maximum=75 Default=40
- STRS.KSP_Trooper=40
- # The spawn chance for Prison Guard zombies.\nMinimum=0 Maximum=75 Default=20
- STRS.DOC=20
- # The spawn chance for Jefferson DOC Inmate zombies.\nMinimum=0 Maximum=75 Default=75
- STRS.JeffersonInmate=75
- # The spawn chance for Meade DOC General Pop zombies.\nMinimum=0 Maximum=75 Default=75
- STRS.MeadeInmateOrange=75
- # The spawn chance for Meade DOC Low Risk zombies.\nMinimum=0 Maximum=75 Default=75
- STRS.MeadeInmateYellow=75
- # The spawn chance for Meade DOC Supermax zombies.\nMinimum=0 Maximum=75 Default=75
- STRS.MeadeInmateRed=75
- # The spawn chance for Greenport PD zombies. Does nothing if Greenport isn't enabled!\nMinimum=0 Maximum=75 Default=65
- STRS.GreenportPD=65
- # The spawn chance for Tandil PD zombies. Does nothing if Tandil isn't enabled!\nMinimum=0 Maximum=75 Default=30
- STRS.TandilPD=30
- # The spawn chance for RavenCreek PD zombies. Does nothing if RavenCreek isn't enabled!\nMinimum=0 Maximum=75 Default=40
- STRS.RavenCreekPD=40
- # The spawn chance for RavenCreek DOC Inmate zombies. Does nothing if RavenCreek isn't enabled!\nMinimum=0 Maximum=75 Default=75
- STRS.RavenCreekInmate=75
- # 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!
- STEV.VCars=true
- # The spawn chance for Meade County SD cars.\nMinimum=0 Maximum=60 Default=25
- STEV.Meade=25
- # The spawn chance for Riverside PD cars.\nMinimum=0 Maximum=60 Default=25
- STEV.Riverside=25
- # The spawn chance for Rosewood SD cars.\nMinimum=0 Maximum=60 Default=25
- STEV.Rosewood=25
- # The spawn chance for WestPoint PD cars.\nMinimum=0 Maximum=60 Default=25
- STEV.WestPoint=25
- # The spawn chance for Muldraugh PD cars.\nMinimum=0 Maximum=60 Default=25
- STEV.Muldraugh=25
- # The spawn chance for Jefferson County SD cars.\nMinimum=0 Maximum=60 Default=25
- STEV.JCSD=25
- # The spawn chance for Jefferson County PD cars.\nMinimum=0 Maximum=60 Default=25
- STEV.JCPD=25
- # The spawn chance for Kentucky State Police cars.\nMinimum=0 Maximum=60 Default=25
- STEV.KSP=25
- # The spawn chance for Louisville PD cars.\nMinimum=0 Maximum=60 Default=25
- STEV.Louisville=25
- # The spawn chance for Ranger cars.\nMinimum=0 Maximum=60 Default=25
- STEV.Rangers=25
- # The spawn chance for USPS cars.\nMinimum=0 Maximum=60 Default=25
- STEV.USPS=25
- # The spawn chance for Jefferson County DoC cars.\nMinimum=0 Maximum=60 Default=35
- STEV.JCDOC=35
- # The spawn chance for Meade County DoC cars.\nMinimum=0 Maximum=60 Default=25
- STEV.MCDOC=25
- # The spawn chance for STFR Ambulances.\nMinimum=0 Maximum=60 Default=25
- STEV.EMS=25
- # The spawn chance for Rosewood VFD cars.\nMinimum=0 Maximum=60 Default=25
- STEV.RosewoodFire=25
- # The spawn chance for Louisville FD cars.\nMinimum=0 Maximum=60 Default=25
- STEV.LouisvilleFire=25
- # The spawn chance for Meade County FD cars.\nMinimum=0 Maximum=60 Default=25
- STEV.MeadeFire=25
- # The spawn chance for the custom Bank Truck.\nMinimum=0 Maximum=60 Default=25
- STEV.BankTruck=25
- # The spawn chance for Greenport PD cars. Does nothing if Greenport isn't enabled!\nMinimum=0 Maximum=60 Default=55
- STEV.GPPD=55
- # The spawn chance for Tandil PD cars. Does nothing if Tandil isn't enabled!\nMinimum=0 Maximum=60 Default=25
- STEV.TDPD=25
- # The spawn chance for FD Tandil cars. Does nothing if Tandil isn't enabled!\nMinimum=0 Maximum=60 Default=35
- STEV.TDFD=35
- # The spawn chance for RavenCreek PD cars. Does nothing if RavenCreek isn't enabled!\nMinimum=0 Maximum=60 Default=25
- STEV.RCRPD=25
- # The spawn chance for FD RavenCreek cars. Does nothing if RavenCreek isn't enabled!\nMinimum=0 Maximum=60 Default=35
- STEV.RCRFD=35
- # The spawn chance for RavenCreek DoC cars. Does nothing if RavenCreek isn't enabled!\nMinimum=0 Maximum=60 Default=25
- STEV.RCRDOC=25
- # 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
- STEV.FSwat=5
- # The overall chance of an STFR car to spawn.\nMinimum=0 Maximum=40 Default=25
- STEV.SRate=25
- # The overall chance of a normal car to spawn in an STFR vehicle zone.\nMinimum=0 Maximum=60 Default=5
- STEV.NChance=5
- VehicleRepairOverhaul.DisableVehicleSalvage=false
- # Set Max Dispenser Capacity\nMinimum=15 Maximum=500 Default=250
- WaterDispenserWS.MaxWater=250
- # Select the start water quantity for the dispenser\nDefault=Normal
- WaterDispenserWS.StartWater=3
- # Enter the percentage chance that the water is contaminated, 0 is disabled\nMinimum=0 Maximum=100 Default=0
- WaterDispenserWS.Tainted=0
- # If active, the water contamination increases over the months, Based on this calculation 8 + (PassedMonths * 9) = 98% is the max, + AboveSetting = Max 100%
- WaterDispenserWS.TaintedAutomatic=false
- # The chance in percentage that a sprinter will screech when hunting a Player. \nMinimum=1 Maximum=100 Default=100
- ScreecherZ.ScreechChance=100
- # Determines the frequency that the mod's code will run.
