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TwisTon3xFAST_Sandbox_nopinpoint.cfg

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  1. Version=6
  2. # How frequently basements spawn at random locations. Default = Sometimes
  3. -- 1 = Never
  4. -- 2 = Extremely Rare
  5. -- 3 = Rare
  6. -- 4 = Sometimes
  7. -- 5 = Often
  8. -- 6 = Very Often
  9. -- 7 = Always
  10. Basement.SpawnFrequency=4
  11.  
  12. # If enabled, a mini-map window will be available.
  13. Map.AllowMiniMap=true
  14.  
  15. # If enabled, the world map can be accessed.
  16. Map.AllowWorldMap=true
  17.  
  18. # If enabled, the world map will be completely filled in on starting the game.
  19. Map.MapAllKnown=false
  20.  
  21. # If enabled, maps can't be read unless there's a source of light available.
  22. Map.MapNeedsLight=true
  23.  
  24. # How fast zombies move. Default = Random
  25. -- 1 = Sprinters
  26. -- 2 = Fast Shamblers
  27. -- 3 = Shamblers
  28. -- 4 = Random
  29. ZombieLore.Speed=1
  30.  
  31. # If Random Speed is enabled, this controls what percentage of zombies are Sprinters. Check the "Advanced" box below to use a custom percentage. Min: 0 Max: 100 Default: 0
  32. ZombieLore.SprinterPercentage=100
  33.  
  34. # The damage zombies inflict per attack. Default = Normal
  35. -- 1 = Superhuman
  36. -- 2 = Normal
  37. -- 3 = Weak
  38. -- 4 = Random
  39. ZombieLore.Strength=2
  40.  
  41. # The difficulty of killing a zombie. Default = Random
  42. -- 1 = Tough
  43. -- 2 = Normal
  44. -- 3 = Fragile
  45. -- 4 = Random
  46. ZombieLore.Toughness=2
  47.  
  48. # How the Knox Virus spreads. Default = Blood and Saliva
  49. -- 1 = Blood and Saliva
  50. -- 2 = Saliva Only
  51. -- 3 = Everyone's Infected
  52. -- 4 = None
  53. ZombieLore.Transmission=1
  54.  
  55. # How quickly the infection takes effect. Default = 2-3 Days
  56. -- 1 = Instant
  57. -- 2 = 0-30 Seconds
  58. -- 3 = 0-1 Minutes
  59. -- 4 = 0-12 Hours
  60. -- 5 = 2-3 Days
  61. -- 6 = 1-2 Weeks
  62. -- 7 = Never
  63. ZombieLore.Mortality=5
  64.  
  65. # How quickly infected corpses rise as zombies. Default = 0-1 Minutes
  66. -- 1 = Instant
  67. -- 2 = 0-30 Seconds
  68. -- 3 = 0-1 Minutes
  69. -- 4 = 0-12 Hours
  70. -- 5 = 2-3 Days
  71. -- 6 = 1-2 Weeks
  72. ZombieLore.Reanimate=1
  73.  
  74. # Zombie intelligence. Default = Basic Navigation
  75. -- 1 = Navigate and Use Doors
  76. -- 2 = Navigate
  77. -- 3 = Basic Navigation
  78. -- 4 = Random
  79. ZombieLore.Cognition=1
  80.  
  81. # How often zombies can crawl under parked vehicles. Default = Often
  82. -- 1 = Crawlers Only
  83. -- 2 = Extremely Rare
  84. -- 3 = Rare
  85. -- 4 = Sometimes
  86. -- 5 = Often
  87. -- 6 = Very Often
  88. -- 7 = Always
  89. ZombieLore.CrawlUnderVehicle=7
  90.  
  91. # How long zombies remember a player after seeing or hearing them. Default = Normal
  92. -- 1 = Long
  93. -- 2 = Normal
  94. -- 3 = Short
  95. -- 4 = None
  96. -- 5 = Random
  97. -- 6 = Random between Normal and None
  98. ZombieLore.Memory=1
  99.  
  100. # Zombie vision radius. Default = Random between Normal and Poor
  101. -- 1 = Eagle
  102. -- 2 = Normal
  103. -- 3 = Poor
  104. -- 4 = Random
  105. -- 5 = Random between Normal and Poor
  106. ZombieLore.Sight=1
  107.  
  108. # Zombie hearing radius. Default = Random between Normal and Poor
  109. -- 1 = Pinpoint
  110. -- 2 = Normal
  111. -- 3 = Poor
  112. -- 4 = Random
  113. -- 5 = Random between Normal and Poor
  114. ZombieLore.Hearing=2
  115.  
  116. # Activates the new advanced stealth mechanics, which allows you to hide from zombies behind cars, takes traits and weather into account, and much more.
  117. ZombieLore.SpottedLogic=true
  118.  
  119. # If zombies that have not seen/heard player can attack doors and constructions while roaming.
  120. ZombieLore.ThumpNoChasing=true
  121.  
  122. # If zombies can destroy player constructions and defenses.
  123. ZombieLore.ThumpOnConstruction=true
  124.  
  125. # Whether zombies are more "active" during the day or night. "Active" zombies will use the speed set in the "Speed" setting. "Inactive" zombies will be slower, and tend not to give chase. Default = Both
  126. -- 1 = Both
  127. -- 2 = Night
  128. -- 3 = Day
  129. ZombieLore.ActiveOnly=1
  130.  
  131. # If zombies trigger house alarms when breaking through windows or doors.
  132. ZombieLore.TriggerHouseAlarm=false
  133.  
  134. # If multiple attacking zombies can drag you down and kill you. Dependent on zombie strength.
  135. ZombieLore.ZombiesDragDown=true
  136.  
  137. # If crawler zombies beside a player contribute to the chance of being dragged down and killed by a group of zombies.
  138. ZombieLore.ZombiesCrawlersDragDown=true
  139.  
  140. # If zombies have a chance to lunge at you after climbing over a fence or through a window if you're too close.
  141. ZombieLore.ZombiesFenceLunge=true
  142.  
  143. # Whether some dead-looking zombies will reanimate and attack the player. Default = World Zombies
  144. -- 1 = World Zombies
  145. -- 2 = World and Combat Zombies
  146. -- 3 = Never
  147. ZombieLore.DisableFakeDead=1
  148.  
  149. # Serves as a multiplier when determining the effectiveness of armor worn by zombies. Min: 0.00 Max: 100.00 Default: 2.00
  150. ZombieLore.ZombiesArmorFactor=2.0
  151.  
  152. # The maximum defense percentage that any worn protective garments can provide to a zombie. Min: 0 Max: 100 Default: 85
  153. ZombieLore.ZombiesMaxDefense=85
  154.  
  155. # Percentage chance of having a random attached weapon. Min: 0 Max: 100 Default: 6
  156. ZombieLore.ChanceOfAttachedWeapon=6
  157.  
  158. # How much damage zombies take when falling from height. Min: 0.00 Max: 100.00 Default: 1.00
  159. ZombieLore.ZombiesFallDamage=1.0
  160.  
