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NHZE solo sandboxvars

Sep 19th, 2023 (edited)
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  1. Version=5
  2. Map.AllowMiniMap=false
  3.  
  4. Map.AllowWorldMap=true
  5.  
  6. Map.MapAllKnown=false
  7.  
  8. # Controls the zombie movement rate.\nDefault=Fast Shamblers
  9. ZombieLore.Speed=2
  10.  
  11. # Controls the damage zombies inflict per attack.\nDefault=Normal
  12. ZombieLore.Strength=2
  13.  
  14. # Controls the difficulty to kill zombies.\nDefault=Normal
  15. ZombieLore.Toughness=2
  16.  
  17. # Controls how the zombie virus spreads.\nDefault=Blood + Saliva
  18. ZombieLore.Transmission=2
  19.  
  20. # Controls how quickly the infection takes effect.\nDefault=2-3 Days
  21. ZombieLore.Mortality=5
  22.  
  23. # Controls how quickly corpses rise as zombies.\nDefault=0-1 Minutes
  24. ZombieLore.Reanimate=3
  25.  
  26. # Controls zombie intelligence.\nDefault=Basic Navigation
  27. ZombieLore.Cognition=3
  28.  
  29. # Controls which zombies can crawl under vehicles.\nDefault=Often
  30. ZombieLore.CrawlUnderVehicle=5
  31.  
  32. # Controls how long zombies remember players after seeing or hearing.\nDefault=Normal
  33. ZombieLore.Memory=2
  34.  
  35. # Controls zombie vision radius.\nDefault=Normal
  36. ZombieLore.Sight=2
  37.  
  38. # Controls zombie hearing radius.\nDefault=Normal
  39. ZombieLore.Hearing=2
  40.  
  41. # Zombies that have not seen/heard player can attack doors and constructions while roaming.
  42. ZombieLore.ThumpNoChasing=true
  43.  
  44. # Governs whether or not zombies can destroy player constructions and defences.
  45. ZombieLore.ThumpOnConstruction=true
  46.  
  47. # Governs whether zombies are more active during the day, or whether they act more nocturnally. \nActive zombies will use the speed set in the "Speed" setting. Inactive zombies will be slower, and tend not to give chase.\nDefault=Both
  48. ZombieLore.ActiveOnly=1
  49.  
  50. # Allows zombies to trigger house alarms when breaking through windows and doors.
  51. ZombieLore.TriggerHouseAlarm=true
  52.  
  53. # When enabled if multiple zombies are attacking they can drag you down to feed. Dependent on zombie strength.
  54. ZombieLore.ZombiesDragDown=false
  55.  
  56. # When enabled zombies will have a chance to lunge after climbing over a fence if you're too close.
  57. ZombieLore.ZombiesFenceLunge=false
  58.  
  59. # Default=Some zombies in the world will pretend to be dead
  60. ZombieLore.DisableFakeDead=1
  61.  
  62. # Set by the \"Zombie Count\" population option.\n4.0 = Insane, Very High = 3.0, 2.0 = High, 1.0 = Normal, 0.35 = Low, 0.0 = None.\nMinimum=0.00 Maximum=4.00 Default=1.00
  63. ZombieConfig.PopulationMultiplier=1.0
  64.  
  65. # Adjusts the desired population at the start of the game.\nMinimum=0.00 Maximum=4.00 Default=1.00
  66. ZombieConfig.PopulationStartMultiplier=1.0
  67.  
  68. # Adjusts the desired population on the peak day.\nMinimum=0.00 Maximum=4.00 Default=1.50
  69. ZombieConfig.PopulationPeakMultiplier=2.0
  70.  
  71. # The day when the population reaches it's peak.\nMinimum=1 Maximum=365 Default=28
  72. ZombieConfig.PopulationPeakDay=160
  73.  
  74. # The number of hours that must pass before zombies may respawn in a cell.\nIf zero, spawning is disabled.\nMinimum=0.00 Maximum=8760.00 Default=72.00
  75. ZombieConfig.RespawnHours=0.0
  76.  
  77. # The number of hours that a chunk must be unseen before zombies may respawn in it.\nMinimum=0.00 Maximum=8760.00 Default=16.00
  78. ZombieConfig.RespawnUnseenHours=16.0
  79.  
  80. # The fraction of a cell's desired population that may respawn every RespawnHours.\nMinimum=0.00 Maximum=1.00 Default=0.10
  81. ZombieConfig.RespawnMultiplier=0.0
  82.  
  83. # The number of hours that must pass before zombies migrate to empty parts of the same cell.\nIf zero, migration is disabled.\nMinimum=0.00 Maximum=8760.00 Default=12.00
  84. ZombieConfig.RedistributeHours=36.0
  85.  
  86. # The distance a zombie will try to walk towards the last sound it heard.\nMinimum=10 Maximum=1000 Default=100
  87. ZombieConfig.FollowSoundDistance=100
  88.  
  89. # The size of groups real zombies form when idle. Zero means zombies don't form groups.\nGroups don't form inside buildings or forest zones.\nMinimum=0 Maximum=1000 Default=20
  90. ZombieConfig.RallyGroupSize=15
  91.  
  92. # The distance real zombies travel to form groups when idle.\nMinimum=5 Maximum=50 Default=20
  93. ZombieConfig.RallyTravelDistance=50
  94.  
  95. # The distance between zombie groups.\nMinimum=5 Maximum=25 Default=15
  96. ZombieConfig.RallyGroupSeparation=15
  97.  
  98. # How close members of a group stay to the group's leader.\nMinimum=1 Maximum=10 Default=3
  99. ZombieConfig.RallyGroupRadius=6
  100.  
  101. # Changing this sets the \"Population Multiplier\" advanced option.\nDefault=Normal
  102. Zombies=4
  103.  
  104. # Default=Urban Focused
  105. Distribution=1
  106.  
  107. # Default=1 Hour
  108. DayLength=4
  109.  
  110. StartYear=1
  111.  
  112. # Default=July
  113. StartMonth=7
  114.  
  115. StartDay=20
  116.  
  117. # Default=9 AM
  118. StartTime=1
  119.  
  120. # Default=0-30 Days
  121. WaterShut=1
  122.  
  123. # Default=0-30 Days
  124. ElecShut=1
  125.  
  126. # Minimum=-1 Maximum=2147483647 Default=14
  127. WaterShutModifier=14
  128.  
  129. # Minimum=-1 Maximum=2147483647 Default=14
  130. ElecShutModifier=14
  131.  
  132. # Default=Rare (loot x 0.6)
  133. FoodLoot=2
  134.  
  135. # Default=Rare (loot x 0.6)
  136. CannedFoodLoot=2
  137.  
  138. # Default=Rare (loot x 0.6)
  139. LiteratureLoot=2
  140.  
  141. # Seeds, Nails, Saws, Fishing Rods, various tools, etc...\nDefault=Rare (loot x 0.6)
  142. SurvivalGearsLoot=2
  143.  
  144. # Default=Rare (loot x 0.6)
  145. MedicalLoot=2
  146.  
  147. # Default=Rare (loot x 0.6)
  148. WeaponLoot=2
  149.  
  150. # Default=Rare (loot x 0.6)
  151. RangedWeaponLoot=2
  152.  
  153. # Default=Rare (loot x 0.6)
  154. AmmoLoot=3
  155.  
  156. # Default=Rare (loot x 0.6)
  157. MechanicsLoot=3
  158.  
  159. # Everything else. Also affects foraging for all items in Town/Road zones.\nDefault=Rare (loot x 0.6)
  160. OtherLoot=3
  161.  
  162. # Controls the global temperature.\nDefault=Normal
  163. Temperature=3
  164.  
  165. # Controls how often it rains.\nDefault=Normal
  166. Rain=3
  167.  
  168. # Number of days until 100% growth.\nDefault=Normal (100 Days)
  169. ErosionSpeed=3
  170.  
  171. # Number of days until 100% growth.\n-1 means no growth.\nZero means use the Erosion Speed option.\nMaximum 36,500 (100 years).\nMinimum=-1 Maximum=36500 Default=0
  172. ErosionDays=0
  173.  
  174. # Modifies the base XP gain from actions by this number.\nMinimum=0.00 Maximum=1000.00 Default=1.00
  175. XpMultiplier=1.0
  176.  
  177. # Determines if the XP multiplier affects passively levelled skills eg. Fitness and Strength.
  178. XpMultiplierAffectsPassive=false
  179.  
  180. # Use this to multiply or reduce engine general loudness.\nMinimum=0.00 Maximum=100.00 Default=1.00
  181. ZombieAttractionMultiplier=1.0
  182.  
  183. # Governs whether cars are locked, need keys to start etc.
  184. VehicleEasyUse=false
  185.  
  186. # Controls the speed of plant growth.\nDefault=Normal
  187. Farming=3
  188.  
  189. # Controls the time it takes for food to break down in a composter.\nDefault=2 Weeks
  190. CompostTime=1
  191.  
  192. # How fast character's hunger, thirst and fatigue will decrease.\nDefault=Normal
  193. StatsDecrease=3
  194.  
  195. # Controls the abundance of fish and general forage.\nDefault=Normal
  196. NatureAbundance=2
  197.  
  198. # Default=Sometimes
  199. Alarm=1
  200.  
  201. # How frequently homes and buildings will be discovered locked\nDefault=Very Often
  202. LockedHouses=3
  203.  
  204. # Spawn with chips, water bottle, school bag, baseball bat and a hammer.
  205. StarterKit=false
  206.  
  207. # Nutritional value of food affects the player's condition.
  208. Nutrition=true
  209.  
  210. # Define how fast the food will spoil inside or outside fridge.\nDefault=Normal
  211. FoodRotSpeed=3
  212.  
  213. # Define how much a fridge will be effective.\nDefault=Normal
  214. FridgeFactor=3
  215.  
  216. # Items will respawn in already-looted containers in towns and trailer parks. Items will not respawn in player-made containers.\nDefault=None
  217. LootRespawn=1
  218.  
  219. # When > 0, loot will not respawn in zones that have been visited within this number of in-game hours.\nMinimum=0 Maximum=2147483647 Default=0
  220. SeenHoursPreventLootRespawn=0
  221.  
  222. # A comma-separated list of item types that will be removed after HoursForWorldItemRemoval hours.
  223. WorldItemRemovalList=Base.Hat,Base.Glasses,Base.Maggots
  224.  
  225. # Number of hours since an item was dropped on the ground before it is removed. Items are removed the next time that part of the map is loaded. Zero means items are not removed.\nMinimum=0.00 Maximum=2147483647.00 Default=24.00
  226. HoursForWorldItemRemoval=480.0
  227.  
  228. # If true, any items *not* in WorldItemRemovalList will be removed.
  229. ItemRemovalListBlacklistToggle=true
  230.  
  231. # This will affect starting world erosion and food spoilage.\nDefault=0
  232. TimeSinceApo=13
  233.  
  234. # Will influence how much water the plant will lose per day and their ability to avoid disease.\nDefault=Normal
  235. PlantResilience=3
  236.  
  237. # Controls the yield of plants when harvested.\nDefault=Normal
  238. PlantAbundance=3
  239.  
  240. # Recovery from being tired from performing actions\nDefault=Normal
  241. EndRegen=3
  242.  
  243. # How regularly helicopters pass over the event zone.\nDefault=Once
  244. Helicopter=2
  245.  
  246. # How often zombie attracting metagame events like distant gunshots will occur.\nDefault=Sometimes
  247. MetaEvent=2
  248.  
  249. # Governs night-time metagame events during the player's sleep.\nDefault=Never
  250. SleepingEvent=1
  251.  
  252. # Increase/decrease the chance of electrical generators spawning on the map.\nDefault=Sometimes
  253. GeneratorSpawning=1
  254.  
  255. # How much fuel is consumed per in-game hour.\nMinimum=0.00 Maximum=100.00 Default=1.00
  256. GeneratorFuelConsumption=1.1
  257.  
  258. # Increase/decrease probability of discovering randomized safe houses on the map: either burnt out, containing loot stashes, dead survivor bodies etc.\nDefault=Rare
  259. SurvivorHouseChance=1
  260.  
  261. # Default=Rare
  262. VehicleStoryChance=2
  263.  
  264. # Default=Rare
  265. ZoneStoryChance=2
  266.  
  267. # Impacts on how often a looted map will have annotations marked on it by a deceased survivor.\nDefault=Sometimes
  268. AnnotatedMapChance=1
  269.  
  270. # Adds free points during character creation.\nMinimum=-100 Maximum=100 Default=0
  271. CharacterFreePoints=0
  272.  
  273. # Gives player-built constructions extra hit points so they are more resistant to zombie damage.\nDefault=Normal
  274. ConstructionBonusPoints=4
  275.  
  276. # Governs the ambient lighting at night.\nDefault=Normal
  277. NightDarkness=2
  278.  
  279. # Governs the time from dusk to dawn.\nDefault=Normal
  280. NightLength=3
  281.  
  282. # Increase and decrease the impact injuries have on your body, and their healing time.\nDefault=Normal
  283. InjurySeverity=2
  284.  
  285. # Enable or disable broken limbs when survivors receive injuries from impacts, zombie damage and falls.
  286. BoneFracture=true
  287.  
  288. # How long before zombie bodies disappear.\nMinimum=-1.00 Maximum=2147483647.00 Default=216.00
  289. HoursForCorpseRemoval=720.0
  290.  
  291. # Governs impact that nearby decaying bodies has on the player's health and emotions.\nDefault=Normal
  292. DecayingCorpseHealthImpact=3
  293.  
  294. # How much blood is sprayed on floor and walls.\nDefault=Normal
  295. BloodLevel=2
  296.  
  297. # Governs how quickly clothing degrades, becomes dirty, and bloodied.\nDefault=Normal
  298. ClothingDegradation=3
  299.  
  300. FireSpread=true
  301.  
  302. # Number of in-game days before rotten food is removed from the map. -1 means rotten food is never removed.\nMinimum=-1 Maximum=2147483647 Default=-1
  303. DaysForRottenFoodRemoval=-1
  304.  
  305. # If enabled, generators will work on exterior tiles, allowing for example to power gas pump.
  306. AllowExteriorGenerator=true
  307.  
  308. # Controls the maximum intensity of fog.\nDefault=Normal
  309. MaxFogIntensity=1
  310.  
  311. # Controls the maximum intensity of rain.\nDefault=Normal
  312. MaxRainFxIntensity=1
  313.  
  314. # If disabled snow will not accumulate on ground but will still be visible on vegetation and rooftops.
  315. EnableSnowOnGround=true
  316.  
  317. # When enabled certain melee weapons will be able to strike multiple zombies in one hit.
  318. MultiHitZombies=true
  319.  
  320. # Chance of being bitten when a zombie attacks from behind.\nDefault=High
  321. RearVulnerability=3
  322.  
  323. # Disable to walk unimpeded while melee attacking.
  324. AttackBlockMovements=true
  325.  
  326. AllClothesUnlocked=false
  327.  
  328. # if disabled, tainted water will not have a warning marking it as such
  329. EnableTaintedWaterText=true
  330.  
  331. # Governs how frequently cars are discovered on the map\nDefault=Low
  332. CarSpawnRate=3
  333.  
  334. # Governs the chances of finding vehicles with gas in the tank.\nDefault=Low
  335. ChanceHasGas=1
  336.  
  337. # Governs how full gas tanks will be in discovered cars.\nDefault=Low
  338. InitialGas=1
  339.  
  340. # Governs how full gas tanks in fuel station will be, initially.\nDefault=Normal
  341. FuelStationGas=3
  342.  
  343. # How gas-hungry vehicles on the map are.\nMinimum=0.00 Maximum=100.00 Default=1.00
  344. CarGasConsumption=2.25
  345.  
  346. # Default=Rare
  347. LockedCar=3
  348.  
  349. # General condition of vehicles discovered on the map\nDefault=Low
  350. CarGeneralCondition=1
  351.  
  352. # Governs the amount of damage dealt to vehicles that crash.\nDefault=Normal
  353. CarDamageOnImpact=3
  354.  
  355. # Damage received by the player from the car in a collision.\nDefault=None
  356. DamageToPlayerFromHitByACar=1
  357.  
  358. # Enable or disable traffic jams that spawn on the main roads of the map.
  359. TrafficJam=true
  360.  
  361. # How frequently cars will be discovered with an alarm.\nDefault=Extremely Rare
  362. CarAlarm=1
  363.  
  364. # Enable or disable player getting damage from being in a car accident.
  365. PlayerDamageFromCrash=true
  366.  
  367. # How many in-game hours before a wailing siren shuts off.\nMinimum=0.00 Maximum=168.00 Default=0.00
  368. SirenShutoffHours=0.0
  369.  
  370. # Governs whether player can discover a car that has been maintained and cared for after the infection struck.\nDefault=Low
  371. RecentlySurvivorVehicles=2
  372.  
  373. # Enables vehicles to spawn.
  374. EnableVehicles=true
  375.  
  376. # Governs if poisoning food is enabled.\nDefault=True
  377. EnablePoisoning=1
  378.  
  379. # Default=In and around bodies
  380. MaggotSpawn=1
  381.  
  382. # The higher the value, the longer lightbulbs last before breaking. If 0, lightbulbs will never break. Does not affect vehicle headlights.\nMinimum=0.00 Maximum=1000.00 Default=1.00
  383. LightBulbLifespan=10.0
  384.  
  385. # Zombies this distance or closer to a player will prevent them from entering vehicle interiors (0 = disabled).\nMinimum=0 Maximum=100 Default=20
  386. RVInterior.SafeZombieDistance=15
  387.  
  388. # Zombies currently chasing the player will prevent them from entering vehicle interiors, no matter the distance.
  389. RVInterior.NotWhenChased=true
  390.  
  391. # Toggles whether Players can pry open doors, windows, etc. using a Crowbar.
  392. CommonSense.PryingMechanic=true
  393.  
  394. # Determines whether all doors can be pried open or not.
  395. # By default, reinforced doors (Prison doors, metal grid doors, etc.) cannot be pried open.
  396. CommonSense.PryAllDoors=true
  397.  
  398. # Displays the icon for Battery and Engine in vehicle dashboards in various colors depending on their condition.
  399. CommonSense.PartsHighlighter=true
  400.  
  401. # Toggles friendly colors for those affected by color blindness.
  402. CommonSense.ColorFilter=false
  403.  
  404. # Minimum=0.00 Maximum=5.00 Default=1.00
  405. CommonSense.PryingChanceMultiplier=1.0
  406.  
  407. # Enable this to use STFR's custom zombie zones.
  408. STR.CustomZones=true
  409.  
  410. # CURRENTLY BROKEN! Don't touch!
  411. STR.LootZones=true
  412.  
  413. # CURRENTLY BROKEN! Don't touch!
  414. STR.DuffelLoot=true
  415.  
  416. # Enable this for bulletproof vests on Rosewood SD zombies
  417. STR.VestRosewood=true
  418.  
  419. # Enable this for bulletproof vests on Riverside PD zombies
  420. STR.VestRiverside=true
  421.  
  422. # Enable this for bulletproof vests on Muldraugh PD zombies
  423. STR.VestMuldraugh=true
  424.  
  425. # Enable this for bulletproof vests on WestPoint PD zombies
  426. STR.VestWestPoint=true
  427.  
  428. # Enable this for bulletproof vests on Jefferson SD zombies
  429. STR.VestJeffersonSD=true
  430.  
  431. # Enable this for bulletproof vests on Jefferson PD zombies
  432. STR.VestJeffersonPD=true
  433.  
  434. # Enable this for bulletproof vests on Louisville DoP zombies
  435. STR.VestLouisville=true
  436.  
  437. # Enable this for bulletproof vests on Meade SO zombies
  438. STR.VestMeade=true
  439.  
  440. # Enable this to use STFR's custom vehicle zones.
  441. STR.CustomVehicleZones=true
  442.  
  443. # Enable this to disable base vanilla and some modded police/fire/ems content.
  444. STR.STEVOnly=true
  445.  
  446. # Enable this to disable unfitting police/fire/ems content.
  447. STR.TrueSTEV=true
  448.  
  449. # Enable this to override vanilla police/fire/ems/prison zombies.
  450. STR.ZombieOverrides=true
  451.  
  452. # If disabled, all Susceptible STFR zombies will become regular STFR zombies. Does nothing if Susceptible isn't enabled!
  453. STR.WantSusceptibleOutfits=true
  454.  
  455. # Enable this to override vanilla and Filibuster Rhymes police/fire/ems/prison vehicles.
  456. STR.VehicleOverrides=true
  457.  
  458. # Enable this to override certain vanilla items in vehicle trunks and containers. Only runs once per vehicle/container.
  459. STR.TrunkOverrides=true
  460.  
  461. # The spawn chance for all Dress Uniform zombies.\nMinimum=0 Maximum=75 Default=5
  462. STRS.Dress=5
  463.  
  464. # The spawn chance for all Riot zombies.\nMinimum=0 Maximum=75 Default=5
  465. STRS.Riot=5
  466.  
  467. # The spawn chance for all Ranger zombies.\nMinimum=0 Maximum=75 Default=25
  468. STRS.Ranger=25
  469.  
  470. # The spawn chance for USPS zombies.\nMinimum=0 Maximum=75 Default=40
  471. STRS.USPS=40
  472.  
  473. # The spawn chance for all Security zombies.\nMinimum=0 Maximum=75 Default=25
  474. STRS.Security=25
  475.  
  476. # The spawn chance for Other zombies, like Judges\nMinimum=0 Maximum=75 Default=25
  477. STRS.Other=25
  478.  
  479. # The spawn chance for certain STFR zombies wearing duffel bags. Does nothing if Enable Duffel Bags is false!\nMinimum=0 Maximum=75 Default=1
  480. STRS.Duffel=1
  481.  
  482. # The spawn chance for all Formal Fire zombies.\nMinimum=0 Maximum=75 Default=10
  483. STRS.FireFormal=10
  484.  
  485. # The spawn chance for all Fireman zombies.\nMinimum=0 Maximum=75 Default=20
  486. STRS.Fireman=20
  487.  
  488. # The spawn chance for all Fullsuit Fireman zombies.\nMinimum=0 Maximum=75 Default=15
  489. STRS.FiremanFull=15
  490.  
  491. # The spawn chance for all EMS zombies.\nMinimum=0 Maximum=75 Default=35
  492. STRS.EMS=35
  493.  
  494. # The spawn chance for Muldraugh PD zombies.\nMinimum=0 Maximum=75 Default=40
  495. STRS.MuldraughPD=40
  496.  
  497. # The spawn chance for WestPoint PD zombies.\nMinimum=0 Maximum=75 Default=40
  498. STRS.WestPointPD=40
  499.  
  500. # The spawn chance for Meade SO zombies.\nMinimum=0 Maximum=75 Default=40
  501. STRS.MeadeSO=40
  502.  
  503. # The spawn chance for Riverside PD zombies.\nMinimum=0 Maximum=75 Default=40
  504. STRS.RiversidePD=40
  505.  
  506. # The spawn chance for Rosewood SD zombies.\nMinimum=0 Maximum=75 Default=40
  507. STRS.RosewoodSD=40
  508.  
  509. # The spawn chance for Louisville PD zombies.\nMinimum=0 Maximum=75 Default=40
  510. STRS.LouisvillePD=40
  511.  
  512. # The spawn chance for Jefferson PD zombies.\nMinimum=0 Maximum=75 Default=40
  513. STRS.JeffersonPD=40
  514.  
  515. # The spawn chance for Jefferson SD zombies.\nMinimum=0 Maximum=75 Default=40
  516. STRS.JeffersonSD=40
  517.  
  518. # The spawn chance for KSP zombies.\nMinimum=0 Maximum=75 Default=40
  519. STRS.KSP_Trooper=40
  520.  
  521. # The spawn chance for Prison Guard zombies.\nMinimum=0 Maximum=75 Default=20
  522. STRS.DOC=20
  523.  
  524. # The spawn chance for Jefferson DOC Inmate zombies.\nMinimum=0 Maximum=75 Default=75
  525. STRS.JeffersonInmate=75
  526.  
  527. # The spawn chance for Meade DOC General Pop zombies.\nMinimum=0 Maximum=75 Default=75
  528. STRS.MeadeInmateOrange=75
  529.  
  530. # The spawn chance for Meade DOC Low Risk zombies.\nMinimum=0 Maximum=75 Default=75
  531. STRS.MeadeInmateYellow=75
  532.  
  533. # The spawn chance for Meade DOC Supermax zombies.\nMinimum=0 Maximum=75 Default=75
  534. STRS.MeadeInmateRed=75
  535.  
  536. # The spawn chance for Tandil PD zombies. Does nothing if Tandil isn't enabled!\nMinimum=0 Maximum=75 Default=30
  537. STRS.TandilPD=30
  538.  
  539. # The spawn chance for RavenCreek PD zombies. Does nothing if RavenCreek isn't enabled!\nMinimum=0 Maximum=75 Default=40
  540. STRS.RavenCreekPD=40
  541.  
  542. # The spawn chance for RavenCreek DOC Inmate zombies. Does nothing if RavenCreek isn't enabled!\nMinimum=0 Maximum=75 Default=75
  543. STRS.RavenCreekInmate=75
  544.  
  545. # 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!
  546. STEV.VCars=true
  547.  
  548. # The spawn chance for Meade County SD cars.\nMinimum=0 Maximum=60 Default=25
  549. STEV.Meade=25
  550.  
  551. # The spawn chance for Riverside PD cars.\nMinimum=0 Maximum=60 Default=25
  552. STEV.Riverside=25
  553.  
  554. # The spawn chance for Rosewood SD cars.\nMinimum=0 Maximum=60 Default=25
  555. STEV.Rosewood=25
  556.  
  557. # The spawn chance for WestPoint PD cars.\nMinimum=0 Maximum=60 Default=25
  558. STEV.WestPoint=25
  559.  
  560. # The spawn chance for Muldraugh PD cars.\nMinimum=0 Maximum=60 Default=25
  561. STEV.Muldraugh=25
  562.  
  563. # The spawn chance for Jefferson County SD cars.\nMinimum=0 Maximum=60 Default=25
  564. STEV.JCSD=25
  565.  
  566. # The spawn chance for Jefferson County PD cars.\nMinimum=0 Maximum=60 Default=25
  567. STEV.JCPD=25
  568.  
  569. # The spawn chance for Kentucky State Police cars.\nMinimum=0 Maximum=60 Default=25
  570. STEV.KSP=25
  571.  
  572. # The spawn chance for Louisville PD cars.\nMinimum=0 Maximum=60 Default=25
  573. STEV.Louisville=25
  574.  
  575. # The spawn chance for Ranger cars.\nMinimum=0 Maximum=60 Default=25
  576. STEV.Rangers=25
  577.  
  578. # The spawn chance for USPS cars.\nMinimum=0 Maximum=60 Default=25
  579. STEV.USPS=25
  580.  
  581. # The spawn chance for Jefferson County DoC cars.\nMinimum=0 Maximum=60 Default=35
  582. STEV.JCDOC=35
  583.  
  584. # The spawn chance for Meade County DoC cars.\nMinimum=0 Maximum=60 Default=25
  585. STEV.MCDOC=25
  586.  
  587. # The spawn chance for STFR Ambulances.\nMinimum=0 Maximum=60 Default=25
  588. STEV.EMS=25
  589.  
  590. # The spawn chance for Rosewood VFD cars.\nMinimum=0 Maximum=60 Default=25
  591. STEV.RosewoodFire=25
  592.  
  593. # The spawn chance for Louisville FD cars.\nMinimum=0 Maximum=60 Default=25
  594. STEV.LouisvilleFire=25
  595.  
  596. # The spawn chance for Meade County FD cars.\nMinimum=0 Maximum=60 Default=25
  597. STEV.MeadeFire=25
  598.  
  599. # The spawn chance for the custom Bank Truck.\nMinimum=0 Maximum=60 Default=25
  600. STEV.BankTruck=25
  601.  
  602. # The spawn chance for Tandil PD cars. Does nothing if Tandil isn't enabled!\nMinimum=0 Maximum=60 Default=25
  603. STEV.TDPD=25
  604.  
  605. # The spawn chance for FD Tandil cars. Does nothing if Tandil isn't enabled!\nMinimum=0 Maximum=60 Default=35
  606. STEV.TDFD=35
  607.  
  608. # The spawn chance for RavenCreek PD cars. Does nothing if RavenCreek isn't enabled!\nMinimum=0 Maximum=60 Default=25
  609. STEV.RCRPD=25
  610.  
  611. # The spawn chance for FD RavenCreek cars. Does nothing if RavenCreek isn't enabled!\nMinimum=0 Maximum=60 Default=35
  612. STEV.RCRFD=35
  613.  
  614. # The spawn chance for RavenCreek DoC cars. Does nothing if RavenCreek isn't enabled!\nMinimum=0 Maximum=60 Default=25
  615. STEV.RCRDOC=25
  616.  