- # Higher = Better performance but less reliability.\nMinimum=1 Maximum=36000 Default=15
- ScreecherZ.TickRate=15
- ScreecherZ.DayOnly=false
- ScreecherZ.NightOnly=false
- # 0 = never, 100 = always (can be buggy)\nMinimum=0 Maximum=100 Default=75
- TrippingZombies.collisionTripChanceSprinters=75
- # 0 = never, 100 = always (can be buggy)\nMinimum=0 Maximum=100 Default=10
- TrippingZombies.collisionTripChanceShamblers=10
- # 0 = never, 100 = always (can be buggy)\nMinimum=0 Maximum=100 Default=25
- TrippingZombies.randomTripChanceSprinters=25
- # 0 = never, 100 = always (can be buggy)\nMinimum=0 Maximum=100 Default=5
- TrippingZombies.randomTripChanceShamblers=1
- # In days, the earliest the water can go bad. This only starts counting after the water shutoff.\nMinimum=0 Maximum=365 Default=2
- WaterGoesBad.ExpirationMin=2
- # In days, the latest the water can go bad. This only starts counting after the water shutoff.\nMinimum=0 Maximum=365 Default=7
- WaterGoesBad.ExpirationMax=7
- # 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).
- WaterGoesBad.NeedFilterWater=true
- # After the water shutoff, water will drain from the taps.
- WaterGoesBad.ReduceWaterOverTime=true
- # How much water will be removed from the taps per day.\nMinimum=1 Maximum=20 Default=1
- WaterGoesBad.WaterReductionRate=5
- # Chance, per day, for water to be removed, to add variance.\nMinimum=1 Maximum=100 Default=90
- WaterGoesBad.WaterReductionChance=90
- # Amount of water that will remain no matter what.\nMinimum=0 Maximum=99 Default=2
- WaterGoesBad.MinimumWaterLeft=2
- # Larger water containers such as baths will lose water faster than sinks.
- WaterGoesBad.ScaleWaterLoss=true
- # Toggles whether Players can pry open doors, windows, etc. using a Crowbar.
- CommonSense.PryingMechanic=true
- # Determines whether all doors can be pried open or not.
- # By default, reinforced doors (Prison doors, metal grid doors, etc.) cannot be pried open.
- CommonSense.PryAllDoors=false
- # Displays the icon for Battery and Engine in vehicle dashboards in various colors depending on their condition.
- CommonSense.PartsHighlighter=true
- # Toggles friendly colors for those affected by color blindness.
- CommonSense.ColorFilter=false
- # Minimum=0.00 Maximum=5.00 Default=1.00
- CommonSense.PryingChanceMultiplier=1.0
- # Minimum=0 Maximum=10 Default=1
- CanRepairDoors.RepairSkillNeeded=1
- # Minimum=0 Maximum=10 Default=3
- CanRepairDoors.ReinforceSkillNeeded=3
- # Minimum=1 Maximum=1000 Default=6
- CanRepairDoors.multiplyerMaxReinforcement=6
- # Guaranteed door opening below this percentage of HP when damaged by zombies.\nMinimum=1 Maximum=100 Default=25
- DoorsHaveAChance.guaranteedUnlockedDoorHP=25
- # Guaranteed opening of a door(Locked) below this percentage of HP when damaged by zombies.\nMinimum=1 Maximum=100 Default=15
- DoorsHaveAChance.guaranteedLockedDoorHP=15
- DoorsHaveAChance.unlockedDoorChanceEnable=true
- # Door opening chance below this percentage of HP when damaged by zombies.\nMinimum=1 Maximum=100 Default=50
- DoorsHaveAChance.unlockedDoorChanceHP=50
- # Chance to open a door when damaged by zombies.\nMinimum=1 Maximum=100 Default=5
- DoorsHaveAChance.unlockedDoorChance=5
- DoorsHaveAChance.lockedDoorChanceEnable=true
- # Locked door opening chance below this percentage of HP when damaged by zombies.\nMinimum=1 Maximum=100 Default=25
- DoorsHaveAChance.lockedDoorChanceHP=25
- # Chance to open a locked door when damaged by zombies.\nMinimum=1 Maximum=100 Default=20
- DoorsHaveAChance.lockedDoorChance=20
- # Play break sound when doors open on damage
- DoorsHaveAChance.damageOpenDoorSound=true
- # 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
- MIR.SkipItems=
- # 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
- MIR.SkipSkills=Mechanics;Aiming
- MIR.SkipFixers=
- # Minimum=0 Maximum=1000 Default=1
- WeaponModifiers.StartDay=1
- # Minimum=1 Maximum=1000 Default=60
- WeaponModifiers.PeakDay=90
- # Minimum=0.00 Maximum=100.00 Default=30.00
- WeaponModifiers.OriginalModifierChance=25.0
- # Minimum=0.00 Maximum=100.00 Default=70.00
- WeaponModifiers.MaxModifierChance=75.0
- # lower = higher chance of better modifiers and lower chance of bad modifiers
- # higher = lower chance of better modifiers and higher chance of bad modifiers
- #
- # WARNING: 0 = ALL modifiers are LEGENDARY rarity
- # \nMinimum=0.00 Maximum=10.00 Default=1.10
- WeaponModifiers.StartRarityTweaker=1.1
- # lower = higher chance of better modifiers and lower chance of bad modifiers
- # higher = lower chance of better modifiers and higher chance of bad modifiers
- #
- # WARNING: 0 = ALL modifiers are LEGENDARY rarity
- # \nMinimum=0.00 Maximum=10.00 Default=0.90
- WeaponModifiers.PeakRarityTweaker=0.9
- # For weapons stuck / attached to zombies.
- #
- # Higher = Bigger chance of applying a random modifier to weapons attached to zombies.
