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Project Zomboid - Sandbox Adjustment (Apocolypse)

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  1. Version=6
  2. # Changing this also sets the "Population Multiplier" in Advanced Zombie Options. Default = Normal
  3. -- 1 = Insane
  4. -- 2 = Very High
  5. -- 3 = High
  6. -- 4 = Normal
  7. -- 5 = Low
  8. -- 6 = None
  9. Zombies=4
  10.  
  11. # How zombies are distributed across the map. Default = Urban Focused
  12. -- 1 = Urban Focused
  13. -- 2 = Uniform
  14. Distribution=1
  15.  
  16. # Controls whether some randomization is applied to zombie distribution.
  17. ZombieVoronoiNoise=true
  18.  
  19. # How frequently new zombies are added to the world. Default = None
  20. -- 1 = High
  21. -- 2 = Normal
  22. -- 3 = Low
  23. -- 4 = None
  24. ZombieRespawn=3
  25.  
  26. # Zombie allowed to migrate to empty cells.
  27. ZombieMigrate=true
  28.  
  29. # Default = 1 Hour, 30 Minutes
  30. -- 1 = 15 Minutes
  31. -- 2 = 30 Minutes
  32. -- 3 = 1 Hour
  33. -- 4 = 1 Hour, 30 Minutes
  34. -- 5 = 2 Hours
  35. -- 6 = 3 Hours
  36. -- 7 = 4 Hours
  37. -- 8 = 5 Hours
  38. -- 9 = 6 Hours
  39. -- 10 = 7 Hours
  40. -- 11 = 8 Hours
  41. -- 12 = 9 Hours
  42. -- 13 = 10 Hours
  43. -- 14 = 11 Hours
  44. -- 15 = 12 Hours
  45. -- 16 = 13 Hours
  46. -- 17 = 14 Hours
  47. -- 18 = 15 Hours
  48. -- 19 = 16 Hours
  49. -- 20 = 17 Hours
  50. -- 21 = 18 Hours
  51. -- 22 = 19 Hours
  52. -- 23 = 20 Hours
  53. -- 24 = 21 Hours
  54. -- 25 = 22 Hours
  55. -- 26 = 23 Hours
  56. -- 27 = Real-time
  57. DayLength=3
  58.  
  59. StartYear=1
  60.  
  61. # Month in which the game starts. Default = July
  62. -- 1 = January
  63. -- 2 = February
  64. -- 3 = March
  65. -- 4 = April
  66. -- 5 = May
  67. -- 6 = June
  68. -- 7 = July
  69. -- 8 = August
  70. -- 9 = September
  71. -- 10 = October
  72. -- 11 = November
  73. -- 12 = December
  74. StartMonth=7
  75.  
  76. # Day of the month in which the games starts.
  77. StartDay=9
  78.  
  79. # Hour of the day in which the game starts. Default = 9 AM
  80. -- 1 = 7 AM
  81. -- 2 = 9 AM
  82. -- 3 = 12 PM
  83. -- 4 = 2 PM
  84. -- 5 = 5 PM
  85. -- 6 = 9 PM
  86. -- 7 = 12 AM
  87. -- 8 = 2 AM
  88. -- 9 = 5 AM
  89. StartTime=2
  90.  
  91. # Whether the time of day changes naturally, or it's always day/night. Default = Normal
  92. -- 1 = Normal
  93. -- 2 = Endless Day
  94. -- 3 = Endless Night
  95. DayNightCycle=1
  96.  
  97. # Whether weather changes or remains at a single state. Default = Normal
  98. -- 1 = Normal
  99. -- 2 = No Weather
  100. -- 3 = Endless Rain
  101. -- 4 = Endless Storm
  102. -- 5 = Endless Snow
  103. -- 6 = Endless Blizzard
  104. ClimateCycle=1
  105.  
  106. # Whether fog occurs naturally, never occurs, or is always present. Default = Normal
  107. -- 1 = Normal
  108. -- 2 = No Fog
  109. -- 3 = Endless Fog
  110. FogCycle=1
  111.  
  112. # How long after the default start date (July 9, 1993) that plumbing fixtures (eg. sinks) stop being infinite sources of water. Default = 0 - 30 Days
  113. -- 1 = Instant
  114. -- 2 = 0 - 30 Days
  115. -- 3 = 0 - 2 Months
  116. -- 4 = 0 - 6 Months
  117. -- 5 = 0 - 1 Year
  118. -- 6 = 0 - 5 Years
  119. -- 7 = 2 - 6 Months
  120. -- 8 = 6 - 12 Months
  121. -- 9 = Disabled
  122. WaterShut=2
  123.  
  124. # How long after the default start date (July 9, 1993) that the world's electricity turns off for good. Default = 14 - 30 Days
  125. -- 1 = Instant
  126. -- 2 = 14 - 30 Days
  127. -- 3 = 14 Days - 2 Months
  128. -- 4 = 14 Days - 6 Months
  129. -- 5 = 14 Days - 1 Year
  130. -- 6 = 14 Days - 5 Years
  131. -- 7 = 2 - 6 Months
  132. -- 8 = 6 - 12 Months
  133. -- 9 = Disabled
  134. ElecShut=2
  135.  
  136. # How long alarm batteries can last for after the power shuts off. Default = 0 - 30 Days
  137. -- 1 = Instant
  138. -- 2 = 0 - 30 Days
  139. -- 3 = 0 - 2 Months
  140. -- 4 = 0 - 6 Months
  141. -- 5 = 0 - 1 Year
  142. -- 6 = 0 - 5 Years
  143. AlarmDecay=2
  144.  
  145. # How long after the default start date (July 9, 1993) that plumbing fixtures (eg. sinks) stop being infinite sources of water. Min: -1 Max: 2147483647 Default: 14
  146. WaterShutModifier=14
  147.  
  148. # How long after the default start date (July 9, 1993) that the world's electricity turns off for good. Min: -1 Max: 2147483647 Default: 14
  149. ElecShutModifier=14
  150.  
  151. # How long alarm batteries can last for after the power shuts off. Min: -1 Max: 2147483647 Default: 14
  152. AlarmDecayModifier=14
  153.  
  154. # Any food that can rot or spoil. Min: 0.00 Max: 4.00 Default: 0.80
  155. FoodLootNew=0.8
  156.  
  157. # All other items that can be read, including books, fliers, and newspapers. Min: 0.00 Max: 4.00 Default: 0.60
  158. LiteratureLootNew=0.6
  159.  
  160. # Books that provide skill XP multipliers. Min: 0.00 Max: 4.00 Default: 0.60
  161. SkillBookLoot=0.4
  162.  
  163. # Items that teach recipes. Min: 0.00 Max: 4.00 Default: 0.60
  164. RecipeResourceLoot=0.6
  165.  
  166. # Medicine, bandages and first aid tools. Min: 0.00 Max: 4.00 Default: 0.60
  167. MedicalLootNew=0.4
  168.  
  169. # Fishing Rods, Tents, camping gear etc. Min: 0.00 Max: 4.00 Default: 0.60
  170. SurvivalGearsLootNew=0.4
  171.  
  172. # Canned and dried food, beverages. Min: 0.00 Max: 4.00 Default: 0.60
  173. CannedFoodLootNew=0.6
  174.  
