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March 18, 2024 07:29
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Deathly Famous Challenge - Koester - Game Configuration
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Version=4 | |
Map.AllowMiniMap=false | |
Map.AllowWorldMap=true | |
Map.MapAllKnown=false | |
# Controls the zombie movement rate.\nDefault=Fast Shamblers | |
ZombieLore.Speed=2 | |
# Controls the damage zombies inflict per attack.\nDefault=Normal | |
ZombieLore.Strength=2 | |
# Controls the difficulty to kill zombies.\nDefault=Normal | |
ZombieLore.Toughness=2 | |
# Controls how the zombie virus spreads.\nDefault=Blood + Saliva | |
ZombieLore.Transmission=1 | |
# Controls how quickly the infection takes effect.\nDefault=2-3 Days | |
ZombieLore.Mortality=1 | |
# Controls how quickly corpses rise as zombies.\nDefault=0-1 Minutes | |
ZombieLore.Reanimate=1 | |
# Controls zombie intelligence.\nDefault=Basic Navigation | |
ZombieLore.Cognition=3 | |
# Controls which zombies can crawl under vehicles.\nDefault=Often | |
ZombieLore.CrawlUnderVehicle=4 | |
# Controls how long zombies remember players after seeing or hearing.\nDefault=Normal | |
ZombieLore.Memory=2 | |
# Controls the effects of decomposition over time.\nDefault=Slows + Weakens | |
ZombieLore.Decomp=1 | |
# Controls zombie vision radius.\nDefault=Normal | |
ZombieLore.Sight=2 | |
# Controls zombie hearing radius.\nDefault=Normal | |
ZombieLore.Hearing=2 | |
# Zombies that have not seen/heard player can attack doors and constructions while roaming. | |
ZombieLore.ThumpNoChasing=false | |
# Governs whether or not zombies can destroy player constructions and defences. | |
ZombieLore.ThumpOnConstruction=true | |
# Governs whether zombies are more active during the day, or whether they act more nocturnally. \nActive zombies will use the speed set in the "Speed" setting. Inactive zombies will be slower, and tend not to give chase.\nDefault=Both | |
ZombieLore.ActiveOnly=1 | |
# Allows zombies to trigger house alarms when breaking through windows and doors. | |
ZombieLore.TriggerHouseAlarm=false | |
# When enabled if multiple zombies are attacking they can drag you down to feed. Dependent on zombie strength. | |
ZombieLore.ZombiesDragDown=true | |
# When enabled zombies will have a chance to lunge after climbing over a fence if you're too close. | |
ZombieLore.ZombiesFenceLunge=true | |
# Set by the \"Zombie Count\" population option.\n4.0 = Insane, Very High = 3.0, 2.0 = High, 1.0 = Normal, 0.35 = Low, 0.0 = None.\nMinimum=0.00 Maximum=4.00 Default=1.00 | |
ZombieConfig.PopulationMultiplier=4.0 | |
# Adjusts the desired population at the start of the game.\nMinimum=0.00 Maximum=4.00 Default=1.00 | |
ZombieConfig.PopulationStartMultiplier=1.8 | |
# Adjusts the desired population on the peak day.\nMinimum=0.00 Maximum=4.00 Default=1.50 | |
ZombieConfig.PopulationPeakMultiplier=2.5 | |
# The day when the population reaches it's peak.\nMinimum=1 Maximum=365 Default=28 | |
ZombieConfig.PopulationPeakDay=9 | |
# The number of hours that must pass before zombies may respawn in a cell.\nIf zero, spawning is disabled.\nMinimum=0.00 Maximum=8760.00 Default=72.00 | |
ZombieConfig.RespawnHours=48.0 | |
# The number of hours that a chunk must be unseen before zombies may respawn in it.\nMinimum=0.00 Maximum=8760.00 Default=16.00 | |
ZombieConfig.RespawnUnseenHours=10.0 | |
# The fraction of a cell's desired population that may respawn every RespawnHours.\nMinimum=0.00 Maximum=1.00 Default=0.10 | |
ZombieConfig.RespawnMultiplier=0.7 | |
# The number of hours that must pass before zombies migrate to empty parts of the same cell.\nIf zero, migration is disabled.\nMinimum=0.00 Maximum=8760.00 Default=12.00 | |
ZombieConfig.RedistributeHours=13.0 | |
# The distance a zombie will try to walk towards the last sound it heard.\nMinimum=10 Maximum=1000 Default=100 | |
ZombieConfig.FollowSoundDistance=100 | |