- # Lower = lower chance of applying a random modifier to weapons ATTACHED to zombies.
- # \nMinimum=0.00 Maximum=3.00 Default=0.50
- WeaponModifiers.AttachedWeaponsChanceMultiplier=0.5
- # For ALL ranged weapons.
- #
- # Does nothing if you're using the Realistic list.
- #
- # Higher = Bigger chance of applying a random modifier to all RANGED weapons.
- # Lower = lower chance of applying a random modifier to all RANGED weapons.\nMinimum=0.00 Maximum=3.00 Default=0.50
- WeaponModifiers.RangedWeaponsChanceMultiplier=0.5
- # For CRAFTED Ranged Weapons only.
- #
- # Does nothing if you're using the Realistic list.
- #
- # Does nothing if you are playing VANILLA or aren't using mods that add ranged weapons.
- #
- # LEAVE THIS AT ZERO IF YOU ARE USING BRITA
- # or similar mods that add different forms to ranged weapons.
- # (folding/unfolding stock for example...)
- #
- # Higher = Bigger chance of applying a random modifier to CRAFTED RANGED weapons.
- # Lower = lower chance of applying a random modifier to CRAFTED RANGED weapons.
- # \nMinimum=0.00 Maximum=3.00 Default=0.00
- WeaponModifiers.ChanceMultiplierForCraftedRangedWeapons=0.0
- # For CRAFTED Melee Weapons only.
- #
- # Set this to zero if you're using mods that add different forms to melee weapons.
- # (switch between axe/spear mode for example...)
- #
- # Higher = Bigger chance of applying a random modifier to CRAFTED MELEE weapons.
- # Lower = lower chance of applying a random modifier to CRAFTED MELEE weapons.
- # \nMinimum=0.00 Maximum=3.00 Default=0.75
- WeaponModifiers.ChanceMultiplierForCraftedMeleeWeapons=0.75
- # Modifiers won't be applied to irrelevant weapons.
- # (pens, spoons, forks, fishing rods, cooking pans, as well as construction materials like planks, metal bars, metal pipes.)
- #
- WeaponModifiers.IgnoreIrrelevantWeapons=true
- # Disable it to not apply speed modification while aiming.
- ShoesSpeed.ApplySpeedWhileAiming=true
- # Disable it to not apply speed modification while sprinting.
- ShoesSpeed.ApplySpeedWhileSprinting=true
- # Disable it to not apply speed modification while running.
- ShoesSpeed.ApplySpeedWhileRunning=true
- # Disable it to not apply speed modification while walking.
- ShoesSpeed.ApplySpeedWhileWalking=true
- # 0% = no infection, 100% = infected on scratch\nMinimum=0 Maximum=100 Default=5
- ZombieAttackVariety.chanceOfZombification=5
- # 0% = no infection, 100% = infected on scratch\nMinimum=0 Maximum=100 Default=10
- ZombieAttackVariety.chanceOfFakeInfection=10
- # Multiplier for fuel consumption\nMinimum=0 Maximum=200 Default=100
- FunctionalChainsaw.fuelUse=100
- # Chance to jam the chainsaw\nMinimum=0 Maximum=100 Default=25
- FunctionalChainsaw.jamFreq=25
- # Condition loss from attacks, chance is 1 in x \nMinimum=1 Maximum=999999 Default=70
- FunctionalChainsaw.conditionLoss=70
- # Multiplier for weapon damage\nMinimum=0 Maximum=200 Default=100
- FunctionalChainsaw.damageMod=100
- # Multiplier for noise volume\nMinimum=0 Maximum=100 Default=50
- FunctionalChainsaw.noiseMod=50
- # 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
- LingeringReflexes.Smart=1.0
- # 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
- LingeringReflexes.Frequency=7500
- # Zombies react to zombie talking like the player shout
- LingeringVoices.RespondToSound=true
- # Whether to use the custom lines in USERNAME/Zomboid/Lua/talkingDeadCustomLine.lua
- LingeringVoices.CustomLines=true
- # Minimum amount of seconds that need to pass before another line is said by a zombie.\nMinimum=0 Maximum=604800 Default=5
- LingeringVoices.LowerLineLimit=5
- # Maximum amount of seconds that need to pass before another line is said by a zombie.\nMinimum=0 Maximum=604800 Default=86400
- LingeringVoices.UpperLineLimit=86400
- # Chance out of 1000 for a zombie to speak when hit.\nMinimum=0 Maximum=1000 Default=1
- LingeringVoices.StaggerSpeakChance=1
- # Determines if Players will say something if they see zombies upstairs, or not.
- StairsAlert.DisplayIfNoZombies=true
- # Determines if Players will include the number of zombies they see in their speeches.
- StairsAlert.DisplayZombieAmount=true
- # Displays a 2D marker symbol in the ground where the zombie is supposed to be upstairs.
- StairsAlert.DisplayMarker=true
- # 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
- RebalancedCalorieBurning.CalorieMultiplier=1.0
- # Minimum=0.00 Maximum=100.00 Default=1.00
- RebalancedCalorieBurning.IdleMultiplier=1.0
- # Minimum=0.00 Maximum=100.00 Default=1.00
- RebalancedCalorieBurning.WalkingMultiplier=1.0
- # Minimum=0.00 Maximum=100.00 Default=1.00
- RebalancedCalorieBurning.RunningMultiplier=1.0
- # Minimum=0.00 Maximum=100.00 Default=1.00
- RebalancedCalorieBurning.SprintingMultiplier=1.0
- # Minimum=0.00 Maximum=100.00 Default=1.00
- RebalancedCalorieBurning.AsleepMultiplier=1.0
- # Minimum=0.00 Maximum=100.00 Default=1.00
- RebalancedCalorieBurning.SittingMultiplier=1.0
- # Minimum=0.00 Maximum=100.00 Default=1.00
- RebalancedCalorieBurning.TimedActionMultiplier=1.0
- # Minimum=0.00 Maximum=100.00 Default=1.00
- RebalancedCalorieBurning.CarryMultiplier=1.0
- # Minimum=100 Maximum=1000 Default=500
- SurvivingTheStorm.ThunderSoundRadius=500
- # Establishes the base amount of Plushies to loot in distribution\nDefault=Low
- MorePlushies.Loot=1
- # Default spawn is very low, the higher the number the more abundant the spawns\nMinimum=1 Maximum=10 Default=2
- MorePlushies.SpawnRate=2
- # Beware ease is a close friend of boredom.\nDefault=Keep individual Mod Option selection (default)
- Coolbag.CoolingMode=3
- # Deactivate to not get the freezing / melting timers.