  161. # Zombies will not spawn where players spawn. Default = Inside the building and around it
  162. -- 1 = Inside the building and around it
  163. -- 2 = Inside the building
  164. -- 3 = Inside the room
  165. -- 4 = Zombies can spawn anywhere
  166. ZombieLore.PlayerSpawnZombieRemoval=1
  167.  
  168. # How many zombies it takes to damage a tall fence. Min: -1 Max: 100 Default: 50
  169. ZombieLore.FenceThumpersRequired=50
  170.  
  171. # How quickly zombies damage tall fences. Min: 0.01 Max: 100.00 Default: 1.00
  172. ZombieLore.FenceDamageMultiplier=1.0
  173.  
  174. # Set by the "Zombie Count" population option, or by a custom number here. Insane = 2.5, Very High = 1.6, High = 1.2, Normal = 0.65, Low = 0.15, None = 0.0. Min: 0.00 Max: 4.00 Default: 0.65
  175. ZombieConfig.PopulationMultiplier=3.0
  176.  
  177. # A multiplier for the desired zombie population at the start of the game. Insane = 3.0, Very High = 2.0, High = 1.5, Normal = 1.0, Low = 0.5, None = 0.0. Min: 0.00 Max: 4.00 Default: 1.00
  178. ZombieConfig.PopulationStartMultiplier=1.0
  179.  
  180. # A multiplier for the desired zombie population on the peak day. Insane = 3.0, Very High = 2.0, High = 1.5, Normal = 1.0, Low = 0.5, None = 0.0. Min: 0.00 Max: 4.00 Default: 1.50
  181. ZombieConfig.PopulationPeakMultiplier=1.0
  182.  
  183. # The day when the population reaches its peak. Min: 1 Max: 365 Default: 28
  184. ZombieConfig.PopulationPeakDay=1
  185.  
  186. # The number of hours that must pass before zombies may respawn in a cell. If 0, spawning is disabled. Min: 0.00 Max: 8760.00 Default: 72.00
  187. ZombieConfig.RespawnHours=0.0
  188.  
  189. # The number of hours that a chunk must be unseen before zombies may respawn in it. Min: 0.00 Max: 8760.00 Default: 16.00
  190. ZombieConfig.RespawnUnseenHours=0.0
  191.  
  192. # The fraction of a cell's desired population that may respawn every RespawnHours. Min: 0.00 Max: 1.00 Default: 0.10
  193. ZombieConfig.RespawnMultiplier=0.0
  194.  
  195. # The number of hours that must pass before zombies migrate to empty parts of the same cell. If 0, migration is disabled. Min: 0.00 Max: 8760.00 Default: 12.00
  196. ZombieConfig.RedistributeHours=24.0
  197.  
  198. # The distance a zombie will try to walk towards the last sound it heard. Min: 10 Max: 1000 Default: 100
  199. ZombieConfig.FollowSoundDistance=100
  200.  
  201. # The size of groups real zombies form when idle. 0 means zombies don't form groups. Groups don't form inside buildings or forest zones. Min: 0 Max: 1000 Default: 20
  202. ZombieConfig.RallyGroupSize=1
  203.  
  204. # The amount, as a percentage, that zombie groups can vary in size from the default (both larger and smaller). For example, at 50% variance with a default group size of 20, groups will vary in size from 10-30. Min: 0 Max: 100 Default: 50
  205. ZombieConfig.RallyGroupSizeVariance=0
  206.  
  207. # The distance real zombies travel to form groups when idle. Min: 5 Max: 50 Default: 20
  208. ZombieConfig.RallyTravelDistance=5
  209.  
  210. # The distance between zombie groups. Min: 5 Max: 25 Default: 15
  211. ZombieConfig.RallyGroupSeparation=5
  212.  
  213. # How close members of a zombie group stay to the group's "leader". Min: 1 Max: 10 Default: 3
  214. ZombieConfig.RallyGroupRadius=3
  215.  
  216. # Min: 10 Max: 500 Default: 300
  217. ZombieConfig.ZombiesCountBeforeDelete=300
  218.  
  219. # The rate at which all skills level up. Min: 0.00 Max: 1000.00 Default: 1.00
  220. MultiplierConfig.Global=1.0
  221.  
  222. # When enabled, all skills will use the Global Multiplier.
  223. MultiplierConfig.GlobalToggle=true
  224.  
  225. # Rate at which Fitness skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  226. MultiplierConfig.Fitness=1.0
  227.  
  228. # Rate at which Strength skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  229. MultiplierConfig.Strength=1.0
  230.  
  231. # Rate at which Sprinting skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  232. MultiplierConfig.Sprinting=1.0
  233.  
  234. # Rate at which Lightfooted skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  235. MultiplierConfig.Lightfoot=1.0
  236.  
  237. # Rate at which Nimble skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  238. MultiplierConfig.Nimble=1.0
  239.  
  240. # Rate at which Sneaking skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  241. MultiplierConfig.Sneak=1.0
  242.  
  243. # Rate at which Axe skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  244. MultiplierConfig.Axe=1.0
  245.  
  246. # Rate at which Long Blunt skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  247. MultiplierConfig.Blunt=1.0
  248.  
  249. # Rate at which Short Blunt skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  250. MultiplierConfig.SmallBlunt=1.0
  251.  
  252. # Rate at which Long Blade skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  253. MultiplierConfig.LongBlade=1.0
  254.  
  255. # Rate at which Short Blade skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  256. MultiplierConfig.SmallBlade=1.0
  257.  
  258. # Rate at which Spear skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  259. MultiplierConfig.Spear=1.0
  260.  
  261. # Rate at which Maintenance skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  262. MultiplierConfig.Maintenance=1.0
  263.  
  264. # Rate at which Agriculture skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  265. MultiplierConfig.Farming=1.0
  266.  
  267. # Rate at which Carpentry skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  268. MultiplierConfig.Woodwork=1.0
  269.  
  270. # Rate at which Carving skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  271. MultiplierConfig.Carving=1.0
  272.  
  273. # Rate at which Cooking skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  274. MultiplierConfig.Cooking=1.0
  275.  
  276. # Rate at which Electrical skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  277. MultiplierConfig.Electricity=1.0
  278.  
  279. # Rate at which First Aid skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  280. MultiplierConfig.Doctor=1.0
  281.  
  282. # Rate at which Welding skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  283. MultiplierConfig.MetalWelding=1.0
  284.  
  285. # Rate at which Masonry skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  286. MultiplierConfig.Masonry=1.0
  287.  
  288. # Rate at which Mechanics skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  289. MultiplierConfig.Mechanics=1.0
  290.  
  291. # Rate at which Pottery skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  292. MultiplierConfig.Pottery=1.0
  293.  
  294. # Rate at which Tailoring skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  295. MultiplierConfig.Tailoring=1.0
  296.  
  297. # Rate at which Aiming skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  298. MultiplierConfig.Aiming=1.0
  299.  