  617. # 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
  618. STEV.FSwat=5
  619.  
  620. # The overall chance of an STFR car to spawn.\nMinimum=0 Maximum=40 Default=25
  621. STEV.SRate=25
  622.  
  623. # The overall chance of a normal car to spawn in an STFR vehicle zone.\nMinimum=0 Maximum=60 Default=5
  624. STEV.NChance=5
  625.  
  626. # Displays "Days Later" instead of "Days Gone".
  627. # A reference to the 2002 movie.
  628. DaysGone.DaysLater=true
  629.  
  630. # Includes the Knox Evacuation, 3 days before the game starts, in the day counter.
  631. DaysGone.IncludePreOutbreak=false
  632.  
  633. # Chance for a player to get knocked out after a car crash. Zero means it's turned off.\nMinimum=0 Maximum=100 Default=10
  634. Knockout.chanceCarCrash=10
  635.  
  636. # The minimum amount of damage the player must take in a car crash in order to get knocked out.\ni.e. The player will get knocked out if damage taken after a car crash is more than or equal this value.\nMinimum=0.00 Maximum=100.00 Default=70.00
  637. Knockout.carCrashDamage=70.0
  638.  
  639. # Chance for a player to get knocked out after being hit with a weapon/gun. Zero means it's turned off.\nMinimum=0 Maximum=100 Default=10
  640. Knockout.chanceWeaponHit=0
  641.  
  642. # The minimum amount of damage the player must take after being hit by a weapon in order to get knocked out.\ni.e. The player will knocked out if the damage taken after being hit by a weapon is more than or equal this value\nMinimum=0.00 Maximum=100.00 Default=10.00
  643. Knockout.weaponHitDamage=10.0
  644.  
  645. # The minimum amount of health the player must have in order to be knocked out by a weapon hit.\ni.e. The player will get knocked out after being hit by a weapon only if his health is less than or equal to this value.\nMinimum=0.00 Maximum=100.00 Default=50.00
  646. Knockout.weaponHitBodyDamage=50.0
  647.  
  648. # Chance for a player to get knocked out after a body part bleeds. Zero means it's turned off.\nMinimum=0 Maximum=100 Default=10
  649. Knockout.chanceBleeding=10
  650.  
  651. # The minimum amount of damage the player must take after a body part bleeds in order to get knocked out.\ni.e. The player will get knocked out if damage taken after a body part bleeds is more than or equal this value.\nThe damage is calculated individually per body part per frame, and doesn't take into account cumulative bleeding damage.\nMinimum=0.00 Maximum=100.00 Default=8.00
  652. Knockout.bleedingDamage=8.0
  653.  
  654. # The minimum amount of health the player must have in order to be knocked out due to bleeding.\ni.e. The player will get knocked out after a body part bleeds only if his health is less than or equal to this value.\nMinimum=0.00 Maximum=100.00 Default=50.00
  655. Knockout.bleedingBodyDamage=50.0
  656.  
  657. # Chance for a player to get knocked out after the amputation of a body part. Zero means it's turned off.\nThis option is relevant only if you're using The Only Cure mod.\nMinimum=0 Maximum=100 Default=50
  658. Knockout.chanceAmputation=50
  659.  
  660. # The amount of in-game minutes that must pass before a knocked out player regains his consciousness.\nMinimum=1 Maximum=2147483647 Default=30
  661. Knockout.knockoutTime=30
  662.  
  663. # If checked, a knocked out player will wake up instantly after being attacked by a zombie
  664. Knockout.zombiesWakeupKnockedPlayers=true
  665.  
  666. # If the mod 'Working Seatbelt' is enabled and a player wearing a seatbelt crashes, they won't be knocked out.
  667. Knockout.seatbeltPreventKnockout=true
  668.  
  669. # The percentage of damage reduced if a player wearing seatbelt takes damages from a car crash.\nMinimum=0 Maximum=100 Default=50
  670. workingSeatbelt.damageReduction=50
  671.  
  672. # The percentage of fracture time reduced per fractured bodypart, if a fracture is resulted after a player wearing a seatbelt takes damages from a car crash.\nThis doesn't actually prevent fractures unless set to 100\nMinimum=0 Maximum=100 Default=50
  673. workingSeatbelt.fractureReduction=50
  674.  
  675. # Automatically forces the player into the seatbelt unfasten timed action if the player attempts to exit the vehicle while seatbelt is fastened. If set to false, the player will have to manually unfasten it before exiting
  676. workingSeatbelt.exitVehicleAutoUnfasten=true
  677.  
  678. # Automatically forces the player into the seatbelt unfasten timed action if the player attempts to switch seats while seatbelt is fastened. If set to false, the player will have to manually unfasten it before switching seats
  679. workingSeatbelt.switchSeatAutoUnfasten=true
  680.  
  681. # 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
  682. FancyHandwork.ExperiencedAim=3
  683.  
  684. # 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
  685. FancyHandwork.TurnDelaySec=1.0
  686.  
  687. # Controls when your character is forced to turn to objects when performing the World Interaction\nDefault=Do forced turn after turn delay
  688. FancyHandwork.DisableTurn=2
  689.  
  690. # 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
  691. FancyHandwork.TurnBehavior=2
  692.  
  693. # Hides the progress bar when a character is opening or closing a door, and when entering or exiting a vehicle.
  694. FancyHandwork.HideDoorProgressBar=true
  695.  
  696. # Hides the progress bar when a character is walking to a location to interact with a vehicle.
  697. FancyHandwork.HideVehicleWalkProgressBar=true
  698.  
  699. # The day the scheduler will start assigning events to.\nMinimum=0 Maximum=999 Default=0
  700. ExpandedHeli.StartDay=0
  701.  
  702. # 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
  703. ExpandedHeli.SchedulerDuration=90
  704.  
  705. # 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.
  706. ExpandedHeli.ContinueScheduling=true
  707.  
  708. # When \"Continue Scheduling Forever\" is toggle on, this toggled on makes the scheduler only use late-game events.
  709. ExpandedHeli.ContinueSchedulingLateGameOnly=true
  710.  
  711. # Whether weather will prevent events, or cause their crash.
  712. ExpandedHeli.WeatherImpactsEvents=true
  713.  
  714. # How frequent jet events occur.\n Jets fly by players causing horde movement.\nDefault=Uncommon
  715. ExpandedHeli.Frequency_jet=4
  716.  
  717. # 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
  718. ExpandedHeli.Frequency_police=2
  719.  
  720. # 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
  721. ExpandedHeli.Frequency_news_chopper=2
  722.  
  723. # 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
  724. ExpandedHeli.Frequency_military=2
  725.  
  726. # How frequent FEMA aid drop events occur.\n FEMA will conduct aid drops early on in the apocalypse.\nDefault=Uncommon
  727. ExpandedHeli.Frequency_FEMA_drop=2
  728.  
  729. # How frequent samaritan events occur.\n Samaritans will drop off supplies to help survivors.\nDefault=Uncommon
  730. ExpandedHeli.Frequency_samaritan_drop=2
  731.  
  732. # How frequent survivor events occur.\n Survivors will only flyby on scouting missions causing horde movement.\nDefault=Uncommon
  733. ExpandedHeli.Frequency_survivor_heli=2
  734.  
  735. # How frequent raider events occur.\n Raiders will hone in on survivors to torment them for some entertainment.\nDefault=Uncommon
  736. ExpandedHeli.Frequency_raiders=2
  737.  
  738. # Minimum=4 Maximum=20 Default=8
  739. AmmSUIButton.columns=10
  740.  
  741. AmmSUIButton.all=true
  742.  
  743. AmmSUIButton.marksSymbols=true
  744.  
  745. AmmSUIButton.weaponsSymbols=true
  746.  
  747. AmmSUIButton.toolsSymbols=true
  748.  
  749. AmmSUIButton.carsSymbols=true
  750.  
  751. AmmSUIButton.itemsSymbols=true
  752.  
  753. AmmSUIButton.furnituresSymbols=true
  754.  
  755. AmmSUIButton.foodsSymbols=true
  756.  
  757. AmmSUIButton.medSymbols=true
  758.  
  759. AmmSUIButton.craftSymbols=true
  760.  
  761. # May provoke stutters.
  762. KillCount.doExport=false
  763.  
  764. # Includes all kills into the final value in Post Death floating text.
  765. KillCount.includePostDeathUI=true
  766.  
  767. # 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
  768. KillCount.MaxUpdateDelay=500
  769.  
  770. # Each client can see every character score. Deactivate on (very large) servers to reduce Global Mod Data transfer load.
  771. KillCount.shareOnServer=false
  772.  
  773. # Dead characters are kept and count toward server kills. Deactivate for server that never wipe.
  774. KillCount.keepTrackOfDead=false
  775.  
  776. # Guaranteed door opening below this percentage of HP when damaged by zombies.\nMinimum=1 Maximum=100 Default=25
  777. DoorsHaveAChance.guaranteedUnlockedDoorHP=25
  778.  
  779. # Guaranteed opening of a door(Locked) below this percentage of HP when damaged by zombies.\nMinimum=1 Maximum=100 Default=15
  780. DoorsHaveAChance.guaranteedLockedDoorHP=15
  781.  
  782. DoorsHaveAChance.unlockedDoorChanceEnable=true
  783.  
  784. # Door opening chance below this percentage of HP when damaged by zombies.\nMinimum=1 Maximum=100 Default=50
  785. DoorsHaveAChance.unlockedDoorChanceHP=50
  786.  
  787. # Chance to open a door when damaged by zombies.\nMinimum=1 Maximum=100 Default=5
  788. DoorsHaveAChance.unlockedDoorChance=5
  789.  
  790. DoorsHaveAChance.lockedDoorChanceEnable=true
  791.  
  792. # Locked door opening chance below this percentage of HP when damaged by zombies.\nMinimum=1 Maximum=100 Default=25
  793. DoorsHaveAChance.lockedDoorChanceHP=25
  794.  
  795. # Chance to open a locked door when damaged by zombies.\nMinimum=1 Maximum=100 Default=20
  796. DoorsHaveAChance.lockedDoorChance=20
  797.  
  798. # Play break sound when doors open on damage
  799. DoorsHaveAChance.damageOpenDoorSound=true
  800.  
  801. # Minimum=0 Maximum=10 Default=1
  802. CanRepairDoors.RepairSkillNeeded=2
  803.  
  804. # Minimum=0 Maximum=10 Default=3
  805. CanRepairDoors.ReinforceSkillNeeded=4
  806.  
  807. # Minimum=1 Maximum=1000 Default=6
  808. CanRepairDoors.multiplyerMaxReinforcement=6
  809.  
  810. # Adjust how much Condition each use of a normal Cleaning Solvent restores.\nMinimum=1 Maximum=500 Default=1
  811. UniversalGunRepair.NormalCleaningEfficacy=1
  812.  
  813. # Adjust the lowest condition you are able to restore firearms through cleaning.\nMinimum=0 Maximum=500 Default=5
  814. UniversalGunRepair.MinimumCleanThreshold=5
  815.  
  816. # Adjust the lowest condition you are able to restore firearms through repairing.\nMinimum=0 Maximum=500 Default=0
  817. UniversalGunRepair.MinimumRepairThreshold=0
  818.  
  819. # Adjust the skill requirement in either Aiming or Reloading to repair firearms.\nMinimum=0 Maximum=10 Default=6
  820. UniversalGunRepair.MinimumFirearmSkill=6
  821.  
  822. # Adjust the rarity of Firearm Maintenance Kits.\nDefault=Normal
  823. UniversalGunRepair.MaintenanceKitRarity=1
  824.  
  825. # Adjust the rarity of Gunsmithing Tools.\nDefault=Normal
  826. UniversalGunRepair.GunsmithingToolsRarity=1
  827.  
  828. # Adjust the rarity of Clean Solvent.\nDefault=Normal
  829. UniversalGunRepair.SolventRarity=1
  830.  
  831. # Adjust the rarity of Firearm Lubricant.\nDefault=Normal
  832. UniversalGunRepair.LubricantRarity=1
  833.  
  834. # Use this option only if you're hosting an Local or Dedicated server. (To avoid issues). [Default is False].
  835. TrueCrawl.StealhModeServer=true
  836.  
  837. # Toggles the Stealth Mode ON or OFF. If OFF, only the vanilla Sneaking system will be used. [Default is True].
  838. TrueCrawl.StealhModeEnable=false
  839.  
  840. # Toggles the Moodle Stealth Indicator. (Works ONLY if Stealth Mode is ON!) [Default is True].
  841. TrueCrawl.MoodleEnable=false
  842.  
  843. # Toggles the ability to Crawl under Vehicles. (YOU MUST BE CRAWLING!) [Default is True, Default Key is Shift].
  844. TrueCrawl.CrawlUnderVehiclesEnable=true
  845.  
  846. # Toggles the Realistic Endurance mode. This mode improves the game immersion by limiting how much you can crawl. [Default is True].
  847. TrueCrawl.RealisticEndurance=true
  848.  
  849. # Auto disable the Crawling Pose when spotted by zombies. [Default is False].
  850. TrueCrawl.CancelCrawlWhenSpotted=false
  851.  
  852. # 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
  853. TrueCrawl.ZombieRadius=5
  854.  
  855. # Set Max Dispenser Capacity\nMinimum=15 Maximum=500 Default=250
  856. WaterDispenserWS.MaxWater=200
  857.  
  858. # Select the start water quantity for the dispenser\nDefault=Normal
  859. WaterDispenserWS.StartWater=2
  860.  
  861. # Enter the percentage chance that the water is contaminated, 0 is disabled\nMinimum=0 Maximum=100 Default=0
  862. WaterDispenserWS.Tainted=0
  863.  
  864. # If active, the water contamination increases over the months, Based on this calculation 8 + (PassedMonths * 9) = 98% is the max, + AboveSetting = Max 100%
  865. WaterDispenserWS.TaintedAutomatic=true
  866.  
  867. # Default Unit newly created vehicle starts with.\nDefault=Miles
  868. MileageExpansion.Default_Unit=2
  869.  
  870. # 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
  871. MileageExpansion.Meter_Per_Kilometer=1000
  872.  
  873. # Set a custom short name for Kilometers. Default: km
  874. MileageExpansion.Kilometer_Short_Name=km
  875.  
  876. # Set a custom short name for Miles. Default: mi
  877. MileageExpansion.Miles_Short_Name=mi
  878.  
  879. # 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
  880. MileageExpansion.Minimum_Starting_Odometer=50000
  881.  
  882. # 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
  883. MileageExpansion.Maximum_Starting_Odometer=300000
  884.  
  885. # Amount of in-game minutes it takes to charge a battery from empty to full without penalties / buffs in place.\nMinimum=0.00 Maximum=1440.00 Default=60.00
  886. BetterBatteries.CrankTime=60.0
  887.  
  888. # Determines whether or not higher strength levels will apply a time buff.
  889. BetterBatteries.StrengthBuff=true
  890.  
  891. # Determines whether or not low endurance will apply a time penalty. (Regardless of this setting, you won't be permitted to use the Hand Crank at extremely low endurance.)
  892. BetterBatteries.EndurancePenalty=true
  893.  
  894. # Determines whether or not unhappiness will apply a time penalty.
  895. BetterBatteries.UnhappinessPenalty=false
  896.  
  897. # Sets the maximum charge a handcrank can restore a battery to.\nMinimum=0.00 Maximum=1.00 Default=1.00
  898. BetterBatteries.MaximumCharge=1.0
  899.  
  900. # Lifetime multiplier applied to all electrical devices that use batteries. (Negative value results in unlimited charge, 0 results in instant charge loss.)\nMinimum=-1.00 Maximum=9999.00 Default=1.00
  901. BetterBatteries.LifetimeMult=2.5
  902.  
  903. WaterPipes.SmartPipes=true
  904.  
  905. # Minimum=3 Maximum=100 Default=20
  906. WaterPipes.SmartPipesFillMax=20
  907.  
  908. WaterPipes.SmartPipesUpdateNotWatered=false
  909.  
  910. # 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
  911. ReadWalking.FogDarkness=0.8
  912.  
  913. # 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
  914. ReadWalking.ReadSpeed=1.0
  915.  
  916. # Take the inital perk bonus into account (75% 100% 125%)
  917. FWOFitness.InitialPerkBonus=true
  918.  
  919. # Get a bonus for the current excercise depending on the regularity
  920. FWOFitness.currentExerciseRegularityBonus=true
  921.  
  922. # The 0 point for the linear calculation\nMinimum=0 Maximum=100 Default=25
  923. FWOFitness.currentExerciseOffset=25
  924.  
  925. # The steepness of the linear angle (higher number = higher multiplier)(and higher negatives with offset)\nMinimum=0.01 Maximum=100.00 Default=5.00
  926. FWOFitness.currentExerciseRate=5.0
  927.  
  928. # Get a bonus depending on the average of all your excercises regularity\nMinimum=0.00 Maximum=100.00 Default=6.00
  929. FWOFitness.AverageExerciseRegularityBonus=6.0
  930.  
  931. # How much multiplier you get per perk level\nMinimum=0.00 Maximum=100.00 Default=0.30
  932. FWOFitness.LevelBonus=0.3
  933.  
  934. # Get an exp buff when you space out excercises (about 8hr or when muscle soreness sets in) independent for fitness and strength
  935. FWOFitness.SpaceOutExercise=true
  936.  
  937. # Minimum=0.00 Maximum=100.00 Default=0.90
  938. FWOFitness.SpaceOutExerciseNegative=0.9
  939.  
  940. # Get an exp debuff when you have muscle soreness, buff when 'rested' (no muscle soreness)
  941. FWOFitness.RestedBonus=true
  942.  
  943. # Minimum=0.00 Maximum=10.00 Default=0.90
  944. FWOFitness.RestedBonusNegative=0.9
  945.  
  946. # Global exp multiplier (makes you earn experience faster or slower, small increments recommanded)\nMinimum=0.01 Maximum=10.00 Default=1.00
  947. FWOFitness.XPMultiplier=1.0
  948.  
  949. # Determens how much multiplier you get outside of doing exercises. EG. fighting,sprinting,... (0 = OFF No passive exp multiplier)\nMinimum=0.00 Maximum=10.00 Default=1.00
  950. FWOFitness.PassiveMultiplier=1.0
  951.  
  952. # adjust Boredom reduction gained (0 = off)\nMinimum=0.00 Maximum=10.00 Default=1.00
  953. FWOFitness.BoredomMultiplier=1.0
  954.  
  955. # adjust Unhappyness reduction gained (0 = off)\nMinimum=0.00 Maximum=10.00 Default=1.00
  956. FWOFitness.UnhappynessMultiplier=1.0
  957.  
  958. FWOFitness.DropBags=false
  959.  
  960. FWOFitness.KeepBagsOn=true
  961.  
  962. # Minimum=0.00 Maximum=100.00 Default=1.00
  963. FWOWorkingTreadmill.StrengthXPMultiply=1.0
  964.  
  965. # Minimum=0.00 Maximum=100.00 Default=1.00
  966. FWOWorkingTreadmill.SprintingXPMultiply=1.0
  967.  
  968. FWOWorkingTreadmill.TreadmillDropBags=false
  969.  
  970. FWOWorkingTreadmill.BenchpressDropBags=false
  971.  
  972. FWOWorkingTreadmill.BenchTreadKeepBagsOn=true
  973.  
  974. # enable/disable survival builds menu <LINE> note: debug mode and server admin ignored this setting
  975. MoreBuilds.EnableSurvivalCategory=false
  976.  
  977. # How often Battery Bank will charge\nDefault=Every Ten Minutes
  978. ISA.ChargeFreq=1
  979.  
  980. # Regular Generator calculation has less performance impact\nDefault=Regular Generator
  981. ISA.DrainCalc=2
  982.  
  983. # Solar panel power efficiency
  984. # 12% is realistic for 1993
  985. # 25% is modern solar
  986. # default is unrealistic\nMinimum=1 Maximum=100 Default=25
  987. ISA.solarPanelEfficiency=20
  988.  
  989. # Multiplier for the average degrade of batteries.\nDecreasing this will dramatically increase battery life.\nMinimum=0 Maximum=1000 Default=100
  990. ISA.batteryDegradeChance=100
  991.  
  992. # Crafted DIY battery capacity multiplier.\nMinimum=1 Maximum=10000 Default=100
  993. ISA.DIYBatteryMultiplier=100
  994.  
  995. # How likely pre-placed solar panels and crates are to spawn at a given spawn location.
  996. # Requires external API to work.\nMinimum=0 Maximum=100 Default=25
  997. ISA.solarPanelWorldSpawns=0
  998.  
  999. # Rarity of Battery Bank spawning on the map.\nDefault=Rare
  1000. ISA.BatteryBankSpawn=2
  1001.  
  1002. # Choose mode for Stash Houses.
  1003. # Change only on new game.\nDefault=Don't add
  1004. ISA.StashMode=1
  1005.  
  1006. # Solar panel spawns in random containers and pre-placed crates multiplier\nMinimum=0.00 Maximum=100.00 Default=1.00
  1007. ISA.LRMSolarPanels=0.2
  1008.  
  1009. # Batteries spawns in random containers and pre-placed crates multiplier\nMinimum=0.00 Maximum=100.00 Default=1.00
  1010. ISA.LRMBatteries=0.2
  1011.  
  1012. # Magazine and inverter spawns in random containers and pre-placed crates multiplier\nMinimum=0.00 Maximum=100.00 Default=1.00
  1013. ISA.LRMMisc=0.2
  1014.  
  1015. # Base number of in-game minutes it takes to connect one panel\nMinimum=1 Maximum=1000 Default=120
  1016. ISA.ConnectPanelMin=120
  1017.  
  1018. # Allows to craft solar panels and inverters
  1019. ISA.enableExpandedRecipes=true
  1020.  
  1021. # Establishes the base amount of More Brews loot in distribution\nDefault=Low
  1022. MoreBrews.Loot=1
  1023.  
  1024. # Amount of total beer obtained at the end of the process, Average is the normal amount and about a 20% difference between each option\nDefault=Average
  1025. MoreBrews.TotalAmount=3
  1026.  
  1027. # Brewing Kits will spawn when checked
  1028. MoreBrews.KitSpawnOption=true
  1029.  
  1030. # Kegs will spawn when checked
  1031. MoreBrews.KegSpawnOption=true
  1032.  
  1033. # Default is off but if turned on you will find all the various hops through foraging in some zones on the map during appropriate months
  1034. MoreBrews.ForageHops=true
  1035.  
  1036. # Default of 5 gives a slight rarity to spawn, 1 would be very rare and 20 would be very common\nMinimum=1 Maximum=20 Default=5
  1037. MoreBrews.ForageHopsRate=3
  1038.  
  1039. # Hops will spawn in other locations outside of Kits when checked
  1040. MoreBrews.HopsOption=false
  1041.  
  1042. # General Brewing Supplies will spawn when checked
  1043. MoreBrews.SuppliesSpawnOption=true
  1044.  
  1045. # Recipe Magazines will spawn when checked
  1046. MoreBrews.MagazineSpawnOption=true
  1047.  
  1048. # Brewing Book will spawn when checked
  1049. MoreBrews.BookSpawnOption=true
  1050.  
  1051. # Full Beer Cans and Bottle will spawn when checked
  1052. MoreBrews.BeerSpawnOption=true
  1053.  
  1054. # Defines the multiplier to spawn rate of Brewing Kits found in the world\nMinimum=1 Maximum=10 Default=2
  1055. MoreBrews.BrewingKits=2
  1056.  
  1057. # Defines the multiplier to spawn rate of Empty Kegs found in the world\nMinimum=1 Maximum=10 Default=2
  1058. MoreBrews.Kegs=2
  1059.  
  1060. # Defines the multiplier to spawn rate of Hops found in the world\nMinimum=1 Maximum=10 Default=2
  1061. MoreBrews.Hops=2
  1062.  
  1063. # Defines the multiplier to spawn rate of Recipe Magazines found in the world\nMinimum=1 Maximum=10 Default=2
  1064. MoreBrews.Recipes=2
  1065.  
  1066. # Defines the multiplier to spawn rate of Skill Books found in the world\nMinimum=1 Maximum=10 Default=2
  1067. MoreBrews.Books=2
  1068.  
  1069. # Defines the multiplier to spawn rate of Malt, Bottle Caps, and filling tools found in the world\nMinimum=1 Maximum=10 Default=2
  1070. MoreBrews.FillingSupplies=2
  1071.  
  1072. # Defines the multiplier to spawn rate of Beer Cans found in the world\nMinimum=1 Maximum=10 Default=2
  1073. MoreBrews.Cans=2
  1074.  
  1075. # Defines the multiplier to spawn rate of Beer Bottles found in the world\nMinimum=1 Maximum=10 Default=2
  1076. MoreBrews.Bottles=2
  1077.  
  1078. # A small bonus is already given to crafting bottle caps / Beer Bottles & Cans / beer containers based on brewing level. This will +1-5 on top of that bonus\nMinimum=0 Maximum=5 Default=0
  1079. MoreBrews.BrewingBonus=0
  1080.  
  1081. # Default 10 is equal to fermenting timer, lower is faster as 1 = 10% of time required where as 20 = 200% of time required\nMinimum=1 Maximum=20 Default=10
  1082. MoreBrews.FermentChange=10
  1083.  
  1084. # Default 10 is equal to rotting timer, lower is faster as 1 = 10% of time required where as 20 = 200% of time required\nMinimum=1 Maximum=20 Default=10
  1085. MoreBrews.RottenChange=10
  1086.  
  1087. # Change calorie totals by increments of 10%. Default of 10 = 100% and go as low as 1 = 10% or as high as 20 = 200%\nMinimum=1 Maximum=20 Default=10
  1088. MoreBrews.CalorieChange=10
  1089.  
  1090. # Will add a fresh and rotten timer to More Brews Beers
  1091. MoreBrews.Expired=false
  1092.  
  1093. # Default freshness is 3 weeks and rotten is 1.5 months. This can be changed in increments of 10%, 1 = 10% (rotten in days) or 20 = 200% (doubling)\nMinimum=1 Maximum=20 Default=10
  1094. MoreBrews.ExpireChange=10
  1095.  
  1096. # Establishes the base amount of Wine Me Up loot in distribution\nDefault=Low
  1097. MoreBrewsWineMeUp.Loot=1
  1098.  
  1099. # Amount of total wine obtained at the end of the process, Average is the normal amount and about a 20% difference between each option\nDefault=Average
  1100. MoreBrewsWineMeUp.TotalAmount=3
  1101.  
  1102. # Wine Making Kits will spawn when checked
  1103. MoreBrewsWineMeUp.WineKitSpawnOption=true
  1104.  
  1105. # General Wine Making Supplies will spawn when checked
  1106. MoreBrewsWineMeUp.SuppliesSpawnOption=true
  1107.  
  1108. # Recipe Magazines will spawn when checked
  1109. MoreBrewsWineMeUp.MagazinesSpawnOption=true
  1110.  
  1111. # Brewing Book will spawn when checked
  1112. MoreBrewsWineMeUp.BookSpawnOption=true
  1113.  
  1114. # Full Wine Box and Bottle will spawn when checked
  1115. MoreBrewsWineMeUp.WineSpawnOption=true
  1116.  
  1117. # Defines the multiplier to spawn rate of Wine Making Kits found in the world\nMinimum=1 Maximum=10 Default=2
  1118. MoreBrewsWineMeUp.WineMakingKits=2
  1119.  
  1120. # Defines the multiplier to spawn rate of Wine Making Supplies found in the world\nMinimum=1 Maximum=10 Default=2
  1121. MoreBrewsWineMeUp.Supplies=2
  1122.  
  1123. # Defines the multiplier to spawn rate of Recipe Magazines found in the world\nMinimum=1 Maximum=10 Default=2
  1124. MoreBrewsWineMeUp.Recipes=2
  1125.  
  1126. # Defines the multiplier to spawn rate of Skill Books found in the world\nMinimum=1 Maximum=10 Default=2
  1127. MoreBrewsWineMeUp.Books=2
  1128.  
  1129. # Defines the multiplier to spawn rate of Full Wine found in the world\nMinimum=1 Maximum=10 Default=2
  1130. MoreBrewsWineMeUp.Wine=2
  1131.  
  1132. # A small bonus is already given to crafting Corks / Wine Bottles/ Wine Boxes based on brewing level. This will +1-5 on top of that bonus\nMinimum=0 Maximum=5 Default=0
  1133. MoreBrewsWineMeUp.WineMakingBonus=0
  1134.  
  1135. # Default 10 is equal to fermenting timer, lower is faster as 1 = 10% of time required where as 20 = 200% of time required\nMinimum=1 Maximum=20 Default=10
  1136. MoreBrewsWineMeUp.FermentChange=10
  1137.  