- Coolbag.Tooltip=true
- # Time (hours) for a water pocket to fully freeze in a freezer (default = 12).\nMinimum=0 Maximum=100000 Default=12
- Coolbag.FreezingTime=12
- # Time (hours) for an ice pocket to fully melt out of a freezer (default = 24).\nMinimum=0 Maximum=100000 Default=24
- Coolbag.MeltingTime=24
- ImmersiveMedicine.IsBloodSystemActive=true
- ImmersiveMedicine.IsBloodTypeSystemActive=true
- ImmersiveMedicine.IsHeartbeatEnabled=true
- # Minimum=25 Maximum=100 Default=25
- ImmersiveMedicine.BloodVolumeReduceModifier=25
- # Minimum=1 Maximum=4 Default=1
- ImmersiveMedicine.BloodVolumeIncreaseModifier=1
- # Viewing status requires the skill level (greater than or equal to this value).\nMinimum=0 Maximum=10 Default=3
- zReBSI.DoctorLevelForInfo=3
- # Minimum=1 Maximum=100 Default=5
- ScavengerSkill.Level0FindChance=5
- # Minimum=1 Maximum=100 Default=10
- ScavengerSkill.Level1FindChance=10
- # Minimum=1 Maximum=100 Default=14
- ScavengerSkill.Level2FindChance=14
- # Minimum=1 Maximum=100 Default=18
- ScavengerSkill.Level3FindChance=18
- # Minimum=1 Maximum=100 Default=22
- ScavengerSkill.Level4FindChance=22
- # Minimum=1 Maximum=100 Default=26
- ScavengerSkill.Level5FindChance=26
- # Minimum=1 Maximum=100 Default=30
- ScavengerSkill.Level6FindChance=30
- # Minimum=1 Maximum=100 Default=34
- ScavengerSkill.Level7FindChance=34
- # Minimum=1 Maximum=100 Default=38
- ScavengerSkill.Level8FindChance=38
- # Minimum=1 Maximum=100 Default=42
- ScavengerSkill.Level9FindChance=42
- # Minimum=1 Maximum=100 Default=50
- ScavengerSkill.Level10FindChance=50
- # Minimum=1 Maximum=999 Default=100
- ScavengerSkill.Level0BonusLoot=100
- # Minimum=1 Maximum=999 Default=110
- ScavengerSkill.Level1BonusLoot=110
- # Minimum=1 Maximum=999 Default=120
- ScavengerSkill.Level2BonusLoot=120
- # Minimum=1 Maximum=999 Default=130
- ScavengerSkill.Level3BonusLoot=130
- # Minimum=1 Maximum=999 Default=140
- ScavengerSkill.Level4BonusLoot=140
- # Minimum=1 Maximum=999 Default=150
- ScavengerSkill.Level5BonusLoot=150
- # Minimum=1 Maximum=999 Default=160
- ScavengerSkill.Level6BonusLoot=160
- # Minimum=1 Maximum=999 Default=170
- ScavengerSkill.Level7BonusLoot=170
- # Minimum=1 Maximum=999 Default=180
- ScavengerSkill.Level8BonusLoot=180
- # Minimum=1 Maximum=999 Default=190
- ScavengerSkill.Level9BonusLoot=190
- # Minimum=1 Maximum=999 Default=200
- ScavengerSkill.Level10BonusLoot=200
- # Minimum=1 Maximum=100 Default=4
- ScavengerSkill.XPGain=4
- ScavengerSkill.XPindicator=false
- ScavengerSkill.LootIndicator=false
- # 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
- ReadWalking.FogDarkness=1.0
- # 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
- ReadWalking.ReadSpeed=1.0
- # The amount of experienced recovered from reading bound journals.\nMinimum=1 Maximum=100 Default=100
- SkillRecoveryJournal.RecoveryPercentage=100
- # A multiplier on the speed of transcribing journals.\nMinimum=0.00 Maximum=1000.00 Default=1.00
- SkillRecoveryJournal.TranscribeSpeed=1.0
- # A multiplier on the speed of reading bound journals.\nMinimum=0.00 Maximum=1000.00 Default=1.00
- SkillRecoveryJournal.ReadTimeSpeed=1.0
- # 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.
- SkillRecoveryJournal.RecoverProfessionAndTraitsBonuses=false
- # 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.
- SkillRecoveryJournal.TranscribeTVXP=false
- # Toggle on to record passive skills.
- SkillRecoveryJournal.RecoverPassiveSkills=false
- # Toggle on to record combat skills.
- SkillRecoveryJournal.RecoverCombatSkills=true
- # Toggle on to record firearm skills.
- SkillRecoveryJournal.RecoverFirearmSkills=true
- # Toggle on to record crafting skills.
- SkillRecoveryJournal.RecoverCraftingSkills=true
- # Toggle on to record survivalist skills.
- SkillRecoveryJournal.RecoverSurvivalistSkills=true
- # Toggle on to record agility skills.
- SkillRecoveryJournal.RecoverAgilitySkills=true
- # Toggle off to prevent journals from recovering/transcribing recipes.
- SkillRecoveryJournal.RecoverRecipes=true
- # 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.
- SkillRecoveryJournal.RecoveryJournalUsed=false
- SkillRecoveryJournal.Craftable=true
- # Require paint when drawing Traffic line
- TrafficLine.NeedPaint=true
- # Require petrol when erasing Traffic line
- TrafficLine.NeedPetrol=false
- WeldingGoggles.GogglesTint=false
- WeldingGoggles.MaskTint=false
- # VFE weapons spawning attached to police zombies.