  300. # Rate at which Reloading skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  301. MultiplierConfig.Reloading=1.0
  302.  
  303. # Rate at which Fishing skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  304. MultiplierConfig.Fishing=1.0
  305.  
  306. # Rate at which Trapping skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  307. MultiplierConfig.Trapping=1.0
  308.  
  309. # Rate at which Foraging skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  310. MultiplierConfig.PlantScavenging=1.0
  311.  
  312. # Rate at which Knapping skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  313. MultiplierConfig.FlintKnapping=1.0
  314.  
  315. # Rate at which Animal Care skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  316. MultiplierConfig.Husbandry=1.0
  317.  
  318. # Rate at which Tracking skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  319. MultiplierConfig.Tracking=1.0
  320.  
  321. # Rate at which Metalworking skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  322. MultiplierConfig.Blacksmith=1.0
  323.  
  324. # Rate at which Butchering skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  325. MultiplierConfig.Butchering=1.0
  326.  
  327. # Rate at which Glassmaking skill levels up. Min: 0.00 Max: 1000.00 Default: 1.00
  328. MultiplierConfig.Glassmaking=1.0
  329.  
  330. # Changing this also sets the "Population Multiplier" in Advanced Zombie Options. Default = Normal
  331. -- 1 = Insane
  332. -- 2 = Very High
  333. -- 3 = High
  334. -- 4 = Normal
  335. -- 5 = Low
  336. -- 6 = None
  337. Zombies=1
  338.  
  339. # How zombies are distributed across the map. Default = Urban Focused
  340. -- 1 = Urban Focused
  341. -- 2 = Uniform
  342. Distribution=1
  343.  
  344. # Controls whether some randomization is applied to zombie distribution.
  345. ZombieVoronoiNoise=true
  346.  
  347. # How frequently new zombies are added to the world. Default = Normal
  348. -- 1 = High
  349. -- 2 = Normal
  350. -- 3 = Low
  351. -- 4 = None
  352. ZombieRespawn=4
  353.  
  354. # Zombie allowed to migrate to empty cells.
  355. ZombieMigrate=true
  356.  
  357. # Default = 1 Hour, 30 Minutes
  358. -- 1 = 15 Minutes
  359. -- 2 = 30 Minutes
  360. -- 3 = 1 Hour
  361. -- 4 = 1 Hour, 30 Minutes
  362. -- 5 = 2 Hours
  363. -- 6 = 3 Hours
  364. -- 7 = 4 Hours
  365. -- 8 = 5 Hours
  366. -- 9 = 6 Hours
  367. -- 10 = 7 Hours
  368. -- 11 = 8 Hours
  369. -- 12 = 9 Hours
  370. -- 13 = 10 Hours
  371. -- 14 = 11 Hours
  372. -- 15 = 12 Hours
  373. -- 16 = 13 Hours
  374. -- 17 = 14 Hours
  375. -- 18 = 15 Hours
  376. -- 19 = 16 Hours
  377. -- 20 = 17 Hours
  378. -- 21 = 18 Hours
  379. -- 22 = 19 Hours
  380. -- 23 = 20 Hours
  381. -- 24 = 21 Hours
  382. -- 25 = 22 Hours
  383. -- 26 = 23 Hours
  384. -- 27 = Real-time
  385. DayLength=4
  386.  
  387. StartYear=1
  388.  
  389. # Month in which the game starts. Default = July
  390. -- 1 = January
  391. -- 2 = February
  392. -- 3 = March
  393. -- 4 = April
  394. -- 5 = May
  395. -- 6 = June
  396. -- 7 = July
  397. -- 8 = August
  398. -- 9 = September
  399. -- 10 = October
  400. -- 11 = November
  401. -- 12 = December
  402. StartMonth=7
  403.  
  404. # Day of the month in which the games starts.
  405. StartDay=9
  406.  
  407. # Hour of the day in which the game starts. Default = 9 AM
  408. -- 1 = 7 AM
  409. -- 2 = 9 AM
  410. -- 3 = 12 PM
  411. -- 4 = 2 PM
  412. -- 5 = 5 PM
  413. -- 6 = 9 PM
  414. -- 7 = 12 AM
  415. -- 8 = 2 AM
  416. -- 9 = 5 AM
  417. StartTime=2
  418.  
  419. # Whether the time of day changes naturally, or it's always day/night. Default = Normal
  420. -- 1 = Normal
  421. -- 2 = Endless Day
  422. -- 3 = Endless Night
  423. DayNightCycle=1
  424.  
  425. # Whether weather changes or remains at a single state. Default = Normal
  426. -- 1 = Normal
  427. -- 2 = No Weather
  428. -- 3 = Endless Rain
  429. -- 4 = Endless Storm
  430. -- 5 = Endless Snow
  431. -- 6 = Endless Blizzard
  432. ClimateCycle=1
  433.  
  434. # Whether fog occurs naturally, never occurs, or is always present. Default = Normal
  435. -- 1 = Normal
  436. -- 2 = No Fog
  437. -- 3 = Endless Fog
  438. FogCycle=1
  439.  
  440. # How long after the default start date (July 9, 1993) that plumbing fixtures (eg. sinks) stop being infinite sources of water. Default = 0-30 Days
  441. -- 1 = Instant
  442. -- 2 = 0-30 Days
  443. -- 3 = 0-2 Months
  444. -- 4 = 0-6 Months
  445. -- 5 = 0-1 Year
  446. -- 6 = 0-5 Years
  447. -- 7 = 2-6 Months
  448. -- 8 = 6-12 Months
  449. -- 9 = Disabled
  450. WaterShut=2
  451.  
  452. # How long after the default start date (July 9, 1993) that the world's electricity turns off for good. Default = 0-30 Days
  453. -- 1 = Instant
  454. -- 2 = 0-30 Days
  455. -- 3 = 0-2 Months
  456. -- 4 = 0-6 Months
  457. -- 5 = 0-1 Year
  458. -- 6 = 0-5 Years
  459. -- 7 = 2-6 Months
  460. -- 8 = 6-12 Months
  461. -- 9 = Disabled
  462. ElecShut=2
  463.  
  464. # How long alarm batteries can last for after the power shuts off. Default = 0-30 Days
  465. -- 1 = Instant
  466. -- 2 = 0-30 Days
  467. -- 3 = 0-2 Months
  468. -- 4 = 0-6 Months
  469. -- 5 = 0-1 Year
  470. -- 6 = 0-5 Years
  471. AlarmDecay=4
  472.  
  473. # How long after the default start date (July 9, 1993) that plumbing fixtures (eg. sinks) stop being infinite sources of water. Min: -1 Max: 2147483647 Default: 14
  474. WaterShutModifier=14
  475.  
  476. # How long after the default start date (July 9, 1993) that the world's electricity turns off for good. Min: -1 Max: 2147483647 Default: 14
  477. ElecShutModifier=14
  478.  
  479. # How long alarm batteries can last for after the power shuts off. Min: -1 Max: 2147483647 Default: 14
  480. AlarmDecayModifier=14
  481.  