  175. # Weapons that are not tools in other categories. Min: 0.00 Max: 4.00 Default: 0.60
  176. WeaponLootNew=0.4
  177.  
  178. # Also includes weapon attachments. Min: 0.00 Max: 4.00 Default: 1.20
  179. RangedWeaponLootNew=0.2
  180.  
  181. # Loose ammo, boxes and magazines. Min: 0.00 Max: 4.00 Default: 0.60
  182. AmmoLootNew=0.4
  183.  
  184. # Vehicle parts and the tools needed to install them. Min: 0.00 Max: 4.00 Default: 0.60
  185. MechanicsLootNew=0.6
  186.  
  187. # Everything else. Also affects foraging for all items in Town/Road zones. Min: 0.00 Max: 4.00 Default: 0.80
  188. OtherLootNew=0.8
  189.  
  190. # All wearable items that are not containers. Min: 0.00 Max: 4.00 Default: 0.60
  191. ClothingLootNew=0.6
  192.  
  193. # Backpacks and other wearable/equippable containers, eg. cases. Min: 0.00 Max: 4.00 Default: 0.60
  194. ContainerLootNew=0.4
  195.  
  196. # Keys for buildings/cars, key rings, and locks. Min: 0.00 Max: 4.00 Default: 0.40
  197. KeyLootNew=0.4
  198.  
  199. # VHS tapes and CDs. Min: 0.00 Max: 4.00 Default: 0.60
  200. MediaLootNew=0.6
  201.  
  202. # Spiffo items, plushies, and other collectible keepsake items eg. Photos. Min: 0.00 Max: 4.00 Default: 0.60
  203. MementoLootNew=0.6
  204.  
  205. # Items that are used in cooking, including those (eg. knives) which can be weapons. Does not include food. Includes both usable and unusable items. Min: 0.00 Max: 4.00 Default: 0.60
  206. CookwareLootNew=0.6
  207.  
  208. # Items and weapons that are used as ingredients for crafting or building. This is a general category that does not include items belonging to other categories such as Cookware or Medical. Does not include Tools. Min: 0.00 Max: 4.00 Default: 0.60
  209. MaterialLootNew=0.6
  210.  
  211. # Items and weapons which are used in both animal and plant agriculture, such as Seeds, Trowels, or Shovels. Min: 0.00 Max: 4.00 Default: 0.60
  212. FarmingLootNew=0.6
  213.  
  214. # Items and weapons which are Tools but don't fit in other categories such as Mechanics or Farming. Min: 0.00 Max: 4.00 Default: 0.60
  215. ToolLootNew=0.6
  216.  
  217. # <BHC> [!] It is recommended that you DO NOT change this. [!] <RGB:1,1,1> Can be used to adjust the number of rolls made on loot tables when spawning loot. Will not reduce the number of rolls below 1. Can negatively affect performance if set to high values. It is highly recommended that this not be changed. Min: 0.10 Max: 100.00 Default: 1.00
  218. RollsMultiplier=1.0
  219.  
  220. # A comma-separated list of item types that won't spawn as ordinary loot.
  221. LootItemRemovalList=
  222.  
  223. # If enabled, items on the Loot Item Removal List, or that have their rarity set to 'None', will not spawn in randomised world stories.
  224. RemoveStoryLoot=false
  225.  
  226. # If enabled, items on the Loot Item Removal List, or that have their rarity set to 'None', will not spawn worn by, or attached to, zombies.
  227. RemoveZombieLoot=false
  228.  
  229. # If greater than 0, the spawn of loot is increased relative to the number of nearby zombies, with the effect multiplied by this number. Min: 0 Max: 20 Default: 0
  230. ZombiePopLootEffect=10
  231.  
  232. # Min: 0.00 Max: 0.20 Default: 0.05
  233. InsaneLootFactor=0.05
  234.  
  235. # Min: 0.05 Max: 0.60 Default: 0.20
  236. ExtremeLootFactor=0.2
  237.  
  238. # Min: 0.20 Max: 1.00 Default: 0.60
  239. RareLootFactor=0.6
  240.  
  241. # Min: 0.60 Max: 2.00 Default: 1.00
  242. NormalLootFactor=1.0
  243.  
  244. # Min: 1.00 Max: 3.00 Default: 2.00
  245. CommonLootFactor=2.0
  246.  
  247. # Min: 2.00 Max: 4.00 Default: 3.00
  248. AbundantLootFactor=3.0
  249.  
  250. # The global temperature. Default = Normal
  251. -- 1 = Very Cold
  252. -- 2 = Cold
  253. -- 3 = Normal
  254. -- 4 = Hot
  255. -- 5 = Very Hot
  256. Temperature=3
  257.  
  258. # How often it rains. Default = Normal
  259. -- 1 = Very Dry
  260. -- 2 = Dry
  261. -- 3 = Normal
  262. -- 4 = Rainy
  263. -- 5 = Very Rainy
  264. Rain=3
  265.  
  266. # Number of days until the erosion system (which adds vines, long grass, new trees etc. to the world) will reach 100% growth. Default = Slow (200 Days)
  267. -- 1 = Very Fast (20 Days)
  268. -- 2 = Fast (50 Days)
  269. -- 3 = Normal (100 Days)
  270. -- 4 = Slow (200 Days)
  271. -- 5 = Very Slow (500 Days)
  272. ErosionSpeed=4
  273.  
  274. # For a custom Erosion Speed. Zero means use the Erosion Speed option. Maximum is 36,500 days (approximately 100 years). Min: -1 Max: 36500 Default: 0
  275. ErosionDays=0
  276.  
  277. # The speed of plant growth. Default = Normal
  278. -- 1 = Very Fast
  279. -- 2 = Fast
  280. -- 3 = Normal
  281. -- 4 = Slow
  282. -- 5 = Very Slow
  283. Farming=3
  284.  
  285. # How long it takes for food to break down in a composter. Default = 2 Weeks
  286. -- 1 = 1 Week
  287. -- 2 = 2 Weeks
  288. -- 3 = 3 Weeks
  289. -- 4 = 4 Weeks
  290. -- 5 = 6 Weeks
  291. -- 6 = 8 Weeks
  292. -- 7 = 10 Weeks
  293. -- 8 = 12 Weeks
  294. CompostTime=2
  295.  
  296. # How fast the player's hunger, thirst, and fatigue will decrease. Default = Normal
  297. -- 1 = Very Fast
  298. -- 2 = Fast
  299. -- 3 = Normal
  300. -- 4 = Slow
  301. -- 5 = Very Slow
  302. StatsDecrease=3
  303.  
  304. # The abundance of items found in Foraging mode. Default = Normal
  305. -- 1 = Very Poor
  306. -- 2 = Poor
  307. -- 3 = Normal
  308. -- 4 = Abundant
  309. -- 5 = Very Abundant
  310. NatureAbundance=3
  311.  
  312. # How likely the player is to activate a house alarm when breaking into a new house. Default = Sometimes
  313. -- 1 = Never
  314. -- 2 = Extremely Rare
  315. -- 3 = Rare
  316. -- 4 = Sometimes
  317. -- 5 = Often
  318. -- 6 = Very Often
  319. Alarm=4
  320.  