- VFE.PoliceWeapons=true
- # Weapons spawning attached to military zombies. (Not just VFE specific ones)
- VFE.MilitaryWeapons=true
- # Weapons spawning attached to survivor zombies. (Not just VFE specific ones)
- VFE.SurvivorWeapons=true
- # Weapons spawning attached to other zombies zombies, like bikers. (Not just VFE specific ones)
- VFE.OtherWeapons=true
- # VFE weapons spawning inside vehicle inventories.
- VFE.CarWeapons=true
- # VFE weapons spawning inside of normal houses.
- VFE.HouseWeapons=true
- # Multiplier to weapons spawning in houses (Requires previous option enabled)\nMinimum=0.10 Maximum=10.00 Default=1.00
- VFE.HouseWeaponsMulti=1.0
- # This tickbox has no effect on the game. It is only here to make the UI look nicer.
- NS.S0=false
- # 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
- NS.m22=60
- # 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
- NS.s22=0
- # 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
- NS.d22=3
- # .22 silencer can be crafted.
- NS.c22=false
- # This tickbox has no effect on the game. It is only here to make the UI look nicer.
- NS.S1=false
- # 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
- NS.m9=50
- # 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
- NS.s9=0
- # 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
- NS.d9=3
- # 9mm silencer can be crafted.
- NS.c9=false
- # This tickbox has no effect on the game. It is only here to make the UI look nicer.
- NS.S2=false
- # 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
- NS.m44=30
- # 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
- NS.s44=0
- # 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
- NS.d44=3
- # .44 Magnum silencer can be crafted.
- NS.c44=false
- # This tickbox has no effect on the game. It is only here to make the UI look nicer.
- NS.S3=false
- # 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
- NS.m45=50
- # 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
- NS.s45=0
- # 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
- NS.d45=3
- # .45 AC silencer can be crafted.
- NS.c45=false
- # This tickbox has no effect on the game. It is only here to make the UI look nicer.
- NS.S4=false
- # 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
- NS.m38n357=35
- # 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
- NS.s38n357=0
- # 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
- NS.d38n357=3
- # .38 Special / .357 Magnum silencer can be crafted.
- NS.c38n357=false
- # This tickbox has no effect on the game. It is only here to make the UI look nicer.
- NS.S5=false
- # 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
- NS.m223n556=35
- # 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
- NS.s223n556=0
- # 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
- NS.d223n556=3
- # .223 / 5.56x45mm silencer can be crafted.
- NS.c223n556=false
- # This tickbox has no effect on the game. It is only here to make the UI look nicer.
- NS.S6=false
- # 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
- NS.m308n762=35
- # 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
- NS.s308n762=0
- # 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
- NS.d308n762=3
- # .308 / 7.62x51mm silencer can be crafted.
- NS.c308n762=false
- # This tickbox has no effect on the game. It is only here to make the UI look nicer.
- NS.S7=false
- # 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
- NS.mShells=30
- # 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
- NS.sShells=0
- # 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
- NS.dShells=2
- # Shotgun silencer can be crafted.
- NS.cShells=false
- # This tickbox has no effect on the game. It is only here to make the UI look nicer.
- NS.S8=false
- # A level of metalworking is required to craft silencers.\nMinimum=0 Maximum=10 Default=6
- NS.CraftingMetalWeldingRequired=6
- # A level of aiming is required to craft silencers.\nMinimum=0 Maximum=10 Default=2
- NS.CraftingAimingRequired=2
- # Allow the conversion from one silencer type to another. Example, converting a .22 silencer to a 9mm silencer.
- NS.ConversionAllowed=true
- # A level of metalworking is required to convert silencers.\nMinimum=0 Maximum=10 Default=5
- NS.ConversionMetalWeldingRequired=5
- # A level of aiming is required to convert silencers.\nMinimum=0 Maximum=10 Default=2
- NS.ConversionAimingRequired=2
- # This tickbox has no effect on the game. It is only here to make the UI look nicer.
- NS.S9=false
- # Multiplier that will affect all the silencer loot distribution tables.\nMinimum=0.00 Maximum=100.00 Default=1.00
- NS.BaseLootMultiplier=1.0
- # MP server nerfs ranged weapons' sound radius by 45% for performance reasons. Remove the tick if you would like to disable it.
- NS.MPRadiusNerf=true
- # Override some weapons' base firing sounds. This is to make the firing sounds more realistic and consistent together with silenced versions.
- NS.OverrideBaseSounds=true
- # Show or hide crosshair.
- Advanced_trajectory.aimpoint=true
- Advanced_trajectory.showOutlines=false
- Advanced_trajectory.hideTracer=false
- Advanced_trajectory.Enablerange=true
- Advanced_trajectory.Enablethrow=true
- # For debugging, character says what body part was shot.
- Advanced_trajectory.callshot=false
- # 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!