  482. # Any food that can rot or spoil. Min: 0.00 Max: 4.00 Default: 0.60
  483. FoodLootNew=0.05
  484.  
  485. # Canned and dried food, beverages. Min: 0.00 Max: 4.00 Default: 0.60
  486. CannedFoodLootNew=0.05
  487.  
  488. # All items that can be read, includes fliers Min: 0.00 Max: 4.00 Default: 0.60
  489. LiteratureLootNew=0.05
  490.  
  491. # Fishing Rods, Tents, camping gear etc. Min: 0.00 Max: 4.00 Default: 0.60
  492. SurvivalGearsLootNew=0.05
  493.  
  494. # Medicine, bandages and first aid tools. Min: 0.00 Max: 4.00 Default: 0.60
  495. MedicalLootNew=0.05
  496.  
  497. # Weapons that are not tools in other categories. Min: 0.00 Max: 4.00 Default: 0.60
  498. WeaponLootNew=0.05
  499.  
  500. # Also includes weapon attachments. Min: 0.00 Max: 4.00 Default: 0.60
  501. RangedWeaponLootNew=0.05
  502.  
  503. # Loose ammo, boxes and magazines. Min: 0.00 Max: 4.00 Default: 0.60
  504. AmmoLootNew=0.05
  505.  
  506. # Vehicle parts and the tools needed to install them. Min: 0.00 Max: 4.00 Default: 0.60
  507. MechanicsLootNew=0.05
  508.  
  509. # Everything else. Also affects foraging for all items in Town/Road zones. Min: 0.00 Max: 4.00 Default: 0.60
  510. OtherLootNew=0.05
  511.  
  512. # All wearable items that are not containers. Min: 0.00 Max: 4.00 Default: 0.60
  513. ClothingLootNew=0.05
  514.  
  515. # Backpacks and other wearable/equippable containers, eg. cases. Min: 0.00 Max: 4.00 Default: 0.60
  516. ContainerLootNew=0.05
  517.  
  518. # Keys for buildings/cars, key rings, and locks. Min: 0.00 Max: 4.00 Default: 0.60
  519. KeyLootNew=0.05
  520.  
  521. # Spiffo items, plushies, and other collectible keepsake items eg. Photos. Min: 0.00 Max: 4.00 Default: 0.60
  522. MementoLootNew=0.05
  523.  
  524. # VHS tapes and CDs. Min: 0.00 Max: 4.00 Default: 0.60
  525. MediaLootNew=0.05
  526.  
  527. # Items that are used in cooking, including those (eg. knives) which can be weapons. Does not include food. Includes both usable and unusable items. Min: 0.00 Max: 4.00 Default: 0.60
  528. CookwareLootNew=0.05
  529.  
  530. # Items and weapons that are used as ingredients for crafting or building. This is a general category that does not include items belonging to other categories such as Cookware or Medical. Does not include Tools. Min: 0.00 Max: 4.00 Default: 0.60
  531. MaterialLootNew=0.05
  532.  
  533. # Items and weapons which are used in both animal and plant agriculture, such as Seeds, Trowels, or Shovels. Min: 0.00 Max: 4.00 Default: 0.60
  534. FarmingLootNew=0.05
  535.  
  536. # Items and weapons which are Tools but don't fit in other categories such as Mechanics or Farming. Min: 0.00 Max: 4.00 Default: 0.60
  537. ToolLootNew=0.05
  538.  
  539. # <BHC> [!] It is recommended that you DO NOT change this. [!] <RGB:1,1,1> Can be used to adjust the number of rolls made on loot tables when spawning loot. Will not reduce the number of rolls below 1. Can negatively affect performance if set to high values. It is highly recommended that this not be changed. Min: 0.10 Max: 100.00 Default: 1.00
  540. RollsMultiplier=1.0
  541.  
  542. # A comma-separated list of item types that won't spawn as ordinary loot.
  543. LootItemRemovalList=
  544.  
  545. # If enabled, items on the Loot Item Removal List, or that have their rarity set to 'None', will not spawn in randomised world stories.
  546. RemoveStoryLoot=false
  547.  
  548. # If enabled, items on the Loot Item Removal List, or that have their rarity set to 'None', will not spawn worn by, or attached to, zombies.
  549. RemoveZombieLoot=false
  550.  
  551. # If greater than 0, the spawn of loot is increased relative to the number of nearby zombies, with the effect multiplied by this number. Min: 0 Max: 20 Default: 10
  552. ZombiePopLootEffect=10
  553.  
  554. # Min: 0.00 Max: 0.20 Default: 0.05
  555. InsaneLootFactor=0.05
  556.  
  557. # Min: 0.05 Max: 0.60 Default: 0.20
  558. ExtremeLootFactor=0.2
  559.  
  560. # Min: 0.20 Max: 1.00 Default: 0.60
  561. RareLootFactor=0.6
  562.  
  563. # Min: 0.60 Max: 2.00 Default: 1.00
  564. NormalLootFactor=1.0
  565.  
  566. # Min: 1.00 Max: 3.00 Default: 2.00
  567. CommonLootFactor=2.0
  568.  
  569. # Min: 2.00 Max: 4.00 Default: 3.00
  570. AbundantLootFactor=3.0
  571.  
  572. # The global temperature. Default = Normal
  573. -- 1 = Very Cold
  574. -- 2 = Cold
  575. -- 3 = Normal
  576. -- 4 = Hot
  577. -- 5 = Very Hot
  578. Temperature=3
  579.  
  580. # How often it rains. Default = Normal
  581. -- 1 = Very Dry
  582. -- 2 = Dry
  583. -- 3 = Normal
  584. -- 4 = Rainy
  585. -- 5 = Very Rainy
  586. Rain=3
  587.  
  588. # Number of days until the erosion system (which adds vines, long grass, new trees etc. to the world) will reach 100% growth. Default = Normal (100 Days)
  589. -- 1 = Very Fast (20 Days)
  590. -- 2 = Fast (50 Days)
  591. -- 3 = Normal (100 Days)
  592. -- 4 = Slow (200 Days)
  593. -- 5 = Very Slow (500 Days)
  594. ErosionSpeed=5
  595.  
  596. # For a custom Erosion Speed. Zero means use the Erosion Speed option. Maximum is 36,500 days (approximately 100 years). Min: -1 Max: 36500 Default: 0
  597. ErosionDays=0
  598.  
  599. # General engine loudness to zombies. Min: 0.00 Max: 100.00 Default: 1.00
  600. ZombieAttractionMultiplier=2.0
  601.  
  602. # Whether found vehicles are locked, need keys to start etc.
  603. VehicleEasyUse=false
  604.  
  605. # The speed of plant growth. Default = Normal
  606. -- 1 = Very Fast
  607. -- 2 = Fast
  608. -- 3 = Normal
  609. -- 4 = Slow
  610. -- 5 = Very Slow
  611. Farming=3
  612.  