  1138. # Change calorie totals by increments of 10%. Default of 10 = 100% and go as low as 1 = 10% or as high as 20 = 200%\nMinimum=1 Maximum=20 Default=10
  1139. MoreBrewsWineMeUp.CalorieChange=10
  1140.  
  1141. # Will add a fresh and rotten timer to More Brews Wines
  1142. MoreBrewsWineMeUp.Expired=false
  1143.  
  1144. # Default freshness is 3 weeks and rotten is 1.5 months. This can be changed in increments of 10%, 1 = 10% (rotten in days) or 20 = 200% (doubling)\nMinimum=1 Maximum=20 Default=10
  1145. MoreBrewsWineMeUp.ExpireChange=10
  1146.  
  1147. # As junk items, with the same chance as the vanilla maps, some rarer.
  1148. MoreMaps.ForageableMaps=true
  1149.  
  1150. # All map items added will have their loot chances multiplied by this value.
  1151. # Use this to tweak loot chances according to the number of maps you use.
  1152. # By default(=1) it is balanced for when most maps are enabled.\nMinimum=0.00 Maximum=4.00 Default=1.00
  1153. MoreMaps.MapLootMultiplier=0.25
  1154.  
  1155. # Extremely rare - disabled by default
  1156. MoreMaps.KentuckyCompleteMap=false
  1157.  
  1158. # Very rare
  1159. MoreMaps.LouisVilleCompleteMap=true
  1160.  
  1161. # 15 districts in total
  1162. MoreMaps.LouisVilleDistrictMaps=true
  1163.  
  1164. # Dixie and Scenic Grove
  1165. MoreMaps.TrailerParkMaps=true
  1166.  
  1167. MoreMaps.ValleyStationMap=true
  1168.  
  1169. MoreMaps.ValleyStationMallAreaMap=true
  1170.  
  1171. # South of Valley Station's mall
  1172. MoreMaps.EasternSummerCampMap=true
  1173.  
  1174. MoreMaps.AbandonedFactoryMap=false
  1175.  
  1176. # Works with the New Ekron mod too.
  1177. MoreMaps.EkronMap=true
  1178.  
  1179. # Rare, mainly found on military loot
  1180. MoreMaps.MilitaryMaps=true
  1181.  
  1182. # Between Grapeseed and Ravencreek.
  1183. MoreMaps.FortRedstoneMap=true
  1184.  
  1185. # North West of Muldraugh. Rare. Disabled if military maps are disabled
  1186. MoreMaps.MilitaryAirportMap=false
  1187.  
  1188. # South of Riverside's Country Club.
  1189. MoreMaps.FortBenningMap=false
  1190.  
  1191. # East of Riverside's Country Club, North of Ekron.
  1192. MoreMaps.FortRockRidgeMap=true
  1193.  
  1194. # East of Muldraugh
  1195. MoreMaps.MuldraughMilitaryBaseMap=false
  1196.  
  1197. # Between Rosewood and Muldraugh
  1198. MoreMaps.FortWaterfrontMap=true
  1199.  
  1200. # South of Bedford Falls, East of Eerie Country. Quitman Map, Fort Knox Map. Rare.
  1201. MoreMaps.FortKnoxMaps=true
  1202.  
  1203. # Can also be found in golfer bags
  1204. MoreMaps.RiversideCountryClubMap=true
  1205.  
  1206. # The one with the camping & military gear store
  1207. MoreMaps.SmallTownWestMap=true
  1208.  
  1209. MoreMaps.PonyRoamOMap=true
  1210.  
  1211. # East of Muldraugh
  1212. MoreMaps.MuldraughRailyardMap=true
  1213.  
  1214. # South West of Muldraugh
  1215. MoreMaps.MuldraughWarehouseComplexMap=true
  1216.  
  1217. # 5 in total, only found on zombies, rare. Useful to find Antique Ovens.
  1218. MoreMaps.CabinLocations=true
  1219.  
  1220. # East of Dixie
  1221. MoreMaps.CampGroundsLocation=true
  1222.  
  1223. # West of Rosewood
  1224. MoreMaps.GrapeseedMap=true
  1225.  
  1226. # North of Rosewood
  1227. MoreMaps.BlackwoodMap=true
  1228.  
  1229. # Between Rosewood and Muldraugh
  1230. MoreMaps.PitstopMap=true
  1231.  
  1232. # North of West Point, on the other side of the river
  1233. MoreMaps.OverTheRiverMap=true
  1234.  
  1235. # West of Muldraugh
  1236. MoreMaps.LakeIvyMap=true
  1237.  
  1238. # From the mod Save Our Station!
  1239. MoreMaps.WeatherStationLocations=false
  1240.  
  1241. # West of Rosewood and Grapeseed. Very rare map item.
  1242. MoreMaps.CompleteRavenCreekMap=true
  1243.  
  1244. # 3 district maps
  1245. MoreMaps.RavenCreekDistrictMaps=true
  1246.  
  1247. # North of Rosewood
  1248. MoreMaps.RosewoodExpansionMap=true
  1249.  
  1250. # North West of March Ridge
  1251. MoreMaps.MarchRidgeExpansionMap=false
  1252.  
  1253. # North West of March Ridge
  1254. MoreMaps.CONResearchMap=false
  1255.  
  1256. # North West of Rosewood
  1257. MoreMaps.GreenleafMap=true
  1258.  
  1259. # Between Ekron and Pony Roam-O
  1260. MoreMaps.LittleTownshipMap=false
  1261.  
  1262. # Between Dixie and crossroads
  1263. MoreMaps.LindenMap=false
  1264.  
  1265. # South West of Riverside
  1266. MoreMaps.RefordvilleMap=false
  1267.  
  1268. #
  1269. MoreMaps.ChernavilleMap=false
  1270.  
  1271. # North of Muldraugh, West of Dixie
  1272. MoreMaps.ChinatownMap=true
  1273.  
  1274. # West of Rosewood, after Grapeseed
  1275. MoreMaps.BlueberryMap=true
  1276.  
  1277. # West of West Point
  1278. MoreMaps.WestPointFireDepartmentMap=true
  1279.  
  1280. # South of West Point
  1281. MoreMaps.WestPointSouthTrailerParkMap=true
  1282.  
  1283. # An island in the Ohio river, in the North West corner of the map
  1284. MoreMaps.KingsmouthMap=false
  1285.  
  1286. # East of Dixie
  1287. MoreMaps.SurvivorWarehouseLocation=false
  1288.  
  1289. # North West of West Point, East of Riverside's Country Club on the other side of the river
  1290. MoreMaps.CoryerdonMap=false
  1291.  
  1292. # South of Ed's Auto Salvage
  1293. MoreMaps.OldParkTownMap=false
  1294.  
  1295. MoreMaps.WestPointExpansionMap=true
  1296.  
  1297. MoreMaps.GlenportMap=false
  1298.  
  1299. # Very rare
  1300. MoreMaps.CompleteEerieCountryMap=false
  1301.  
  1302. # Centralia, Hidden swamps, Rural Zone, Eren City, Irvington, train station...
  1303. MoreMaps.EerieCountryDifferentMaps=false
  1304.  
  1305. # Far South West. Silverton Map, Rosebery Map, New Denver Map.
  1306. MoreMaps.SlocanLakeMaps=false
  1307.  
  1308. # South of West Point
  1309. MoreMaps.BillionaireSafehouseLocation=false
  1310.  
  1311. # West of Riverside's Country Club
  1312. MoreMaps.WildberriesMap=false
  1313.  
  1314. # East of Muldraugh's Railyard
  1315. MoreMaps.TugalandMap=false
  1316.  
  1317. # East of Rosewood, West of Grapeseed
  1318. MoreMaps.RemusMap=false
  1319.  
  1320. # West of Louisville
  1321. MoreMaps.TrimbleCountyMaps=true
  1322.  
  1323. # East of West Point
  1324. MoreMaps.EZPZCommunityCenterMap=false
  1325.  
  1326. # South of March Ridge
  1327. MoreMaps.OldPineVillageMap=false
  1328.  
  1329. # An island in the river, North East of Louisville,
  1330. MoreMaps.ChristmasVillageMap=false
  1331.  
  1332. # North East of Muldraugh, West of Ekron
  1333. MoreMaps.HyruleCountyMap=false
  1334.  
  1335. # North of Ekron
  1336. MoreMaps.RiverwoodMap=false
  1337.  
  1338. # North of East of Valley Station's Mall
  1339. MoreMaps.HongKongYauMaTeiMap=false
  1340.  
  1341. # South West of Ekron
  1342. MoreMaps.WesternMilitaryComplexMap=false
  1343.  
  1344. # South East of Muldraugh
  1345. MoreMaps.MansionAdress=false
  1346.  
  1347. # South East of Muldraugh
  1348. MoreMaps.ConstructionFactoryMap=false
  1349.  
  1350. # Minimum=0 Maximum=10 Default=2
  1351. RefinedHotwiring.UnhotwireElectrical=2
  1352.  
  1353. # Minimum=0 Maximum=10 Default=3
  1354. RefinedHotwiring.UnhotwireMechanics=3
  1355.  
  1356. # Minimum=0 Maximum=10 Default=1
  1357. RefinedHotwiring.KeyElectrical=2
  1358.  
  1359. # Minimum=0 Maximum=10 Default=2
  1360. RefinedHotwiring.KeyMechanics=3
  1361.  
  1362. # Minimum=0 Maximum=10 Default=3
  1363. RefinedHotwiring.KeyMetalworking=3
  1364.  
  1365. # <RGB:232,209,0>1 page = instant \n12 pages = 1 minute \n120 pages = 10 minutes (Default Sandbox speed) \nMultiply minutes by your server Sandbox read speed to get your # of mins per 12 pages</RGB> \nMinimum=1 Maximum=3000 Default=500
  1366. Nipswitch.Pagelength=250
  1367.  
  1368. # <RGB:232,209,0>Level of Electrical required to read Book\nMinimum=0 Maximum=10 Default=6
  1369. Nipswitch.Booklevel=5
  1370.  
  1371. # <RGB:232,209,0>Spawns in: \nBookstore Stationary \nLibrary counter \nLiving Room shelf \nResidential office desk \nBedroom side table \nDefault=Rare
  1372. Nipswitch.Bookchanceplace=1
  1373.  
  1374. # <RGB:232,209,0>Spawns in downed Zombie bodies.\nDefault=Very Rare
  1375. Nipswitch.Bookchancezombie=1
  1376.  
  1377. # <RGB:232,209,0>Electrical Level required to Remove/Replace Lightbulb from switches in world\nMinimum=0 Maximum=10 Default=4
  1378. Nipswitch.Bulblevel=4
  1379.  
  1380. # <RGB:232,209,0>Level required to place/pick Switches in world\nMinimum=1 Maximum=10 Default=6
  1381. Nipswitch.Movelevel=5
  1382.  
  1383. # <RGB:232,209,0>Level 5 is PZ Hardcoded Minimum Electrical level to add Battery\nMinimum=5 Maximum=10 Default=8
  1384. Nipswitch.Batterylevel=6
  1385.  
  1386. # <RGB:232,209,0>If you check box, you will disable removing bulbs from Light Switches (Ignores Bulb Level Value)
  1387. Nipswitch.Bulbdisabled=false
  1388.  
  1389. # <RGB:232,209,0>If you check box, players can't pickup Light Switches (Ignores Move Level Value)
  1390. Nipswitch.Movedisabled=false
  1391.  
  1392. # <RGB:232,209,0>If you check box, you can't attach battery connectors to Light Switches (Ignores Battery Level Value)
  1393. Nipswitch.Batterydisabled=false
  1394.  
  1395. # <RGB:232,209,0>How many Wire required to craft\nMinimum=1 Maximum=1000 Default=10
  1396. Nipswitch.Craftwire=6
  1397.  
  1398. # <RGB:232,209,0>How many Scrap Electronics required to craft\nMinimum=1 Maximum=1000 Default=50
  1399. Nipswitch.CraftElectronicsScrap=25
  1400.  
  1401. # <RGB:232,209,0>How many units of Duct Tape required to craft\nMinimum=1 Maximum=1000 Default=4
  1402. Nipswitch.Craftducttape=1
  1403.  
  1404. # <RGB:232,209,0>How Many Screws required to craft\nMinimum=1 Maximum=1000 Default=10
  1405. Nipswitch.Craftscrews=5
  1406.  
  1407. # Default=Normal
  1408. SapphCooking.NonPerishableChance=1
  1409.  
  1410. # Default=Normal
  1411. SapphCooking.PerishableChance=1
  1412.  
  1413. # Default=Normal
  1414. SapphCooking.MagazineChance=1
  1415.  
  1416. # Default=Normal
  1417. SapphCooking.MREChance=1
  1418.  
  1419. # Default=Normal
  1420. SapphCooking.KitchenUtensilsChance=1
  1421.  
  1422. # Default=Normal
  1423. SapphCooking.AlcoholChance=1
  1424.  
  1425. # Default=Normal
  1426. SapphCooking.ZombieLootSpawn=1
  1427.  
  1428. # If enabled, player corpses will include a fully annotated map containing every symbols from their main map
  1429. BLTAnnotations.DropMapOnDeath=true
  1430.  
  1431. # Establishes the base amount of More Smokes loot in distribution\nDefault=Normal
  1432. MoreSmokes.Loot=1
  1433.  
  1434. # Stoner Moodle start as on but you can choose to turn off the moodle
  1435. MoreSmokes.Moodle=true
  1436.  
  1437. # Defines the multiplier to spawn rate of More Smokes Kits found in the world\nMinimum=1 Maximum=10 Default=2
  1438. MoreSmokes.Kits=2
  1439.  
  1440. # Defines the multiplier to spawn rate of Cultivation Books and Recipe Magazines found in the world\nMinimum=1 Maximum=10 Default=2
  1441. MoreSmokes.Magazines=1
  1442.  
  1443. # Unlocks spawns for Mod Backer's Rare Recipe Magazines not in spawn pool by default
  1444. MoreSmokes.RareMagazines=false
  1445.  
  1446. # Defines the multiplier to spawn rate of Seed Packets found in the world\nMinimum=1 Maximum=10 Default=2
  1447. MoreSmokes.Seeds=2
  1448.  
  1449. # Default on, can toggle all cannabis natural spawns in game
  1450. MoreSmokes.YesCannabis=true
  1451.  
  1452. # Defines the multiplier to spawn rate of Cannabis Items found in the world\nMinimum=1 Maximum=10 Default=2
  1453. MoreSmokes.Cannabis=2
  1454.  
  1455. # Default on, can toggle all Tobacco natural spawns in game
  1456. MoreSmokes.YesTobacco=true
  1457.  
  1458. # Defines the multiplier to spawn rate of Tobacco Items found in the world\nMinimum=1 Maximum=10 Default=2
  1459. MoreSmokes.Tobacco=2
  1460.  
  1461. # Defines the multiplier to spawn rate of Cannabis Infused Edibles found in the world\nMinimum=1 Maximum=10 Default=2
  1462. MoreSmokes.Edibles=2
  1463.  
  1464. # Defines the multiplier to spawn rate of Bongs, Pipes, and Hookahs found in the world\nMinimum=1 Maximum=10 Default=2
  1465. MoreSmokes.Glassware=2
  1466.  
  1467. # Default is 2 balanced for 1 hour days, influences hunger and thirst gains while high\nMinimum=1 Maximum=50 Default=2
  1468. MoreSmokes.Munchies=2
  1469.  
  1470. # Default is 2 balanced for 1 hour days, influences the stoner trait perks\nMinimum=1 Maximum=50 Default=2
  1471. MoreSmokes.StonerPerk=2
  1472.  
  1473. # Default is 2 balanced for 1 hour days, influences negative experiences of the paranoid toker trait\nMinimum=1 Maximum=50 Default=2
  1474. MoreSmokes.Paranoid=2
  1475.  
  1476. # Cultivation levels provide a + 1-4 to usable product when processing tobacco or cannabis, add to that amount with this option\nMinimum=0 Maximum=5 Default=0
  1477. MoreSmokes.CultivationBonus=0
  1478.  
  1479. # Default is 2 balanced for 1 hour days, establishes the rate of how stoned you get per cannabis item consumed\nMinimum=1 Maximum=50 Default=2
  1480. MoreSmokes.StonedIncreaseMulti=2
  1481.  
  1482. # Default is 2 balanced for 1 hour days, Increases the rate in which you lose your high after getting stoned\nMinimum=1 Maximum=50 Default=2
  1483. MoreSmokes.StonedDecreaseMulti=2
  1484.  
  1485. # If you change the values below, plan to restart your game/server for changes to take effect. This checkbox does nothing
  1486. MoreSmokes.TimerInfo=true
  1487.  
  1488. # Default 10 is equal to base cure and drying times, lower is faster as 1 = 10% of time required where as 20 = 200% of time required\nMinimum=1 Maximum=20 Default=10
  1489. MoreSmokes.DryCureChange=10
  1490.  
  1491. # Adds the amount returned on harvest per crop, if set at 0 you minimally get 1 per harvest\nMinimum=0 Maximum=10 Default=2
  1492. MoreSmokes.HarvestAdd=2
  1493.  
  1494. # Defines the in game hours for each growing phase to finish\nMinimum=12 Maximum=250 Default=90
  1495. MoreSmokes.GrowTimer=90
  1496.  
  1497. # Defines the in game hours it will take a crop to rot after phase 7\nMinimum=12 Maximum=250 Default=90
  1498. MoreSmokes.RotTimer=90
  1499.  
  1500. # The following parts must be uninstalled before dismantling: hood, trunk lid, doors, windows, seats.
  1501. VehicleRecycling.UninstallParts=true
  1502.  
  1503. # Minimum=1 Maximum=100 Default=1
  1504. VehicleRecycling.ActionTimeMultiplier=2
  1505.  
  1506. VehicleRepairOverhaul.DisableVehicleSalvage=true
  1507.  
  1508. DAMN.AllowPowerChadSpawns=true
  1509.  
  1510. CF8KSweeper.AllowTiles=true
  1511.  
  1512. # You can list exact sprite names or the start of tilepacks. Separate them with ;
  1513. 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
  1514.  
  1515. CF8KSweeper.AllowBlood=true
  1516.  
  1517. CF8KSweeper.AllowGrime=true
  1518.  
  1519. CF8KSweeper.AllowAshes=true
  1520.  
  1521. CF8KSweeper.AllowItems=true
  1522.  
  1523. CF8KSweeper.AllowCorpses=true
  1524.  
  1525. # Regulates how quickly will a trunk's capacity decrease depending on its damage. E.g.: <LINE>0 means no capacity loss regardless of trunk's damage. <LINE>1 means standard vanilla rate. <LINE>0.5 means 50% of vanilla rate (capacity is lost slower). <LINE>2 means 200% of vanilla rate (capacity is lost faster).\nMinimum=0.00 Maximum=10.00 Default=0.00
  1526. eggonsWorthwileCars2.CapacityChangeRate=0.0
  1527.  
  1528. # Trunk sizes will depend on the size of vehicle ranging from 25 to 300 for vanilla cars.
  1529. eggonsWorthwileCars2.ApplyCapacityBalance=true
  1530.  
  1531. # Number by which all trunks' base capacities will be multiplied. E.g.: <LINE>1 means no change. <LINE>0.5 will reduce capacities by 50%. <LINE>2 will increase capacities by 100%. <LINE>"Base capacities" means either Eggon's balance (if you ticked the checkbox above) or vanilla (if not).\nMinimum=0.00 Maximum=10.00 Default=1.00
  1532. eggonsWorthwileCars2.CapacityMultiplier=1.0
  1533.  
  1534. eggonsWorthwileCars2.ApplyCapacityMultiplierToSeats=false
  1535.  
  1536. eggonsWorthwileCars2.ApplyCapacityMultiplierToGloveBoxes=false
  1537.  
  1538. # Engine loudness will be more aligned with size of the car (the bigger car, the louder engine) and it's type - sports cars are loud too! <LINE> <LINE>Engine quality and muffler will still impact the overall loudness. <LINE> <LINE>The loudness range remains the same as is for vanilla (just different cars will be loudest).
  1539. eggonsWorthwileCars2.ApplyLoudnessBalance=true
  1540.  
  1541. # Engine power will be modified for some cars for additional flavor.
  1542. eggonsWorthwileCars2.ApplyPowerBalance=true
  1543.  
  1544. # VFE weapons spawning attached to police zombies.
  1545. VFE.PoliceWeapons=true
  1546.  
  1547. # Weapons spawning attached to military zombies. (Not just VFE specific ones)
  1548. VFE.MilitaryWeapons=true
  1549.  
  1550. # Weapons spawning attached to survivor zombies. (Not just VFE specific ones)
  1551. VFE.SurvivorWeapons=true
  1552.  
  1553. # Weapons spawning attached to other zombies zombies, like bikers. (Not just VFE specific ones)
  1554. VFE.OtherWeapons=true
  1555.  
  1556. # VFE weapons spawning inside vehicle inventories.
  1557. VFE.CarWeapons=true
  1558.  
  1559. # VFE weapons spawning inside of normal houses.
  1560. VFE.HouseWeapons=false
  1561.  
  1562. # Multiplier to weapons spawning in houses (Requires previous option enabled)\nMinimum=0.10 Maximum=10.00 Default=1.00
  1563. VFE.HouseWeaponsMulti=0.1
  1564.  
  1565. # This is only a line separator, checking it has no effect.
  1566. Text.DividerMusic=false
  1567.  
  1568. # Controls how powerful music related activities are. Higher values increase their effectiveness.\nDefault=Normal
  1569. Music.StrengthMultiplier=1
  1570.  
  1571. # This is only a line separator, checking it has no effect.
  1572. Text.DividerDancing=false
  1573.  
  1574. # Controls how powerful dancing is. Higher values increase it's effectiveness.\nDefault=Normal
  1575. Dancing.StrengthMultiplier=1
  1576.  
  1577. # This is only a line separator, checking it has no effect.
  1578. Text.DividerMeditation=false
  1579.  
  1580. # Controls how powerful meditation is. Higher values increase it's effectiveness.\nDefault=Normal
  1581. Meditation.StrengthMultiplier=1
  1582.  
  1583. # Controls the duration of all mindfulness states.\nDefault=Normal
  1584. Meditation.MindfulnessDuration=2
  1585.  
  1586. # How much healing occurs during during the Perfect Mindfulness state.
  1587. # The amount varies depending on your character overall health and game-time settings.\nMinimum=0.00 Maximum=10.00 Default=2.00
  1588. Meditation.HealFactor=2.0
  1589.  
  1590. # Controls the effectiveness of the mindfulness states bonuses (stress, pain, panic, etc...).\nDefault=Normal
  1591. Meditation.EffectMultiplier=1
  1592.  
  1593. # This is only a line separator, checking it has no effect.
  1594. Text.DividerDebug=false
  1595.  
  1596. # Enabling this will cause other modded moodles to appear above lifestyle moodles.
  1597. Debug.MoodlePriority=false
  1598.  
  1599. # Enables manual expressions in the admin context menu
  1600. Debug.Expressions=false
  1601.  
  1602. # Enabling this will make animation names appear above some of the new animations
  1603. Debug.DanceAnim=false
  1604.  
  1605. # Disables the vanilla aiming xp dropoff after level 4.
  1606. StandardisedExperience.WantSTAiming=true
  1607.  
  1608. # Optional XP multiplier for aiming.\nDefault=Vanilla
  1609. StandardisedExperience.AimingMultiplier=1
  1610.  
  1611. # Optional XP multiplier for reloading.\nDefault=Vanilla
  1612. StandardisedExperience.ReloadMult=4
  1613.  
  1614. # When you reload, you only have a chance to gain XP.\nDefault=Always
  1615. StandardisedExperience.ReloadChance=1
  1616.  
  1617. # In vanilla, XP gains are lowered and chance is decreased after level 4, making leveling much slower. Enable to restore this.
  1618. StandardisedExperience.ReloadNerf=false
  1619.  
  1620. # As you walk in combat stance, you will reliably gain nimble XP over time.
  1621. StandardisedExperience.WantSTNimble=true
  1622.  
  1623. # Increases the XP you gain in combat stance. This mod already causes you to gain XP much faster than in vanilla, so try it out before tweaking this setting!\nDefault=Default
  1624. StandardisedExperience.NimbleMult=1
  1625.  
  1626. # How often you gain XP while in combat stance. Increase this to dampen the XP multiplier.\nDefault=10 seconds (Default)
  1627. StandardisedExperience.NimbleDelay=3
  1628.  
  1629. # As you run, you will reliably gain sprinting XP over time.
  1630. StandardisedExperience.WantSTSprinting=false
  1631.  
  1632. # Increases the XP you gain while sprinting. This mod already causes you to gain XP much faster than in vanilla, so try it out before tweaking this setting!\nDefault=Default
  1633. StandardisedExperience.SprintMult=2
  1634.  
  1635. # How often you gain XP while sprinting. Increase this to dampen the XP multiplier.\nDefault=15 seconds (Default)
  1636. StandardisedExperience.SprintDelay=3
  1637.  
  1638. # Standardises all sources of passive XP, except from exercise.
  1639. StandardisedExperience.WantSTPassive=false
  1640.  
  1641. # Increases the fitness XP you gain from all activities other than exercise.\nDefault=Vanilla
  1642. StandardisedExperience.FitnessBoost=1
  1643.  
  1644. # Increases the chance to gain fitness XP from all activities other than exercise.\nDefault=Vanilla
  1645. StandardisedExperience.FitnessChance=4
  1646.  
  1647. # Increases the strength XP you gain from all activities other than exercise.\nDefault=Vanilla
  1648. StandardisedExperience.StrengthBoost=2
  1649.  
  1650. # Increases the chance to gain strength XP from all activities other than exercise.\nDefault=Vanilla
  1651. StandardisedExperience.StrengthChance=4
  1652.  
  1653. # X out of (100 + player skill/trait factor) will cause a heavy injury.
  1654. # 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
  1655. DiveThruWindows.DiveClosedWindowInjuryChance=45
  1656.  
  1657. # X out of (100 + player skill/trait factor) will cause an injury.
  1658. # 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
  1659. DiveThruWindows.DiveBrokenWindowInjuryChance=30
  1660.  
  1661. # 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
  1662. DiveThruWindows.BaseDodge=100
  1663.  
  1664. # Multiplier for armor effectiveness against dive injuries.\nMinimum=0 Maximum=200 Default=100
  1665. DiveThruWindows.ArmorEffectiveness=100
  1666.  
  1667. # When smashing a window with a dive, this is the % chance that the animation will be converted to a failure.
  1668. # 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
  1669. DiveThruWindows.BaseFailDiveChance=45
  1670.  
  1671. # 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)
  1672. DiveThruWindows.CanInjureLegs=false
  1673.  
  1674. # How many bonus injury rolls occur upon smashing a window with a dive?\nMinimum=0 Maximum=9 Default=0
  1675. DiveThruWindows.ExtraInjuryRolls=0
  1676.  
  1677. # The amount of 10 minute intervals needed for a return of bonuses when reading.\nMinimum=0 Maximum=1000000 Default=26280
  1678. NamedLiterature.TimeToForget=26280
  1679.  
  1680. # The amount of times each piece of literature can be read. This number divides the bonuses given from reading.\nMinimum=1 Maximum=100 Default=3
  1681. NamedLiterature.MaxTimesReadable=2
  1682.  
  1683. # If true, diminished bonus from reading stay at a capped amount. If false, the bonuses are 0.
  1684. NamedLiterature.CanReadPassedMax=true
  1685.  
  1686. # Everytime the gate is closed by a controller, it will also be locked.
  1687. AutoGate.AutoLockGate=true
  1688.  
  1689. # Max range that a controller can interact with the gate.\nMinimum=8 Maximum=50 Default=35
  1690. AutoGate.ControllerRange=35
  1691.  
  1692. # Total uses each battery can have.\nMinimum=10 Maximum=300 Default=100
  1693. AutoGate.BatteryMaxUseCount=100
  1694.  
  1695. # Level of Metalworking required to install gate motor.\nMinimum=1 Maximum=10 Default=4
  1696. AutoGate.LevelRequirementsInstallMetalWelding=4
  1697.  
  1698. # Level of Electrical required to interact with the controller.\nMinimum=1 Maximum=10 Default=1
  1699. AutoGate.LevelRequirementsControllerInteraction=1
  1700.  
  1701. # Level of Mechanics required to interact with the gate.\nMinimum=1 Maximum=10 Default=1
  1702. AutoGate.LevelRequirementsGateInteraction=1
  1703.  
  1704. # Level of Electrical required to make controllers. (needs restart)\nMinimum=1 Maximum=10 Default=2
  1705. AutoGate.LevelRequirementsMakeControllerElectrical=2
  1706.  
  1707. # Level of Electrical required to make a gate motors. (needs restart)\nMinimum=1 Maximum=10 Default=3
  1708. AutoGate.LevelRequirementsMakeComponentsElectrical=3
  1709.  