- Advanced_trajectory.IgnorePVPSafety=false
- Advanced_trajectory.enableBulletPenFlesh=true
- AT_VehicleDamageenable=true
- ATY_safezone_protect=true
- ATY_nonpvp_protect=true
- ATY_damagedisplay=false
- # Minimum=0 Maximum=100 Default=100
- AT_Blood=100
- # Multiplies base damage of bullet.\nMinimum=0.00 Maximum=100.00 Default=1.00
- Advanced_trajectory.ATY_damage=1.0
- # Minimum=0.00 Maximum=100.00 Default=0.00
- Advanced_trajectory.DebugOffset=0.0
- # Minimum=0.00 Maximum=100.00 Default=0.00
- Advanced_trajectory.DebugSpawnOffset=0.0
- # Minimum=0.00 Maximum=10.00 Default=0.42
- Advanced_trajectory.DebugZomMindistCondition=0.42
- # Minimum=0.00 Maximum=10.00 Default=0.40
- Advanced_trajectory.DebugPlayerMindistCondition=0.4
- # Minimum=0.00 Maximum=10.00 Default=0.50
- Advanced_trajectory.DebugGridMultiplier=0.5
- Advanced_trajectory.DebugEnableBow=false
- Advanced_trajectory.DebugEnableVoodoo=false
- Advanced_trajectory.DebugSayShotPart=false
- # Minimum=1.00 Maximum=100.00 Default=30.00
- Advanced_trajectory.bowBreakChance=30.0
- # Minimum=0.00 Maximum=300.00 Default=3.00
- Advanced_trajectory.XPKillModifier=3.0
- # Minimum=0.00 Maximum=300.00 Default=0.50
- Advanced_trajectory.XPHitModifier=0.5
- # Ex: 0.1 means nerf bullet damage by 90% after penetrating through first zombie/player.\nMinimum=0.00 Maximum=1.00 Default=0.25
- Advanced_trajectory.penDamageReductionMultiplier=0.25
- # Minimum=0.00 Maximum=1.00 Default=0.70
- Advanced_trajectory.MaxProjCone=0.7
- # Value that limits how much bloom is added to crosshair. Higher means larger possible bloom.\nMinimum=0.00 Maximum=20.00 Default=7.00
- Advanced_trajectory.maxaimnum=7.0
- # 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
- Advanced_trajectory.minaimnumModifier=7.0
- # 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
- Advanced_trajectory.maxDefenseReduction=0.8
- # 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
- Advanced_trajectory.headShotIncChance=20.0
- # 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
- Advanced_trajectory.footShotIncChance=10.0
- # Multiplier on base damage for headshot\nMinimum=0.00 Maximum=100.00 Default=10.00
- Advanced_trajectory.headShotDmgZomMultiplier=10.0
- # Multiplier on base damage for bodyshot\nMinimum=0.00 Maximum=100.00 Default=5.00
- Advanced_trajectory.bodyShotDmgZomMultiplier=5.0
- # Multiplier on base damage for footshot\nMinimum=0.00 Maximum=100.00 Default=1.00
- Advanced_trajectory.footShotDmgZomMultiplier=1.0
- # Multiplier on base damage for headshot\nMinimum=0.00 Maximum=100.00 Default=15.00
- Advanced_trajectory.headShotDmgPlayerMultiplier=15.0
- # Multiplier on base damage for bodyshot\nMinimum=0.00 Maximum=100.00 Default=5.00
- Advanced_trajectory.bodyShotDmgPlayerMultiplier=5.0
- # Multiplier on base damage for footshot\nMinimum=0.00 Maximum=100.00 Default=2.00
- Advanced_trajectory.footShotDmgPlayerMultiplier=2.0
- # 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
- Advanced_trajectory.critChanceModifier=1.0
- # Minimum=0.00 Maximum=2.40 Default=1.70
- Advanced_trajectory.bulletspeed=1.7
- # Minimum=0.00 Maximum=100.00 Default=1.00
- Advanced_trajectory.bulletdistance=1.0
- # Shotgun has a max independent projectile cone.\nMinimum=0.00 Maximum=1.00 Default=0.50
- Advanced_trajectory.maxShotgunProjCone=0.5
- # 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
- Advanced_trajectory.shotgunDistanceModifier=0.75
- # Amount of pellots shot\nMinimum=0 Maximum=100 Default=5
- Advanced_trajectory.shotgunnum=5
- # Value affects shotgun spread. The lower the value, the more narrow the spread.\nMinimum=0.00 Maximum=1.00 Default=0.10
- Advanced_trajectory.shotgundivision=0.2
- # Minimum=0.00 Maximum=100.00 Default=1.00
- Advanced_trajectory.shotgunDamageMultiplier=1.0
- # 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
- Advanced_trajectory.critChanceModifierShotgunsOnly=10.0
- # Value that adds bloom when moving.\nMinimum=0.00 Maximum=100.00 Default=1.30
- Advanced_trajectory.moveeffect=1.3
- # Value that adds bloom when physically turning your feet, not hips.\nMinimum=0.00 Maximum=100.00 Default=0.70
- Advanced_trajectory.turningeffect=0.7
- # Value affects how much bloom is added when reloading and racking firearm.\nMinimum=0.00 Maximum=10.00 Default=0.10
- Advanced_trajectory.reloadEffectModifier=0.1
- # Value that affects how fast your crosshair tightens. Higher means faster.\nMinimum=0.00 Maximum=100.00 Default=1.10
- Advanced_trajectory.reducespeed=1.1
- # 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
- Advanced_trajectory.focusCounterSpeed=2.0
- # 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
- Advanced_trajectory.focusCounterSpeedScaleModifier=7.0
- # 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
- Advanced_trajectory.maxFocusSpeed=1.0
- # Minimum=0.00 Maximum=10.00 Default=8.00
- Advanced_trajectory.crouchCounterSpeed=8.0
- # Minimum=0.00 Maximum=10.00 Default=2.00
- Advanced_trajectory.crouchPenaltyModifier=2.0
- # Minimum=0.00 Maximum=10.00 Default=3.00
- Advanced_trajectory.crouchTurnEffect=3.0
- # Minimum=0.00 Maximum=10.00 Default=5.00
- Advanced_trajectory.proneTurnEffect=5.0
- # When proning, you gain max accuracy faster (applies when focus mechanic is unlocked).\nMinimum=0.00 Maximum=10.00 Default=1.50
- Advanced_trajectory.proneFocusCounterSpeedBuff=1.5
- # When proning, your crosshair reduces bloom faster. Helpful after intense cardio.\nMinimum=0.00 Maximum=2.00 Default=0.40
- Advanced_trajectory.proneReduceSpeedBuff=0.4