  613. # How long it takes for food to break down in a composter. Default = 2 Weeks
  614. -- 1 = 1 Week
  615. -- 2 = 2 Weeks
  616. -- 3 = 3 Weeks
  617. -- 4 = 4 Weeks
  618. -- 5 = 6 Weeks
  619. -- 6 = 8 Weeks
  620. -- 7 = 10 Weeks
  621. -- 8 = 12 Weeks
  622. CompostTime=2
  623.  
  624. # How fast the player's hunger, thirst, and fatigue will decrease. Default = Normal
  625. -- 1 = Very Fast
  626. -- 2 = Fast
  627. -- 3 = Normal
  628. -- 4 = Slow
  629. -- 5 = Very Slow
  630. StatsDecrease=3
  631.  
  632. # The abundance of items found in Foraging mode. Default = Normal
  633. -- 1 = Very Poor
  634. -- 2 = Poor
  635. -- 3 = Normal
  636. -- 4 = Abundant
  637. -- 5 = Very Abundant
  638. NatureAbundance=3
  639.  
  640. # The abundance of fish in rivers and lakes. Default = Normal
  641. -- 1 = Very Poor
  642. -- 2 = Poor
  643. -- 3 = Normal
  644. -- 4 = Abundant
  645. -- 5 = Very Abundant
  646. FishAbundance=3
  647.  
  648. # How likely the player is to activate a house alarm when breaking into a new house. Default = Sometimes
  649. -- 1 = Never
  650. -- 2 = Extremely Rare
  651. -- 3 = Rare
  652. -- 4 = Sometimes
  653. -- 5 = Often
  654. -- 6 = Very Often
  655. Alarm=6
  656.  
  657. # How frequently the doors of homes and buildings will be locked when discovered. Default = Very Often
  658. -- 1 = Never
  659. -- 2 = Extremely Rare
  660. -- 3 = Rare
  661. -- 4 = Sometimes
  662. -- 5 = Often
  663. -- 6 = Very Often
  664. LockedHouses=6
  665.  
  666. # Spawn with Chips, a Water Bottle, a Small Backpack, a Baseball Bat, and a Hammer.
  667. StarterKit=false
  668.  
  669. # Nutritional value of food affects the player's condition. Turning this off with stop the player gaining or losing weight.
  670. Nutrition=true
  671.  
  672. # How fast that food will spoil, inside or outside of a fridge. Default = Normal
  673. -- 1 = Very Fast
  674. -- 2 = Fast
  675. -- 3 = Normal
  676. -- 4 = Slow
  677. -- 5 = Very Slow
  678. FoodRotSpeed=3
  679.  
  680. # How effective a fridge will be at keeping food fresh for longer. Default = Normal
  681. -- 1 = Very Low
  682. -- 2 = Low
  683. -- 3 = Normal
  684. -- 4 = High
  685. -- 5 = Very High
  686. -- 6 = No decay
  687. FridgeFactor=3
  688.  
  689. # When greater than 0, loot will not respawn in zones that have been visited within this number of in-game hours. Min: 0 Max: 2147483647 Default: 0
  690. SeenHoursPreventLootRespawn=0
  691.  
  692. # When greater than 0, after X hours, all containers in towns and trailer parks in the world will respawn loot. To spawn loot a container must have been looted at least once. Loot respawn is not impacted by visibility or subsequent looting. Min: 0 Max: 2147483647 Default: 0
  693. HoursForLootRespawn=0
  694.  
  695. # Containers with a number of items greater, or equal to, this setting will not respawn. Min: 0 Max: 2147483647 Default: 5
  696. MaxItemsForLootRespawn=5
  697.  
  698. # Items will not respawn in buildings that players have barricaded or built in.
  699. ConstructionPreventsLootRespawn=true
  700.  
  701. # If true, any items *not* in WorldItemRemovalList will be removed.
  702. ItemRemovalListBlacklistToggle=false
  703.  
  704. # A comma-separated list of item types that will be removed after HoursForWorldItemRemoval hours.
  705. WorldItemRemovalList=Base.Hat,Base.Glasses,Base.Maggots,Base.Slug,Base.Slug2,Base.Snail,Base.Worm,Base.Dung_Mouse,Base.Dung_Rat
  706.  
  707. # Number of hours since an item was dropped on the ground before it is removed. Items are removed the next time that part of the map is loaded. Zero means items are not removed. Min: 0.00 Max: 2147483647.00 Default: 24.00
  708. HoursForWorldItemRemoval=6.0
  709.  
  710. # How long after the end of the world to begin. This will affect starting world erosion and food spoilage. Does not affect the starting date. Default = 0
  711. -- 1 = 0
  712. -- 2 = 1
  713. -- 3 = 2
  714. -- 4 = 3
  715. -- 5 = 4
  716. -- 6 = 5
  717. -- 7 = 6
  718. -- 8 = 7
  719. -- 9 = 8
  720. -- 10 = 9
  721. -- 11 = 10
  722. -- 12 = 11
  723. -- 13 = 12
  724. TimeSinceApo=1
  725.  
  726. # How much water plants will lose per day, and their ability to avoid disease. Default = Normal
  727. -- 1 = Very High
  728. -- 2 = High
  729. -- 3 = Normal
  730. -- 4 = Low
  731. -- 5 = Very Low
  732. PlantResilience=3
  733.  
  734. # The yield of plants when harvested. Default = Normal
  735. -- 1 = Very Poor
  736. -- 2 = Poor
  737. -- 3 = Normal
  738. -- 4 = Abundant
  739. -- 5 = Very Abundant
  740. PlantAbundance=3
  741.  
  742. # Recovery from being tired after performing actions. Default = Normal
  743. -- 1 = Very Fast
  744. -- 2 = Fast
  745. -- 3 = Normal
  746. -- 4 = Slow
  747. -- 5 = Very Slow
  748. EndRegen=3
  749.  
  750. # How regularly a helicopter passes over the Event Zone. Default = Once
  751. -- 1 = Never
  752. -- 2 = Once
  753. -- 3 = Sometimes
  754. -- 4 = Often
  755. Helicopter=3
  756.  
  757. # How often zombie-attracting metagame events like distant gunshots will occur. Default = Sometimes
  758. -- 1 = Never
  759. -- 2 = Sometimes
  760. -- 3 = Often
  761. MetaEvent=2
  762.  
  763. # How often events during the player's sleep, like nightmares, occur. Default = Never
  764. -- 1 = Never
  765. -- 2 = Sometimes
  766. -- 3 = Often
  767. SleepingEvent=1
  768.  
  769. # The chance of electrical generators spawning on the map. Default = Rare
  770. -- 1 = None (not recommended)
  771. -- 2 = Insanely Rare
  772. -- 3 = Extremely Rare
  773. -- 4 = Rare
  774. -- 5 = Normal
  775. -- 6 = Common
  776. -- 7 = Abundant
  777. GeneratorSpawning=2
  778.  
  779. # How much fuel is consumed by generators per in-game hour. Min: 0.00 Max: 100.00 Default: 1.00
  780. GeneratorFuelConsumption=1.0
  781.  