  1710. # Level of Mechanics required to make a gate motors. (needs restart)\nMinimum=1 Maximum=10 Default=4
  1711. AutoGate.LevelRequirementsMakeComponentsMechanics=4
  1712.  
  1713. # Establishes the base amount of Plushies to loot in distribution\nDefault=Low
  1714. MorePlushies.Loot=1
  1715.  
  1716. # Default spawn is very low, the higher the number the more abundant the spawns\nMinimum=1 Maximum=10 Default=2
  1717. MorePlushies.SpawnRate=1
  1718.  
  1719. # How much reading speed is affected by Literacy skill. (Speeds lower than level 5 are always calculated at 20% per level.)\nDefault=Default (20%)
  1720. Literacy.SpeedMultiplier=3
  1721.  
  1722. # Modifies the rate at which Literacy XP is gained.\nMinimum=0.10 Maximum=10.00 Default=1.00
  1723. Literacy.XPMultiplier=1.0
  1724.  
  1725. # How much of an affect Fast Reader and Slow Reader have on reading speed, not including the starting skill boost.\nDefault=Default (10%)
  1726. Literacy.TraitMultiplier=3
  1727.  
  1728. # Multiplies your overall reading speed\nMinimum=0.10 Maximum=10.00 Default=1.00
  1729. Literacy.OverallSpeedMultiplier=1.0
  1730.  
  1731. # Remaining debuffs after losing the Illiterate trait\nDefault=Slow Reader and Poor Reader
  1732. Literacy.IlliteratePenalty=2
  1733.  
  1734. # Adds skill books for strength and fitness.
  1735. Literacy.WantPassiveBooks=false
  1736.  
  1737. # Adds skill books for sprinting, nimble, sneaking and lightfoot.
  1738. Literacy.WantAgilityBooks=false
  1739.  
  1740. # Adds skill books for melee weapons.
  1741. Literacy.WantWeaponBooks=false
  1742.  
  1743. # Adds skill books for maintenance.
  1744. Literacy.WantMaintenanceBooks=false
  1745.  
  1746. # Adds skill books for aiming and reloading.
  1747. Literacy.WantGunBooks=false
  1748.  
  1749. # Turn off to stop the 'Learn to Read!' magazine from spawning.
  1750. Literacy.WantLiteracyMag=true
  1751.  
  1752. Literacy.LiteracyMagCraftable=true
  1753.  
  1754. # Disables the custom book spawning code used by this mod. This is usually needed when using mods that add lots of books or items that spawn where books do, such as True Music.
  1755. Literacy.SafeMode=true
  1756.  
  1757. # How much time is needed to pass the stomach.\nDefault is realistic.\nMinimum=0.00 Maximum=100.00 Default=1.00
  1758. Excrementum.StomachMultiplier=1.0
  1759.  
  1760. # How much food leaves stomach in form of chyme every 10 ingame minutes.\nMinimum=1.00 Maximum=100.00 Default=10.00
  1761. Excrementum.ChymeMultiplier=10.0
  1762.  
  1763. # Ingame minutes to pass the intestine\n(between the stomach and the colon).\nMinimum=0.00 Maximum=3000.00 Default=300.00
  1764. Excrementum.DefecateIntMinutes=300.0
  1765.  
  1766. # How much time must pass to start Colon Threshold moving down.\nMinimum=0.00 Maximum=5000.00 Default=1320.00
  1767. Excrementum.ColonMinutes=1320.0
  1768.  
  1769. # The colon percentage of fullness for urge to defecate.\nSome food may change this threshold.\nMinimum=50.00 Maximum=150.00 Default=80.00
  1770. Excrementum.ColonBaseThreshold=80.0
  1771.  
  1772. # Urine production multiplier from drunk water.\nDefault is 1:1, where 10 thirst units = 100 ml.\nAlso affects diuretic effect.\nMinimum=0.00 Maximum=10.00 Default=1.00
  1773. Excrementum.UrinateIncreaseMultiplier=1.0
  1774.  
  1775. # Passive urine production multiplier from metabolism.\nBy default ~ 30% from all production (if no perks, no cold etc).\nMinimum=0.00 Maximum=10.00 Default=1.00
  1776. Excrementum.UrinatePassiveMultiplier=1.0
  1777.  
  1778. # The volume of stomach that keeps green moodle which restores health.\nMinimum=50.00 Maximum=500.00 Default=50.00
  1779. Excrementum.StomachVolume=50.0
  1780.  
  1781. # The stomach may be distended. Max capacity is 'Stomach Volume' plus this.\nCharacter won't accept food over maximum capacity.\nMinimum=50.00 Maximum=1000.00 Default=100.00
  1782. Excrementum.AdditionalStomachVolume=100.0
  1783.  
  1784. # Regen overlay is allowed for clients.\nThey will be able to turn it on/off and change position by client options.
  1785. Excrementum.OverlayIsAllowed=false
  1786.  
  1787. # Status window is allowed for clients.\nThey will be able to turn it on/off, switch to bars, change position etc.
  1788. Excrementum.EnabledStatusBars=false
  1789.  
  1790. # How the shame is enabled (including multiplayer).\nDefault=Retexture Auto Detect
  1791. Excrementum.Shame=3
  1792.  
  1793. # The amount per hour the moodle value decreases\nThe start value is 1.0, 0.0 is the lowest.\nMinimum=-1.00 Maximum=-0.01 Default=-0.03
  1794. DirtinessSickness.DecreasePerHour=-0.03
  1795.  
  1796. # The amount of dirtiness required for the moodle to start ticking up in value\nThis works per body part, where a value of 0 is completely clean, and 1 is completely dirty.\nThere are 17 body parts.\nMinimum=0.01 Maximum=17.00 Default=1.00
  1797. DirtinessSickness.DirtinessToTickUp=4.0
  1798.  
  1799. # The amount added to sickness level when a player fails sick chance / hour.\nMinimum=0.00 Maximum=100.00 Default=50.00
  1800. DirtinessSickness.IncreaseSicknessAmt=5.0
  1801.  
  1802. # The cap for sickness resulting from this mod. (90.1+ is fever.)\nMinimum=0.00 Maximum=100.00 Default=95.00
  1803. DirtinessSickness.SicknessCap=95.0
  1804.  
  1805. # The value required to set the first level of the moodle.\nMinimum=0.75 Maximum=1.00 Default=0.75
  1806. DirtinessSickness.LowThreshold=0.75
  1807.  
  1808. # The percentage chance to gain sickness per hour at this threshold.\nMinimum=0.00 Maximum=1.00 Default=0.00
  1809. DirtinessSickness.LowSickChancePerHour=0.0
  1810.  
  1811. # The value required to set the second level of the moodle.\nMinimum=0.50 Maximum=0.74 Default=0.50
  1812. DirtinessSickness.MediumThreshold=0.5
  1813.  
  1814. # The percentage chance to gain sickness per hour at this threshold.\nMinimum=0.00 Maximum=1.00 Default=0.03
  1815. DirtinessSickness.MediumSickChancePerHour=0.03
  1816.  
  1817. # The value required to set the third level of the moodle.\nMinimum=0.25 Maximum=0.49 Default=0.25
  1818. DirtinessSickness.HighThreshold=0.25
  1819.  
  1820. # The percentage chance to gain sickness per hour at this threshold.\nMinimum=0.00 Maximum=1.00 Default=0.10
  1821. DirtinessSickness.HighSickChancePerHour=0.1
  1822.  
  1823. # The value required to set the fourth and final level of the moodle.\nMinimum=0.00 Maximum=0.24 Default=0.04
  1824. DirtinessSickness.CriticalThreshold=0.04
  1825.  
  1826. # The percentage chance to gain sickness per hour at this threshold.\nMinimum=0.00 Maximum=1.00 Default=0.14
  1827. DirtinessSickness.CriticalSickChancePerHour=0.14
  1828.  
  1829. # 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
  1830. RebalancedCalorieBurning.CalorieMultiplier=1.0
  1831.  
  1832. # Minimum=0.00 Maximum=100.00 Default=1.00
  1833. RebalancedCalorieBurning.IdleMultiplier=0.95
  1834.  
  1835. # Minimum=0.00 Maximum=100.00 Default=1.00
  1836. RebalancedCalorieBurning.WalkingMultiplier=1.025
  1837.  
  1838. # Minimum=0.00 Maximum=100.00 Default=1.00
  1839. RebalancedCalorieBurning.RunningMultiplier=1.1
  1840.  
  1841. # Minimum=0.00 Maximum=100.00 Default=1.00
  1842. RebalancedCalorieBurning.SprintingMultiplier=1.2
  1843.  
  1844. # Minimum=0.00 Maximum=100.00 Default=1.00
  1845. RebalancedCalorieBurning.AsleepMultiplier=0.9
  1846.  
  1847. # Minimum=0.00 Maximum=100.00 Default=1.00
  1848. RebalancedCalorieBurning.SittingMultiplier=0.935
  1849.  
  1850. # Minimum=0.00 Maximum=100.00 Default=1.00
  1851. RebalancedCalorieBurning.TimedActionMultiplier=1.0
  1852.  
  1853. # Minimum=0.00 Maximum=100.00 Default=1.00
  1854. RebalancedCalorieBurning.CarryMultiplier=1.0125
  1855.  
  1856. # Minimum=0 Maximum=100 Default=30
  1857. IMNAL.CarLighterChance=30
  1858.  
  1859. # Minimum=0 Maximum=100 Default=50
  1860. IMNAL.CarLighterSocketChance=50
  1861.  
  1862. # Minimum=0 Maximum=10 Default=1
  1863. IMNAL.electricityReq=2
  1864.  
  1865. # Minimum=0 Maximum=10 Default=2
  1866. IMNAL.mechanicReq=2
  1867.  
  1868. IMNAL.allowStove=true
  1869.  
  1870. IMNAL.allowMicrowave=false
  1871.  
  1872. IMNAL.allowFireplace=true
  1873.  
  1874. IMNAL.allowCampfire=true
  1875.  
  1876. IMNAL.allowFire=true
  1877.  
  1878. IMNAL.allowBump=true
  1879.  
  1880. IMNAL.noStoveRisk=true
  1881.  
  1882. # Minimum=0 Maximum=400 Default=200
  1883. IMNAL.carLighterBaseTimer=200
  1884.  
  1885. # Minimum=0 Maximum=300 Default=150
  1886. IMNAL.stoveBaseTimer=150
  1887.  
  1888. # Minimum=0 Maximum=2000 Default=1000
  1889. IMNAL.microwaveBaseTimer=1000
  1890.  
  1891. # Minimum=0 Maximum=200 Default=100
  1892. IMNAL.fireplaceBaseTimer=100
  1893.  
  1894. # Minimum=0 Maximum=200 Default=100
  1895. IMNAL.barbecueBaseTimer=100
  1896.  
  1897. # Minimum=0 Maximum=240 Default=120
  1898. IMNAL.campingBaseTimer=120
  1899.  
  1900. # Minimum=0 Maximum=80 Default=40
  1901. IMNAL.fireBaseTimer=40
  1902.  
  1903. # Minimum=0 Maximum=20 Default=10
  1904. IMNAL.playerBaseTimer=10
  1905.  
  1906. # This tickbox has no effect on the game. It is only here to make the UI look nicer.
  1907. NS.S0=false
  1908.  
  1909. # 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
  1910. NS.m22=40
  1911.  
  1912. # 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
  1913. NS.s22=50
  1914.  
  1915. # 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
  1916. NS.d22=2
  1917.  
  1918. # .22 silencer can be crafted.
  1919. NS.c22=true
  1920.  
  1921. # This tickbox has no effect on the game. It is only here to make the UI look nicer.
  1922. NS.S1=false
  1923.  
  1924. # 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
  1925. NS.m9=40
  1926.  
  1927. # 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
  1928. NS.s9=55
  1929.  
  1930. # 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
  1931. NS.d9=3
  1932.  
  1933. # 9mm silencer can be crafted.
  1934. NS.c9=true
  1935.  
  1936. # This tickbox has no effect on the game. It is only here to make the UI look nicer.
  1937. NS.S2=false
  1938.  
  1939. # 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
  1940. NS.m44=35
  1941.  
  1942. # 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
  1943. NS.s44=60
  1944.  
  1945. # 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
  1946. NS.d44=3
  1947.  
  1948. # .44 Magnum silencer can be crafted.
  1949. NS.c44=true
  1950.  
  1951. # This tickbox has no effect on the game. It is only here to make the UI look nicer.
  1952. NS.S3=false
  1953.  
  1954. # 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
  1955. NS.m45=35
  1956.  
  1957. # 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
  1958. NS.s45=60
  1959.  
  1960. # 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
  1961. NS.d45=3
  1962.  
  1963. # .45 AC silencer can be crafted.
  1964. NS.c45=true
  1965.  
  1966. # This tickbox has no effect on the game. It is only here to make the UI look nicer.
  1967. NS.S4=false
  1968.  
  1969. # 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
  1970. NS.m38n357=35
  1971.  
  1972. # 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
  1973. NS.s38n357=60
  1974.  
  1975. # 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
  1976. NS.d38n357=3
  1977.  
  1978. # .38 Special / .357 Magnum silencer can be crafted.
  1979. NS.c38n357=true
  1980.  
  1981. # This tickbox has no effect on the game. It is only here to make the UI look nicer.
  1982. NS.S5=false
  1983.  
  1984. # 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
  1985. NS.m223n556=35
  1986.  
  1987. # 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
  1988. NS.s223n556=60
  1989.  
  1990. # 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
  1991. NS.d223n556=3
  1992.  
  1993. # .223 / 5.56x45mm silencer can be crafted.
  1994. NS.c223n556=true
  1995.  
  1996. # This tickbox has no effect on the game. It is only here to make the UI look nicer.
  1997. NS.S6=false
  1998.  
  1999. # 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
  2000. NS.m308n762=35
  2001.  
  2002. # 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
  2003. NS.s308n762=55
  2004.  
  2005. # 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
  2006. NS.d308n762=3
  2007.  
  2008. # .308 / 7.62x51mm silencer can be crafted.
  2009. NS.c308n762=true
  2010.  
  2011. # This tickbox has no effect on the game. It is only here to make the UI look nicer.
  2012. NS.S7=false
  2013.  
  2014. # 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
  2015. NS.mShells=25
  2016.  
  2017. # 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
  2018. NS.sShells=50
  2019.  
  2020. # 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
  2021. NS.dShells=2
  2022.  
  2023. # Shotgun silencer can be crafted.
  2024. NS.cShells=true
  2025.  
  2026. # This tickbox has no effect on the game. It is only here to make the UI look nicer.
  2027. NS.S8=false
  2028.  
  2029. # A level of metalworking is required to craft silencers.\nMinimum=0 Maximum=10 Default=6
  2030. NS.CraftingMetalWeldingRequired=6
  2031.  
  2032. # A level of aiming is required to craft silencers.\nMinimum=0 Maximum=10 Default=2
  2033. NS.CraftingAimingRequired=2
  2034.  
  2035. # Allow the conversion from one silencer type to another. Example, converting a .22 silencer to a 9mm silencer.
  2036. NS.ConversionAllowed=true
  2037.  
  2038. # A level of metalworking is required to convert silencers.\nMinimum=0 Maximum=10 Default=5
  2039. NS.ConversionMetalWeldingRequired=5
  2040.  
  2041. # A level of aiming is required to convert silencers.\nMinimum=0 Maximum=10 Default=2
  2042. NS.ConversionAimingRequired=2
  2043.  
  2044. # This tickbox has no effect on the game. It is only here to make the UI look nicer.
  2045. NS.S9=false
  2046.  
  2047. # Multiplier that will affect all the silencer loot distribution tables.\nMinimum=0.00 Maximum=100.00 Default=1.00
  2048. NS.BaseLootMultiplier=1.0
  2049.  
  2050. # MP server nerfs ranged weapons' sound radius by 45% for performance reasons. Remove the tick if you would like to disable it.
  2051. NS.MPRadiusNerf=false
  2052.  
  2053. # Override some weapons' base firing sounds. This is to make the firing sounds more realistic and consistent together with silenced versions.
  2054. NS.OverrideBaseSounds=true
  2055.  
  2056. # Allows items with the SharpKnife tag to remove upgrades.
  2057. DynamicBackpacks.KnivesCanRemove=true
  2058.  
  2059. # Base amount of upgrades every Inventory Container item will have\nMinimum=0 Maximum=10 Default=1
  2060. DynamicBackpacks.BaseUpgradeSlots=1
  2061.  
  2062. # Extra/Less Upgrade slots for containers that can go on the back\nMinimum=-20 Maximum=10 Default=1
  2063. DynamicBackpacks.BackSlotModifier=1
  2064.  
  2065. # Extra/Less upgrade slots for containers that go on the front/back spots\nMinimum=-20 Maximum=10 Default=0
  2066. DynamicBackpacks.FannySlotModifier=0
  2067.  
  2068. # Extra/Less upgrade slots for containers that are either not equipped or equipped in other locations.\nMinimum=-20 Maximum=10 Default=0
  2069. DynamicBackpacks.OtherSlotModifier=0
  2070.  
  2071. # Every X levels of tailoring will give all containers another upgrade slot.
  2072. # (0 to disable)\nMinimum=0 Maximum=10 Default=10
  2073. DynamicBackpacks.TailoringModifier=10
  2074.  
  2075. # Percentage bonus of the containers original capacity.\nMinimum=0.00 Maximum=1.00 Default=0.10
  2076. DynamicBackpacks.ClothCapacityPercentage=0.05
  2077.  
  2078. # Additive bonus to container capacity.\nMinimum=-100 Maximum=100 Default=1
  2079. DynamicBackpacks.ClothCapacityBonus=1
  2080.  
  2081. # Weight Efficiency bonus, applies to missing weight reduction of bag
  2082. # (50% bonus on an 80% bag results in 90% total reduction)
  2083. # (30% bonus on a 70% bag results in 79% total reduction)\nMinimum=0.01 Maximum=1.00 Default=0.15
  2084. DynamicBackpacks.ClothReductionPercentage=0.05
  2085.  
  2086. # Multiplier applied to loot spawns for all Cloth upgrades.\nMinimum=0.00 Maximum=100.00 Default=1.00
  2087. DynamicBackpacks.ClothLootSpawns=0.0
  2088.  
  2089. # Percentage bonus of the containers original capacity.\nMinimum=0.00 Maximum=1.00 Default=0.20
  2090. DynamicBackpacks.JeanCapacityPercentage=0.08
  2091.  
  2092. # Additive bonus to container capacity.\nMinimum=-100 Maximum=100 Default=1
  2093. DynamicBackpacks.JeanCapacityBonus=1
  2094.  
  2095. # Weight Efficiency bonus, applies to missing weight reduction of bag
  2096. # (50% bonus on an 80% bag results in 90% total reduction)
  2097. # (30% bonus on a 70% bag results in 79% total reduction)\nMinimum=0.01 Maximum=1.00 Default=0.25
  2098. DynamicBackpacks.JeanReductionPercentage=0.08
  2099.  
  2100. # Multiplier applied to loot spawns for all Denim upgrades.\nMinimum=0.00 Maximum=100.00 Default=1.00
  2101. DynamicBackpacks.JeanLootSpawns=0.0
  2102.  
  2103. # Percentage bonus of the containers original capacity.\nMinimum=0.00 Maximum=1.00 Default=0.25
  2104. DynamicBackpacks.LeatherCapacityPercentage=0.12
  2105.  
  2106. # Additive bonus to container capacity.\nMinimum=-100 Maximum=100 Default=2
  2107. DynamicBackpacks.LeatherCapacityBonus=2
  2108.  
  2109. # Weight Efficiency bonus, applies to missing weight reduction of bag
  2110. # (50% bonus on an 80% bag results in 90% total reduction)
  2111. # (30% bonus on a 70% bag results in 79% total reduction)\nMinimum=0.01 Maximum=1.00 Default=0.35
  2112. DynamicBackpacks.LeatherReductionPercentage=0.12
  2113.  
  2114. # Multiplier applied to loot spawns for all Leather upgrades.\nMinimum=0.00 Maximum=100.00 Default=1.00
  2115. DynamicBackpacks.LeatherLootSpawns=0.0
  2116.  
  2117. # Percentage bonus of the containers original capacity.\nMinimum=0.00 Maximum=1.00 Default=0.35
  2118. DynamicBackpacks.MilitaryCapacityPercentage=0.2
  2119.  
  2120. # Additive bonus to container capacity.\nMinimum=-100 Maximum=100 Default=2
  2121. DynamicBackpacks.MilitaryCapacityBonus=2
  2122.  
  2123. # Weight Efficiency bonus, applies to missing weight reduction of bag
  2124. # (50% bonus on an 80% bag results in 90% total reduction)
  2125. # (30% bonus on a 70% bag results in 79% total reduction)\nMinimum=0.01 Maximum=1.00 Default=0.50
  2126. DynamicBackpacks.MilitaryReductionPercentage=0.16
  2127.  
  2128. # Multiplier applied to loot spawns for all Military upgrades.\nMinimum=0.00 Maximum=100.00 Default=1.00
  2129. DynamicBackpacks.MilitaryLootSpawns=0.1
  2130.  
  2131. # Kill players when they walk over a spear trap
  2132. SpearTraps.SpearTrapsKillPlayer=false
  2133.  
  2134. # From this level onward, the Player will be able to treat fractures. \nMinimum=0 Maximum=10 Default=1
  2135. FirstAidOverhaul.FractureTreatmentLevel=1
  2136.  
  2137. # From this level onward, the Player will be able to stitch wounds. \nMinimum=0 Maximum=10 Default=2
  2138. FirstAidOverhaul.StitchingTreatmentLevel=2
  2139.  
  2140. # From this level onward, the Player won't have a chance to fail wound treatments. \nMinimum=0 Maximum=10 Default=4
  2141. FirstAidOverhaul.FailureLevelThreshold=4
  2142.  
  2143. # The chance of failure when treating wounds. \nMinimum=0 Maximum=100 Default=30
  2144. FirstAidOverhaul.FailureChance=25
  2145.  
  2146. # How much disease percentage you can get from a single infected wound. \nMinimum=0 Maximum=100 Default=26
  2147. FirstAidOverhaul.MaxDiseasePerWound=26
  2148.  
  2149. # How much disease percentage you can get from all infected wounds combined. \nMinimum=0 Maximum=100 Default=100
  2150. FirstAidOverhaul.InfectionDiseaseLimit=100
  2151.  
  2152. # How many in-game minutes before you can practice first aid on corpses again. \nMinimum=1 Maximum=1440 Default=60
  2153. FirstAidOverhaul.PracticeCooldown=60
  2154.  
  2155. # How much XP the Player receives when performing this practice in a corpse. \nMinimum=1 Maximum=1000 Default=10
  2156. FirstAidOverhaul.BandagePracticeXP=10
  2157.  
  2158. # How much XP the Player receives when performing this practice in a corpse. \nMinimum=1 Maximum=1000 Default=25
  2159. FirstAidOverhaul.SuturePracticeXP=25
  2160.  
  2161. # How much XP the Player receives when performing this practice in a corpse. \nMinimum=1 Maximum=1000 Default=50
  2162. FirstAidOverhaul.StudyPracticeXP=50
  2163.  
  2164. # How much XP the Player receives when performing this practice in a corpse. \nMinimum=1 Maximum=1000 Default=75
  2165. FirstAidOverhaul.ScalpelPracticeXP=75
  2166.  
  2167. # Makes wound treatment faster or slower. \nMinimum=0.10 Maximum=5.00 Default=1.00
  2168. FirstAidOverhaul.SpeedMultiplier=1.0
  2169.  
  2170. # Display cheaty info of wounds when at Level 8 or higher.
  2171. FirstAidOverhaul.ShowDebugInfo=true
  2172.  
  2173. # If set to 10 then 10 days will be simulated in each month (120 day years). Skipping 2 days for every 1 day played. Recommended setting 2+ hour days if setting a value less than 10 days. Erosion, farming, etc. will only account for days played (not skipped, 120 days in this case)\nMinimum=1.00 Maximum=15.00 Default=10.00
  2174. sts.MaxDaysInMonth=10.0
  2175.  
  2176. # The amount of experienced recovered from reading bound journals.\nMinimum=1 Maximum=100 Default=100
  2177. SkillRecoveryJournal.RecoveryPercentage=90
  2178.  
  2179. # A multiplier on the speed of transcribing journals.\nMinimum=0.00 Maximum=1000.00 Default=1.00
  2180. SkillRecoveryJournal.TranscribeSpeed=1.0
  2181.  
  2182. # A multiplier on the speed of reading bound journals.\nMinimum=0.00 Maximum=1000.00 Default=1.00
  2183. SkillRecoveryJournal.ReadTimeSpeed=1.0
  2184.  
  2185. # 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.
  2186. SkillRecoveryJournal.RecoverProfessionAndTraitsBonuses=true
  2187.  
  2188. # 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.
  2189. SkillRecoveryJournal.TranscribeTVXP=false
  2190.  
  2191. # Toggle on to record passive skills.
  2192. SkillRecoveryJournal.RecoverPassiveSkills=false
  2193.  
  2194. # Toggle on to record combat skills.
  2195. SkillRecoveryJournal.RecoverCombatSkills=false
  2196.  
  2197. # Toggle on to record firearm skills.
  2198. SkillRecoveryJournal.RecoverFirearmSkills=false
  2199.  
  2200. # Toggle on to record crafting skills.
  2201. SkillRecoveryJournal.RecoverCraftingSkills=true
  2202.  
  2203. # Toggle on to record survivalist skills.
  2204. SkillRecoveryJournal.RecoverSurvivalistSkills=false
  2205.  
  2206. # Toggle on to record agility skills.
  2207. SkillRecoveryJournal.RecoverAgilitySkills=false
  2208.  
  2209. # Toggle off to prevent journals from recovering/transcribing recipes.
  2210. SkillRecoveryJournal.RecoverRecipes=true
  2211.  
  2212. # 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.
  2213. SkillRecoveryJournal.RecoveryJournalUsed=false
  2214.  
  2215. SkillRecoveryJournal.Craftable=true
  2216.  
  2217. # 0 = never, 100 = always (can be buggy)\nMinimum=0 Maximum=100 Default=75
  2218. TrippingZombies.collisionTripChanceSprinters=75
  2219.  
  2220. # 0 = never, 100 = always (can be buggy)\nMinimum=0 Maximum=100 Default=10
  2221. TrippingZombies.collisionTripChanceShamblers=10
  2222.  
  2223. # 0 = never, 100 = always (can be buggy)\nMinimum=0 Maximum=100 Default=25
  2224. TrippingZombies.randomTripChanceSprinters=25
  2225.  
  2226. # 0 = never, 100 = always (can be buggy)\nMinimum=0 Maximum=100 Default=5
  2227. TrippingZombies.randomTripChanceShamblers=5
  2228.  
  2229. # When enabled, lone zombies will use pathToSound, which causes them to attack objects in their path
  2230. # If using 'Always' with Destroyable World Fences, a lot of zombies will be found attacking fences, which makes things easier for awhile\nDefault=Indoors
  2231. WanderingZombies.Destructive=2
  2232.  
  2233. # Zombies will try not to path further than this
  2234. # Does not account for needing to walk around objects(walls, etc)\nMinimum=10 Maximum=100 Default=40
  2235. WanderingZombies.MaxTravel=40
  2236.  
  2237. WZS.S1=false
  2238.  
  2239. # Method used for ticks\nDefault=EveryOneMinute (in-game)
  2240. WanderingZombies.Counter=4
  2241.  
  2242. # How many times the chosen counter must occur before a zombie may wander\nMinimum=1 Maximum=9999999 Default=5
  2243. WanderingZombies.NumTicks=5
  2244.  
  2245. # Maximum ticks that can be added randomly to the above setting\nMinimum=0 Maximum=9999999 Default=10
  2246. WanderingZombies.RandTicks=10
  2247.  
  2248. WZS.S2=false
  2249.  
  2250. # At what hour should lone zombies start wandering randomly
  2251. # If set to static, uses Start Hour: Max
  2252. # If set to random, Start Hour is randomised after the time period has elapsed using the below values (inclusive)
  2253. # Supports Min/Max order switching, for example (6pm -> 6am): Min = 18, Max = 6
  2254. # Multiple periods of activity can occur in a single day
  2255. # Periods of activity can chain, for example:
  2256. # Start Hour Min: 18, Start Hour Max: 6 (6pm -> 6am)
  2257. # Total Hours Min: 0, Total Hours Max: 12
  2258. # The above can lead to a 24 hour period of activity if Start Hour is randomised to 6am, and Total Hours is randomised to 12\nDefault=Static
  2259. WanderingZombies.DropdownStartHour=1
  2260.  
  2261. # Refer to Start Hour tooltip for information\nMinimum=0 Maximum=23 Default=0
  2262. WanderingZombies.MinStartHour=0
  2263.  