  321. # How frequently the doors of homes and buildings will be locked when discovered. Default = Very Often
  322. -- 1 = Never
  323. -- 2 = Extremely Rare
  324. -- 3 = Rare
  325. -- 4 = Sometimes
  326. -- 5 = Often
  327. -- 6 = Very Often
  328. LockedHouses=6
  329.  
  330. # Spawn with Chips, a Water Bottle, a Small Backpack, a Baseball Bat, and a Hammer.
  331. StarterKit=false
  332.  
  333. # Nutritional value of food affects the player's condition. Turning this off will stop the player gaining or losing weight.
  334. Nutrition=true
  335.  
  336. # How fast that food will spoil, inside or outside of a fridge. Default = Normal
  337. -- 1 = Very Fast
  338. -- 2 = Fast
  339. -- 3 = Normal
  340. -- 4 = Slow
  341. -- 5 = Very Slow
  342. FoodRotSpeed=3
  343.  
  344. # How effective a fridge will be at keeping food fresh for longer. Default = Normal
  345. -- 1 = Very Low
  346. -- 2 = Low
  347. -- 3 = Normal
  348. -- 4 = High
  349. -- 5 = Very High
  350. -- 6 = No decay
  351. FridgeFactor=3
  352.  
  353. # When greater than 0, loot will not respawn in zones that have been visited within this number of in-game hours. Min: 0 Max: 2147483647 Default: 0
  354. SeenHoursPreventLootRespawn=0
  355.  
  356. # When greater than 0, after X hours, all containers in towns and trailer parks in the world will respawn loot. To spawn loot a container must have been looted at least once. Loot respawn is not impacted by visibility or subsequent looting. Min: 0 Max: 2147483647 Default: 0
  357. HoursForLootRespawn=0
  358.  
  359. # Containers with a number of items greater, or equal to, this setting will not respawn. Min: 0 Max: 2147483647 Default: 5
  360. MaxItemsForLootRespawn=5
  361.  
  362. # Items will not respawn in buildings that players have barricaded or built in.
  363. ConstructionPreventsLootRespawn=true
  364.  
  365. # A comma-separated list of item types that will be removed after HoursForWorldItemRemoval hours.
  366. WorldItemRemovalList=Base.Hat, Base.Glasses, Base.Maggots, Base.Slug, Base.Slug2, Base.Snail, Base.Worm, Base.Dung_Mouse, Base.Dung_Rat
  367.  
  368. # 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. Min: 0.00 Max: 2147483647.00 Default: 24.00
  369. HoursForWorldItemRemoval=24.0
  370.  
  371. # If true, any items *not* in WorldItemRemovalList will be removed.
  372. ItemRemovalListBlacklistToggle=false
  373.  
  374. # How long after the end of the world to begin. This will affect starting world erosion and food spoilage. Does not affect the starting date. Default = 0
  375. -- 1 = 0
  376. -- 2 = 1
  377. -- 3 = 2
  378. -- 4 = 3
  379. -- 5 = 4
  380. -- 6 = 5
  381. -- 7 = 6
  382. -- 8 = 7
  383. -- 9 = 8
  384. -- 10 = 9
  385. -- 11 = 10
  386. -- 12 = 11
  387. -- 13 = 12
  388. TimeSinceApo=1
  389.  
  390. # How much water plants will lose per day, and their ability to avoid disease. Default = Normal
  391. -- 1 = Very High
  392. -- 2 = High
  393. -- 3 = Normal
  394. -- 4 = Low
  395. -- 5 = Very Low
  396. PlantResilience=3
  397.  
  398. # The yield of plants when harvested. Default = Normal
  399. -- 1 = Very Poor
  400. -- 2 = Poor
  401. -- 3 = Normal
  402. -- 4 = Abundant
  403. -- 5 = Very Abundant
  404. PlantAbundance=3
  405.  
  406. # Recovery from being tired after performing actions. Default = Normal
  407. -- 1 = Very Fast
  408. -- 2 = Fast
  409. -- 3 = Normal
  410. -- 4 = Slow
  411. -- 5 = Very Slow
  412. EndRegen=3
  413.  
  414. # How regularly a helicopter passes over the Event Zone. Default = Once
  415. -- 1 = Never
  416. -- 2 = Once
  417. -- 3 = Sometimes
  418. -- 4 = Often
  419. Helicopter=3
  420.  
  421. # How often zombie-attracting metagame events like distant gunshots will occur. Default = Sometimes
  422. -- 1 = Never
  423. -- 2 = Sometimes
  424. -- 3 = Often
  425. MetaEvent=2
  426.  
  427. # How often events during the player's sleep, like nightmares, occur. Default = Never
  428. -- 1 = Never
  429. -- 2 = Sometimes
  430. -- 3 = Often
  431. SleepingEvent=1
  432.  
  433. # How much fuel is consumed by generators per in-game hour. Min: 0.00 Max: 100.00 Default: 0.10
  434. GeneratorFuelConsumption=0.1
  435.  
  436. # The chance of electrical generators spawning on the map. Default = Rare
  437. -- 1 = None (not recommended)
  438. -- 2 = Insanely Rare
  439. -- 3 = Extremely Rare
  440. -- 4 = Rare
  441. -- 5 = Normal
  442. -- 6 = Common
  443. -- 7 = Abundant
  444. GeneratorSpawning=3
  445.  
  446. # How often a looted map will have notes on it, written by a deceased survivor. Default = Sometimes
  447. -- 1 = Never
  448. -- 2 = Extremely Rare
  449. -- 3 = Rare
  450. -- 4 = Sometimes
  451. -- 5 = Often
  452. -- 6 = Very Often
  453. AnnotatedMapChance=4
  454.  
  455. # Adds free points during character creation. Min: -100 Max: 100 Default: 0
  456. CharacterFreePoints=0
  457.  
  458. # Gives player-built constructions extra hit points so they are more resistant to zombie damage. Default = Normal
  459. -- 1 = Very Low
  460. -- 2 = Low
  461. -- 3 = Normal
  462. -- 4 = High
  463. -- 5 = Very High
  464. ConstructionBonusPoints=3
  465.  
  466. # The level of ambient lighting at night. Default = Normal
  467. -- 1 = Pitch Black
  468. -- 2 = Dark
  469. -- 3 = Normal
  470. -- 4 = Bright
  471. NightDarkness=2
  472.  
  473. # The time from dusk to dawn. Default = Normal
  474. -- 1 = Always Night
  475. -- 2 = Long
  476. -- 3 = Normal
  477. -- 4 = Short
  478. -- 5 = Always Day
  479. NightLength=3
  480.  
  481. # If survivors can get broken limbs from impacts, zombie damage, falls etc.
  482. BoneFracture=true
  483.  
  484. # The impact that injuries have on your body, and their healing time. Default = Normal
  485. -- 1 = Low
  486. -- 2 = Normal
  487. -- 3 = High
  488. InjurySeverity=2
  489.  
  490. # How long, in hours, before dead zombie bodies disappear from the world. If 0, maggots will not spawn on corpses. Min: -1.00 Max: 2147483647.00 Default: 216.00
  491. HoursForCorpseRemoval=216.0
  492.  