  782. # If a piece of media hasn't been fully seen or read, this setting determines whether it's displayed fully, displayed as "???", or hidden completely. Default = Completely hidden
  783. -- 1 = Fully revealed
  784. -- 2 = Shown as ???
  785. -- 3 = Completely hidden
  786. MetaKnowledge=1
  787.  
  788. # The chance of finding randomized buildings on the map (eg. burnt out houses, ones containing loot stashes or dead bodies). Default = Rare
  789. -- 1 = Never
  790. -- 2 = Extremely Rare
  791. -- 3 = Rare
  792. -- 4 = Sometimes
  793. -- 5 = Often
  794. -- 6 = Very Often
  795. -- 7 = Always Tries
  796. SurvivorHouseChance=3
  797.  
  798. # The chance of road stories (eg. police roadblocks) spawning. Default = Rare
  799. -- 1 = Never
  800. -- 2 = Extremely Rare
  801. -- 3 = Rare
  802. -- 4 = Sometimes
  803. -- 5 = Often
  804. -- 6 = Very Often
  805. -- 7 = Always Tries
  806. VehicleStoryChance=3
  807.  
  808. # The chance of stories specific to map zones (eg. a campsite in a forest) spawning. Default = Rare
  809. -- 1 = Never
  810. -- 2 = Extremely Rare
  811. -- 3 = Rare
  812. -- 4 = Sometimes
  813. -- 5 = Often
  814. -- 6 = Very Often
  815. -- 7 = Always Tries
  816. ZoneStoryChance=3
  817.  
  818. # How often a looted map will have notes on it, written by a deceased survivor. Default = Sometimes
  819. -- 1 = Never
  820. -- 2 = Extremely Rare
  821. -- 3 = Rare
  822. -- 4 = Sometimes
  823. -- 5 = Often
  824. -- 6 = Very Often
  825. AnnotatedMapChance=3
  826.  
  827. # Adds free points during character creation. Min: -100 Max: 100 Default: 0
  828. CharacterFreePoints=0
  829.  
  830. # Gives player-built constructions extra hit points so they are more resistant to zombie damage. Default = Normal
  831. -- 1 = Very Low
  832. -- 2 = Low
  833. -- 3 = Normal
  834. -- 4 = High
  835. -- 5 = Very High
  836. ConstructionBonusPoints=3
  837.  
  838. # The level of ambient lighting at night. Default = Normal
  839. -- 1 = Pitch Black
  840. -- 2 = Dark
  841. -- 3 = Normal
  842. -- 4 = Bright
  843. NightDarkness=3
  844.  
  845. # The time from dusk to dawn. Default = Normal
  846. -- 1 = Always Night
  847. -- 2 = Long
  848. -- 3 = Normal
  849. -- 4 = Short
  850. -- 5 = Always Day
  851. NightLength=3
  852.  
  853. # The impact that injuries have on your body, and their healing time. Default = Normal
  854. -- 1 = Low
  855. -- 2 = Normal
  856. -- 3 = High
  857. InjurySeverity=3
  858.  
  859. # If survivors can get broken limbs from impacts, zombie damage, falls etc.
  860. BoneFracture=true
  861.  
  862. # How long, in hours, before dead zombie bodies disappear from the world. If 0, maggots will not spawn on corpses. Min: -1.00 Max: 2147483647.00 Default: 216.00
  863. HoursForCorpseRemoval=120.0
  864.  
  865. # The impact that nearby decaying bodies has on the player's health and emotions. Default = Normal
  866. -- 1 = None
  867. -- 2 = Low
  868. -- 3 = Normal
  869. -- 4 = High
  870. -- 5 = Insane
  871. DecayingCorpseHealthImpact=3
  872.  
  873. # Whether nearby "living" zombies have the same impact on the player's health and emotions.
  874. ZombieHealthImpact=true
  875.  
  876. # How much blood is sprayed on floors and walls by injuries. Default = Normal
  877. -- 1 = None
  878. -- 2 = Low
  879. -- 3 = Normal
  880. -- 4 = High
  881. -- 5 = Ultra Gore
  882. BloodLevel=5
  883.  
  884. # How quickly clothing degrades, becomes dirty, and bloodied. Default = Normal
  885. -- 1 = Disabled
  886. -- 2 = Slow
  887. -- 3 = Normal
  888. -- 4 = Fast
  889. ClothingDegradation=3
  890.  
  891. # If fires spread when started.
  892. FireSpread=true
  893.  
  894. # Number of in-game days before rotten food is removed from the map. -1 means rotten food is never removed. Min: -1 Max: 2147483647 Default: -1
  895. DaysForRottenFoodRemoval=-1
  896.  
  897. # If enabled, generators will work on exterior tiles. This will allow, for example, the powering of gas pumps.
  898. AllowExteriorGenerator=true
  899.  
  900. # Maximum intensity of fog. Default = Normal
  901. -- 1 = Normal
  902. -- 2 = Moderate
  903. -- 3 = Low
  904. -- 4 = None
  905. MaxFogIntensity=1
  906.  
  907. # Maximum intensity of rain. Default = Normal
  908. -- 1 = Normal
  909. -- 2 = Moderate
  910. -- 3 = Low
  911. MaxRainFxIntensity=1
  912.  
  913. # If snow will accumulate on the ground. If disabled, snow will still show on vegetation and rooftops.
  914. EnableSnowOnGround=true
  915.  
  916. # If certain melee weapons will be able to strike multiple zombies in one hit.
  917. MultiHitZombies=false
  918.  
  919. # Chance of being bitten when a zombie attacks from behind. Default = High
  920. -- 1 = Low
  921. -- 2 = Medium
  922. -- 3 = High
  923. RearVulnerability=3
  924.  
  925. # If melee attacking slows you down.
  926. AttackBlockMovements=true
  927.  
  928. # Allows you to select from every piece of clothing in the game when customizing your character
  929. AllClothesUnlocked=false
  930.  
  931. # If tainted water will show a warning marking it as such.
  932. EnableTaintedWaterText=true
  933.  
  934. # If true, you will be able to see any recipes that can be done with a station, even if you haven't learnt them yet.
  935. SeeNotLearntRecipe=true
  936.  
  937. # How frequently vehicles can be discovered on the map. Default = Low
  938. -- 1 = None
  939. -- 2 = Very Low
  940. -- 3 = Low
  941. -- 4 = Normal
  942. -- 5 = High
  943. CarSpawnRate=2
  944.  
  945. # The chance of finding a vehicle with gas in its tank. Default = Low
  946. -- 1 = Low
  947. -- 2 = Normal
  948. -- 3 = High
  949. ChanceHasGas=1
  950.  
  951. # How full the gas tank of discovered vehicles will be. Default = Low
  952. -- 1 = Very Low
  953. -- 2 = Low
  954. -- 3 = Normal
  955. -- 4 = High
  956. -- 5 = Very High
  957. -- 6 = Full
  958. InitialGas=1
  959.  
  960. # If enabled, gas pumps will never run out of fuel
  961. FuelStationGasInfinite=false
  962.  