  2264. # Refer to Start Hour tooltip for information\nMinimum=0 Maximum=23 Default=0
  2265. WanderingZombies.MaxStartHour=0
  2266.  
  2267. # Period of time lone zombies are allowed to wander for when the hour reaches Start Hour
  2268. # If set to static, uses Total Hours: Max
  2269. # If set to random, Total Hours is randomised after the time period has elapsed using the below values (inclusive)
  2270. # Multiple periods of activity can occur in a single day
  2271. # Periods of activity can chain, for example:
  2272. # Start Hour Min: 18, Start Hour Max: 6 (6pm -> 6am)
  2273. # Total Hours Min: 0, Total Hours Max: 12
  2274. # The above can lead to a 24 hour period of activity if Start Hour is randomised to 6am, and Total Hours is randomised to 12\nDefault=Static
  2275. WanderingZombies.DropdownTotalHours=1
  2276.  
  2277. # Refer to Total Hours tooltip for information\nMinimum=0 Maximum=24 Default=0
  2278. WanderingZombies.MinTotalHours=0
  2279.  
  2280. # Refer to Total Hours tooltip for information\nMinimum=0 Maximum=24 Default=24
  2281. WanderingZombies.MaxTotalHours=24
  2282.  
  2283. # Chance each zombie has of wandering randomly
  2284. # Chance is only rolled when the timer has elapsed and the zombie is ready to move
  2285. # If set to static, uses Random Chance: Max
  2286. # If set to random, Random Chance is randomised once per day using the below values (inclusive)\nDefault=Static
  2287. WanderingZombies.DropdownWanderChance=2
  2288.  
  2289. # Refer to Random Chance tooltip for information\nMinimum=0 Maximum=100 Default=0
  2290. WanderingZombies.MinWanderChance=20
  2291.  
  2292. # Refer to Random Chance tooltip for information\nMinimum=0 Maximum=100 Default=100
  2293. WanderingZombies.MaxWanderChance=100
  2294.  
  2295. WZS.S3=false
  2296.  
  2297. # At what hour should lone zombies start homing in on the nearest player
  2298. # If set to static, uses Homing Start Hour: Max
  2299. # If set to random, Homing Start Hour is randomised after the time period has elapsed using the below values (inclusive)
  2300. # Supports Min/Max order switching, for example (6pm -> 6am): Min = 18, Max = 6
  2301. # Multiple periods of activity can occur in a single day
  2302. # Periods of activity can chain, for example:
  2303. # Start Hour Min: 18, Start Hour Max: 6 (6pm -> 6am)
  2304. # Total Hours Min: 0, Total Hours Max: 12
  2305. # The above can lead to a 24 hour period of activity if Start Hour is randomised to 6am, and Total Hours is randomised to 12\nDefault=Static
  2306. WanderingZombies.DropdownHomingStartHour=1
  2307.  
  2308. # Refer to Homing Start Hour tooltip for information\nMinimum=0 Maximum=23 Default=0
  2309. WanderingZombies.MinHomingStartHour=0
  2310.  
  2311. # Refer to Homing Start Hour tooltip for information\nMinimum=0 Maximum=23 Default=0
  2312. WanderingZombies.MaxHomingStartHour=0
  2313.  
  2314. # Period of time lone zombies are allowed to home onto players when the hour reaches Homing Start Hour
  2315. # If set to static, uses Homing Total Hours: Max
  2316. # If set to random, Homing Total Hours is randomised after the time period has elapsed using the below values (inclusive)
  2317. # Multiple periods of activity can occur in a single day
  2318. # Periods of activity can chain, for example:
  2319. # Start Hour Min: 18, Start Hour Max: 6 (6pm -> 6am)
  2320. # Total Hours Min: 0, Total Hours Max: 12
  2321. # The above can lead to a 24 hour period of activity if Start Hour is randomised to 6am, and Total Hours is randomised to 12\nDefault=Static
  2322. WanderingZombies.DropdownHomingTotalHours=1
  2323.  
  2324. # Refer to Homing Total Hours tooltip for information\nMinimum=0 Maximum=24 Default=0
  2325. WanderingZombies.MinHomingTotalHours=0
  2326.  
  2327. # Refer to Homing Total Hours tooltip for information\nMinimum=0 Maximum=24 Default=24
  2328. WanderingZombies.MaxHomingTotalHours=24
  2329.  
  2330. # Chance each zombie has of homing in on the nearest player
  2331. # Chance is only rolled when the timer has elapsed and the zombie is ready to move
  2332. # Max Travel applies to homing zombies
  2333. # If set to static, uses Homing Chance: Max
  2334. # If set to random, Homing Chance is randomised once per day using the below values (inclusive)\nDefault=Static
  2335. WanderingZombies.DropdownToPlayers=1
  2336.  
  2337. # Refer to Homing Chance tooltip for information\nMinimum=0 Maximum=100 Default=0
  2338. WanderingZombies.MinToPlayers=0
  2339.  
  2340. # Refer to Homing Chance tooltip for information\nMinimum=0 Maximum=100 Default=20
  2341. WanderingZombies.MaxToPlayers=10
  2342.  
  2343. # Lone zombies inside this radius ignore the homing settings
  2344. # If set to static, uses Random Radius: Max
  2345. # If set to random, Random Radius is randomised once per day using the below values (inclusive)\nDefault=Static
  2346. WanderingZombies.DropdownRadius=1
  2347.  
  2348. # Refer to Random Radius tooltip for information\nMinimum=0 Maximum=90 Default=0
  2349. WanderingZombies.MinRadius=0
  2350.  
  2351. # Refer to Random Radius tooltip for information\nMinimum=0 Maximum=90 Default=70
  2352. WanderingZombies.MaxRadius=70
  2353.  
  2354. # When enabled, lone zombies that are homing in on the player have their current path interrupted as soon as they're inside the Random Radius\nDefault=Off
  2355. WanderingZombies.RadiusInterrupt=2
  2356.  
  2357. WZS.S4=false
  2358.  
  2359. # At what hour should lone zombies flee from the nearest player
  2360. # If set to static, uses Flee Start Hour: Max
  2361. # If set to random, Flee Start Hour is randomised after the time period has elapsed using the below values (inclusive)
  2362. # Supports Min/Max order switching, for example (6pm -> 6am): Min = 18, Max = 6
  2363. # Multiple periods of activity can occur in a single day
  2364. # Periods of activity can chain, for example:
  2365. # Start Hour Min: 18, Start Hour Max: 6 (6pm -> 6am)
  2366. # Total Hours Min: 0, Total Hours Max: 12
  2367. # The above can lead to a 24 hour period of activity if Start Hour is randomised to 6am, and Total Hours is randomised to 12\nDefault=Static
  2368. WanderingZombies.DropdownFleeStartHour=1
  2369.  
  2370. # Refer to Flee Start Hour tooltip for information\nMinimum=0 Maximum=23 Default=0
  2371. WanderingZombies.MinFleeStartHour=0
  2372.  
  2373. # Refer to Flee Start Hour tooltip for information\nMinimum=0 Maximum=23 Default=0
  2374. WanderingZombies.MaxFleeStartHour=0
  2375.  
  2376. # Period of time lone zombies are allowed to flee from players when the hour reaches Flee Start Hour
  2377. # If set to static, uses Flee Total Hours: Max
  2378. # If set to random, Flee Total Hours is randomised after the time period has elapsed using the below values (inclusive)
  2379. # Multiple periods of activity can occur in a single day
  2380. # Periods of activity can chain, for example:
  2381. # Start Hour Min: 18, Start Hour Max: 6 (6pm -> 6am)
  2382. # Total Hours Min: 0, Total Hours Max: 12
  2383. # The above can lead to a 24 hour period of activity if Start Hour is randomised to 6am, and Total Hours is randomised to 12\nDefault=Static
  2384. WanderingZombies.DropdownFleeTotalHours=1
  2385.  
  2386. # Refer to Flee Total Hours tooltip for information\nMinimum=0 Maximum=24 Default=0
  2387. WanderingZombies.MinFleeTotalHours=0
  2388.  
  2389. # Refer to Flee Total Hours tooltip for information\nMinimum=0 Maximum=24 Default=24
  2390. WanderingZombies.MaxFleeTotalHours=24
  2391.  
  2392. # Chance each zombie has of moving away from the nearest player when inside Flee Radius
  2393. # Chance is only rolled when the timer has elapsed and the horde is ready to move
  2394. # Max Travel applies to fleeing hordes
  2395. # If set to static, uses Flee Chance: Max
  2396. # If set to random, Flee Chance is randomised once per day using the below values (inclusive)\nDefault=Static
  2397. WanderingZombies.DropdownFleePlayers=1
  2398.  
  2399. # Refer to Flee Chance tooltip for information\nMinimum=0 Maximum=100 Default=0
  2400. WanderingZombies.MinFleePlayers=0
  2401.  
  2402. # Refer to Flee Chance tooltip for information\nMinimum=0 Maximum=100 Default=0
  2403. WanderingZombies.MaxFleePlayers=5
  2404.  
  2405. # Lone zombies inside this radius move away from the player
  2406. # This takes priority over Random Radius
  2407. # If set to static, uses Flee Radius: Max
  2408. # If set to random, Flee Radius is randomised once per day using the below values (inclusive)\nDefault=Static
  2409. WanderingZombies.DropdownFleeRadius=1
  2410.  
  2411. # Refer to Flee Radius tooltip for information\nMinimum=0 Maximum=90 Default=0
  2412. WanderingZombies.MinFleeRadius=0
  2413.  
  2414. # Refer to Flee Radius tooltip for information\nMinimum=0 Maximum=90 Default=0
  2415. WanderingZombies.MaxFleeRadius=40
  2416.  
  2417. # Allows zombies to form and move together as hordes
  2418. # Hordes use the rally group settings to function
  2419. # When Rally Group Size is set to 0, there is no limit on horde size
  2420. # Zeds will separate from a horde if they can't stay within Rally Travel Distance
  2421. # The options below have no effect if this is disabled
  2422. WanderingZombies.Hordes=true
  2423.  
  2424. # Allow hordes to merge when within Rally Travel Distance
  2425. # Horde merging does not respect Rally Group Size, they can grow to any size.
  2426. WanderingZombies.Merge=true
  2427.  
  2428. # When above zero, a horde is incapable of merging again until a cooldown has elapsed
  2429. # Time is in milliseconds
  2430. # Value is multipled by followers in a horde:
  2431. # (followers in horde) * (Merge Cooldown)\nMinimum=0 Maximum=9999999 Default=3000
  2432. WanderingZombies.MergeCooldown=3000
  2433.  
  2434. # When enabled, only zombies that share the same speed(sprinter, crawler, etc) will form a horde together
  2435. # Works with Random Zombies, but will incorrectly group together zombies until Random Zombies updates their speed
  2436. WanderingZombies.GroupBySpeed=false
  2437.  
  2438. # When enabled, sprinters are allowed to be in hordes
  2439. WanderingZombies.AllowSprinters=true
  2440.  
  2441. # When enabled, fast shamblers are allowed to be in hordes
  2442. WanderingZombies.AllowFastShamblers=true
  2443.  
  2444. # When enabled, slow shamblers are allowed to be in hordes
  2445. WanderingZombies.AllowShamblers=true
  2446.  
  2447. # When enabled, crawlers are allowed to be in hordes
  2448. WanderingZombies.AllowCrawlers=false
  2449.  
  2450. # When enabled, hordes will use pathToSound, which causes them to attack objects in their path
  2451. # If using 'Always' with Destroyable World Fences, a lot of zombies will be found attacking fences, which makes things easier for awhile\nDefault=Indoors
  2452. WanderingZombies.HordeDestructive=2
  2453.  
  2454. # Hordes will try not to path further than this
  2455. # Does not account for needing to walk around objects(walls, etc)\nMinimum=10 Maximum=100 Default=40
  2456. WanderingZombies.HordeMaxTravel=40
  2457.  
  2458. WZS.HS1=false
  2459.  
  2460. # Method used for ticks\nDefault=EveryOneMinute (in-game)
  2461. WanderingZombies.HordeCounter=4
  2462.  
  2463. # How many times the chosen counter must occur before a horde may wander\nMinimum=1 Maximum=9999999 Default=5
  2464. WanderingZombies.HordeNumTicks=5
  2465.  
  2466. # Maximum ticks that can be added randomly to the above setting\nMinimum=0 Maximum=9999999 Default=10
  2467. WanderingZombies.HordeRandTicks=10
  2468.  
  2469. # Additional ticks are added based on the amount of followers in a horde:
  2470. # (followers in horde) * (Follower Ticks)
  2471. # Result is floored (rounded down)\nMinimum=0.00 Maximum=100.00 Default=0.00
  2472. WanderingZombies.FollowerTicks=0.0
  2473.  
  2474. WZS.HS2=false
  2475.  
  2476. # At what hour should hordes start wandering randomly
  2477. # If set to static, uses Start Hour: Max
  2478. # If set to random, Start Hour is randomised after the time period has elapsed using the below values (inclusive)
  2479. # Supports Min/Max order switching, for example (6pm -> 6am): Min = 18, Max = 6
  2480. # Multiple periods of activity can occur in a single day
  2481. # Periods of activity can chain, for example:
  2482. # Start Hour Min: 18, Start Hour Max: 6 (6pm -> 6am)
  2483. # Total Hours Min: 0, Total Hours Max: 12
  2484. # The above can lead to a 24 hour period of activity if Start Hour is randomised to 6am, and Total Hours is randomised to 12\nDefault=Static
  2485. WanderingZombies.DropdownHordeStartHour=1
  2486.  
  2487. # Refer to Start Hour tooltip for information\nMinimum=0 Maximum=23 Default=0
  2488. WanderingZombies.MinHordeStartHour=0
  2489.  
  2490. # Refer to Start Hour tooltip for information\nMinimum=0 Maximum=23 Default=0
  2491. WanderingZombies.MaxHordeStartHour=0
  2492.  
  2493. # Period of time hordes are allowed to wander for when the hour reaches Start Hour
  2494. # If set to static, uses Total Hours: Max
  2495. # If set to random, Total Hours is randomised after the time period has elapsed using the below values (inclusive)
  2496. # Multiple periods of activity can occur in a single day
  2497. # Periods of activity can chain, for example:
  2498. # Start Hour Min: 18, Start Hour Max: 6 (6pm -> 6am)
  2499. # Total Hours Min: 0, Total Hours Max: 12
  2500. # The above can lead to a 24 hour period of activity if Start Hour is randomised to 6am, and Total Hours is randomised to 12\nDefault=Static
  2501. WanderingZombies.DropdownHordeTotalHours=1
  2502.  
  2503. # Refer to Total Hours tooltip for information\nMinimum=0 Maximum=24 Default=0
  2504. WanderingZombies.MinHordeTotalHours=0
  2505.  
  2506. # Refer to Total Hours tooltip for information\nMinimum=0 Maximum=24 Default=24
  2507. WanderingZombies.MaxHordeTotalHours=24
  2508.  
  2509. # Chance each horde has of wandering randomly
  2510. # Chance is only rolled when the timer has elapsed and the horde is ready to move
  2511. # If set to static, uses Random Chance: Max
  2512. # If set to random, Random Chance is randomised once per day using the below values (inclusive)\nDefault=Static
  2513. WanderingZombies.DropdownHordeWanderChance=2
  2514.  
  2515. # Refer to Random Chance tooltip for information\nMinimum=0 Maximum=100 Default=0
  2516. WanderingZombies.MinHordeWanderChance=20
  2517.  
  2518. # Refer to Random Chance tooltip for information\nMinimum=0 Maximum=100 Default=100
  2519. WanderingZombies.MaxHordeWanderChance=100
  2520.  
  2521. WZS.HS3=false
  2522.  
  2523. # At what hour should hordes start homing in on the nearest player
  2524. # If set to static, uses Homing Start Hour: Max
  2525. # If set to random, Homing Start Hour is randomised after the time period has elapsed using the below values (inclusive)
  2526. # Supports Min/Max order switching, for example (6pm -> 6am): Min = 18, Max = 6
  2527. # Multiple periods of activity can occur in a single day
  2528. # Periods of activity can chain, for example:
  2529. # Start Hour Min: 18, Start Hour Max: 6 (6pm -> 6am)
  2530. # Total Hours Min: 0, Total Hours Max: 12
  2531. # The above can lead to a 24 hour period of activity if Start Hour is randomised to 6am, and Total Hours is randomised to 12\nDefault=Static
  2532. WanderingZombies.DropdownHordeHomingStartHour=1
  2533.  
  2534. # Refer to Homing Start Hour tooltip for information\nMinimum=0 Maximum=23 Default=0
  2535. WanderingZombies.MinHordeHomingStartHour=0
  2536.  
  2537. # Refer to Homing Start Hour tooltip for information\nMinimum=0 Maximum=23 Default=0
  2538. WanderingZombies.MaxHordeHomingStartHour=0
  2539.  
  2540. # Period of time hordes are allowed to home onto players when the hour reaches Homing Start Hour
  2541. # If set to static, uses Homing Total Hours: Max
  2542. # If set to random, Homing Total Hours is randomised after the time period has elapsed using the below values (inclusive)
  2543. # Multiple periods of activity can occur in a single day
  2544. # Periods of activity can chain, for example:
  2545. # Start Hour Min: 18, Start Hour Max: 6 (6pm -> 6am)
  2546. # Total Hours Min: 0, Total Hours Max: 12
  2547. # The above can lead to a 24 hour period of activity if Start Hour is randomised to 6am, and Total Hours is randomised to 12\nDefault=Static
  2548. WanderingZombies.DropdownHordeHomingTotalHours=1
  2549.  
  2550. # Refer to Homing Total Hours tooltip for information\nMinimum=0 Maximum=24 Default=0
  2551. WanderingZombies.MinHordeHomingTotalHours=0
  2552.  
  2553. # Refer to Homing Total Hours tooltip for information\nMinimum=0 Maximum=24 Default=24
  2554. WanderingZombies.MaxHordeHomingTotalHours=24
  2555.  
  2556. # Chance each horde has of homing in on the nearest player
  2557. # Chance is only rolled when the timer has elapsed and the horde is ready to move
  2558. # Max Travel applies to homing hordes
  2559. # If set to static, uses Homing Chance: Max
  2560. # If set to random, Homing Chance is randomised once per day using the below values (inclusive)\nDefault=Static
  2561. WanderingZombies.DropdownHordeToPlayers=1
  2562.  
  2563. # Refer to Homing Chance tooltip for information\nMinimum=0 Maximum=100 Default=0
  2564. WanderingZombies.MinHordeToPlayers=0
  2565.  
  2566. # Refer to Homing Chance tooltip for information\nMinimum=0 Maximum=100 Default=20
  2567. WanderingZombies.MaxHordeToPlayers=10
  2568.  
  2569. # Hordes inside this radius ignore the homing settings
  2570. # If set to static, uses Random Radius: Max
  2571. # If set to random, Random Radius is randomised once per day using the below values (inclusive)\nDefault=Static
  2572. WanderingZombies.DropdownHordeRadius=1
  2573.  
  2574. # Refer to Random Radius tooltip for information\nMinimum=0 Maximum=90 Default=0
  2575. WanderingZombies.MinHordeRadius=0
  2576.  
  2577. # Refer to Random Radius tooltip for information\nMinimum=0 Maximum=90 Default=70
  2578. WanderingZombies.MaxHordeRadius=70
  2579.  
  2580. # When enabled, hordes that are homing in on the player have their current path interrupted as soon as they're inside the Random Radius\nDefault=Off
  2581. WanderingZombies.HordeRadiusInterrupt=2
  2582.  
  2583. # At what hour should hordes flee from the nearest player
  2584. # If set to static, uses Flee Start Hour: Max
  2585. # If set to random, Flee Start Hour is randomised after the time period has elapsed using the below values (inclusive)
  2586. # Supports Min/Max order switching, for example (6pm -> 6am): Min = 18, Max = 6
  2587. # Multiple periods of activity can occur in a single day
  2588. # Periods of activity can chain, for example:
  2589. # Start Hour Min: 18, Start Hour Max: 6 (6pm -> 6am)
  2590. # Total Hours Min: 0, Total Hours Max: 12
  2591. # The above can lead to a 24 hour period of activity if Start Hour is randomised to 6am, and Total Hours is randomised to 12\nDefault=Static
  2592. WanderingZombies.DropdownHordeFleeStartHour=1
  2593.  
  2594. # Refer to Flee Start Hour tooltip for information\nMinimum=0 Maximum=23 Default=0
  2595. WanderingZombies.MinHordeFleeStartHour=0
  2596.  
  2597. # Refer to Flee Start Hour tooltip for information\nMinimum=0 Maximum=23 Default=0
  2598. WanderingZombies.MaxHordeFleeStartHour=5
  2599.  
  2600. # Period of time hordes are allowed to flee from players when the hour reaches Flee Start Hour
  2601. # If set to static, uses Flee Total Hours: Max
  2602. # If set to random, Flee Total Hours is randomised after the time period has elapsed using the below values (inclusive)
  2603. # Multiple periods of activity can occur in a single day
  2604. # Periods of activity can chain, for example:
  2605. # Start Hour Min: 18, Start Hour Max: 6 (6pm -> 6am)
  2606. # Total Hours Min: 0, Total Hours Max: 12
  2607. # The above can lead to a 24 hour period of activity if Start Hour is randomised to 6am, and Total Hours is randomised to 12\nDefault=Static
  2608. WanderingZombies.DropdownHordeFleeTotalHours=1
  2609.  
  2610. # Refer to Flee Total Hours tooltip for information\nMinimum=0 Maximum=24 Default=0
  2611. WanderingZombies.MinHordeFleeTotalHours=0
  2612.  
  2613. # Refer to Flee Total Hours tooltip for information\nMinimum=0 Maximum=24 Default=24
  2614. WanderingZombies.MaxHordeFleeTotalHours=24
  2615.  
  2616. # Chance each horde has of moving away from the nearest player when inside Flee Radius
  2617. # Chance is only rolled when the timer has elapsed and the horde is ready to move
  2618. # Max Travel applies to fleeing hordes
  2619. # If set to static, uses Flee Chance: Max
  2620. # If set to random, Flee Chance is randomised once per day using the below values (inclusive)\nDefault=Static
  2621. WanderingZombies.DropdownHordeFleePlayers=1
  2622.  
  2623. # Refer to Flee Chance tooltip for information\nMinimum=0 Maximum=100 Default=0
  2624. WanderingZombies.MinHordeFleePlayers=0
  2625.  
  2626. # Refer to Flee Chance tooltip for information\nMinimum=0 Maximum=100 Default=0
  2627. WanderingZombies.MaxHordeFleePlayers=0
  2628.  
  2629. # Hordes inside this radius move away from the player
  2630. # This takes priority over Random Radius
  2631. # If set to static, uses Flee Radius: Max
  2632. # If set to random, Flee Radius is randomised once per day using the below values (inclusive)\nDefault=Static
  2633. WanderingZombies.DropdownHordeFleeRadius=1
  2634.  
  2635. # Refer to Flee Radius tooltip for information\nMinimum=0 Maximum=90 Default=0
  2636. WanderingZombies.MinHordeFleeRadius=0
  2637.  
  2638. # Refer to Flee Radius tooltip for information\nMinimum=0 Maximum=90 Default=0
  2639. WanderingZombies.MaxHordeFleeRadius=0
  2640.  
  2641. # Maximum amount of zeds that can be processed per update
  2642. # Update runs once per frame
  2643. # At 60fps, a zed limit of 20 would mean 1200 zeds per second are processed\nMinimum=1 Maximum=100 Default=20
  2644. WanderingZombies.UpdateZedLimit=20
  2645.  
  2646. # Maximum amount of milliseconds that the update can run for
  2647. # Update runs once per frame
  2648. # 16.67ms is the time limit per frame for a stable 60fps
  2649. # With a low zombie limit, it should not be necessary to change this value
  2650. # Horde updates have a hardcoded cap of 2ms that is separate from this value\nMinimum=1 Maximum=4 Default=2
  2651. WanderingZombies.UpdateMsLimit=2
  2652.  
  2653. # Monitor zed pathing to try and stop them walking outside the active area around a player
  2654. WanderingZombies.TryStopVirtual=true
  2655.  
  2656. # Minimum amount of hours a player needs to of survived before zeds will home in on them\nMinimum=0 Maximum=99999999 Default=0
  2657. WanderingZombies.HoursSurvived=0
  2658.  
  2659. DefinitiveZombies.DebugEnable=false
  2660.  
  2661. # Minimum=100 Maximum=10000 Default=300
  2662. DefinitiveZombies.UpdateInterval=300
  2663.  
  2664. # Minimum=0 Maximum=10 Default=3
  2665. DefinitiveZombies.RerollAttempts=3
  2666.  
  2667. DefinitiveZombies.SpeedEnable=true
  2668.  
  2669. # Default=Fast Shamblers
  2670. DefinitiveZombies.Speed=2
  2671.  
  2672. DefinitiveZombies.StrengthEnable=true
  2673.  
  2674. # Default=Normal
  2675. DefinitiveZombies.Strength=2
  2676.  
  2677. DefinitiveZombies.ToughnessEnable=true
  2678.  
  2679. # Default=Normal
  2680. DefinitiveZombies.Toughness=2
  2681.  
  2682. DefinitiveZombies.CognitionEnable=true
  2683.  
  2684. # Default=Basic Navigation
  2685. DefinitiveZombies.Cognition=3
  2686.  
  2687. DefinitiveZombies.MemoryEnable=true
  2688.  
  2689. # Default=Normal
  2690. DefinitiveZombies.Memory=2
  2691.  
  2692. DefinitiveZombies.SightEnable=true
  2693.  
  2694. # Default=Normal
  2695. DefinitiveZombies.Sight=2
  2696.  
  2697. DefinitiveZombies.HearingEnable=true
  2698.  
  2699. # Default=Normal
  2700. DefinitiveZombies.Hearing=2
  2701.  
  2702. DefinitiveZombies.DayLightEnable=true
  2703.  
  2704. # Minimum=0.01 Maximum=0.99 Default=0.25
  2705. DefinitiveZombies.DayLight_Interval0=0.25
  2706.  
  2707. # Default=Nothing
  2708. DefinitiveZombies.DayLight_Effect0_Speed=6
  2709.  
  2710. # Default=Nothing
  2711. DefinitiveZombies.DayLight_Effect0_Strength=6
  2712.  
  2713. # Default=Nothing
  2714. DefinitiveZombies.DayLight_Effect0_Toughness=6
  2715.  
  2716. # Default=Nothing
  2717. DefinitiveZombies.DayLight_Effect0_Cognition=6
  2718.  
  2719. # Default=Nothing
  2720. DefinitiveZombies.DayLight_Effect0_Memory=6
  2721.  
  2722. # Default=Nothing
  2723. DefinitiveZombies.DayLight_Effect0_Sight=6
  2724.  
  2725. # Default=Nothing
  2726. DefinitiveZombies.DayLight_Effect0_Hearing=6
  2727.  
  2728. # Minimum=0.01 Maximum=0.99 Default=0.50
  2729. DefinitiveZombies.DayLight_Interval1=0.5
  2730.  
  2731. # Default=Nothing
  2732. DefinitiveZombies.DayLight_Effect1_Speed=6
  2733.  
  2734. # Default=Nothing
  2735. DefinitiveZombies.DayLight_Effect1_Strength=6
  2736.  
  2737. # Default=Nothing
  2738. DefinitiveZombies.DayLight_Effect1_Toughness=6
  2739.  
  2740. # Default=Nothing
  2741. DefinitiveZombies.DayLight_Effect1_Cognition=6
  2742.  
  2743. # Default=Nothing
  2744. DefinitiveZombies.DayLight_Effect1_Memory=6
  2745.  
  2746. # Default=Increase by 1 Stage
  2747. DefinitiveZombies.DayLight_Effect1_Sight=5
  2748.  
  2749. # Default=Nothing
  2750. DefinitiveZombies.DayLight_Effect1_Hearing=6
  2751.  
  2752. # Minimum=0.01 Maximum=0.99 Default=0.75
  2753. DefinitiveZombies.DayLight_Interval2=0.75
  2754.  
  2755. # Default=Nothing
  2756. DefinitiveZombies.DayLight_Effect2_Speed=6
  2757.  
  2758. # Default=Nothing
  2759. DefinitiveZombies.DayLight_Effect2_Strength=6
  2760.  
  2761. # Default=Nothing
  2762. DefinitiveZombies.DayLight_Effect2_Toughness=6
  2763.  
  2764. # Default=Nothing
  2765. DefinitiveZombies.DayLight_Effect2_Cognition=6
  2766.  
  2767. # Default=Increase by 1 Stage
  2768. DefinitiveZombies.DayLight_Effect2_Memory=5
  2769.  
  2770. # Default=Increase by 1 Stage
  2771. DefinitiveZombies.DayLight_Effect2_Sight=5
  2772.  