  493. # The impact that nearby decaying bodies has on the player's health and emotions. Default = Normal
  494. -- 1 = None
  495. -- 2 = Low
  496. -- 3 = Normal
  497. -- 4 = High
  498. -- 5 = Insane
  499. DecayingCorpseHealthImpact=3
  500.  
  501. # Whether nearby "living" zombies have the same impact on the player's health and emotions.
  502. ZombieHealthImpact=false
  503.  
  504. # How much blood is sprayed on floors and walls by injuries. Default = Normal
  505. -- 1 = None
  506. -- 2 = Low
  507. -- 3 = Normal
  508. -- 4 = High
  509. -- 5 = Ultra Gore
  510. BloodLevel=3
  511.  
  512. # How quickly clothing degrades, becomes dirty, and bloodied. Default = Normal
  513. -- 1 = Disabled
  514. -- 2 = Slow
  515. -- 3 = Normal
  516. -- 4 = Fast
  517. ClothingDegradation=3
  518.  
  519. # If fires spread when started.
  520. FireSpread=true
  521.  
  522. # Number of in-game days before rotten food is removed from the map. -1 means rotten food is never removed. Min: -1 Max: 2147483647 Default: -1
  523. DaysForRottenFoodRemoval=-1
  524.  
  525. # If enabled, generators will work on exterior tiles. This will allow, for example, the powering of gas pumps.
  526. AllowExteriorGenerator=true
  527.  
  528. # Maximum intensity of fog. Default = Normal
  529. -- 1 = Normal
  530. -- 2 = Moderate
  531. -- 3 = Low
  532. -- 4 = None
  533. MaxFogIntensity=1
  534.  
  535. # Maximum intensity of rain. Default = Normal
  536. -- 1 = Normal
  537. -- 2 = Moderate
  538. -- 3 = Low
  539. MaxRainFxIntensity=1
  540.  
  541. # If snow will accumulate on the ground. If disabled, snow will still show on vegetation and rooftops.
  542. EnableSnowOnGround=true
  543.  
  544. # If melee attacking slows you down.
  545. AttackBlockMovements=true
  546.  
  547. # The chance of finding randomized buildings on the map (eg. burnt out houses, ones containing loot stashes or dead bodies). Default = Rare
  548. -- 1 = Never
  549. -- 2 = Extremely Rare
  550. -- 3 = Rare
  551. -- 4 = Sometimes
  552. -- 5 = Often
  553. -- 6 = Very Often
  554. -- 7 = Always Tries
  555. SurvivorHouseChance=3
  556.  
  557. # The chance of road stories (eg. police roadblocks) spawning. Default = Rare
  558. -- 1 = Never
  559. -- 2 = Extremely Rare
  560. -- 3 = Rare
  561. -- 4 = Sometimes
  562. -- 5 = Often
  563. -- 6 = Very Often
  564. -- 7 = Always Tries
  565. VehicleStoryChance=3
  566.  
  567. # The chance of stories specific to map zones (eg. a campsite in a forest) spawning. Default = Rare
  568. -- 1 = Never
  569. -- 2 = Extremely Rare
  570. -- 3 = Rare
  571. -- 4 = Sometimes
  572. -- 5 = Often
  573. -- 6 = Very Often
  574. -- 7 = Always Tries
  575. ZoneStoryChance=3
  576.  
  577. # Allows you to select from every piece of clothing in the game when customizing your character
  578. AllClothesUnlocked=false
  579.  
  580. # If tainted water will show a warning marking it as such.
  581. EnableTaintedWaterText=true
  582.  
  583. # If vehicles will spawn.
  584. EnableVehicles=true
  585.  
  586. # How frequently vehicles can be discovered on the map. Default = Low
  587. -- 1 = None
  588. -- 2 = Very Low
  589. -- 3 = Low
  590. -- 4 = Normal
  591. -- 5 = High
  592. CarSpawnRate=3
  593.  
  594. # General engine loudness to zombies. Min: 0.00 Max: 100.00 Default: 1.00
  595. ZombieAttractionMultiplier=1.0
  596.  
  597. # Whether found vehicles are locked, need keys to start etc.
  598. VehicleEasyUse=false
  599.  
  600. # How full the gas tank of discovered vehicles will be. Default = Low
  601. -- 1 = Very Low
  602. -- 2 = Low
  603. -- 3 = Normal
  604. -- 4 = High
  605. -- 5 = Very High
  606. -- 6 = Full
  607. InitialGas=2
  608.  
  609. # If enabled, gas pumps will never run out of fuel
  610. FuelStationGasInfinite=false
  611.  
  612. # The minimum amount of gasoline that can spawn in gas pumps. Check the "Advanced" box below to use a custom amount. Min: 0.00 Max: 1.00 Default: 0.00
  613. FuelStationGasMin=0.0
  614.  
  615. # The maximum amount of gasoline that can spawn in gas pumps. Check the "Advanced" box below to use a custom amount. Min: 0.00 Max: 1.00 Default: 0.80
  616. FuelStationGasMax=0.8
  617.  
  618. # The chance, as a percentage, that individual gas pumps will initially have no fuel. Min: 0 Max: 100 Default: 20
  619. FuelStationGasEmptyChance=20
  620.  
  621. # How likely cars will be locked Default = Sometimes
  622. -- 1 = Never
  623. -- 2 = Extremely Rare
  624. -- 3 = Rare
  625. -- 4 = Sometimes
  626. -- 5 = Often
  627. -- 6 = Very Often
  628. LockedCar=4
  629.  
  630. # How gas-hungry vehicles are. Min: 0.00 Max: 100.00 Default: 1.00
  631. CarGasConsumption=1.0
  632.  
  633. # General condition discovered vehicles will be in. Default = Normal
  634. -- 1 = Very Low
  635. -- 2 = Low
  636. -- 3 = Normal
  637. -- 4 = High
  638. -- 5 = Very High
  639. CarGeneralCondition=3
  640.  
  641. # The amount of damage dealt to vehicles that crash. Default = Normal
  642. -- 1 = Very Low
  643. -- 2 = Low
  644. -- 3 = Normal
  645. -- 4 = High
  646. -- 5 = Very High
  647. CarDamageOnImpact=3
  648.  
  649. # Damage received by the player from being crashed into. Default = None
  650. -- 1 = None
  651. -- 2 = Low
  652. -- 3 = Normal
  653. -- 4 = High
  654. -- 5 = Very High
  655. DamageToPlayerFromHitByACar=1
  656.  
  657. # If traffic jams consisting of wrecked cars will appear on main roads.
  658. TrafficJam=true
  659.  
  660. # How frequently discovered vehicles have active alarms. Default = Rare
  661. -- 1 = Never
  662. -- 2 = Extremely Rare
  663. -- 3 = Rare
  664. -- 4 = Sometimes
  665. -- 5 = Often
  666. -- 6 = Very Often
  667. CarAlarm=3
  668.  
  669. # If the player can get injured from being in a car accident.
  670. PlayerDamageFromCrash=true
  671.  
  672. # How many in-game hours before a wailing siren shuts off. Min: 0.00 Max: 168.00 Default: 0.00
  673. SirenShutoffHours=0.0
  674.  