  963. # The minimum amount of gasoline that can spawn in gas pumps. Check the "Advanced" box below to use a custom amount. Min: 0.00 Max: 1.00 Default: 0.00
  964. FuelStationGasMin=0.0
  965.  
  966. # The maximum amount of gasoline that can spawn in gas pumps. Check the "Advanced" box below to use a custom amount. Min: 0.00 Max: 1.00 Default: 0.70
  967. FuelStationGasMax=0.7
  968.  
  969. # The chance, as a percentage, that individual gas pumps will initially have no fuel. Min: 0 Max: 100 Default: 20
  970. FuelStationGasEmptyChance=20
  971.  
  972. # How gas-hungry vehicles are. Min: 0.00 Max: 100.00 Default: 1.00
  973. CarGasConsumption=1.0
  974.  
  975. # How likely cars will be locked Default = Rare
  976. -- 1 = Never
  977. -- 2 = Extremely Rare
  978. -- 3 = Rare
  979. -- 4 = Sometimes
  980. -- 5 = Often
  981. -- 6 = Very Often
  982. LockedCar=6
  983.  
  984. # General condition discovered vehicles will be in. Default = Low
  985. -- 1 = Very Low
  986. -- 2 = Low
  987. -- 3 = Normal
  988. -- 4 = High
  989. -- 5 = Very High
  990. CarGeneralCondition=1
  991.  
  992. # The amount of damage dealt to vehicles that crash. Default = Normal
  993. -- 1 = Very Low
  994. -- 2 = Low
  995. -- 3 = Normal
  996. -- 4 = High
  997. -- 5 = Very High
  998. CarDamageOnImpact=3
  999.  
  1000. # Damage received by the player from being crashed into. Default = None
  1001. -- 1 = None
  1002. -- 2 = Low
  1003. -- 3 = Normal
  1004. -- 4 = High
  1005. -- 5 = Very High
  1006. DamageToPlayerFromHitByACar=1
  1007.  
  1008. # If traffic jams consisting of wrecked cars will appear on main roads.
  1009. TrafficJam=true
  1010.  
  1011. # How frequently discovered vehicles have active alarms. Default = Extremely Rare
  1012. -- 1 = Never
  1013. -- 2 = Extremely Rare
  1014. -- 3 = Rare
  1015. -- 4 = Sometimes
  1016. -- 5 = Often
  1017. -- 6 = Very Often
  1018. CarAlarm=2
  1019.  
  1020. # If the player can get injured from being in a car accident.
  1021. PlayerDamageFromCrash=true
  1022.  
  1023. # How many in-game hours before a wailing siren shuts off. Min: 0.00 Max: 168.00 Default: 0.00
  1024. SirenShutoffHours=1.0
  1025.  
  1026. # Whether a player can discover a car that has been cared for after the Knox infection struck. Default = Low
  1027. -- 1 = None
  1028. -- 2 = Low
  1029. -- 3 = Normal
  1030. -- 4 = High
  1031. RecentlySurvivorVehicles=2
  1032.  
  1033. # If vehicles will spawn.
  1034. EnableVehicles=true
  1035.  
  1036. # If zombies will head towards the sound of vehicle sirens.
  1037. SirenEffectsZombies=true
  1038.  
  1039. # If poison can be added to food. Default = True
  1040. -- 1 = True
  1041. -- 2 = False
  1042. -- 3 = Only bleach poisoning is disabled
  1043. EnablePoisoning=1
  1044.  
  1045. # If/when maggots can spawn in corpses. Default = In and Around Bodies
  1046. -- 1 = In and Around Bodies
  1047. -- 2 = In Bodies Only
  1048. -- 3 = Never
  1049. MaggotSpawn=2
  1050.  
  1051. # The higher the value, the longer lightbulbs last before breaking. If 0, lightbulbs will never break. Does not affect vehicle headlights. Min: 0.00 Max: 1000.00 Default: 1.00
  1052. LightBulbLifespan=10.0
  1053.  
  1054. # Functions as a multiplier when applying muscle strain from swinging weapons or carrying heavy loads. Min: 0.00 Max: 10.00 Default: 1.00
  1055. MuscleStrainFactor=1.67
  1056.  
  1057. # Functions as a multiplier when applying discomfort from worn items. Min: 0.00 Max: 10.00 Default: 1.00
  1058. DiscomfortFactor=1.0
  1059.  
  1060. # If greater than zero damage can be taken from serious wound infections. Min: 0.00 Max: 10.00 Default: 0.00
  1061. WoundInfectionFactor=10.0
  1062.  
  1063. # If true clothing with randomized tints will not be so dark to be virtually black.
  1064. NoBlackClothes=true
  1065.  
  1066. # Disables the failure chances when climbing sheet ropes or over walls.
  1067. EasyClimbing=false
  1068.  
  1069. # The maximum hours of fuel that can be placed in a campfire, wood stove etc. Min: 1 Max: 168 Default: 8
  1070. MaximumFireFuelHours=8
  1071.  
  1072. # Speed at which animals stats (hunger, thirst etc.) reduce. Default = Normal
  1073. -- 1 = Ultra Fast
  1074. -- 2 = Very Fast
  1075. -- 3 = Fast
  1076. -- 4 = Normal
  1077. -- 5 = Slow
  1078. -- 6 = Very Slow
  1079. AnimalStatsModifier=4
  1080.  
  1081. # Speed at which animals stats (hunger, thirst etc.) reduce while in meta. Default = Normal
  1082. -- 1 = Ultra Fast
  1083. -- 2 = Very Fast
  1084. -- 3 = Fast
  1085. -- 4 = Normal
  1086. -- 5 = Slow
  1087. -- 6 = Very Slow
  1088. AnimalMetaStatsModifier=4
  1089.  
  1090. # How long animals will be pregnant for before giving birth. Default = Very Fast
  1091. -- 1 = Ultra Fast
  1092. -- 2 = Very Fast
  1093. -- 3 = Fast
  1094. -- 4 = Normal
  1095. -- 5 = Slow
  1096. -- 6 = Very Slow
  1097. AnimalPregnancyTime=2
  1098.  
  1099. # Speed at which animals age. Default = Fast
  1100. -- 1 = Ultra Fast
  1101. -- 2 = Very Fast
  1102. -- 3 = Fast
  1103. -- 4 = Normal
  1104. -- 5 = Slow
  1105. -- 6 = Very Slow
  1106. AnimalAgeModifier=3
  1107.  
  1108. # Default = Fast
  1109. -- 1 = Ultra Fast
  1110. -- 2 = Very Fast
  1111. -- 3 = Fast
  1112. -- 4 = Normal
  1113. -- 5 = Slow
  1114. -- 6 = Very Slow
  1115. AnimalMilkIncModifier=3
  1116.  
  1117. # Default = Fast
  1118. -- 1 = Ultra Fast
  1119. -- 2 = Very Fast
  1120. -- 3 = Fast
  1121. -- 4 = Normal
  1122. -- 5 = Slow
  1123. -- 6 = Very Slow
  1124. AnimalWoolIncModifier=3
  1125.  