  2773. # Default=Nothing
  2774. DefinitiveZombies.DayLight_Effect2_Hearing=6
  2775.  
  2776. DefinitiveZombies.NightEnable=true
  2777.  
  2778. # Minimum=0.01 Maximum=0.99 Default=0.25
  2779. DefinitiveZombies.Night_Interval0=0.25
  2780.  
  2781. # Default=Nothing
  2782. DefinitiveZombies.Night_Effect0_Speed=6
  2783.  
  2784. # Default=Nothing
  2785. DefinitiveZombies.Night_Effect0_Strength=6
  2786.  
  2787. # Default=Nothing
  2788. DefinitiveZombies.Night_Effect0_Toughness=6
  2789.  
  2790. # Default=Nothing
  2791. DefinitiveZombies.Night_Effect0_Cognition=6
  2792.  
  2793. # Default=Nothing
  2794. DefinitiveZombies.Night_Effect0_Memory=6
  2795.  
  2796. # Default=Nothing
  2797. DefinitiveZombies.Night_Effect0_Sight=6
  2798.  
  2799. # Default=Nothing
  2800. DefinitiveZombies.Night_Effect0_Hearing=6
  2801.  
  2802. # Minimum=0.01 Maximum=0.99 Default=0.50
  2803. DefinitiveZombies.Night_Interval1=0.5
  2804.  
  2805. # Default=Nothing
  2806. DefinitiveZombies.Night_Effect1_Speed=6
  2807.  
  2808. # Default=Nothing
  2809. DefinitiveZombies.Night_Effect1_Strength=6
  2810.  
  2811. # Default=Nothing
  2812. DefinitiveZombies.Night_Effect1_Toughness=6
  2813.  
  2814. # Default=Nothing
  2815. DefinitiveZombies.Night_Effect1_Cognition=6
  2816.  
  2817. # Default=Nothing
  2818. DefinitiveZombies.Night_Effect1_Memory=6
  2819.  
  2820. # Default=Decrease by 1 Stage
  2821. DefinitiveZombies.Night_Effect1_Sight=7
  2822.  
  2823. # Default=Nothing
  2824. DefinitiveZombies.Night_Effect1_Hearing=6
  2825.  
  2826. # Minimum=0.01 Maximum=0.99 Default=0.75
  2827. DefinitiveZombies.Night_Interval2=0.75
  2828.  
  2829. # Default=Nothing
  2830. DefinitiveZombies.Night_Effect2_Speed=6
  2831.  
  2832. # Default=Nothing
  2833. DefinitiveZombies.Night_Effect2_Strength=6
  2834.  
  2835. # Default=Nothing
  2836. DefinitiveZombies.Night_Effect2_Toughness=6
  2837.  
  2838. # Default=Nothing
  2839. DefinitiveZombies.Night_Effect2_Cognition=6
  2840.  
  2841. # Default=Decrease by 1 Stage
  2842. DefinitiveZombies.Night_Effect2_Memory=7
  2843.  
  2844. # Default=Decrease by 1 Stage
  2845. DefinitiveZombies.Night_Effect2_Sight=7
  2846.  
  2847. # Default=Increase by 1 Stage
  2848. DefinitiveZombies.Night_Effect2_Hearing=5
  2849.  
  2850. DefinitiveZombies.TemperatureEnable=true
  2851.  
  2852. # Minimum=-200.00 Maximum=200.00 Default=-200.00
  2853. DefinitiveZombies.Temperature_Interval0=-200.0
  2854.  
  2855. # Default=Decrease by 2 Stages
  2856. DefinitiveZombies.Temperature_Effect0_Speed=7
  2857.  
  2858. # Default=Nothing
  2859. DefinitiveZombies.Temperature_Effect0_Strength=6
  2860.  
  2861. # Default=Increase by 1 Stage
  2862. DefinitiveZombies.Temperature_Effect0_Toughness=5
  2863.  
  2864. # Default=Nothing
  2865. DefinitiveZombies.Temperature_Effect0_Cognition=6
  2866.  
  2867. # Default=Increase by 1 Stage
  2868. DefinitiveZombies.Temperature_Effect0_Memory=5
  2869.  
  2870. # Default=Nothing
  2871. DefinitiveZombies.Temperature_Effect0_Sight=6
  2872.  
  2873. # Default=Nothing
  2874. DefinitiveZombies.Temperature_Effect0_Hearing=6
  2875.  
  2876. # Minimum=-200.00 Maximum=200.00 Default=0.00
  2877. DefinitiveZombies.Temperature_Interval1=-50.0
  2878.  
  2879. # Default=Decrease by 1 Stage
  2880. DefinitiveZombies.Temperature_Effect1_Speed=6
  2881.  
  2882. # Default=Nothing
  2883. DefinitiveZombies.Temperature_Effect1_Strength=6
  2884.  
  2885. # Default=Increase by 1 Stage
  2886. DefinitiveZombies.Temperature_Effect1_Toughness=6
  2887.  
  2888. # Default=Nothing
  2889. DefinitiveZombies.Temperature_Effect1_Cognition=6
  2890.  
  2891. # Default=Increase by 1 Stage
  2892. DefinitiveZombies.Temperature_Effect1_Memory=5
  2893.  
  2894. # Default=Nothing
  2895. DefinitiveZombies.Temperature_Effect1_Sight=6
  2896.  
  2897. # Default=Nothing
  2898. DefinitiveZombies.Temperature_Effect1_Hearing=6
  2899.  
  2900. # Minimum=-200.00 Maximum=200.00 Default=10.00
  2901. DefinitiveZombies.Temperature_Interval2=10.0
  2902.  
  2903. # Default=Nothing
  2904. DefinitiveZombies.Temperature_Effect2_Speed=6
  2905.  
  2906. # Default=Nothing
  2907. DefinitiveZombies.Temperature_Effect2_Strength=6
  2908.  
  2909. # Default=Nothing
  2910. DefinitiveZombies.Temperature_Effect2_Toughness=6
  2911.  
  2912. # Default=Nothing
  2913. DefinitiveZombies.Temperature_Effect2_Cognition=6
  2914.  
  2915. # Default=Nothing
  2916. DefinitiveZombies.Temperature_Effect2_Memory=6
  2917.  
  2918. # Default=Nothing
  2919. DefinitiveZombies.Temperature_Effect2_Sight=6
  2920.  
  2921. # Default=Nothing
  2922. DefinitiveZombies.Temperature_Effect2_Hearing=6
  2923.  
  2924. DefinitiveZombies.FogIntensityEnable=true
  2925.  
  2926. # Minimum=0.01 Maximum=0.99 Default=0.25
  2927. DefinitiveZombies.FogIntensity_Interval0=0.25
  2928.  
  2929. # Default=Nothing
  2930. DefinitiveZombies.FogIntensity_Effect0_Speed=6
  2931.  
  2932. # Default=Nothing
  2933. DefinitiveZombies.FogIntensity_Effect0_Strength=6
  2934.  
  2935. # Default=Nothing
  2936. DefinitiveZombies.FogIntensity_Effect0_Toughness=6
  2937.  
  2938. # Default=Increase by 1 Stage
  2939. DefinitiveZombies.FogIntensity_Effect0_Cognition=5
  2940.  
  2941. # Default=Increase by 1 Stage
  2942. DefinitiveZombies.FogIntensity_Effect0_Memory=5
  2943.  
  2944. # Default=Decrease by 1 Stage
  2945. DefinitiveZombies.FogIntensity_Effect0_Sight=7
  2946.  
  2947. # Default=Nothing
  2948. DefinitiveZombies.FogIntensity_Effect0_Hearing=6
  2949.  
  2950. # Minimum=0.01 Maximum=0.99 Default=0.50
  2951. DefinitiveZombies.FogIntensity_Interval1=0.5
  2952.  
  2953. # Default=Nothing
  2954. DefinitiveZombies.FogIntensity_Effect1_Speed=6
  2955.  
  2956. # Default=Increase by 1 Stage
  2957. DefinitiveZombies.FogIntensity_Effect1_Strength=5
  2958.  
  2959. # Default=Increase by 1 Stage
  2960. DefinitiveZombies.FogIntensity_Effect1_Toughness=5
  2961.  
  2962. # Default=Increase by 1 Stage
  2963. DefinitiveZombies.FogIntensity_Effect1_Cognition=5
  2964.  
  2965. # Default=Increase by 1 Stage
  2966. DefinitiveZombies.FogIntensity_Effect1_Memory=5
  2967.  
  2968. # Default=Decrease by 2 Stages
  2969. DefinitiveZombies.FogIntensity_Effect1_Sight=8
  2970.  
  2971. # Default=Nothing
  2972. DefinitiveZombies.FogIntensity_Effect1_Hearing=6
  2973.  
  2974. # Minimum=0.01 Maximum=0.99 Default=0.75
  2975. DefinitiveZombies.FogIntensity_Interval2=0.75
  2976.  
  2977. # Default=Nothing
  2978. DefinitiveZombies.FogIntensity_Effect2_Speed=6
  2979.  
  2980. # Default=Increase by 1 Stage
  2981. DefinitiveZombies.FogIntensity_Effect2_Strength=5
  2982.  
  2983. # Default=Increase by 1 Stage
  2984. DefinitiveZombies.FogIntensity_Effect2_Toughness=5
  2985.  
  2986. # Default=Increase by 1 Stage
  2987. DefinitiveZombies.FogIntensity_Effect2_Cognition=5
  2988.  
  2989. # Default=Increase by 2 Stages
  2990. DefinitiveZombies.FogIntensity_Effect2_Memory=4
  2991.  
  2992. # Default=Decrease by 3 Stages
  2993. DefinitiveZombies.FogIntensity_Effect2_Sight=9
  2994.  
  2995. # Default=Nothing
  2996. DefinitiveZombies.FogIntensity_Effect2_Hearing=6
  2997.  
  2998. DefinitiveZombies.RainIntensityEnable=true
  2999.  
  3000. # Minimum=0.01 Maximum=0.99 Default=0.25
  3001. DefinitiveZombies.RainIntensity_Interval0=0.25
  3002.  
  3003. # Default=Nothing
  3004. DefinitiveZombies.RainIntensity_Effect0_Speed=6
  3005.  
  3006. # Default=Nothing
  3007. DefinitiveZombies.RainIntensity_Effect0_Strength=6
  3008.  
  3009. # Default=Nothing
  3010. DefinitiveZombies.RainIntensity_Effect0_Toughness=6
  3011.  
  3012. # Default=Nothing
  3013. DefinitiveZombies.RainIntensity_Effect0_Cognition=6
  3014.  
  3015. # Default=Decrease by 1 Stage
  3016. DefinitiveZombies.RainIntensity_Effect0_Memory=7
  3017.  
  3018. # Default=Decrease by 1 Stage
  3019. DefinitiveZombies.RainIntensity_Effect0_Sight=7
  3020.  
  3021. # Default=Decrease by 1 Stage
  3022. DefinitiveZombies.RainIntensity_Effect0_Hearing=7
  3023.  
  3024. # Minimum=0.01 Maximum=0.99 Default=0.50
  3025. DefinitiveZombies.RainIntensity_Interval1=0.5
  3026.  
  3027. # Default=Nothing
  3028. DefinitiveZombies.RainIntensity_Effect1_Speed=6
  3029.  
  3030. # Default=Nothing
  3031. DefinitiveZombies.RainIntensity_Effect1_Strength=6
  3032.  
  3033. # Default=Nothing
  3034. DefinitiveZombies.RainIntensity_Effect1_Toughness=6
  3035.  
  3036. # Default=Nothing
  3037. DefinitiveZombies.RainIntensity_Effect1_Cognition=6
  3038.  
  3039. # Default=Decrease by 2 Stages
  3040. DefinitiveZombies.RainIntensity_Effect1_Memory=8
  3041.  
  3042. # Default=Decrease by 2 Stages
  3043. DefinitiveZombies.RainIntensity_Effect1_Sight=8
  3044.  
  3045. # Default=Decrease by 2 Stages
  3046. DefinitiveZombies.RainIntensity_Effect1_Hearing=8
  3047.  
  3048. # Minimum=0.01 Maximum=0.99 Default=0.75
  3049. DefinitiveZombies.RainIntensity_Interval2=0.75
  3050.  
  3051. # Default=Nothing
  3052. DefinitiveZombies.RainIntensity_Effect2_Speed=6
  3053.  
  3054. # Default=Nothing
  3055. DefinitiveZombies.RainIntensity_Effect2_Strength=6
  3056.  
  3057. # Default=Nothing
  3058. DefinitiveZombies.RainIntensity_Effect2_Toughness=6
  3059.  
  3060. # Default=Nothing
  3061. DefinitiveZombies.RainIntensity_Effect2_Cognition=6
  3062.  
  3063. # Default=Decrease by 3 Stages
  3064. DefinitiveZombies.RainIntensity_Effect2_Memory=9
  3065.  
  3066. # Default=Decrease by 3 Stages
  3067. DefinitiveZombies.RainIntensity_Effect2_Sight=9
  3068.  
  3069. # Default=Decrease by 3 Stages
  3070. DefinitiveZombies.RainIntensity_Effect2_Hearing=9
  3071.  
  3072. DefinitiveZombies.SnowIntensityEnable=true
  3073.  
  3074. # Minimum=0.01 Maximum=0.99 Default=0.25
  3075. DefinitiveZombies.SnowIntensity_Interval0=0.25
  3076.  
  3077. # Default=Nothing
  3078. DefinitiveZombies.SnowIntensity_Effect0_Speed=6
  3079.  
  3080. # Default=Nothing
  3081. DefinitiveZombies.SnowIntensity_Effect0_Strength=6
  3082.  
  3083. # Default=Nothing
  3084. DefinitiveZombies.SnowIntensity_Effect0_Toughness=6
  3085.  
  3086. # Default=Nothing
  3087. DefinitiveZombies.SnowIntensity_Effect0_Cognition=6
  3088.  
  3089. # Default=Decrease by 1 Stage
  3090. DefinitiveZombies.SnowIntensity_Effect0_Memory=7
  3091.  
  3092. # Default=Decrease by 1 Stage
  3093. DefinitiveZombies.SnowIntensity_Effect0_Sight=7
  3094.  
  3095. # Default=Nothing
  3096. DefinitiveZombies.SnowIntensity_Effect0_Hearing=6
  3097.  
  3098. # Minimum=0.01 Maximum=0.99 Default=0.50
  3099. DefinitiveZombies.SnowIntensity_Interval1=0.5
  3100.  
  3101. # Default=Nothing
  3102. DefinitiveZombies.SnowIntensity_Effect1_Speed=6
  3103.  
  3104. # Default=Nothing
  3105. DefinitiveZombies.SnowIntensity_Effect1_Strength=6
  3106.  
  3107. # Default=Nothing
  3108. DefinitiveZombies.SnowIntensity_Effect1_Toughness=6
  3109.  
  3110. # Default=Nothing
  3111. DefinitiveZombies.SnowIntensity_Effect1_Cognition=6
  3112.  
  3113. # Default=Decrease by 2 Stages
  3114. DefinitiveZombies.SnowIntensity_Effect1_Memory=8
  3115.  
  3116. # Default=Decrease by 2 Stages
  3117. DefinitiveZombies.SnowIntensity_Effect1_Sight=8
  3118.  
  3119. # Default=Nothing
  3120. DefinitiveZombies.SnowIntensity_Effect1_Hearing=6
  3121.  
  3122. # Minimum=0.01 Maximum=0.99 Default=0.75
  3123. DefinitiveZombies.SnowIntensity_Interval2=0.75
  3124.  
  3125. # Default=Nothing
  3126. DefinitiveZombies.SnowIntensity_Effect2_Speed=6
  3127.  
  3128. # Default=Nothing
  3129. DefinitiveZombies.SnowIntensity_Effect2_Strength=6
  3130.  
  3131. # Default=Nothing
  3132. DefinitiveZombies.SnowIntensity_Effect2_Toughness=6
  3133.  
  3134. # Default=Nothing
  3135. DefinitiveZombies.SnowIntensity_Effect2_Cognition=6
  3136.  
  3137. # Default=Decrease by 3 Stages
  3138. DefinitiveZombies.SnowIntensity_Effect2_Memory=9
  3139.  
  3140. # Default=Decrease by 3 Stages
  3141. DefinitiveZombies.SnowIntensity_Effect2_Sight=9
  3142.  
  3143. # Default=Nothing
  3144. DefinitiveZombies.SnowIntensity_Effect2_Hearing=6
  3145.  
  3146. DefinitiveZombies.CloudIntensityEnable=true
  3147.  
  3148. # Minimum=0.01 Maximum=0.99 Default=0.25
  3149. DefinitiveZombies.CloudIntensity_Interval0=0.25
  3150.  
  3151. # Default=Nothing
  3152. DefinitiveZombies.CloudIntensity_Effect0_Speed=6
  3153.  
  3154. # Default=Nothing
  3155. DefinitiveZombies.CloudIntensity_Effect0_Strength=6
  3156.  
  3157. # Default=Nothing
  3158. DefinitiveZombies.CloudIntensity_Effect0_Toughness=6
  3159.  
  3160. # Default=Nothing
  3161. DefinitiveZombies.CloudIntensity_Effect0_Cognition=6
  3162.  
  3163. # Default=Nothing
  3164. DefinitiveZombies.CloudIntensity_Effect0_Memory=6
  3165.  
  3166. # Default=Nothing
  3167. DefinitiveZombies.CloudIntensity_Effect0_Sight=6
  3168.  
  3169. # Default=Nothing
  3170. DefinitiveZombies.CloudIntensity_Effect0_Hearing=6
  3171.  
  3172. # Minimum=0.01 Maximum=0.99 Default=0.50
  3173. DefinitiveZombies.CloudIntensity_Interval1=0.5
  3174.  
  3175. # Default=Nothing
  3176. DefinitiveZombies.CloudIntensity_Effect1_Speed=6
  3177.  
  3178. # Default=Nothing
  3179. DefinitiveZombies.CloudIntensity_Effect1_Strength=6
  3180.  
  3181. # Default=Nothing
  3182. DefinitiveZombies.CloudIntensity_Effect1_Toughness=6
  3183.  
  3184. # Default=Nothing
  3185. DefinitiveZombies.CloudIntensity_Effect1_Cognition=6
  3186.  
  3187. # Default=Decrease by 1 Stage
  3188. DefinitiveZombies.CloudIntensity_Effect1_Memory=7
  3189.  
  3190. # Default=Nothing
  3191. DefinitiveZombies.CloudIntensity_Effect1_Sight=6
  3192.  
  3193. # Default=Nothing
  3194. DefinitiveZombies.CloudIntensity_Effect1_Hearing=6
  3195.  
  3196. # Minimum=0.01 Maximum=0.99 Default=0.75
  3197. DefinitiveZombies.CloudIntensity_Interval2=0.75
  3198.  
  3199. # Default=Nothing
  3200. DefinitiveZombies.CloudIntensity_Effect2_Speed=6
  3201.  
  3202. # Default=Nothing
  3203. DefinitiveZombies.CloudIntensity_Effect2_Strength=6
  3204.  
  3205. # Default=Nothing
  3206. DefinitiveZombies.CloudIntensity_Effect2_Toughness=6
  3207.  
  3208. # Default=Nothing
  3209. DefinitiveZombies.CloudIntensity_Effect2_Cognition=6
  3210.  
  3211. # Default=Decrease by 1 Stage
  3212. DefinitiveZombies.CloudIntensity_Effect2_Memory=7
  3213.  
  3214. # Default=Decrease by 1 Stage
  3215. DefinitiveZombies.CloudIntensity_Effect2_Sight=7
  3216.  
  3217. # Default=Nothing
  3218. DefinitiveZombies.CloudIntensity_Effect2_Hearing=6
  3219.  
  3220. DefinitiveZombies.WindIntensityEnable=true
  3221.  
  3222. # Minimum=0.01 Maximum=0.99 Default=0.25
  3223. DefinitiveZombies.WindIntensity_Interval0=0.25
  3224.  
  3225. # Default=Nothing
  3226. DefinitiveZombies.WindIntensity_Effect0_Speed=6
  3227.  
  3228. # Default=Nothing
  3229. DefinitiveZombies.WindIntensity_Effect0_Strength=6
  3230.  
  3231. # Default=Nothing
  3232. DefinitiveZombies.WindIntensity_Effect0_Toughness=6
  3233.  
  3234. # Default=Nothing
  3235. DefinitiveZombies.WindIntensity_Effect0_Cognition=6
  3236.  
  3237. # Default=Nothing
  3238. DefinitiveZombies.WindIntensity_Effect0_Memory=6
  3239.  
  3240. # Default=Nothing
  3241. DefinitiveZombies.WindIntensity_Effect0_Sight=6
  3242.  
  3243. # Default=Decrease by 1 Stage
  3244. DefinitiveZombies.WindIntensity_Effect0_Hearing=7
  3245.  
  3246. # Minimum=0.01 Maximum=0.99 Default=0.50
  3247. DefinitiveZombies.WindIntensity_Interval1=0.5
  3248.  
  3249. # Default=Nothing
  3250. DefinitiveZombies.WindIntensity_Effect1_Speed=6
  3251.  
  3252. # Default=Nothing
  3253. DefinitiveZombies.WindIntensity_Effect1_Strength=6
  3254.  
  3255. # Default=Nothing
  3256. DefinitiveZombies.WindIntensity_Effect1_Toughness=6
  3257.  
  3258. # Default=Nothing
  3259. DefinitiveZombies.WindIntensity_Effect1_Cognition=6
  3260.  
  3261. # Default=Nothing
  3262. DefinitiveZombies.WindIntensity_Effect1_Memory=6
  3263.  
  3264. # Default=Nothing
  3265. DefinitiveZombies.WindIntensity_Effect1_Sight=6
  3266.  
  3267. # Default=Decrease by 2 Stages
  3268. DefinitiveZombies.WindIntensity_Effect1_Hearing=8
  3269.  
  3270. # Minimum=0.01 Maximum=0.99 Default=0.75
  3271. DefinitiveZombies.WindIntensity_Interval2=0.75
  3272.  
  3273. # Default=Nothing
  3274. DefinitiveZombies.WindIntensity_Effect2_Speed=6
  3275.  
  3276. # Default=Nothing
  3277. DefinitiveZombies.WindIntensity_Effect2_Strength=6
  3278.  
  3279. # Default=Nothing
  3280. DefinitiveZombies.WindIntensity_Effect2_Toughness=6
  3281.  
  3282. # Default=Nothing
  3283. DefinitiveZombies.WindIntensity_Effect2_Cognition=6
  3284.  
  3285. # Default=Nothing
  3286. DefinitiveZombies.WindIntensity_Effect2_Memory=6
  3287.  
  3288. # Default=Nothing
  3289. DefinitiveZombies.WindIntensity_Effect2_Sight=6
  3290.  
  3291. # Default=Decrease by 3 Stages
  3292. DefinitiveZombies.WindIntensity_Effect2_Hearing=9
  3293.  
  3294. DefinitiveZombies.MoonPhaseEnable=true
  3295.  
  3296. # Minimum=0.00 Maximum=1.00 Default=0.75
  3297. DefinitiveZombies.MoonPhaseMoonThreshold=0.75
  3298.  
  3299. # Minimum=0.00 Maximum=0.00 Default=0.00
  3300. DefinitiveZombies.MoonPhase_Interval0=0.0
  3301.  
  3302. # Default=Nothing
  3303. DefinitiveZombies.MoonPhase_Effect0_Speed=6
  3304.  
  3305. # Default=Nothing
  3306. DefinitiveZombies.MoonPhase_Effect0_Strength=6
  3307.  
  3308. # Default=Nothing
  3309. DefinitiveZombies.MoonPhase_Effect0_Toughness=6
  3310.  
  3311. # Default=Nothing
  3312. DefinitiveZombies.MoonPhase_Effect0_Cognition=6
  3313.  
  3314. # Default=Nothing
  3315. DefinitiveZombies.MoonPhase_Effect0_Memory=6
  3316.  
  3317. # Default=Nothing
  3318. DefinitiveZombies.MoonPhase_Effect0_Sight=6
  3319.  
  3320. # Default=Nothing
  3321. DefinitiveZombies.MoonPhase_Effect0_Hearing=6
  3322.  
  3323. # Minimum=1.00 Maximum=1.00 Default=1.00
  3324. DefinitiveZombies.MoonPhase_Interval1=1.0
  3325.  
  3326. # Default=Nothing
  3327. DefinitiveZombies.MoonPhase_Effect1_Speed=6
  3328.  
  3329. # Default=Nothing
  3330. DefinitiveZombies.MoonPhase_Effect1_Strength=6
  3331.  
  3332. # Default=Nothing
  3333. DefinitiveZombies.MoonPhase_Effect1_Toughness=6
  3334.  
  3335. # Default=Nothing
  3336. DefinitiveZombies.MoonPhase_Effect1_Cognition=6
  3337.  
  3338. # Default=Increase by 1 Stage
  3339. DefinitiveZombies.MoonPhase_Effect1_Memory=5
  3340.  
  3341. # Default=Nothing
  3342. DefinitiveZombies.MoonPhase_Effect1_Sight=6
  3343.  
  3344. # Default=Nothing
  3345. DefinitiveZombies.MoonPhase_Effect1_Hearing=6
  3346.  
  3347. # Minimum=2.00 Maximum=2.00 Default=2.00
  3348. DefinitiveZombies.MoonPhase_Interval2=2.0
  3349.  
  3350. # Default=Nothing
  3351. DefinitiveZombies.MoonPhase_Effect2_Speed=6
  3352.  
  3353. # Default=Nothing
  3354. DefinitiveZombies.MoonPhase_Effect2_Strength=6
  3355.  
  3356. # Default=Nothing
  3357. DefinitiveZombies.MoonPhase_Effect2_Toughness=6
  3358.  
  3359. # Default=Nothing
  3360. DefinitiveZombies.MoonPhase_Effect2_Cognition=6
  3361.  
  3362. # Default=Increase by 1 Stage
  3363. DefinitiveZombies.MoonPhase_Effect2_Memory=5
  3364.  
  3365. # Default=Increase by 1 Stage
  3366. DefinitiveZombies.MoonPhase_Effect2_Sight=5
  3367.  
  3368. # Default=Nothing
  3369. DefinitiveZombies.MoonPhase_Effect2_Hearing=6
  3370.  
  3371. # Minimum=3.00 Maximum=3.00 Default=3.00
  3372. DefinitiveZombies.MoonPhase_Interval3=3.0
  3373.  
  3374. # Default=Nothing
  3375. DefinitiveZombies.MoonPhase_Effect3_Speed=6
  3376.  
  3377. # Default=Nothing
  3378. DefinitiveZombies.MoonPhase_Effect3_Strength=6
  3379.  
  3380. # Default=Nothing
  3381. DefinitiveZombies.MoonPhase_Effect3_Toughness=6
  3382.  
  3383. # Default=Nothing
  3384. DefinitiveZombies.MoonPhase_Effect3_Cognition=6
  3385.  
  3386. # Default=Increase by 1 Stage
  3387. DefinitiveZombies.MoonPhase_Effect3_Memory=5
  3388.  
  3389. # Default=Increase by 2 Stages
  3390. DefinitiveZombies.MoonPhase_Effect3_Sight=4
  3391.  
  3392. # Default=Nothing
  3393. DefinitiveZombies.MoonPhase_Effect3_Hearing=6
  3394.  
  3395. # Minimum=4.00 Maximum=4.00 Default=4.00
  3396. DefinitiveZombies.MoonPhase_Interval4=4.0
  3397.  
  3398. # Default=Nothing
  3399. DefinitiveZombies.MoonPhase_Effect4_Speed=4
  3400.  
  3401. # Default=Nothing
  3402. DefinitiveZombies.MoonPhase_Effect4_Strength=6
  3403.  
  3404. # Default=Nothing
  3405. DefinitiveZombies.MoonPhase_Effect4_Toughness=6
  3406.  
  3407. # Default=Nothing
  3408. DefinitiveZombies.MoonPhase_Effect4_Cognition=6
  3409.  
  3410. # Default=Increase by 2 Stages
  3411. DefinitiveZombies.MoonPhase_Effect4_Memory=4
  3412.  
  3413. # Default=Increase by 2 Stages
  3414. DefinitiveZombies.MoonPhase_Effect4_Sight=4
  3415.  
  3416. # Default=Nothing
  3417. DefinitiveZombies.MoonPhase_Effect4_Hearing=6
  3418.  
  3419. # Minimum=5.00 Maximum=5.00 Default=5.00
  3420. DefinitiveZombies.MoonPhase_Interval5=5.0
  3421.  
  3422. # Default=Nothing
  3423. DefinitiveZombies.MoonPhase_Effect5_Speed=6
  3424.  
  3425. # Default=Nothing
  3426. DefinitiveZombies.MoonPhase_Effect5_Strength=6
  3427.  