  675. # The chance of finding a vehicle with gas in its tank. Default = Normal
  676. -- 1 = Low
  677. -- 2 = Normal
  678. -- 3 = High
  679. ChanceHasGas=2
  680.  
  681. # Whether a player can discover a car that has been cared for after the Knox infection struck. Default = Low
  682. -- 1 = None
  683. -- 2 = Low
  684. -- 3 = Normal
  685. -- 4 = High
  686. RecentlySurvivorVehicles=2
  687.  
  688. # If certain melee weapons will be able to strike multiple zombies in one hit.
  689. MultiHitZombies=false
  690.  
  691. # Chance of being bitten when a zombie attacks from behind. Default = High
  692. -- 1 = Low
  693. -- 2 = Medium
  694. -- 3 = High
  695. RearVulnerability=3
  696.  
  697. # If zombies will head towards the sound of vehicle sirens.
  698. SirenEffectsZombies=true
  699.  
  700. # Speed at which animals stats (hunger, thirst etc.) reduce. Default = Normal
  701. -- 1 = Ultra Fast
  702. -- 2 = Very Fast
  703. -- 3 = Fast
  704. -- 4 = Normal
  705. -- 5 = Slow
  706. -- 6 = Very Slow
  707. AnimalStatsModifier=4
  708.  
  709. # Speed at which animals stats (hunger, thirst etc.) reduce while in meta. Default = Normal
  710. -- 1 = Ultra Fast
  711. -- 2 = Very Fast
  712. -- 3 = Fast
  713. -- 4 = Normal
  714. -- 5 = Slow
  715. -- 6 = Very Slow
  716. AnimalMetaStatsModifier=4
  717.  
  718. # How long animals will be pregnant for before giving birth. Default = Normal
  719. -- 1 = Ultra Fast
  720. -- 2 = Very Fast
  721. -- 3 = Fast
  722. -- 4 = Normal
  723. -- 5 = Slow
  724. -- 6 = Very Slow
  725. AnimalPregnancyTime=4
  726.  
  727. # Speed at which animals age. Default = Normal
  728. -- 1 = Ultra Fast
  729. -- 2 = Very Fast
  730. -- 3 = Fast
  731. -- 4 = Normal
  732. -- 5 = Slow
  733. -- 6 = Very Slow
  734. AnimalAgeModifier=4
  735.  
  736. # Default = Normal
  737. -- 1 = Ultra Fast
  738. -- 2 = Very Fast
  739. -- 3 = Fast
  740. -- 4 = Normal
  741. -- 5 = Slow
  742. -- 6 = Very Slow
  743. AnimalMilkIncModifier=4
  744.  
  745. # Default = Normal
  746. -- 1 = Ultra Fast
  747. -- 2 = Very Fast
  748. -- 3 = Fast
  749. -- 4 = Normal
  750. -- 5 = Slow
  751. -- 6 = Very Slow
  752. AnimalWoolIncModifier=4
  753.  
  754. # The chance of finding animals in farm. Default = Often
  755. -- 1 = Never
  756. -- 2 = Extremely Rare
  757. -- 3 = Rare
  758. -- 4 = Sometimes
  759. -- 5 = Often
  760. -- 6 = Very Often
  761. -- 7 = Always
  762. AnimalRanchChance=5
  763.  
  764. # The number of hours grass will regrow after being eaten by an animal or cut by the player. Min: 1 Max: 9999 Default: 240
  765. AnimalGrassRegrowTime=240
  766.  
  767. # If a meta (ie. not actually visible in-game) fox may attack your chickens if the hutch's door is left open at night.
  768. AnimalMetaPredator=false
  769.  
  770. # If on, animals will only mate during their breeding season (if any). Otherwise they can reproduce/lay eggs all year round.
  771. AnimalMatingSeason=true
  772.  
  773. # How long before baby animals will hatch from eggs. Default = Normal
  774. -- 1 = Ultra Fast
  775. -- 2 = Very Fast
  776. -- 3 = Fast
  777. -- 4 = Normal
  778. -- 5 = Slow
  779. -- 6 = Very Slow
  780. AnimalEggHatch=4
  781.  
  782. # If true, animal calls will attract nearby zombies.
  783. AnimalSoundAttractZombies=true
  784.  
  785. # The chance of animals leaving tracks. Default = Sometimes
  786. -- 1 = Never
  787. -- 2 = Extremely Rare
  788. -- 3 = Rare
  789. -- 4 = Sometimes
  790. -- 5 = Often
  791. -- 6 = Very Often
  792. AnimalTrackChance=4
  793.  
  794. # The chance of creating a path for animals to be hunted. Default = Sometimes
  795. -- 1 = Never
  796. -- 2 = Extremely Rare
  797. -- 3 = Rare
  798. -- 4 = Sometimes
  799. -- 5 = Often
  800. -- 6 = Very Often
  801. AnimalPathChance=4
  802.  
  803. # The frequency and intensity of eg. rats in infested buildings. Min: 0 Max: 50 Default: 25
  804. MaximumRatIndex=25
  805.  
  806. # How long it takes for the Maximum Vermin Index to be reached. Min: 0 Max: 365 Default: 90
  807. DaysUntilMaximumRatIndex=90
  808.  
  809. # If a piece of media hasn't been fully seen or read, this setting determines whether it's displayed fully, displayed as "???", or hidden completely. Default = Completely hidden
  810. -- 1 = Fully revealed
  811. -- 2 = Shown as ???
  812. -- 3 = Completely hidden
  813. MetaKnowledge=3
  814.  
  815. # If true, you will be able to see any recipes that can be done with a station, even if you haven't learnt them yet.
  816. SeeNotLearntRecipe=true
  817.  
  818. # If a building has more than this amount of rooms it will not be looted. Min: 0 Max: 200 Default: 50
  819. MaximumLootedBuildingRooms=50
  820.  
  821. # If poison can be added to food. Default = True
  822. -- 1 = True
  823. -- 2 = False
  824. -- 3 = Only bleach poisoning is disabled
  825. EnablePoisoning=1
  826.  
  827. # If/when maggots can spawn in corpses. Default = In and Around Bodies
  828. -- 1 = In and Around Bodies
  829. -- 2 = In Bodies Only
  830. -- 3 = Never
  831. MaggotSpawn=1
  832.  
  833. # The higher the value, the longer lightbulbs last before breaking. If 0, lightbulbs will never break. Does not affect vehicle headlights. Min: 0.00 Max: 1000.00 Default: 2.00
  834. LightBulbLifespan=2.0
  835.  
  836. # The abundance of fish in rivers and lakes. Default = Poor
  837. -- 1 = Very Poor
  838. -- 2 = Poor
  839. -- 3 = Normal
  840. -- 4 = Abundant
  841. -- 5 = Very Abundant
  842. FishAbundance=2
  843.  
  844. # When a skill is at this level or above, television/VHS/other media will not provide XP for it. Min: 0 Max: 10 Default: 3
  845. LevelForMediaXPCutoff=3
  846.  
  847. # When a skill is at this level or above, scrapping furniture does not provide XP for the relevant skill. Does not apply to Electrical. Min: 0 Max: 10 Default: 0
  848. LevelForDismantleXPCutoff=0
  849.  