# The size of groups real zombies form when idle. Zero means zombies don't form groups.\nGroups don't form inside buildings or forest zones.\nMinimum=0 Maximum=1000 Default=20 | |
ZombieConfig.RallyGroupSize=30 | |
# The distance real zombies travel to form groups when idle.\nMinimum=5 Maximum=50 Default=20 | |
ZombieConfig.RallyTravelDistance=10 | |
# The distance between zombie groups.\nMinimum=5 Maximum=25 Default=15 | |
ZombieConfig.RallyGroupSeparation=15 | |
# How close members of a group stay to the group's leader.\nMinimum=1 Maximum=10 Default=3 | |
ZombieConfig.RallyGroupRadius=7 | |
# Changing this sets the \"Population Multiplier\" advanced option.\nDefault=Normal | |
Zombies=1 | |
# Default=Urban Focused | |
Distribution=1 | |
# Default=1 Hour | |
DayLength=3 | |
StartYear=1 | |
# Default=July | |
StartMonth=10 | |
StartDay=31 | |
# Default=9 AM | |
StartTime=1 | |
# Default=0-30 Days | |
WaterShut=2 | |
# Default=0-30 Days | |
ElecShut=2 | |
# Minimum=-1 Maximum=2147483647 Default=14 | |
WaterShutModifier=14 | |
# Minimum=-1 Maximum=2147483647 Default=14 | |
ElecShutModifier=14 | |
# Default=Rare | |
FoodLoot=1 | |
# Default=Rare | |
CannedFoodLoot=1 | |
# Default=Rare | |
LiteratureLoot=1 | |
# Seeds, Nails, Saws, Fishing Rods, various tools, etc...\nDefault=Rare | |
SurvivalGearsLoot=1 | |
# Default=Rare | |
MedicalLoot=1 | |
# Default=Rare | |
WeaponLoot=1 | |
# Default=Rare | |
RangedWeaponLoot=1 | |
# Default=Rare | |
AmmoLoot=1 | |
# Default=Rare | |
MechanicsLoot=1 | |
# Default=Rare | |
OtherLoot=1 | |
# Controls the global temperature.\nDefault=Normal | |
Temperature=2 | |
# Controls how often it rains.\nDefault=Normal | |
Rain=5 | |
# Number of days until 100% growth.\nDefault=Normal (100 Days) | |
ErosionSpeed=3 | |
# Number of days until 100% growth.\n-1 means no growth.\nZero means use the Erosion Speed option.\nMaximum 36,500 (100 years).\nMinimum=-1 Maximum=36500 Default=0 | |
ErosionDays=0 | |
# Modifies the base XP gain from actions by this number.\nMinimum=0.00 Maximum=1000.00 Default=1.00 | |
XpMultiplier=1.0 | |
# Use this to multiply or reduce engine general loudness.\nMinimum=0.00 Maximum=100.00 Default=1.00 | |
ZombieAttractionMultiplier=1.0 | |
# Governs whether cars are locked, need keys to start etc. | |
VehicleEasyUse=false | |
# Controls the speed of plant growth.\nDefault=Normal | |
Farming=3 | |
# Controls the time it takes for food to break down in a composter.\nDefault=2 Weeks | |
CompostTime=1 | |
# How fast character's hunger, thirst and fatigue will decrease.\nDefault=Normal | |
StatsDecrease=3 | |
# Controls the abundance of fish and general forage.\nDefault=Normal | |
NatureAbundance=3 | |
# Default=Sometimes | |
Alarm=5 | |
# How frequently homes and buildings will be discovered locked\nDefault=Very Often | |
LockedHouses=6 | |
# Spawn with chips, water bottle, school bag, baseball bat and a hammer. | |
StarterKit=false | |
# Nutritional value of food affects the player's condition. | |
Nutrition=true | |
# Define how fast the food will spoil inside or outside fridge.\nDefault=Normal | |
FoodRotSpeed=3 | |
# Define how much a fridge will be effective.\nDefault=Normal | |
FridgeFactor=3 | |
# Items will respawn in already-looted containers in towns and trailer parks. Items will not respawn in player-made containers.\nDefault=None | |
LootRespawn=1 | |
# When > 0, loot will not respawn in zones that have been visited within this number of in-game hours.\nMinimum=0 Maximum=2147483647 Default=0 | |
SeenHoursPreventLootRespawn=0 | |
# A comma-separated list of item types that will be removed after HoursForWorldItemRemoval hours. | |
WorldItemRemovalList=Base.Vest,Base.Shirt,Base.Blouse,Base.Skirt,Base.Shoes,Base.Hat,Base.Glasses,Base.Maggots,Base.Maggots2 | |
# Number of hours since an item was dropped on the ground before it is removed. Items are removed the next time that part of the map is loaded. Zero means items are not removed.\nMinimum=0.00 Maximum=2147483647.00 Default=24.00 | |
HoursForWorldItemRemoval=24.0 | |
# If true, any items *not* in WorldItemRemovalList will be removed. | |
ItemRemovalListBlacklistToggle=false | |