- # When crouching, your crosshair reduces bloom faster. Helpful after intense cardio.\nMinimum=0.00 Maximum=2.00 Default=0.20
- Advanced_trajectory.crouchReduceSpeedBuff=0.2
- # 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
- Advanced_trajectory.recoilDelayModifier=0.01
- # Multiplier of gun's max dmg added as recoil to crosshair (adds bloom when shooting).\nMinimum=0.00 Maximum=20.00 Default=10.00
- Advanced_trajectory.recoilModifier=7.5
- # Minimum=0.00 Maximum=5.00 Default=0.00
- Advanced_trajectory.staminaCrouchScale=0.001
- # Multiplier that scales off of heavy moodle level\nMinimum=0.00 Maximum=5.00 Default=0.50
- Advanced_trajectory.staminaHeavyCrouchScale=0.5
- # Minimum=0.00 Maximum=5.00 Default=0.00
- Advanced_trajectory.staminaCrawlScale=0.003
- # Multiplier that scales off of heavy moodle level\nMinimum=0.00 Maximum=5.00 Default=0.50
- Advanced_trajectory.staminaHeavyCrawlScale=0.5
- # This value adds more bloom when walking or turning (Heavy Moodle Scaling)\nMinimum=0.00 Maximum=5.00 Default=0.50
- Advanced_trajectory.heavyTurnEffectModifier=0.5
- # This value must be very small as it affects how slow your crosshair reduces bloom.\nMinimum=0.00 Maximum=1.00 Default=0.10
- Advanced_trajectory.painModifier=0.1
- # Makes crosshair shaky.\nMinimum=0.00 Maximum=100.00 Default=3.00
- Advanced_trajectory.painVisualModifier=3.0
- # 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
- Advanced_trajectory.drunkActionEffectModifier=0.5
- # Multiplier that increases your maxaimnum or max bloom. Set to 0 to disable.\nMinimum=0.00 Maximum=100.00 Default=6.00
- Advanced_trajectory.drunkMaxBloomModifier=6.0
- # This value increases max bloom limit dpeending on heavy moodle level.\nMinimum=0.00 Maximum=100.00 Default=6.00
- Advanced_trajectory.heavyMaxBloomModifier=6.0
- # Multiplier that affects how slow your crosshair reduces bloom.\nMinimum=0.50 Maximum=2.00 Default=0.66
- Advanced_trajectory.hyperHypoModifier=0.66
- # Multiplier that affects how slow your crosshair reduces bloom.\nMinimum=0.50 Maximum=2.00 Default=0.50
- Advanced_trajectory.tiredModifier=0.5
- # Multiplier that affects how much is added to minaimnum or minimum bloom.\nMinimum=0.00 Maximum=100.00 Default=4.00
- Advanced_trajectory.stressBloomModifier=4.0
- # Affects how intense the crosshair shaking affect is. Set to 0 to disable.\nMinimum=0.00 Maximum=100.00 Default=1.25
- Advanced_trajectory.stressVisualModifier=1.25
- # Value affects how much bloom is added when coughing.\nMinimum=0.00 Maximum=100.00 Default=2.00
- Advanced_trajectory.coughModifier=2.0
- # 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
- Advanced_trajectory.enduranceBreathModifier=1.5
- # 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
- Advanced_trajectory.inhaleModifier1=3.0
- # 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
- Advanced_trajectory.exhaleModifier1=2.0
- # Minimum=0.00 Maximum=100.00 Default=3.00
- Advanced_trajectory.inhaleModifier2=3.0
- # Minimum=0.00 Maximum=100.00 Default=3.66
- Advanced_trajectory.exhaleModifier2=3.66
- # Minimum=0.00 Maximum=100.00 Default=3.00
- Advanced_trajectory.inhaleModifier3=3.0
- # Minimum=0.00 Maximum=100.00 Default=4.00
- Advanced_trajectory.exhaleModifier3=4.0
- # Minimum=0.00 Maximum=100.00 Default=4.00
- Advanced_trajectory.inhaleModifier4=4.0
- # Minimum=0.00 Maximum=100.00 Default=7.00
- Advanced_trajectory.exhaleModifier4=7.0
- # 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
- Advanced_trajectory.crosshairRed=1.0
- # 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
- Advanced_trajectory.crosshairGreen=1.0
- # 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
- Advanced_trajectory.crosshairBlue=1.0
- # 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
- Advanced_trajectory.crosshairRedMain=0.5
- # 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
- Advanced_trajectory.crosshairGreenMain=0.5
- # 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
- Advanced_trajectory.crosshairBlueMain=0.5
- # Minimum=0.00 Maximum=200.00 Default=5.00
- iGunStockAttackNewOption.Damage=5.0
- # Minimum=0.00 Maximum=100.00 Default=0.10
- iGunStockAttackNewOption.EnduranceLost=1.0
- # Minimum=0 Maximum=100 Default=1
- iGunStockAttackNewOption.WeaponConditionLost=1
- # Adjust how much Condition each use of a normal Cleaning Solvent restores.\nMinimum=1 Maximum=500 Default=1
- UniversalGunRepair.NormalCleaningEfficacy=1
- # Adjust the lowest condition you are able to restore firearms through cleaning.\nMinimum=0 Maximum=500 Default=5
- UniversalGunRepair.MinimumCleanThreshold=5
- # Adjust the lowest condition you are able to restore firearms through repairing.\nMinimum=0 Maximum=500 Default=0
- UniversalGunRepair.MinimumRepairThreshold=0
- # Adjust the skill requirement in either Aiming or Reloading to repair firearms.\nMinimum=0 Maximum=10 Default=6
- UniversalGunRepair.MinimumFirearmSkill=6
- # Adjust the rarity of Firearm Maintenance Kits.\nDefault=Normal
- UniversalGunRepair.MaintenanceKitRarity=1
- # Adjust the rarity of Gunsmithing Tools.\nDefault=Normal
- UniversalGunRepair.GunsmithingToolsRarity=1
- # Adjust the rarity of Clean Solvent.\nDefault=Normal
- UniversalGunRepair.SolventRarity=1
- # Adjust the rarity of Firearm Lubricant.\nDefault=Normal
- UniversalGunRepair.LubricantRarity=1
- # Possibility to obtain XP boosts while leveling agility skills.
- # For example player can obtain Sneaky trait to increase their XP gain for Sneaking skill.