  3428. # Default=Nothing
  3429. DefinitiveZombies.MoonPhase_Effect5_Toughness=6
  3430.  
  3431. # Default=Nothing
  3432. DefinitiveZombies.MoonPhase_Effect5_Cognition=6
  3433.  
  3434. # Default=Increase by 1 Stage
  3435. DefinitiveZombies.MoonPhase_Effect5_Memory=5
  3436.  
  3437. # Default=Increase by 2 Stages
  3438. DefinitiveZombies.MoonPhase_Effect5_Sight=4
  3439.  
  3440. # Default=Nothing
  3441. DefinitiveZombies.MoonPhase_Effect5_Hearing=6
  3442.  
  3443. # Minimum=6.00 Maximum=6.00 Default=6.00
  3444. DefinitiveZombies.MoonPhase_Interval6=6.0
  3445.  
  3446. # Default=Nothing
  3447. DefinitiveZombies.MoonPhase_Effect6_Speed=6
  3448.  
  3449. # Default=Nothing
  3450. DefinitiveZombies.MoonPhase_Effect6_Strength=6
  3451.  
  3452. # Default=Nothing
  3453. DefinitiveZombies.MoonPhase_Effect6_Toughness=6
  3454.  
  3455. # Default=Nothing
  3456. DefinitiveZombies.MoonPhase_Effect6_Cognition=6
  3457.  
  3458. # Default=Increase by 1 Stage
  3459. DefinitiveZombies.MoonPhase_Effect6_Memory=5
  3460.  
  3461. # Default=Increase by 1 Stage
  3462. DefinitiveZombies.MoonPhase_Effect6_Sight=5
  3463.  
  3464. # Default=Nothing
  3465. DefinitiveZombies.MoonPhase_Effect6_Hearing=6
  3466.  
  3467. # Minimum=7.00 Maximum=7.00 Default=7.00
  3468. DefinitiveZombies.MoonPhase_Interval7=7.0
  3469.  
  3470. # Default=Nothing
  3471. DefinitiveZombies.MoonPhase_Effect7_Speed=6
  3472.  
  3473. # Default=Nothing
  3474. DefinitiveZombies.MoonPhase_Effect7_Strength=6
  3475.  
  3476. # Default=Nothing
  3477. DefinitiveZombies.MoonPhase_Effect7_Toughness=6
  3478.  
  3479. # Default=Nothing
  3480. DefinitiveZombies.MoonPhase_Effect7_Cognition=6
  3481.  
  3482. # Default=Increase by 1 Stage
  3483. DefinitiveZombies.MoonPhase_Effect7_Memory=5
  3484.  
  3485. # Default=Nothing
  3486. DefinitiveZombies.MoonPhase_Effect7_Sight=6
  3487.  
  3488. # Default=Nothing
  3489. DefinitiveZombies.MoonPhase_Effect7_Hearing=6
  3490.  
  3491. DefinitiveZombies.TimeEnable=false
  3492.  
  3493. # Minimum=0.00 Maximum=24.00 Default=4.00
  3494. DefinitiveZombies.Time_Interval0=4.0
  3495.  
  3496. # Default=Nothing
  3497. DefinitiveZombies.Time_Effect0_Speed=6
  3498.  
  3499. # Default=Nothing
  3500. DefinitiveZombies.Time_Effect0_Strength=6
  3501.  
  3502. # Default=Nothing
  3503. DefinitiveZombies.Time_Effect0_Toughness=6
  3504.  
  3505. # Default=Nothing
  3506. DefinitiveZombies.Time_Effect0_Cognition=6
  3507.  
  3508. # Default=Nothing
  3509. DefinitiveZombies.Time_Effect0_Memory=6
  3510.  
  3511. # Default=Nothing
  3512. DefinitiveZombies.Time_Effect0_Sight=6
  3513.  
  3514. # Default=Nothing
  3515. DefinitiveZombies.Time_Effect0_Hearing=6
  3516.  
  3517. # Minimum=0.00 Maximum=24.00 Default=18.00
  3518. DefinitiveZombies.Time_Interval1=18.0
  3519.  
  3520. # Default=Nothing
  3521. DefinitiveZombies.Time_Effect1_Speed=6
  3522.  
  3523. # Default=Nothing
  3524. DefinitiveZombies.Time_Effect1_Strength=6
  3525.  
  3526. # Default=Nothing
  3527. DefinitiveZombies.Time_Effect1_Toughness=6
  3528.  
  3529. # Default=Nothing
  3530. DefinitiveZombies.Time_Effect1_Cognition=6
  3531.  
  3532. # Default=Nothing
  3533. DefinitiveZombies.Time_Effect1_Memory=6
  3534.  
  3535. # Default=Nothing
  3536. DefinitiveZombies.Time_Effect1_Sight=6
  3537.  
  3538. # Default=Nothing
  3539. DefinitiveZombies.Time_Effect1_Hearing=6
  3540.  
  3541. DefinitiveZombies.Speed_Seed_Enable=true
  3542.  
  3543. # Minimum=0.00 Maximum=100.00 Default=25.00
  3544. DefinitiveZombies.Speed_Seed1=10.0
  3545.  
  3546. # Default=Nothing
  3547. DefinitiveZombies.Speed_Seed1_Effect=7
  3548.  
  3549. # Minimum=0.00 Maximum=100.00 Default=25.00
  3550. DefinitiveZombies.Speed_Seed2=80.0
  3551.  
  3552. # Default=Nothing
  3553. DefinitiveZombies.Speed_Seed2_Effect=6
  3554.  
  3555. # Minimum=0.00 Maximum=100.00 Default=25.00
  3556. DefinitiveZombies.Speed_Seed3=5.0
  3557.  
  3558. # Default=Nothing
  3559. DefinitiveZombies.Speed_Seed3_Effect=5
  3560.  
  3561. # Minimum=0.00 Maximum=100.00 Default=25.00
  3562. DefinitiveZombies.Speed_Seed4=5.0
  3563.  
  3564. # Default=Nothing
  3565. DefinitiveZombies.Speed_Seed4_Effect=1
  3566.  
  3567. DefinitiveZombies.Strength_Seed_Enable=true
  3568.  
  3569. # Minimum=0.00 Maximum=100.00 Default=25.00
  3570. DefinitiveZombies.Strength_Seed1=10.0
  3571.  
  3572. # Default=Nothing
  3573. DefinitiveZombies.Strength_Seed1_Effect=7
  3574.  
  3575. # Minimum=0.00 Maximum=100.00 Default=25.00
  3576. DefinitiveZombies.Strength_Seed2=75.0
  3577.  
  3578. # Default=Nothing
  3579. DefinitiveZombies.Strength_Seed2_Effect=6
  3580.  
  3581. # Minimum=0.00 Maximum=100.00 Default=25.00
  3582. DefinitiveZombies.Strength_Seed3=10.0
  3583.  
  3584. # Default=Nothing
  3585. DefinitiveZombies.Strength_Seed3_Effect=5
  3586.  
  3587. # Minimum=0.00 Maximum=100.00 Default=25.00
  3588. DefinitiveZombies.Strength_Seed4=5.0
  3589.  
  3590. # Default=Nothing
  3591. DefinitiveZombies.Strength_Seed4_Effect=1
  3592.  
  3593. DefinitiveZombies.Toughness_Seed_Enable=true
  3594.  
  3595. # Minimum=0.00 Maximum=100.00 Default=25.00
  3596. DefinitiveZombies.Toughness_Seed1=10.0
  3597.  
  3598. # Default=Nothing
  3599. DefinitiveZombies.Toughness_Seed1_Effect=7
  3600.  
  3601. # Minimum=0.00 Maximum=100.00 Default=25.00
  3602. DefinitiveZombies.Toughness_Seed2=75.0
  3603.  
  3604. # Default=Nothing
  3605. DefinitiveZombies.Toughness_Seed2_Effect=6
  3606.  
  3607. # Minimum=0.00 Maximum=100.00 Default=25.00
  3608. DefinitiveZombies.Toughness_Seed3=10.0
  3609.  
  3610. # Default=Nothing
  3611. DefinitiveZombies.Toughness_Seed3_Effect=5
  3612.  
  3613. # Minimum=0.00 Maximum=100.00 Default=25.00
  3614. DefinitiveZombies.Toughness_Seed4=5.0
  3615.  
  3616. # Default=Nothing
  3617. DefinitiveZombies.Toughness_Seed4_Effect=1
  3618.  
  3619. DefinitiveZombies.Cognition_Seed_Enable=true
  3620.  
  3621. # Minimum=0.00 Maximum=100.00 Default=25.00
  3622. DefinitiveZombies.Cognition_Seed1=15.0
  3623.  
  3624. # Default=Nothing
  3625. DefinitiveZombies.Cognition_Seed1_Effect=7
  3626.  
  3627. # Minimum=0.00 Maximum=100.00 Default=25.00
  3628. DefinitiveZombies.Cognition_Seed2=80.0
  3629.  
  3630. # Default=Nothing
  3631. DefinitiveZombies.Cognition_Seed2_Effect=6
  3632.  
  3633. # Minimum=0.00 Maximum=100.00 Default=25.00
  3634. DefinitiveZombies.Cognition_Seed3=2.5
  3635.  
  3636. # Default=Nothing
  3637. DefinitiveZombies.Cognition_Seed3_Effect=5
  3638.  
  3639. # Minimum=0.00 Maximum=100.00 Default=25.00
  3640. DefinitiveZombies.Cognition_Seed4=2.5
  3641.  
  3642. # Default=Nothing
  3643. DefinitiveZombies.Cognition_Seed4_Effect=4
  3644.  
  3645. DefinitiveZombies.Memory_Seed_Enable=true
  3646.  
  3647. # Minimum=0.00 Maximum=100.00 Default=25.00
  3648. DefinitiveZombies.Memory_Seed1=15.0
  3649.  
  3650. # Default=Nothing
  3651. DefinitiveZombies.Memory_Seed1_Effect=7
  3652.  
  3653. # Minimum=0.00 Maximum=100.00 Default=25.00
  3654. DefinitiveZombies.Memory_Seed2=80.0
  3655.  
  3656. # Default=Nothing
  3657. DefinitiveZombies.Memory_Seed2_Effect=6
  3658.  
  3659. # Minimum=0.00 Maximum=100.00 Default=25.00
  3660. DefinitiveZombies.Memory_Seed3=2.5
  3661.  
  3662. # Default=Nothing
  3663. DefinitiveZombies.Memory_Seed3_Effect=5
  3664.  
  3665. # Minimum=0.00 Maximum=100.00 Default=25.00
  3666. DefinitiveZombies.Memory_Seed4=2.5
  3667.  
  3668. # Default=Nothing
  3669. DefinitiveZombies.Memory_Seed4_Effect=4
  3670.  
  3671. DefinitiveZombies.Sight_Seed_Enable=true
  3672.  
  3673. # Minimum=0.00 Maximum=100.00 Default=25.00
  3674. DefinitiveZombies.Sight_Seed1=15.0
  3675.  
  3676. # Default=Nothing
  3677. DefinitiveZombies.Sight_Seed1_Effect=7
  3678.  
  3679. # Minimum=0.00 Maximum=100.00 Default=25.00
  3680. DefinitiveZombies.Sight_Seed2=80.0
  3681.  
  3682. # Default=Nothing
  3683. DefinitiveZombies.Sight_Seed2_Effect=6
  3684.  
  3685. # Minimum=0.00 Maximum=100.00 Default=25.00
  3686. DefinitiveZombies.Sight_Seed3=2.5
  3687.  
  3688. # Default=Nothing
  3689. DefinitiveZombies.Sight_Seed3_Effect=5
  3690.  
  3691. # Minimum=0.00 Maximum=100.00 Default=25.00
  3692. DefinitiveZombies.Sight_Seed4=2.5
  3693.  
  3694. # Default=Nothing
  3695. DefinitiveZombies.Sight_Seed4_Effect=5
  3696.  
  3697. DefinitiveZombies.Hearing_Seed_Enable=true
  3698.  
  3699. # Minimum=0.00 Maximum=100.00 Default=25.00
  3700. DefinitiveZombies.Hearing_Seed1=15.0
  3701.  
  3702. # Default=Nothing
  3703. DefinitiveZombies.Hearing_Seed1_Effect=7
  3704.  
  3705. # Minimum=0.00 Maximum=100.00 Default=25.00
  3706. DefinitiveZombies.Hearing_Seed2=80.0
  3707.  
  3708. # Default=Nothing
  3709. DefinitiveZombies.Hearing_Seed2_Effect=6
  3710.  
  3711. # Minimum=0.00 Maximum=100.00 Default=25.00
  3712. DefinitiveZombies.Hearing_Seed3=2.5
  3713.  
  3714. # Default=Nothing
  3715. DefinitiveZombies.Hearing_Seed3_Effect=5
  3716.  
  3717. # Minimum=0.00 Maximum=100.00 Default=25.00
  3718. DefinitiveZombies.Hearing_Seed4=2.5
  3719.  
  3720. # Default=Nothing
  3721. DefinitiveZombies.Hearing_Seed4_Effect=5
  3722.  
  3723. # In days, the earliest the water can go bad. This only starts counting after the water shutoff.\nMinimum=0 Maximum=365 Default=2
  3724. WaterGoesBad.ExpirationMin=4
  3725.  
  3726. # In days, the latest the water can go bad. This only starts counting after the water shutoff.\nMinimum=0 Maximum=365 Default=7
  3727. WaterGoesBad.ExpirationMax=20
  3728.  
  3729. # 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).
  3730. WaterGoesBad.NeedFilterWater=true
  3731.  
  3732. # After the water shutoff, water will drain from the taps.
  3733. WaterGoesBad.ReduceWaterOverTime=true
  3734.  
  3735. # How much water will be removed from the taps per day.\nMinimum=1 Maximum=20 Default=1
  3736. WaterGoesBad.WaterReductionRate=1
  3737.  
  3738. # Chance, per day, for water to be removed, to add variance.\nMinimum=1 Maximum=100 Default=90
  3739. WaterGoesBad.WaterReductionChance=5
  3740.  
  3741. # Amount of water that will remain no matter what.\nMinimum=0 Maximum=99 Default=2
  3742. WaterGoesBad.MinimumWaterLeft=4
  3743.  
  3744. # Larger water containers such as baths will lose water faster than sinks.
  3745. WaterGoesBad.ScaleWaterLoss=true
  3746.  
  3747. # In the upper right there will be a moon icon indicating whether the bonuses are active or not.
  3748. RewardingNightCombat.enableIndicator=false
  3749.  
  3750. RewardingNightCombat.draggableIndicator=false
  3751.  
  3752. # Default=Dark Cyan - Lime Green
  3753. RewardingNightCombat.indicatorColor=6
  3754.  
  3755. # Suspenseful sound that plays when the Rewarding Night Combat event is triggered.
  3756. RewardingNightCombat.enableTriggerSound=false
  3757.  
  3758. # Probability that Rewarding Night Combat event is triggered. Value 100 means that event will trigger every day.\nMinimum=0 Maximum=100 Default=100
  3759. RewardingNightCombat.triggerProbability=100
  3760.  
  3761. # The day the event will start triggering.\nMinimum=0 Maximum=365 Default=0
  3762. RewardingNightCombat.startAfterXDays=0
  3763.  
  3764. # The time when players will start receiving bonuses during the summer\nDefault=11 PM / 23:00
  3765. RewardingNightCombat.startTimeSummer=24
  3766.  
  3767. # The time when players will stop receiving bonuses during the summer\nDefault=6 AM / 06:00
  3768. RewardingNightCombat.endTimeSummer=5
  3769.  
  3770. # The time when players will start receiving bonuses during the autumn\nDefault=11 PM / 23:00
  3771. RewardingNightCombat.startTimeAutumn=24
  3772.  
  3773. # The time when players will stop receiving bonuses during the autumn\nDefault=6 AM / 06:00
  3774. RewardingNightCombat.endTimeAutumn=5
  3775.  
  3776. # The time when players will start receiving bonuses during the winter\nDefault=11 PM / 23:00
  3777. RewardingNightCombat.startTimeWinter=23
  3778.  
  3779. # The time when players will stop receiving bonuses during the winter\nDefault=6 AM / 06:00
  3780. RewardingNightCombat.endTimeWinter=6
  3781.  
  3782. # The time when players will start receiving bonuses during the spring\nDefault=11 PM / 23:00
  3783. RewardingNightCombat.startTimeSpring=24
  3784.  
  3785. # The time when players will stop receiving bonuses during the spring\nDefault=6 AM / 06:00
  3786. RewardingNightCombat.endTimeSpring=5
  3787.  
  3788. # 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
  3789. RewardingNightCombat.axeBonusMultiplier=2
  3790.  
  3791. # 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
  3792. RewardingNightCombat.longBluntBonusMultiplier=2
  3793.  
  3794. # 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
  3795. RewardingNightCombat.shortBluntBonusMultiplier=3
  3796.  
  3797. # 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
  3798. RewardingNightCombat.longBladeBonusMultiplier=2
  3799.  
  3800. # 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
  3801. RewardingNightCombat.shortBladeBonusMultiplier=3
  3802.  
  3803. # 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
  3804. RewardingNightCombat.spearBonusMultiplier=2
  3805.  
  3806. # 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.
  3807. RewardingNightCombat.ignoreAimingXPNerf=false
  3808.  
  3809. # 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
  3810. RewardingNightCombat.aimingBonusMultiplier=2
  3811.  
  3812. # Show or hide crosshair.
  3813. Advanced_trajectory.aimpoint=true
  3814.  
  3815. Advanced_trajectory.showOutlines=false
  3816.  
  3817. Advanced_trajectory.hideTracer=false
  3818.  
  3819. Advanced_trajectory.Enablerange=true
  3820.  
  3821. Advanced_trajectory.Enablethrow=true
  3822.  
  3823. # For debugging, character says what body part was shot.
  3824. Advanced_trajectory.callshot=false
  3825.  
  3826. Advanced_trajectory.EnablePlayerDamage=false
  3827.  
  3828. AT_VehicleDamageenable=true
  3829.  
  3830. ATY_safezone_protect=true
  3831.  
  3832. ATY_nonpvp_protect=true
  3833.  
  3834. ATY_damagedisplay=false
  3835.  
  3836. # Minimum=0 Maximum=100 Default=100
  3837. AT_Blood=100
  3838.  
  3839. # Multiplies base damage of bullet.\nMinimum=0.00 Maximum=100.00 Default=1.00
  3840. Advanced_trajectory.ATY_damage=1.0
  3841.  
  3842. # Minimum=0.00 Maximum=100.00 Default=0.00
  3843. Advanced_trajectory.DebugOffset=0.0
  3844.  
  3845. # Minimum=0.00 Maximum=100.00 Default=0.00
  3846. Advanced_trajectory.DebugSpawnOffset=0.0
  3847.  
  3848. # Minimum=0.00 Maximum=10.00 Default=0.42
  3849. Advanced_trajectory.DebugMindistCondition=0.42
  3850.  
  3851. # Minimum=0.00 Maximum=10.00 Default=0.50
  3852. Advanced_trajectory.DebugGridMultiplier=0.5
  3853.  
  3854. # Minimum=0.00 Maximum=300.00 Default=3.00
  3855. Advanced_trajectory.XPKillModifier=2.0
  3856.  
  3857. # Minimum=0.00 Maximum=300.00 Default=0.50
  3858. Advanced_trajectory.XPHitModifier=0.35
  3859.  
  3860. # Minimum=0.00 Maximum=1.00 Default=0.70
  3861. Advanced_trajectory.MaxProjCone=0.7
  3862.  
  3863. # Minimum=1.00 Maximum=100.00 Default=30.00
  3864. Advanced_trajectory.bowBreakChance=30.0
  3865.  
  3866. # Value that limits how much bloom is added to crosshair. Higher means larger possible bloom.\nMinimum=-100.00 Maximum=100.00 Default=-9.00
  3867. Advanced_trajectory.maxaimnum=-9.0
  3868.  
  3869. # 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=5.00
  3870. Advanced_trajectory.minaimnumModifier=5.0
  3871.  
  3872. # Multiplier on base damage for headshot\nMinimum=0.00 Maximum=100.00 Default=15.00
  3873. Advanced_trajectory.headShotDmgZomMultiplier=15.0
  3874.  
  3875. # Multiplier on base damage for bodyshot\nMinimum=0.00 Maximum=100.00 Default=5.00
  3876. Advanced_trajectory.bodyShotDmgZomMultiplier=5.0
  3877.  
  3878. # Multiplier on base damage for footshot\nMinimum=0.00 Maximum=100.00 Default=1.00
  3879. Advanced_trajectory.footShotDmgZomMultiplier=1.0
  3880.  
  3881. # Multiplier on base damage for headshot\nMinimum=0.00 Maximum=100.00 Default=15.00
  3882. Advanced_trajectory.headShotDmgPlayerMultiplier=15.0
  3883.  
  3884. # Multiplier on base damage for bodyshot\nMinimum=0.00 Maximum=100.00 Default=5.00
  3885. Advanced_trajectory.bodyShotDmgPlayerMultiplier=5.0
  3886.  
  3887. # Multiplier on base damage for footshot\nMinimum=0.00 Maximum=100.00 Default=2.00
  3888. Advanced_trajectory.footShotDmgPlayerMultiplier=2.0
  3889.  
  3890. # Minimum=0.00 Maximum=2.40 Default=1.70
  3891. Advanced_trajectory.bulletspeed=1.7
  3892.  
  3893. # Minimum=0.00 Maximum=100.00 Default=1.00
  3894. Advanced_trajectory.bulletdistance=1.0
  3895.  
  3896. # 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
  3897. Advanced_trajectory.shotgunDistanceModifier=0.75
  3898.  
  3899. # Amount of pellots shot\nMinimum=0 Maximum=100 Default=5
  3900. Advanced_trajectory.shotgunnum=5
  3901.  
  3902. # Value affects shotgun spread. The lower the value, the more narrow the spread.\nMinimum=0.00 Maximum=1.00 Default=0.10
  3903. Advanced_trajectory.shotgundivision=0.1
  3904.  
  3905. # 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
  3906. Advanced_trajectory.critChanceModifierShotgunsOnly=10.0
  3907.  
  3908. # 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
  3909. Advanced_trajectory.critChanceModifier=1.0
  3910.  
  3911. # Value that adds bloom when moving.\nMinimum=0.00 Maximum=100.00 Default=1.30
  3912. Advanced_trajectory.moveeffect=1.3
  3913.  
  3914. # Value that adds bloom when physically turning your feet, not hips.\nMinimum=0.00 Maximum=100.00 Default=0.70
  3915. Advanced_trajectory.turningeffect=0.7
  3916.  
  3917. # Value affects how much bloom is added when reloading and racking firearm.\nMinimum=0.00 Maximum=10.00 Default=0.10
  3918. Advanced_trajectory.reloadEffectModifier=0.1
  3919.  
  3920. # Value that affects how fast your crosshair tightens. Higher means faster.\nMinimum=0.00 Maximum=100.00 Default=1.10
  3921. Advanced_trajectory.reducespeed=1.1
  3922.  
  3923. # Driving part of the focus mechanic. Determines how fast it takes for the crosshair to begin its process of reducing aimnum to 0 (max accuracy). Set to 0 to disable if you want to remove ability to gain max accuracy.\nMinimum=0.00 Maximum=10.00 Default=2.00
  3924. Advanced_trajectory.focusCounterSpeed=2.0
  3925.  
  3926. # 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
  3927. Advanced_trajectory.maxFocusSpeed=1.0
  3928.  
  3929. # When proning, you gain max accuracy faster (applies when focus mechanic is unlocked).\nMinimum=0.00 Maximum=10.00 Default=1.50
  3930. Advanced_trajectory.proneFocusCounterSpeedBuff=1.5
  3931.  
  3932. # When proning, your crosshair reduces bloom faster. Helpful after intense cardio.\nMinimum=0.00 Maximum=2.00 Default=0.40
  3933. Advanced_trajectory.proneReduceSpeedBuff=0.4
  3934.  
  3935. # When crouching, your crosshair reduces bloom faster. Helpful after intense cardio.\nMinimum=0.00 Maximum=2.00 Default=0.20
  3936. Advanced_trajectory.crouchReduceSpeedBuff=0.2
  3937.  
  3938. # 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
  3939. Advanced_trajectory.recoilDelayModifier=0.01
  3940.  
  3941. # Multiplier of gun's max dmg added as recoil to crosshair (adds bloom when shooting).\nMinimum=0.00 Maximum=20.00 Default=10.00
  3942. Advanced_trajectory.recoilModifier=10.0
  3943.  
  3944. # This value must be very small as it affects how slow your crosshair reduces bloom. This is a multiplier of the total pain value from arms and hands, which can go up to 200.\nMinimum=0.00 Maximum=1.00 Default=0.01
  3945. Advanced_trajectory.painModifier=0.005
  3946.  
  3947. # 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
  3948. Advanced_trajectory.drunkActionEffectModifier=0.5
  3949.  
  3950. # Multiplier that increases your maxaimnum or max bloom. Set to 0 to disable.\nMinimum=0.00 Maximum=100.00 Default=6.00
  3951. Advanced_trajectory.drunkModifier=6.0
  3952.  
  3953. # Multiplier that affects how slow your crosshair reduces bloom.\nMinimum=0.00 Maximum=100.00 Default=1.00
  3954. Advanced_trajectory.hyperHypoModifier=1.0
  3955.  
  3956. # Multiplier that affects how slow your crosshair reduces bloom.\nMinimum=0.00 Maximum=100.00 Default=1.00
  3957. Advanced_trajectory.tiredModifier=1.0
  3958.  
  3959. # Multiplier that affects how much is added to minaimnum or minimum bloom.\nMinimum=0.00 Maximum=100.00 Default=4.00
  3960. Advanced_trajectory.stressBloomModifier=4.0
  3961.  
  3962. # Affects how intense the crosshair shaking affect is. Set to 0 to disable.\nMinimum=0.00 Maximum=100.00 Default=3.00
  3963. Advanced_trajectory.stressVisualModifier=3.0
  3964.  
  3965. # Value affects how much bloom is added when coughing.\nMinimum=0.00 Maximum=100.00 Default=2.00
  3966. Advanced_trajectory.coughModifier=2.0
  3967.  
  3968. # 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=1.00
  3969. Advanced_trajectory.enduranceBreathModifier=1.0
  3970.  
  3971. # Value determines how long the characters inhales (adds bloom). Links to exhaleModifier1. Inhale value must be greater than linked exhale value.\nMinimum=0.00 Maximum=100.00 Default=2.50
  3972. Advanced_trajectory.inhaleModifier1=2.5
  3973.  
  3974. # Value determines how long the characters exhales (reduces bloom). Links to exhaleModifier1. Exhale value must be less than linked inhale value.\nMinimum=0.00 Maximum=100.00 Default=0.80
  3975. Advanced_trajectory.exhaleModifier1=0.8
  3976.  
  3977. # Minimum=0.00 Maximum=100.00 Default=2.75
  3978. Advanced_trajectory.inhaleModifier2=2.75
  3979.  
  3980. # Minimum=0.00 Maximum=100.00 Default=1.50
  3981. Advanced_trajectory.exhaleModifier2=1.5
  3982.  
  3983. # Minimum=0.00 Maximum=100.00 Default=2.85
  3984. Advanced_trajectory.inhaleModifier3=2.85
  3985.  
  3986. # Minimum=0.00 Maximum=100.00 Default=3.00
  3987. Advanced_trajectory.exhaleModifier3=3.0
  3988.  
  3989. # Minimum=0.00 Maximum=100.00 Default=3.25
  3990. Advanced_trajectory.inhaleModifier4=3.25
  3991.  
  3992. # Minimum=0.00 Maximum=100.00 Default=4.00
  3993. Advanced_trajectory.exhaleModifier4=4.0
  3994.  
  3995. # 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
  3996. Advanced_trajectory.crosshairRed=0.0
  3997.  
  3998. # 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
  3999. Advanced_trajectory.crosshairGreen=1.0
  4000.  
  4001. # 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
  4002. Advanced_trajectory.crosshairBlue=0.98
  4003.  
  4004. # 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
  4005. Advanced_trajectory.crosshairRedMain=1.0
  4006.  
  4007. # 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
  4008. Advanced_trajectory.crosshairGreenMain=1.0
  4009.  
  4010. # 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
  4011. Advanced_trajectory.crosshairBlueMain=1.0
  4012.  
  4013. # Vanilla Chance is 6%\nMinimum=0 Maximum=100 Default=6
  4014. ChanceOfAttachedWeapon=2
  4015.  
  4016. # Katanas and machetes\nMinimum=0 Maximum=100 Default=1
  4017. ChanceOfLongBlade=1
  4018.  
  4019. # Minimum=0 Maximum=100 Default=5
  4020. ChanceOfHuntingKnife=1
  4021.  
  4022. # Minimum=0 Maximum=100 Default=5
  4023. ChanceOfSpears=3
  4024.  