# This will affect starting world erosion and food spoilage.\nDefault=0 | |
TimeSinceApo=1 | |
# Will influence how much water the plant will lose per day and their ability to avoid disease.\nDefault=Normal | |
PlantResilience=5 | |
# Controls the yield of plants when harvested.\nDefault=Normal | |
PlantAbundance=2 | |
# Recovery from being tired from performing actions\nDefault=Normal | |
EndRegen=3 | |
# How regularly helicopters pass over the event zone.\nDefault=Once | |
Helicopter=3 | |
# How often zombie attracting metagame events like distant gunshots will occur.\nDefault=Sometimes | |
MetaEvent=3 | |
# Governs night-time metagame events during the player's sleep.\nDefault=Never | |
SleepingEvent=1 | |
# Increase/decrease the chance of electrical generators spawning on the map.\nDefault=Sometimes | |
GeneratorSpawning=3 | |
# How much fuel is consumed per in-game hour.\nMinimum=0.00 Maximum=100.00 Default=1.00 | |
GeneratorFuelConsumption=5.0 | |
# Increase/decrease probability of discovering randomized safe houses on the map: either burnt out, containing loot stashes, dead survivor bodies etc.\nDefault=Rare | |
SurvivorHouseChance=3 | |
# Default=Rare | |
VehicleStoryChance=3 | |
# Default=Rare | |
ZoneStoryChance=3 | |
# Impacts on how often a looted map will have annotations marked on it by a deceased survivor.\nDefault=Sometimes | |
AnnotatedMapChance=4 | |
# Adds free points during character creation.\nMinimum=-100 Maximum=100 Default=0 | |
CharacterFreePoints=0 | |
# Gives player-built constructions extra hit points so they are more resistant to zombie damage.\nDefault=Normal | |
ConstructionBonusPoints=3 | |
# Governs the ambient lighting at night.\nDefault=Normal | |
NightDarkness=2 | |
# Governs the time from dusk to dawn.\nDefault=Normal | |
NightLength=3 | |
# Increase and decrease the impact injuries have on your body, and their healing time.\nDefault=Normal | |
InjurySeverity=3 | |
# Enable or disable broken limbs when survivors receive injuries from impacts, zombie damage and falls. | |
BoneFracture=true | |
# How long before zombie bodies disappear.\nMinimum=-1.00 Maximum=2147483647.00 Default=216.00 | |
HoursForCorpseRemoval=60.0 | |
# Governs impact that nearby decaying bodies has on the player's health and emotions.\nDefault=Normal | |
DecayingCorpseHealthImpact=3 | |
# How much blood is sprayed on floor and walls.\nDefault=Normal | |
BloodLevel=3 | |
# Governs how quickly clothing degrades, becomes dirty, and bloodied.\nDefault=Normal | |
ClothingDegradation=3 | |
FireSpread=true | |
# Number of in-game days before rotten food is removed from the map. -1 means rotten food is never removed.\nMinimum=-1 Maximum=2147483647 Default=-1 | |
DaysForRottenFoodRemoval=-1 | |
# If enabled, generators will work on exterior tiles, allowing for example to power gas pump. | |
AllowExteriorGenerator=true | |
# Controls the maximum intensity of fog.\nDefault=Normal | |
MaxFogIntensity=1 | |
# Controls the maximum intensity of rain.\nDefault=Normal | |
MaxRainFxIntensity=1 | |
# If disabled snow will not accumulate on ground but will still be visible on vegetation and rooftops. | |
EnableSnowOnGround=true | |
# When enabled certain melee weapons will be able to strike multiple zombies in one hit. | |
MultiHitZombies=false | |
# Chance of being bitten when a zombie attacks from behind.\nDefault=High | |
RearVulnerability=3 | |
# Disable to walk unimpeded while melee attacking. | |
AttackBlockMovements=true | |
AllClothesUnlocked=false | |
# Governs how frequently cars are discovered on the map\nDefault=Low | |
CarSpawnRate=5 | |
# Governs the chances of finding vehicles with gas in the tank.\nDefault=Low | |
ChanceHasGas=1 | |
# Governs how full gas tanks will be in discovered cars.\nDefault=Low | |
InitialGas=2 | |
# Governs how full gas tanks in fuel station will be, initially.\nDefault=Normal | |
FuelStationGas=4 | |
# How gas-hungry vehicles on the map are.\nMinimum=0.00 Maximum=100.00 Default=1.00 | |
CarGasConsumption=1.0 | |