- SOTO.AgilityTraitsObtainable=true
- # Possibility to obtain XP boosts while leveling combat skills.
- # For example player can obtain Baseball Player trait to increase their XP gain for Long Blunt skill.
- SOTO.CombatTraitsObtainable=true
- # Possibility to obtain XP boosts while leveling survivalist skills.
- # For example player can obtain Forager trait to increase their XP gain for Foraging skill.
- SOTO.SurvTraitsObtainable=true
- # Possibility to obtain XP boosts while leveling crafting skills.
- # For example player can obtain Scullion trait to increase their XP gain for Cooking skill.
- SOTO.CraftTraitsObtainable=true
- # Possibility to obtain XP boosts while leveling firearm skills.
- # For example player can obtain Shooter trait to increase their XP gain for Aiming skill.
- SOTO.FirearmTraitsObtainable=true
- # Player can earn 1 Fitness XP once per game minute with 50% chance while running.
- SOTO.AddFitXPWhileRun=true
- # Should be lower than Max. 1 day = 24\nMinimum=1 Maximum=100000 Default=168
- SOTO.LoseCowardlyHoursMIN=168
- # Should be higher than Min. 1 day = 24\nMinimum=1 Maximum=100000 Default=336
- SOTO.LoseCowardlyHoursMAX=336
- # Should be lower than Max.\nMinimum=1 Maximum=100000 Default=1250
- SOTO.LoseCowardlyZombMIN=1000
- # Should be higher than Min.\nMinimum=1 Maximum=100000 Default=2500
- SOTO.LoseCowardlyZombMAX=2000
- # Should be lower than Max. 1 day = 24
- # x1.2 when starting with Cowardly trait.\nMinimum=1 Maximum=100000 Default=504
- SOTO.EarnBraveHoursMIN=336
- # Should be higher than Min. 1 day = 24
- # x1.2 when starting with Cowardly trait.\nMinimum=1 Maximum=100000 Default=840
- SOTO.EarnBraveHoursMAX=672
- # Should be lower than Max.
- # x1.2 when starting with Cowardly trait.\nMinimum=1 Maximum=100000 Default=3000
- SOTO.EarnBraveZombMIN=2500
- # Should be higher than Min.
- # x1.2 when starting with Cowardly trait.\nMinimum=1 Maximum=100000 Default=4500
- SOTO.EarnBraveZombMAX=3500
- # Should be lower than Max. 1 day = 24
- # x1.2 when starting with Cowardly trait.
- # x0.8 when starting with Brave trait.\nMinimum=1 Maximum=100000 Default=1176
- SOTO.EarnDesensitizedHoursMIN=1080
- # Should be higher than Min. 1 day = 24
- # x1.2 when starting with Cowardly trait.
- # x0.8 when starting with Brave trait.\nMinimum=1 Maximum=100000 Default=1512
- SOTO.EarnDesensitizedHoursMAX=1680
- # Should be lower than Max.
- # x1.2 when starting with Cowardly trait.
- # x0.8 when starting with Brave trait.\nMinimum=1 Maximum=100000 Default=6000
- SOTO.EarnDesensitizedZombMIN=5500
- # Should be higher than Min.
- # x1.2 when starting with Cowardly trait.
- # x0.8 when starting with Brave trait.\nMinimum=1 Maximum=100000 Default=9000
- SOTO.EarnDesensitizedZombMAX=8500
- # Should be lower than Max. 1 day = 24\nMinimum=1 Maximum=100000 Default=672
- SOTO.LosePacifistHoursMIN=672
- # Should be higher than Min. 1 day = 24\nMinimum=1 Maximum=100000 Default=1008
- SOTO.LosePacifistHoursMAX=1008
- # Should be lower than Max.\nMinimum=1 Maximum=100000 Default=1500
- SOTO.LosePacifistZombMIN=1500
- # Should be higher than Min.\nMinimum=1 Maximum=100000 Default=2500
- SOTO.LosePacifistZombMAX=2500
- # Any weapon skill but Maintenance and Reloading.\nMinimum=0 Maximum=10 Default=7
- SOTO.LosePacifistSkillLvl=7
- # 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
- DropThatCigarette.QuitSmokingTimeAmount=224
- # 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].
- DropThatCigarette.AbstinenceEnable=true
- # You can disable the Smoker Cough feature by unchecking this box. [It does not remove the cough by Abstinence].
- DropThatCigarette.SmokerCoughEnable=true
- # 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
- UndeadSurvivor.StalkerChance=0.1
- # 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
- UndeadSurvivor.NomadChance=0.1
- # Minimum=0.00 Maximum=100.00 Default=0.04
- UndeadSurvivor.PrepperChance=0.1
- # Minimum=0.00 Maximum=100.00 Default=0.04
- UndeadSurvivor.HeadhunterChance=0.1
- # Minimum=0.00 Maximum=100.00 Default=0.08
- UndeadSurvivor.AmazonaChance=0.1
- # 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
- FancyHandwork.ExperiencedAim=3
- # 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
- FancyHandwork.TurnDelaySec=1.0
- # Controls when your character is forced to turn to objects when performing the World Interaction\nDefault=Do forced turn after turn delay
- FancyHandwork.DisableTurn=2
- # 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
- FancyHandwork.TurnBehavior=2
- # Hides the progress bar when a character is opening or closing a door, and when entering or exiting a vehicle.
- FancyHandwork.HideDoorProgressBar=true
- # Hides the progress bar when a character is walking to a location to interact with a vehicle.
- FancyHandwork.HideVehicleWalkProgressBar=true
- # 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.
- BrutalHandwork.DualWieldMelee=true
- # Even when a player is unarmed, they will be able to attack. By default, must be aiming and holding the Modifier key to punch.
- BrutalHandwork.EnableUnarmed=true
- # When a player is unarmed, always raise their fists when aiming for unarmed attacks. Disable to require the Modifier to be held when aiming.
- BrutalHandwork.AlwaysUnarmed=true
Advertisement
Add Comment
Please, Sign In to add comment