  850. # Number of days before old blood splats are removed. Removal happens when map chunks are loaded. 0 means they will never disappear. Min: 0 Max: 365 Default: 0
  851. BloodSplatLifespanDays=5
  852.  
  853. # Number of days before one can benefit from reading previously read literature items. Min: 1 Max: 365 Default: 45
  854. LiteratureCooldown=45
  855.  
  856. # If there are diminishing returns on bonus trait points provided from selecting multiple negative traits. Default = None
  857. -- 1 = None
  858. -- 2 = 1 point penalty for every 3 negative traits selected
  859. -- 3 = 1 point penalty for every 2 negative traits selected
  860. -- 4 = 1 point penalty for every negative trait selected after the first
  861. NegativeTraitsPenalty=1
  862.  
  863. # The number of in-game minutes it takes to read one page of a skill book. Min: 0.00 Max: 60.00 Default: 2.00
  864. MinutesPerPage=2.0
  865.  
  866. # When enabled, crops and herbs grown inside buildings will die. Does not affect houseplants.
  867. KillInsideCrops=true
  868.  
  869. # When enabled, the growth of plants is affected by seasons.
  870. PlantGrowingSeasons=true
  871.  
  872. # <BHC> [!] It is recommended that you DO NOT change this. Changing this can result in performance issues. [!] <RGB:1,1,1> When enabled, dirt can be placed, and farming performed on other than the ground level.
  873. PlaceDirtAboveground=false
  874.  
  875. # The speed of plant growth. Min: 0.10 Max: 100.00 Default: 1.00
  876. FarmingSpeedNew=1.0
  877.  
  878. # The abundance of harvested crops. Min: 0.10 Max: 10.00 Default: 1.00
  879. FarmingAmountNew=1.0
  880.  
  881. # The chance that any building will already be looted when found. Check the "Advanced" box below to use a custom number. Min: 0 Max: 200 Default: 25
  882. MaximumLooted=50
  883.  
  884. # How long it takes for Maximum Looted Building Chance to be reached. Min: 0 Max: 3650 Default: 90
  885. DaysUntilMaximumLooted=90
  886.  
  887. # The chance that any rural building will already be looted when found. Check the "Advanced" box below to use a custom number. Min: 0.00 Max: 2.00 Default: 0.50
  888. RuralLooted=0.5
  889.  
  890. # The maximum loot that won't spawn when Days Until Maximum Diminished Loot is reached. Check the "Advanced" box below to use an exact percentage. Min: 0 Max: 100 Default: 20
  891. MaximumDiminishedLoot=20
  892.  
  893. # How long it takes for Maximum Diminished Loot Percentage to be reached. Min: 0 Max: 3650 Default: 3650
  894. DaysUntilMaximumDiminishedLoot=3650
  895.  
  896. # Functions as a multiplier when applying muscle strain from swinging weapons or carrying heavy loads. Min: 0.00 Max: 10.00 Default: 0.70
  897. MuscleStrainFactor=0.7
  898.  
  899. # Functions as a multiplier when applying discomfort from worn items. Min: 0.00 Max: 10.00 Default: 0.80
  900. DiscomfortFactor=0.8
  901.  
  902. # If greater than zero damage can be taken from serious wound infections. Min: 0.00 Max: 10.00 Default: 1.00
  903. WoundInfectionFactor=1.0
  904.  
  905. # If true clothing with randomized tints will not be so dark to be virtually black.
  906. NoBlackClothes=true
  907.  
  908. # Disables the failure chances when climbing sheet ropes or over walls.
  909. EasyClimbing=false
  910.  
  911. # The maximum hours of fuel that can be placed in a campfire, wood stove etc. Min: 1 Max: 168 Default: 8
  912. MaximumFireFuelHours=8
  913.  
  914. # Replaces Chance-To-Hit mechanics with Chance-To-Damage calculations. This mode prioritizes player aiming. Default = Zombies only
  915. -- 1 = Disabled
  916. -- 2 = Zombies only
  917. -- 3 = All types of target
  918. FirearmUseDamageChance=2
  919.  
  920. # A multiplier for the distance at which zombies can hear gunshots. Min: 0.20 Max: 2.00 Default: 1.00
  921. FirearmNoiseMultiplier=1.0
  922.  
  923. # Multiplier for firearm jamming chance. 0 disables jamming. Min: 0.00 Max: 10.00 Default: 1.00
  924. FirearmJamMultiplier=1.0
  925.  
  926. # Multiplier for Moodle effects on hit chance. 0 disables Moodle penalty. Min: 0.00 Max: 10.00 Default: 1.00
  927. FirearmMoodleMultiplier=1.0
  928.  
  929. # Multiplier for the effects of weather (wind, rain and fog) on hit chance. 0 disables weather effect. Min: 0.00 Max: 10.00 Default: 1.00
  930. FirearmWeatherMultiplier=1.0
  931.  
  932. # Enable to have headgear like welding masks affect hit chance
  933. FirearmHeadGearEffect=true
  934.  
  935. # Chance to turn a dirt floor into a clay floor. Applies to lakes. Min: 0.00 Max: 1.00 Default: 0.05
  936. ClayLakeChance=0.05
  937.  
  938. # Chance to turn a dirt floor into a clay floor. Applies to rivers. Min: 0.00 Max: 1.00 Default: 0.05
  939. ClayRiverChance=0.05
  940.  
  941. # Min: 1 Max: 100 Default: 20
  942. GeneratorTileRange=20
  943.  
  944. # How many levels both above and below a generator it can provide with electricity. Min: 1 Max: 15 Default: 3
  945. GeneratorVerticalPowerRange=3
  946.  
  947. # How frequently basements spawn at random locations. Default = Sometimes
  948. -- 1 = Never
  949. -- 2 = Extremely Rare
  950. -- 3 = Rare
  951. -- 4 = Sometimes
  952. -- 5 = Often
  953. -- 6 = Very Often
  954. -- 7 = Always
  955. Basement.SpawnFrequency=4
  956.  
  957. # If enabled, a mini-map window will be available.
  958. Map.AllowMiniMap=false
  959.  
  960. # If enabled, the world map can be accessed.
  961. Map.AllowWorldMap=true
  962.  
  963. # If enabled, the world map will be completely filled in on starting the game.
  964. Map.MapAllKnown=false
  965.  
  966. # If enabled, maps can't be read unless there's a source of light available.
  967. Map.MapNeedsLight=true
  968.  
  969. # How fast zombies move. Default = Random
  970. -- 1 = Sprinters
  971. -- 2 = Fast Shamblers
  972. -- 3 = Shamblers
  973. -- 4 = Random
  974. ZombieLore.Speed=4
  975.  
  976. # If Random Speed is enabled, this controls what percentage of zombies are Sprinters. Check the "Advanced" box below to use a custom percentage. Min: 0 Max: 100 Default: 0
  977. ZombieLore.SprinterPercentage=6
  978.  
  979. # The damage zombies inflict per attack. Default = Normal
  980. -- 1 = Superhuman
  981. -- 2 = Normal
  982. -- 3 = Weak
  983. -- 4 = Random
  984. ZombieLore.Strength=2
  985.  
  986. # The difficulty of killing a zombie. Default = Random
  987. -- 1 = Tough
  988. -- 2 = Normal
  989. -- 3 = Fragile
  990. -- 4 = Random
  991. ZombieLore.Toughness=4
  992.  