# Default=Rare | |
LockedCar=3 | |
# General condition of vehicles discovered on the map\nDefault=Low | |
CarGeneralCondition=2 | |
# Governs the amount of damage dealt to vehicles that crash.\nDefault=Normal | |
CarDamageOnImpact=3 | |
# Damage received by the player from the car in a collision.\nDefault=None | |
DamageToPlayerFromHitByACar=1 | |
# Enable or disable traffic jams that spawn on the main roads of the map. | |
TrafficJam=true | |
# How frequently cars will be discovered with an alarm.\nDefault=Extremely Rare | |
CarAlarm=4 | |
# Enable or disable player getting damage from being in a car accident. | |
PlayerDamageFromCrash=true | |
# How many in-game hours before a wailing siren shuts off.\nMinimum=0.00 Maximum=168.00 Default=0.00 | |
SirenShutoffHours=0.5 | |
# Governs whether player can discover a car that has been maintained and cared for after the infection struck.\nDefault=Low | |
RecentlySurvivorVehicles=1 | |
# Enables vehicles to spawn. | |
EnableVehicles=true | |
# In days, the earliest the water can go bad. This only starts counting after the water shutoff.\nMinimum=0 Maximum=365 Default=2 | |
WaterGoesBad.ExpirationMin=2 | |
# In days, the latest the water can go bad. This only starts counting after the water shutoff.\nMinimum=0 Maximum=365 Default=7 | |
WaterGoesBad.ExpirationMax=7 | |
# Players must add filters to their plumbed sinks to clean the water. Otherwise, plumbed sinks are always safe water, even if their water source isn't (like vanilla). | |
WaterGoesBad.NeedFilterWater=true | |
# After the water shutoff, water will drain from the taps. | |
WaterGoesBad.ReduceWaterOverTime=false | |
# How much water will be removed from the taps per day.\nMinimum=1 Maximum=20 Default=1 | |
WaterGoesBad.WaterReductionRate=1 | |
# Chance, per day, for water to be removed, to add variance.\nMinimum=1 Maximum=100 Default=90 | |
WaterGoesBad.WaterReductionChance=90 | |
# Amount of water that will remain no matter what.\nMinimum=0 Maximum=99 Default=2 | |
WaterGoesBad.MinimumWaterLeft=2 | |
# Larger water containers such as baths will lose water faster than sinks. | |
WaterGoesBad.ScaleWaterLoss=true | |
# Percentage of Crawlers present in the world. Crawler%, Shambler%, FastShambler% and Sprinter% must add up to 100.\nMinimum=0.00 Maximum=100.00 Default=2.00 | |
BLTRandomZombies.Crawler=2.0 | |
# Percentage of Shamblers present in the world. Crawler%, Shambler%, FastShambler% and Sprinter% must add up to 100.\nMinimum=0.00 Maximum=100.00 Default=15.00 | |
BLTRandomZombies.Shambler=11.0 | |
# Percentage of Fast Shamblers present in the world. Crawler%, Shambler%, FastShambler% and Sprinter% must add up to 100.\nMinimum=0.00 Maximum=100.00 Default=78.00 | |
BLTRandomZombies.FastShambler=85.0 | |
# Percentage of Sprinters present in the world. Crawler%, Shambler%, FastShambler% and Sprinter% must add up to 100.\nMinimum=0.00 Maximum=100.00 Default=5.00 | |
BLTRandomZombies.Sprinter=2.0 | |
# Percentage of Fragile zombies present in the world. Fragile%, Normal% and Tough% must add up to 100.\nMinimum=0.00 Maximum=100.00 Default=0.00 | |
BLTRandomZombies.Fragile=0.0 | |
# Percentage of zombies with normal toughness present in the world. Fragile%, Normal% and Tough% must add up to 100.\nMinimum=0.00 Maximum=100.00 Default=100.00 | |
BLTRandomZombies.NormalTough=100.0 | |
# Percentage of Tough zombies present in the world. Fragile%, Normal% and Tough% must add up to 100.\nMinimum=0.00 Maximum=100.00 Default=0.00 | |
BLTRandomZombies.Tough=0.0 | |
# Percentage of Smart zombies present in the world. These zombies can open doors and more.\nMinimum=0.00 Maximum=100.00 Default=0.00 | |
BLTRandomZombies.Smart=5.0 | |
# [ADVANCED OPTION] The interval in milliseconds between two updates. Higher number means less CPU usage, lower number means less correctness issues\nMinimum=1000 Maximum=60000 Default=7500 | |
BLTRandomZombies.Frequency=7500 |
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