  1126. # The chance of finding animals in farm. Default = Always
  1127. -- 1 = Never
  1128. -- 2 = Extremely Rare
  1129. -- 3 = Rare
  1130. -- 4 = Sometimes
  1131. -- 5 = Often
  1132. -- 6 = Very Often
  1133. -- 7 = Always
  1134. AnimalRanchChance=4
  1135.  
  1136. # The number of hours grass will regrow after being eaten by an animal or cut by the player. Min: 1 Max: 9999 Default: 240
  1137. AnimalGrassRegrowTime=240
  1138.  
  1139. # If a meta (ie. not actually visible in-game) fox may attack your chickens if the hutch's door is left open at night.
  1140. AnimalMetaPredator=false
  1141.  
  1142. # If animals with a mating season will respect it. Otherwise they can reproduce/lay eggs all year round.
  1143. AnimalMatingSeason=true
  1144.  
  1145. # If true, animal calls will attract nearby zombies.
  1146. AnimalSoundAttractZombies=true
  1147.  
  1148. # How long before baby animals will hatch from eggs. Default = Fast
  1149. -- 1 = Ultra Fast
  1150. -- 2 = Very Fast
  1151. -- 3 = Fast
  1152. -- 4 = Normal
  1153. -- 5 = Slow
  1154. -- 6 = Very Slow
  1155. AnimalEggHatch=3
  1156.  
  1157. # The frequency and intensity of eg. rats in infested buildings. Min: 0 Max: 50 Default: 25
  1158. MaximumRatIndex=25
  1159.  
  1160. # How long it takes for the Maximum Vermin Index to be reached. Min: 0 Max: 365 Default: 90
  1161. DaysUntilMaximumRatIndex=90
  1162.  
  1163. # When a skill is at this level or above, scrapping furniture does not provide XP for the relevant skill. Does not apply to Electrical. Min: 0 Max: 10 Default: 0
  1164. LevelForDismantleXPCutoff=0
  1165.  
  1166. # When a skill is at this level or above, television/VHS/other media will not provide XP for it. Min: 0 Max: 10 Default: 3
  1167. LevelForMediaXPCutoff=3
  1168.  
  1169. # Number of days before old blood splats are removed. Removal happens when map chunks are loaded. 0 means they will never disappear. Min: 0 Max: 365 Default: 0
  1170. BloodSplatLifespanDays=3
  1171.  
  1172. # Number of days before one can benefit from reading previously read literature items. Min: 1 Max: 365 Default: 90
  1173. LiteratureCooldown=90
  1174.  
  1175. # If there are diminishing returns on bonus trait points provided from selecting multiple negative traits. Default = None
  1176. -- 1 = None
  1177. -- 2 = 1 point penalty for every 3 negative traits selected
  1178. -- 3 = 1 point penalty for every 2 negative traits selected
  1179. -- 4 = 1 point penalty for every negative trait selected after the first
  1180. NegativeTraitsPenalty=1
  1181.  
  1182. # The chance that any building will already be looted when found. Check the "Advanced" box below to use a custom number. Min: 0 Max: 200 Default: 50
  1183. MaximumLooted=20
  1184.  
  1185. # How long it takes for Maximum Looted Building Chance to be reached. Min: 0 Max: 3650 Default: 90
  1186. DaysUntilMaximumLooted=3650
  1187.  
  1188. # The chance that any rural building will already be looted when found. Check the "Advanced" box below to use a custom number. Min: 0.00 Max: 2.00 Default: 0.50
  1189. RuralLooted=0.25
  1190.  
  1191. # If a building has more than this amount of rooms it will not be looted. Min: 0 Max: 200 Default: 50
  1192. MaximumLootedBuildingRooms=50
  1193.  
  1194. # The maximum loot that won't spawn when Days Until Maximum Diminished Loot is reached. Check the "Advanced" box below to use an exact percentage. Min: 0 Max: 100 Default: 0
  1195. MaximumDiminishedLoot=0
  1196.  
  1197. # How long it takes for Maximum Diminished Loot Percentage to be reached. Min: 0 Max: 3650 Default: 3650
  1198. DaysUntilMaximumDiminishedLoot=3650
  1199.  
  1200. # The number of in-game minutes it takes to read one page of a skill book. Min: 0.00 Max: 60.00 Default: 2.00
  1201. MinutesPerPage=2.0
  1202.  
  1203. # When enabled, crops and herbs grown inside buildings will die. Does not affect houseplants.
  1204. KillInsideCrops=true
  1205.  
  1206. # When enabled, the growth of plants is affected by seasons.
  1207. PlantGrowingSeasons=true
  1208.  
  1209. # <BHC> [!] It is recommended that you DO NOT change this. Changing this can result in performance issues. [!] <RGB:1,1,1> When enabled, dirt can be placed, and farming performed on other than the ground level.
  1210. PlaceDirtAboveground=false
  1211.  
  1212. # The speed of plant growth. Min: 0.10 Max: 100.00 Default: 1.00
  1213. FarmingSpeedNew=1.0
  1214.  
  1215. # The abundance of harvested crops. Min: 0.10 Max: 10.00 Default: 1.00
  1216. FarmingAmountNew=1.0
  1217.  
  1218. # Replaces Chance-To-Hit mechanics with Chance-To-Damage calculations. This mode prioritizes player aiming.
  1219. FirearmUseDamageChance=true
  1220.  
  1221. # A multiplier for the distance at which zombies can hear gunshots. Min: 0.20 Max: 2.00 Default: 1.00
  1222. FirearmNoiseMultiplier=1.0
  1223.  
  1224. # Multiplier for firearm jamming chance. 0 disables jamming. Min: 0.00 Max: 10.00 Default: 0.00
  1225. FirearmJamMultiplier=0.0
  1226.  
  1227. # Multiplier for Moodle effects on hit chance. 0 disables Moodle penalty. Min: 0.00 Max: 10.00 Default: 1.00
  1228. FirearmMoodleMultiplier=1.0
  1229.  
  1230. # Multiplier for the effects of weather (wind, rain and fog) on hit chance. 0 disables weather effect. Min: 0.00 Max: 10.00 Default: 1.00
  1231. FirearmWeatherMultiplier=1.0
  1232.  
  1233. # Enable to have headgear like welding masks affect hit chance
  1234. FirearmHeadGearEffect=true
  1235.  
  1236. # Chance to turn a dirt floor into a clay floor. Applies to lakes. Min: 0.00 Max: 1.00 Default: 0.01
  1237. ClayLakeChance=0.01
  1238.  
  1239. # Chance to turn a dirt floor into a clay floor. Applies to rivers. Min: 0.00 Max: 1.00 Default: 0.01
  1240. ClayRiverChance=0.01
  1241.  
  1242. # Min: 1 Max: 100 Default: 20
  1243. GeneratorTileRange=20
  1244.  
  1245. # How many levels both above and below a generator it can provide with electricity. Min: 1 Max: 15 Default: 3
  1246. GeneratorVerticalPowerRange=15
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