  993. # How the Knox Virus spreads. Default = Blood and Saliva
  994. -- 1 = Blood and Saliva
  995. -- 2 = Saliva Only
  996. -- 3 = Everyone's Infected
  997. -- 4 = None
  998. ZombieLore.Transmission=2
  999.  
  1000. # How quickly the infection takes effect. Default = 2-3 Days
  1001. -- 1 = Instant
  1002. -- 2 = 0-30 Seconds
  1003. -- 3 = 0-1 Minutes
  1004. -- 4 = 0-12 Hours
  1005. -- 5 = 2-3 Days
  1006. -- 6 = 1-2 Weeks
  1007. -- 7 = Never
  1008. ZombieLore.Mortality=3
  1009.  
  1010. # How quickly infected corpses rise as zombies. Default = 0-1 Minutes
  1011. -- 1 = Instant
  1012. -- 2 = 0-30 Seconds
  1013. -- 3 = 0-1 Minutes
  1014. -- 4 = 0-12 Hours
  1015. -- 5 = 2-3 Days
  1016. -- 6 = 1-2 Weeks
  1017. ZombieLore.Reanimate=3
  1018.  
  1019. # Zombie intelligence. Default = Basic Navigation
  1020. -- 1 = Navigate and Use Doors
  1021. -- 2 = Navigate
  1022. -- 3 = Basic Navigation
  1023. -- 4 = Random
  1024. ZombieLore.Cognition=3
  1025.  
  1026. # Min: 0 Max: 100 Default: 0
  1027. ZombieLore.DoorOpeningPercentage=0
  1028.  
  1029. # How often zombies can crawl under parked vehicles. Default = Often
  1030. -- 1 = Crawlers Only
  1031. -- 2 = Extremely Rare
  1032. -- 3 = Rare
  1033. -- 4 = Sometimes
  1034. -- 5 = Often
  1035. -- 6 = Very Often
  1036. -- 7 = Always
  1037. ZombieLore.CrawlUnderVehicle=5
  1038.  
  1039. # How long zombies remember a player after seeing or hearing them. Default = Normal
  1040. -- 1 = Long
  1041. -- 2 = Normal
  1042. -- 3 = Short
  1043. -- 4 = None
  1044. -- 5 = Random
  1045. -- 6 = Random between Normal and None
  1046. ZombieLore.Memory=2
  1047.  
  1048. # Zombie vision radius. Default = Random between Normal and Poor
  1049. -- 1 = Eagle
  1050. -- 2 = Normal
  1051. -- 3 = Poor
  1052. -- 4 = Random
  1053. -- 5 = Random between Normal and Poor
  1054. ZombieLore.Sight=5
  1055.  
  1056. # Zombie hearing radius. Default = Random between Normal and Poor
  1057. -- 1 = Pinpoint
  1058. -- 2 = Normal
  1059. -- 3 = Poor
  1060. -- 4 = Random
  1061. -- 5 = Random between Normal and Poor
  1062. ZombieLore.Hearing=5
  1063.  
  1064. # Activates the new advanced stealth mechanics, which allows you to hide from zombies behind cars, takes traits and weather into account, and much more.
  1065. ZombieLore.SpottedLogic=true
  1066.  
  1067. # If zombies that have not seen/heard player can attack doors and constructions while roaming.
  1068. ZombieLore.ThumpNoChasing=false
  1069.  
  1070. # If zombies can destroy player constructions and defenses.
  1071. ZombieLore.ThumpOnConstruction=true
  1072.  
  1073. # Whether zombies are more "active" during the day or night. "Active" zombies will use the speed set in the "Speed" setting. "Inactive" zombies will be slower, and tend not to give chase. Default = Both
  1074. -- 1 = Both
  1075. -- 2 = Night
  1076. -- 3 = Day
  1077. ZombieLore.ActiveOnly=1
  1078.  
  1079. # If zombies trigger house alarms when breaking through windows or doors.
  1080. ZombieLore.TriggerHouseAlarm=true
  1081.  
  1082. # If multiple attacking zombies can drag you down and kill you. Dependent on zombie strength.
  1083. ZombieLore.ZombiesDragDown=true
  1084.  
  1085. # If crawler zombies beside a player contribute to the chance of being dragged down and killed by a group of zombies.
  1086. ZombieLore.ZombiesCrawlersDragDown=true
  1087.  
  1088. # If zombies have a chance to lunge at you after climbing over a fence or through a window if you're too close.
  1089. ZombieLore.ZombiesFenceLunge=true
  1090.  
  1091. # Serves as a multiplier when determining the effectiveness of armor worn by zombies. Min: 0.00 Max: 100.00 Default: 2.00
  1092. ZombieLore.ZombiesArmorFactor=2.0
  1093.  
  1094. # The maximum defense percentage that any worn protective garments can provide to a zombie. Min: 0 Max: 100 Default: 85
  1095. ZombieLore.ZombiesMaxDefense=85
  1096.  
  1097. # Percentage chance of having a random attached weapon. Min: 0 Max: 100 Default: 6
  1098. ZombieLore.ChanceOfAttachedWeapon=6
  1099.  
  1100. # How much damage zombies take when falling from height. Min: 0.00 Max: 100.00 Default: 1.00
  1101. ZombieLore.ZombiesFallDamage=1.0
  1102.  
  1103. # Whether some dead-looking zombies will reanimate and attack the player. Default = World Zombies
  1104. -- 1 = World Zombies
  1105. -- 2 = World and Combat Zombies
  1106. -- 3 = Never
  1107. ZombieLore.DisableFakeDead=1
  1108.  
  1109. # Zombies will not spawn where players spawn. Default = Inside the building and around it
  1110. -- 1 = Inside the building and around it
  1111. -- 2 = Inside the building
  1112. -- 3 = Inside the room
  1113. -- 4 = Zombies can spawn anywhere
  1114. ZombieLore.PlayerSpawnZombieRemoval=1
  1115.  
  1116. # How many zombies it takes to damage a tall fence. Min: -1 Max: 100 Default: 25
  1117. ZombieLore.FenceThumpersRequired=25
  1118.  
  1119. # How quickly zombies damage tall fences. Min: 0.01 Max: 100.00 Default: 1.00
  1120. ZombieLore.FenceDamageMultiplier=1.0
  1121.  
  1122. # Set by the "Zombie Count" population option, or by a custom number here. Insane = 2.5, Very High = 1.6, High = 1.2, Normal = 0.65, Low = 0.15, None = 0.0. Min: 0.00 Max: 4.00 Default: 0.65
  1123. ZombieConfig.PopulationMultiplier=0.65
  1124.  
  1125. # A multiplier for the desired zombie population at the start of the game. Insane = 3.0, Very High = 2.0, High = 1.5, Normal = 1.0, Low = 0.5, None = 0.0. Min: 0.00 Max: 4.00 Default: 1.00
  1126. ZombieConfig.PopulationStartMultiplier=1.0
  1127.  
  1128. # A multiplier for the desired zombie population on the peak day. Insane = 3.0, Very High = 2.0, High = 1.5, Normal = 1.0, Low = 0.5, None = 0.0. Min: 0.00 Max: 4.00 Default: 1.50
  1129. ZombieConfig.PopulationPeakMultiplier=1.5
  1130.  