  4025. # Minimum=0 Maximum=100 Default=2
  4026. ChanceOfAxe=1
  4027.  
  4028. # Crowbar, metal pipe, metal bar, nightstick\nMinimum=0 Maximum=100 Default=3
  4029. ChanceOfBlunts=1
  4030.  
  4031. # Only on outfits that can have guns. (police, bandits...)\nMinimum=0 Maximum=100 Default=50
  4032. ChanceOfGunsOnOutfits=5
  4033.  
  4034. # Example of standard days requirements:
  4035. # Katana - 60 days
  4036. # Spears - 30 days
  4037. # Machete - 20 days
  4038. # Axe - 15 days
  4039. # Good knives, crowbar, short blunts - 10 days\nDefault=Normal
  4040. DaySurvivedModifier=5
  4041.  
  4042. # Loot of all types found on generic zombies, zombie outfits, and bags.
  4043. # Note: zombie loot is not affected by the other multipliers below.\nMinimum=0.00 Maximum=10.00 Default=1.00
  4044. ZombieLootMultiplier=1.0
  4045.  
  4046. # A semicolon separated list of items and chances to add to the zombie loot.
  4047. ItemsAddedToZombieLoot=Base.Money:0.05;Base.SheetPaper2:0.05
  4048.  
  4049. ItemsAddedToMilitaryZedsLoot=
  4050.  
  4051. ItemsAddedToPoliceZedsLoot=
  4052.  
  4053. ItemsAddedToFiremenZedsLoot=
  4054.  
  4055. # Tourists, Golfers, Weddings, Classy...
  4056. ItemsAddedToRichZedsLoot=
  4057.  
  4058. # Park rangers, survivalists, hunters, farmers, fishermen, campers...
  4059. ItemsAddedToRuralZedsLoot=
  4060.  
  4061. # Raiders, Bandits, Militia, Thugs, Escaped inmates, survivors...
  4062. ItemsAddedToRogueZedsLoot=
  4063.  
  4064. # Students, Teachers...
  4065. ItemsAddedToSchoolZedsLoot=
  4066.  
  4067. # Fitness Instructors, Baseball Fans, Baseball players, Boxing players, Jockeys...
  4068. ItemsAddedToSportsZedsLoot=
  4069.  
  4070. # Doctors, Nurses, Pharmacists, Ambulance Drivers...
  4071. ItemsAddedToMedicalZedsLoot=
  4072.  
  4073. # Mechanics, Metalworkers, McCoys, Foremen, Construction workers, Woodcutters...
  4074. ItemsAddedToIndustryZedsLoot=
  4075.  
  4076. # Fossoil, Gas2Go, Thundergas...
  4077. ItemsAddedToGasStationZedsLoot=
  4078.  
  4079. # Waiters, Cooks, Chefs...
  4080. ItemsAddedToRestaurantZedsLoot=
  4081.  
  4082. ItemsAddedToOfficeWorkersZedsLoot=
  4083.  
  4084. # A semicolon separated list of zombie outfits that will drop the Custom Zed Outfits Loot defined below.
  4085. # Example: 'Priest;Biker;Redneck;Swimmer;Bedroom;Bathrobe;Hobbo;Party;Party2'
  4086. # Example 2: 'Security;Postal;Cyclist;StripperNaked;Bowling;MallSecurity;Inmate'
  4087. # Example 3(modded outfits): 'Nomad;Prepper;Stalker;AuthenticMaid;AuthenticNewsAnchor'
  4088. CustomOutfitList=
  4089.  
  4090. # Defined like the other loots.
  4091. ItemsAddedToCustomOutfitListLoot=
  4092.  
  4093. # Minimum=1 Maximum=100 Default=20
  4094. CigarettesCount=2
  4095.  
  4096. # If the number of rolls on a loot table is higher than this value, it will be set to this value.
  4097. # Most loot tables have a rolls value of 4.
  4098. # 1 = ~ 75% less items per container,
  4099. # 2 = ~ 50% less items per container,
  4100. # 3 = ~ 25% less items per container,
  4101. # 4 = almost nothing changes,
  4102. # 5 = vanilla value\nDefault=5 (100% items, vanilla)
  4103. MaxRolls=1
  4104.  
  4105. # Same as the option above, but only affects food containers.\nDefault=4 (100% food)
  4106. FoodTablesMaxRolls=1
  4107.  
  4108. # Default=4 (100% items)
  4109. MeleeWeaponsAndToolsTablesMaxRolls=1
  4110.  
  4111. # Default=4 (100% items)
  4112. GunsAndAmmoTablesMaxRolls=1
  4113.  
  4114. # Default=4 (100% items)
  4115. LitteratureTablesMaxRolls=2
  4116.  
  4117. # Default=4 (100% items)
  4118. MediaTablesMaxRolls=1
  4119.  
  4120. # Default=4 (100% items)
  4121. MechanicsTablesMaxRolls=1
  4122.  
  4123. # Default=4 (100% items)
  4124. OtherTablesMaxRolls=1
  4125.  
  4126. # Fresh and non-perishable food.\nMinimum=0.00 Maximum=10.00 Default=1.00
  4127. FoodLootMultiplier=0.9
  4128.  
  4129. # Nonranged weapons of all kinds, except pens, forks and spoons.
  4130. # Includes Sledgehammer. Also includes instruments and some cooking tools.\nMinimum=0.00 Maximum=10.00 Default=1.00
  4131. WeaponLootMultiplier=0.6
  4132.  
  4133. # Ranged weapons. Includes weapon parts for guns.\nMinimum=0.00 Maximum=10.00 Default=1.00
  4134. GunLootMultiplier=0.5
  4135.  
  4136. # Ammunition and magazines\nMinimum=0.00 Maximum=10.00 Default=1.00
  4137. AmmoLootMultiplier=1.0
  4138.  
  4139. # Saws, blowtorches, seeds, farming gear, fishing gear, camping gear, needles,
  4140. # crafting materials, repair materials, construction materials, gas cans, jars, maps.\nMinimum=0.00 Maximum=10.00 Default=1.00
  4141. SurvivalGearLootMultiplier=0.95
  4142.  
  4143. # Tools to work on vehicles, and vehicle parts.\nMinimum=0.00 Maximum=10.00 Default=1.00
  4144. MechanicsLootMultiplier=1.0
  4145.  
  4146. # Medicine, bandages, splint, needles, first aid kits...\nMinimum=0.00 Maximum=10.00 Default=1.00
  4147. MedicalLootMultiplier=0.85
  4148.  
  4149. # Books and magazines\nMinimum=0.00 Maximum=10.00 Default=1.00
  4150. LiteratureLootMultiplier=0.55
  4151.  
  4152. # VHS tapes, CDs and videogames\nMinimum=0.00 Maximum=10.00 Default=1.00
  4153. MediaLootMultiplier=0.55
  4154.  
  4155. # Cleaning supplies, cooking tools, writing supplies, cutlery, extinguishers, can openers, razors, alarm clocks\nMinimum=0.00 Maximum=10.00 Default=1.00
  4156. HouseholdSuppliesLootMultiplier=0.85
  4157.  
  4158. # All kinds of clothes, including gas masks and jewelry.\nMinimum=0.00 Maximum=10.00 Default=1.00
  4159. ClothingLootMultiplier=0.85
  4160.  
  4161. # Including Garbage Bags\nMinimum=0.00 Maximum=10.00 Default=1.00
  4162. ContainerLootMultiplier=0.55
  4163.  
  4164. # Includes lighters, matches, painting supplies, charcoal, propane tanks, antique ovens, junk items, and many more...\nMinimum=0.00 Maximum=10.00 Default=1.00
  4165. OtherLootMultiplier=0.85
  4166.  
  4167. # A semicolon-separated list of items IDs that will NOT be affected by the multipliers above.
  4168. # Example: Base.Sledgehammer;Base.Saw
  4169. # Still affected by the multipliers list option below.
  4170. ExceptionsList=Base.Sledgehammer;Base.Sledgehammer2
  4171.  
  4172. # 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
  4173. # These individual multipliers are applied on top of all other multipliers, and even if the item is in the exceptions list
  4174. SpecificItemsList=Base.Cigarettes:1;Base.Sledgehammer:0.25;Base.Sledgehammer2:0.25
  4175.  
  4176. # If not checked, all the settings below will be ignored and the Item Remover will never trigger.
  4177. MoreDecreasingLoot.Enable=false
  4178.  
  4179. # 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
  4180. MoreDecreasingLoot.StartDay=2
  4181.  
  4182. # The day the loot will stop decreasing and after which the peak chance to remove items is always applied.
  4183. # Must be higher than the start day option!\nMinimum=0 Maximum=1000 Default=30
  4184. MoreDecreasingLoot.PeakDay=30
  4185.  
  4186. # Applied before and on start day.
  4187. # Must be lower than the peak chance option!\nMinimum=0 Maximum=100 Default=0
  4188. MoreDecreasingLoot.OriginalChance=0
  4189.  
  4190. # Applied after and on peak day.
  4191. # Must be higher than the starting chance option!\nMinimum=0 Maximum=100 Default=75
  4192. MoreDecreasingLoot.MaxChance=75
  4193.  
  4194. # The number that will be added to the chance to remove items, for food items.
  4195. # Can be negative.
  4196. # 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
  4197. MoreDecreasingLoot.FoodChanceModifier=20
  4198.  
  4199. # When enabled, the chance of removing item becomes an average of randoms instead of strict chance.
  4200. # 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.
  4201. # 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%
  4202. # Not recommended if the time between start day and peak day is low.
  4203. MoreDecreasingLoot.EnhancedVariance=true
  4204.  
  4205. # Check this if you want vehicle loot to be affected by the Item Remover.
  4206. # Affects gloveboxes, seats, trunks, and any other vehicle part that can contain items.
  4207. MoreDecreasingLoot.TriggerOnVehicleParts=true
  4208.  
  4209. # Check this if you want zombie loot to be affected by the Item Remover.
  4210. # This won't affect attached/lodged weapons and worn clothes and accessories.
  4211. # WARNING: This should also affect dead bodies of players and NPCs !
  4212. MoreDecreasingLoot.TriggerOnDeadBodies=false
  4213.  
  4214. # When enabled, the Item Remover will trigger when the player comes close to containers, INSTEAD of when the map cells load.
  4215. # Pro: does not trigger all the containers of the map before you explore them.
  4216. # 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.
  4217. MoreDecreasingLoot.TriggerOnProximity=false
  4218.  
  4219. # Global multiplier for all zombie loot added by this mod. A value of 100 here will be 1x default distribution; 200 will be 2x; 50 will be 1/2; etc\nMinimum=0 Maximum=100000000 Default=100
  4220. AirbobbelzLoot.GlobalMultiplier=50
  4221.  
  4222. # Percent chance items in dead zombie inventory will have 100% condition\nMinimum=0 Maximum=100 Default=20
  4223. AirbobbelzLoot.ChanceMaxCondition=15
  4224.  
  4225. # Minimum condition of items found. 0 means broken. Between 0 and 100\nMinimum=0 Maximum=100 Default=10
  4226. AirbobbelzLoot.MinimumCondition=10
  4227.  
  4228. # Percent chance that drainable items -- duct tape, glue, etc -- will be full\nMinimum=0 Maximum=100 Default=20
  4229. AirbobbelzLoot.ChanceMaxDrainable=35
  4230.  
  4231. # Minimum amount of drainable percent left in drainable items. Between 0 and 100.\nMinimum=0 Maximum=100 Default=20
  4232. AirbobbelzLoot.MinimumDrainable=10
  4233.  
  4234. # Multiplier to apply to built-in probabilities for all outfit-specific items. A value of 100 here will be 1x default distribution; 200 will be 2x; 50 will be 1/2; etc\nMinimum=0 Maximum=100000000 Default=100
  4235. AirbobbelzLoot.OutfitMultiplier=25
  4236.  
  4237. # Multiplier for contents of containers (bags/gun cases/etc) that appear on zombies. Out of 100 (meaning 100 is 1x, 200 is 2x, 50 is 0.5x)\nMinimum=0 Maximum=100000000 Default=100
  4238. AirbobbelzLoot.BagContentsMultiplier=50
  4239.  
  4240. # Rolls for loose bullets that are spawned next to spawned guns. In Vanilla PZ, each spawn may result in 5 or so bullets, but some mods such as Britas reduce this to 1 bullet per roll.\nMinimum=0 Maximum=1000 Default=12
  4241. AirbobbelzLoot.GunLooseBulletsRolls=10
  4242.  
  4243. # Multiplier to apply to amount of loose bullets spawned (with and without guns). Separate from Ammo Multiplier. A value of 100 here will be 1x default distribution; 200 will be 2x; 50 will be 1/2; etc\nMinimum=0 Maximum=1000 Default=100
  4244. AirbobbelzLoot.GunLooseBulletsMultiplier=70
  4245.  
  4246. # Multiplier to apply to built-in probabilities for finding random loose ammo not necessarily associated with a spawned weapon. A value of 100 here will be 1x default distribution; 200 will be 2x; 50 will be 1/2; etc\nMinimum=0 Maximum=100000000 Default=100
  4247. AirbobbelzLoot.AmmoMultiplier=70
  4248.  
  4249. # Multiplier to apply to built-in probabilities for finding ammo boxes. A value of 100 here will be 1x default distribution; 200 will be 2x; 50 will be 1/2; etc\nMinimum=0 Maximum=100000000 Default=100
  4250. AirbobbelzLoot.AmmoBoxMultiplier=50
  4251.  
  4252. # Multiplier to apply to built-in probabilities for finding melee weapons. A value of 100 here will be 1x default distribution; 200 will be 2x; 50 will be 1/2; etc\nMinimum=0 Maximum=100000000 Default=100
  4253. AirbobbelzLoot.MeleeMultiplier=30
  4254.  
  4255. # Multiplier to apply to built-in probabilities for finding pistols. A value of 100 here will be 1x default distribution; 200 will be 2x; 50 will be 1/2; etc\nMinimum=0 Maximum=100000000 Default=100
  4256. AirbobbelzLoot.PistolMultiplier=25
  4257.  
  4258. # Multiplier to apply to built-in probabilities for finding long guns like rifles and shotguns. A value of 100 here will be 1x default distribution; 200 will be 2x; 50 will be 1/2; etc\nMinimum=0 Maximum=100000000 Default=100
  4259. AirbobbelzLoot.LongGunMultiplier=10
  4260.  
  4261. # Only applies to Brita weapons if that mod is enabled. Multiplier to apply to built-in probabilities. A value of 100 here will be 1x default distribution; 200 will be 2x; 50 will be 1/2; etc\nMinimum=0 Maximum=100000000 Default=100
  4262. AirbobbelzLoot.OtherGunsMultiplier=70
  4263.  
  4264. # Multiplier to apply to built-in probabilities to canned food. A value of 100 here will be 1x default distribution; 200 will be 2x; 50 will be 1/2; etc\nMinimum=0 Maximum=100000000 Default=100
  4265. AirbobbelzLoot.CannedFoodMultiplier=50
  4266.  
  4267. # Multiplier to apply to built-in probabilities for other food like candy and chips. A value of 100 here will be 1x default distribution; 200 will be 2x; 50 will be 1/2; etc\nMinimum=0 Maximum=100000000 Default=100
  4268. AirbobbelzLoot.OtherFoodMultiplier=10
  4269.  
  4270. # Multiplier to apply to built-in probabilities for resources like tape and glue. A value of 100 here will be 1x default distribution; 200 will be 2x; 50 will be 1/2; etc\nMinimum=0 Maximum=100000000 Default=100
  4271. AirbobbelzLoot.ResourceMultiplier=60
  4272.  
  4273. # Multiplier to apply to built-in probabilities for bags like shopping and grocery bags. A value of 100 here will be 1x default distribution; 200 will be 2x; 50 will be 1/2; etc\nMinimum=0 Maximum=100000000 Default=100
  4274. AirbobbelzLoot.BagMultiplier=50
  4275.  
  4276. # Multiplier to apply to built-in probabilities for gun cases. A value of 100 here will be 1x default distribution; 200 will be 2x; 50 will be 1/2; etc\nMinimum=0 Maximum=100000000 Default=100
  4277. AirbobbelzLoot.GunBagMultiplier=25
  4278.  
  4279. # Multiplier to apply to built-in probabilities for junk like rubber bands and empty bottles. A value of 100 here will be 1x default distribution; 200 will be 2x; 50 will be 1/2; etc\nMinimum=0 Maximum=100000000 Default=100
  4280. AirbobbelzLoot.JunkMultiplier=80
  4281.  
  4282. # Multiplier to apply to built-in probabilities for sandbox-defined items below. A value of 100 here will be 1x default distribution; 200 will be 2x; 50 will be 1/2; etc\nMinimum=0 Maximum=100000000 Default=100
  4283. AirbobbelzLoot.ExtraMultiplier=100
  4284.  
  4285. # Additional Items to roll for each zombie. Separate items with semicolon ';'. For example 'Paper:0.1;Axe:1' add 0.1% chance for paper and 1% of axe. Alternate syntax for >1 item is for example 'item:Money,chance:0.1,more:10,moreChance:50;' which adds 0.1% chance to drop Money with 10 extra rolls, 50% chance each to add 1 Money per extra roll. Chances are between 0 and 100 and can be decimal.
  4286. AirbobbelzLoot.ExtraRollEach=
  4287.  
  4288. # Set of items where for each zombie, one item will be randomly chosen from the list and then rolled. IE zombie loot will have at most one item from this list. For example 'Paper:0.1;Axe:1'. Chances are between 0 and 100 and can be decimal.
  4289. AirbobbelzLoot.ExtraRollOne1=
  4290.  
  4291. # Set of items where for each zombie, one item will be randomly chosen from the list and then rolled. IE zombie loot will have at most one item from this list. For example 'Paper:0.1;Axe:1'. Chances are between 0 and 100 and can be decimal.
  4292. AirbobbelzLoot.ExtraRollOne2=
  4293.  
  4294. # Set of items where for each zombie, one item will be randomly chosen from the list and then rolled. IE zombie loot will have at most one item from this list. For example 'Paper:0.1;Axe:1'. Chances are between 0 and 100 and can be decimal.
  4295. AirbobbelzLoot.ExtraRollOne3=
  4296.  
  4297. # Items to remove from zombie loot added by this mod. Separated by semicolon, for example 'Axe;Money;Newspaper;Radio.WalkieTalkie5' will remove Axe, Money, Newspaper, and 'Walkie Talkie 5' items from all regular zombie and outfit-specific loot. For items in 'Base' type, for example 'Base.Axe', leave out 'Base.' from item name. Does not affect vanilla drops or drops added by other mods.
  4298. AirbobbelzLoot.RemoveItems=
  4299.  
  4300. # How many holes are added to zombie clothing when a zombie is hit\nMinimum=1 Maximum=20 Default=10
  4301. WorseZombieLootCondition.clothingHolesValue=2
  4302.  
  4303. # When the hit count is lower than this number, if a zombie dies, the zombie will receive additional hits (Clothing Holes * Remaining hits) until this number is reached. This makes sure that a one-hit kill also significantly reduces the overall clothing condition\nMinimum=1 Maximum=6 Default=4
  4304. WorseZombieLootCondition.clothingHolesValueMin=4
  4305.  
  4306. # How many holes (max holes defined by item) are added for each piece of clothing on a dead body. This won't affect fake dead bodies\nMinimum=1 Maximum=6 Default=3
  4307. WorseZombieLootCondition.deadBodyHolesValueMin=3
  4308.  
  4309. # A cloth's maximum condition. 0.5 means there is a chance for a cloth item to have 50% max condition or less. (This option only affects clothing items that do not support holes)\nMinimum=0.10 Maximum=1.00 Default=0.50
  4310. WorseZombieLootCondition.damageClothingValue=0.5
  4311.  
  4312. # A weapon's maximum condition. 0.5 means there is a change for a weapon item to have 50% condition max or less.\nMinimum=0.10 Maximum=1.00 Default=0.50
  4313. WorseZombieLootCondition.damageWeaponValue=0.65
  4314.  
  4315. # Enable this if you want the Proximity Inventory to work only on zombies
  4316. ProxInv.ZombieOnly=false
  4317.  
  4318. # Default=AlphaNumeric
  4319. MGRS.style=1
  4320.  
  4321. # TRUE = the admin will not be subject to the restrictions, such as invisible buildings etc... if FALSE = he will be subject to the restrictions.
  4322. CartographyModifier.AdminIsNotRestricted=true
  4323.  
  4324. # Choose the type of display of the buildings on the map, you have 3 choices:
  4325. #
  4326. # 0 = None
  4327. # 1 = All of the same color (grey)
  4328. # 2 = Vanilla (multiple colors)< br>\nMinimum=0 Maximum=2 Default=1
  4329. CartographyModifier.BuildingStyleOnWorldMap=2
  4330.  
  4331. # You have the possibility to put all the structures in a uniform color on the map (roads, forest...):
  4332. #
  4333. # TRUE = All of the same color
  4334. # FALSE = Vanilla
  4335. CartographyModifier.UniformColorOnWorldMap=false
  4336.  
  4337. # You have the possibility to set the Global gamma of the structures on the map:
  4338. #
  4339. # 0 = Black
  4340. # 120 = Dark grey
  4341. # 150 = Light grey
  4342. # \nMinimum=0 Maximum=255 Default=0
  4343. CartographyModifier.AdditionalColorOnWorldMap=0
  4344.  
  4345. # FALSE = Forests and trees will not be visible on the map.
  4346. CartographyModifier.ForestStyleOnWorldMap=true
  4347.  
  4348. # You have the option to adjust the brightness of the forest, if you approach 0, and add gamma, it will be grey:
  4349. #
  4350. # 0 = Very dark
  4351. # 5 = Dark
  4352. # 10 = Bright\nMinimum=0 Maximum=10 Default=10
  4353. CartographyModifier.ForestStyleOnWorldMapBrightnessfactor=6
  4354.  
  4355. # You have the possibility to adjust the gamma to the forest, if the brightness is very dark, by increasing this number, you will have gray :
  4356. #
  4357. # 0 = Black
  4358. # 120 = Dark gray<br >150 = Light gray
  4359. # \nMinimum=0 Maximum=255 Default=0
  4360. CartographyModifier.ForestStyleOnWorldMapAdditionalColor=0
  4361.  
  4362. # FALSE = Rivers, lakes and various water points will not be visible on the map.
  4363. CartographyModifier.WaterStyleOnWorldMap=true
  4364.  
  4365. # FALSE = Principal roads will not be visible on the map.
  4366. CartographyModifier.RoadPrimaryStyleOnWorldMap=true
  4367.  
  4368. # FALSE = Secondary roads will not be visible on the map.
  4369. CartographyModifier.RoadSecondaryStyleOnWorldMap=true
  4370.  
  4371. # FALSE = Tertiary roads will not be visible on the map.
  4372. CartographyModifier.RoadTertiaryStyleOnWorldMap=true
  4373.  
  4374. # FALSE = Pathways roads will not be visible on the map.
  4375. CartographyModifier.RoadTrailStyleOnWorldMap=true
  4376.  
  4377. # FALSE = Railways roads will not be visible on the map.
  4378. CartographyModifier.RailwayStyleOnWorldMap=true
  4379.  
  4380. # If the Darker map mod is present, and Uniform color on the map = FALSE, you have the possibility to adjust the global luminosity of the structures on the map (roads, forest...):
  4381. #
  4382. # 0 = Very dark
  4383. # 5 = Dark
  4384. # 10 = Bright
  4385. # \nMinimum=0 Maximum=10 Default=8
  4386. CartographyModifier.BrightnessfactorDarkerMap=8
  4387.  
  4388. # If the Darker map mod is present, you have the option to adjust the brightness of the map background:
  4389. #
  4390. # 0 = Very dark
  4391. # 5 = Dark
  4392. # 10 = Bright
  4393. # \nMinimum=0 Maximum=10 Default=8
  4394. CartographyModifier.BrightnessBackGroundfactorDarkerMap=3
  4395.  
  4396. # If the Darker map mod is present, you have the possibility to adjust the brightness of the unvisited areas on the map and the minimap (the fog):
  4397. #
  4398. # 0 = Very dark
  4399. # 5 = Dark<br >10 = Bright
  4400. # \nMinimum=0 Maximum=10 Default=5
  4401. CartographyModifier.BrightnessUnvisitefactorDarkerMap=5
  4402.  
  4403. # If the Darker map mod is present, and Uniform color on the minimap = FALSE, you have the possibility to adjust the global luminosity of the structures on the minimap (roads, forest...):
  4404. #
  4405. # 0 = Very dark
  4406. # 5 = Dark
  4407. # 10 = Bright
  4408. # \nMinimum=0 Maximum=10 Default=9
  4409. CartographyModifier.BrightnessfactorDarkerMiniMap=9
  4410.  
  4411. # If the Darker map mod is present, you have the option to adjust the brightness of the minimap background:
  4412. #
  4413. # 0 = Very dark
  4414. # 5 = Dark
  4415. # 10 = Bright
  4416. # \nMinimum=0 Maximum=10 Default=10
  4417. CartographyModifier.BrightnessBackGroundfactorDarkerMiniMap=3
  4418.  
  4419. # Choose the type of display of the buildings on the minimap, you have 3 choices:
  4420. #
  4421. # 0 = None
  4422. # 1 = All of the same color (grey)
  4423. # 2 = Vanilla (multiple colors)< br>\nMinimum=0 Maximum=2 Default=1
  4424. CartographyModifier.BuildingStyleOnMiniMap=2
  4425.  
  4426. # You have the possibility to put all the structures in a uniform color on the minimap (roads, forest...):
  4427. #
  4428. # TRUE = All of the same color
  4429. # FALSE = Vanilla
  4430. CartographyModifier.UniformColorOnMiniMap=false
  4431.  
  4432. # You have the possibility to set the Global gamma of the structures on the minimap:
  4433. #
  4434. # 0 = Black
  4435. # 120 = Dark grey
  4436. # 150 = Light grey
  4437. # \nMinimum=0 Maximum=255 Default=0
  4438. CartographyModifier.AdditionalColorOnMiniMap=0
  4439.  
  4440. # FALSE = Forests and trees will not be visible on the minimap.
  4441. CartographyModifier.ForestStyleOnMiniMap=true
  4442.  
  4443. # FALSE = Rivers, lakes and various water points will not be visible on the minimap.
  4444. CartographyModifier.WaterStyleOnMiniMap=true
  4445.  
  4446. # FALSE = Principal roads will not be visible on the minimap.
  4447. CartographyModifier.RoadPrimaryStyleOnMiniMap=true
  4448.  
  4449. # FALSE = Secondary roads will not be visible on the minimap.
  4450. CartographyModifier.RoadSecondaryStyleOnMiniMap=true
  4451.  
  4452. # FALSE = Tertiary roads will not be visible on the minimap.
  4453. CartographyModifier.RoadTertiaryStyleOnMiniMap=true
  4454.  
  4455. # FALSE = Pathways roads will not be visible on the minimap.
  4456. CartographyModifier.RoadTrailStyleOnMiniMap=true
  4457.  
  4458. # FALSE = Railways roads will not be visible on the minimap.
  4459. CartographyModifier.RailwayStyleOnMiniMap=true
  4460.  
  4461. # If TRUE and the itemGPS mod is present: If you have a gps turned on, the settings of the cartographic structures of the minimap will be applied to the map.
  4462. #
  4463. CartographyModifier.itemGPSByPass=false
  4464.  
  4465. # If TRUE and the itemGPS mod is present: the textures of some gps will go dark to have a good aesthetic rendering.
  4466. #
  4467. CartographyModifier.itemGPSdarkMod=false
  4468.  
  4469. bikinitools.EnableGetKeyContext=false
  4470.  
  4471. bikinitools.EnableOpenSesame=false
  4472.  
  4473. bikinitools.EnableVehicleRemover=false
  4474.  
  4475. bikinitools.EnableCellVehicleRemover=false
  4476.  
  4477. bikinitools.EnableRepairContext=false
  4478.  
  4479. bikinitools.EnableSkinSwitcher=true
  4480.  
  4481. bikinitools.EnableVehicleSpawner=false
  4482.  
  4483. bikinitools.EnableTrunkUnlocker=false
  4484.  
  4485. bikinitools.EnableGravelBuddy=true
  4486.  
  4487. bikinitools.EnableGardener=true
  4488.  
  4489. bikinitools.AllowTYLPlantRemoval=true
  4490.  
  4491. bikinitools.EnableLumberjack=true
  4492.  
  4493. bikinitools.EnableFarmer=true
  4494.  
  4495. bikinitools.EnableContainerUnloader=true
  4496.  
  4497. bikinitools.EnableHomeWrecker=false
  4498.  
  4499. bikinitools.EnableCorpseStacker=true
  4500.  
  4501. bikinitools.EnableVehicleItemHide=true
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