  1131. # The day when the population reaches its peak. Min: 1 Max: 365 Default: 28
  1132. ZombieConfig.PopulationPeakDay=28
  1133.  
  1134. # The number of hours that must pass before zombies may respawn in a cell. If 0, spawning is disabled. Min: 0.00 Max: 8760.00 Default: 0.00
  1135. ZombieConfig.RespawnHours=216.0
  1136.  
  1137. # The number of hours that a chunk must be unseen before zombies may respawn in it. Min: 0.00 Max: 8760.00 Default: 0.00
  1138. ZombieConfig.RespawnUnseenHours=48.0
  1139.  
  1140. # The fraction of a cell's desired population that may respawn every RespawnHours. Min: 0.00 Max: 1.00 Default: 0.00
  1141. ZombieConfig.RespawnMultiplier=0.05
  1142.  
  1143. # The number of hours that must pass before zombies migrate to empty parts of the same cell. If 0, migration is disabled. Min: 0.00 Max: 8760.00 Default: 12.00
  1144. ZombieConfig.RedistributeHours=12.0
  1145.  
  1146. # The distance a zombie will try to walk towards the last sound it heard. Min: 10 Max: 1000 Default: 100
  1147. ZombieConfig.FollowSoundDistance=100
  1148.  
  1149. # The size of groups real zombies form when idle. 0 means zombies don't form groups. Groups don't form inside buildings or forest zones. Min: 0 Max: 1000 Default: 20
  1150. ZombieConfig.RallyGroupSize=20
  1151.  
  1152. # The amount, as a percentage, that zombie groups can vary in size from the default (both larger and smaller). For example, at 50% variance with a default group size of 20, groups will vary in size from 10-30. Min: 0 Max: 100 Default: 50
  1153. ZombieConfig.RallyGroupSizeVariance=50
  1154.  
  1155. # The distance real zombies travel to form groups when idle. Min: 5 Max: 50 Default: 20
  1156. ZombieConfig.RallyTravelDistance=20
  1157.  
  1158. # The distance between zombie groups. Min: 5 Max: 25 Default: 15
  1159. ZombieConfig.RallyGroupSeparation=15
  1160.  
  1161. # How close members of a zombie group stay to the group's "leader". Min: 1 Max: 10 Default: 3
  1162. ZombieConfig.RallyGroupRadius=3
  1163.  
  1164. # Controls the maximum number of zombies tracked before cleanup occurs. 0 means zombies will not be cleaned up. The default value (300) is strongly recommended. Increasing this value or setting to 0 may cause severe performance problems. For troubleshooting and bug-report purposes, please reproduce any issue with the default setting before submitting a report. Min: 0 Max: 5000 Default: 300
  1165. ZombieConfig.ZombiesCountBeforeDelete=300
  1166.  
  1167. # The rate at which all skills level up. Min: 0.00 Max: 1000.00 Default: 1.00
  1168. MultiplierConfig.Global=1.0
  1169.  
  1170. # When enabled, all skills will use the Global Multiplier.
  1171. MultiplierConfig.GlobalToggle=true
  1172.  
  1173. # Rate at which Fitness skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  1174. MultiplierConfig.Fitness=1.0
  1175.  
  1176. # Rate at which Strength skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  1177. MultiplierConfig.Strength=1.0
  1178.  
  1179. # Rate at which Sprinting skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  1180. MultiplierConfig.Sprinting=1.0
  1181.  
  1182. # Rate at which Lightfooted skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  1183. MultiplierConfig.Lightfoot=1.0
  1184.  
  1185. # Rate at which Nimble skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  1186. MultiplierConfig.Nimble=1.0
  1187.  
  1188. # Rate at which Sneaking skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  1189. MultiplierConfig.Sneak=1.0
  1190.  
  1191. # Rate at which Axe skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  1192. MultiplierConfig.Axe=1.0
  1193.  
  1194. # Rate at which Long Blunt skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  1195. MultiplierConfig.Blunt=1.0
  1196.  
  1197. # Rate at which Short Blunt skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  1198. MultiplierConfig.SmallBlunt=1.0
  1199.  
  1200. # Rate at which Long Blade skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  1201. MultiplierConfig.LongBlade=1.0
  1202.  
  1203. # Rate at which Short Blade skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  1204. MultiplierConfig.SmallBlade=1.0
  1205.  
  1206. # Rate at which Spear skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  1207. MultiplierConfig.Spear=1.0
  1208.  
  1209. # Rate at which Maintenance skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  1210. MultiplierConfig.Maintenance=1.0
  1211.  
  1212. # Rate at which Carpentry skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  1213. MultiplierConfig.Woodwork=1.0
  1214.  
  1215. # Rate at which Cooking skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  1216. MultiplierConfig.Cooking=1.0
  1217.  
  1218. # Rate at which Agriculture skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  1219. MultiplierConfig.Farming=1.0
  1220.  
  1221. # Rate at which First Aid skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  1222. MultiplierConfig.Doctor=1.0
  1223.  
  1224. # Rate at which Electrical skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  1225. MultiplierConfig.Electricity=1.0
  1226.  
  1227. # Rate at which Welding skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  1228. MultiplierConfig.MetalWelding=1.0
  1229.  
  1230. # Rate at which Mechanics skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  1231. MultiplierConfig.Mechanics=1.0
  1232.  
  1233. # Rate at which Tailoring skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  1234. MultiplierConfig.Tailoring=1.0
  1235.  
  1236. # Rate at which Aiming skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  1237. MultiplierConfig.Aiming=1.0
  1238.  
  1239. # Rate at which Reloading skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  1240. MultiplierConfig.Reloading=1.0
  1241.  
  1242. # Rate at which Fishing skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  1243. MultiplierConfig.Fishing=1.0
  1244.  
  1245. # Rate at which Trapping skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  1246. MultiplierConfig.Trapping=1.0
  1247.  
  1248. # Rate at which Foraging skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  1249. MultiplierConfig.PlantScavenging=1.0
  1250.  
  1251. # Rate at which Knapping skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  1252. MultiplierConfig.FlintKnapping=1.0
  1253.  
  1254. # Rate at which Masonry skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  1255. MultiplierConfig.Masonry=1.0
  1256.  
  1257. # Rate at which Pottery skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  1258. MultiplierConfig.Pottery=1.0
  1259.  
  1260. # Rate at which Carving skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  1261. MultiplierConfig.Carving=1.0
  1262.  
  1263. # Rate at which Animal Care skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  1264. MultiplierConfig.Husbandry=1.0
  1265.  
  1266. # Rate at which Tracking skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  1267. MultiplierConfig.Tracking=1.0
  1268.  
  1269. # Rate at which Blacksmithing skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  1270. MultiplierConfig.Blacksmith=1.0
  1271.  
  1272. # Rate at which Butchering skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  1273. MultiplierConfig.Butchering=1.0
  1274.  
  1275. # Rate at which Glassmaking skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  1276. MultiplierConfig.Glassmaking=1.0
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