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game_options.txt
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game_options.txt
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## HEALTH ###
##Damage multiplier, effects both weapons and healing on all mobs. For example, 1.25 would result in 25% higher damage.
DAMAGE_MULTIPLIER 1
## REVIVAL ###
## whether pod plants work or not
REVIVAL_POD_PLANTS
## amount of time (in hundredths of seconds) for which a brain retains the "spark of life" after the person's death (set to -1 for infinite)
REVIVAL_BRAIN_LIFE -1
## OOC DURING ROUND ###
## Comment this out if you want OOC to be automatically disabled during the round, it will be enabled during the lobby and after the round end results.
OOC_DURING_ROUND
## EMOJI ###
## Comment this out if you want to disable emojis
EMOJIS
## HEART COMMENDATIONS ###
## Uncomment this if you'd like to enable commendation pollings for this percentage of players near the end of the round (5% suggested)
COMMENDATION_PERCENT_POLL 0.05
## MOB MOVEMENT ###
## We suggest editing these variables ingame to find a good speed for your server.
## To do this you must be a high level admin. Open the 'debug' tab ingame.
## Select "Debug Controller" and then, in the popup, select "Configuration". These variables should have the same name.
## These values get directly added to values and totals ingame.
## To speed things up make the number negative, to slow things down, make the number positive.
## These modify the run/walk speed of all mobs before the mob-specific modifiers are applied.
RUN_DELAY 1.5
WALK_DELAY 4
## The variables below affect the movement of specific mob types. THIS AFFECTS ALL SUBTYPES OF THE TYPE YOU CHOOSE!
## Entries completely override all subtypes. Later entries have precedence over earlier entries.
## This means if you put /mob 0 on the last entry, it will null out all changes, while if you put /mob as the first entry and
## /mob/living/carbon/human on the last entry, the last entry will override the first.
##MULTIPLICATIVE_MOVESPEED /mob/living/carbon/human 0
##MULTIPLICATIVE_MOVESPEED /mob/living/silicon/robot 0
##MULTIPLICATIVE_MOVESPEED /mob/living/carbon/alien 0
##MULTIPLICATIVE_MOVESPEED /mob/living/basic/slime 0
MULTIPLICATIVE_MOVESPEED /mob/living/simple_animal 0
MULTIPLICATIVE_MOVESPEED /mob/living/basic 0
## NAMES ###
## If uncommented this adds a random surname to a player's name if they only specify one name.
HUMANS_NEED_SURNAMES
## If uncommented, this forces all players to use random names !and appearances!.
#FORCE_RANDOM_NAMES
## Unhash this to turn on automatic reopening of a player's job if they suicide at roundstart
#REOPEN_ROUNDSTART_SUICIDE_ROLES
## Unhash to enable reopening of command level positions
#REOPEN_ROUNDSTART_SUICIDE_ROLES_COMMAND_POSITIONS
## Define the delay for roles to be reopened after the round starts in seconds.
## Has a minimum delay of 30 seconds, though it's suggested to keep over 1 min
## If undefined, the delay defaults to 4 minutes.
#REOPEN_ROUNDSTART_SUICIDE_ROLES_DELAY 240
## Unhash to enable a printed command report for reopened roles listing what roles were reopened.
#REOPEN_ROUNDSTART_SUICIDE_ROLES_COMMAND_REPORT
## ALERT LEVELS ###
ALERT_GREEN All threats to the station have passed. Security may not have weapons visible, privacy laws are once again fully enforced.
ALERT_BLUE_UPTO The station has received reliable information about possible hostile activity on the station. Security staff may have weapons visible, random searches are permitted.
ALERT_BLUE_DOWNTO The immediate threat has passed. Security may no longer have weapons drawn at all times, but may continue to have them visible. Random searches are still allowed.
ALERT_RED_UPTO There is an immediate serious threat to the station. Security may have weapons unholstered at all times. Random searches are allowed and advised. Additionally, access requirements on some doors have been lifted.
ALERT_RED_DOWNTO The station's destruction has been averted. There is still however an immediate serious threat to the station. Security may have weapons unholstered at all times, random searches are allowed and advised.
ALERT_DELTA Destruction of the station is imminent. All crew are instructed to obey all instructions given by heads of staff. Any violations of these orders can be punished by death. This is not a drill.
## The total weight of station goals possible for a round (allows multiple goals)
STATION_GOAL_BUDGET 1
## GAME MODES ###
## Uncomment to not send a roundstart intercept report. Gamemodes may override this.
#NO_INTERCEPT_REPORT
## Percent weight reductions for three of the most recent modes
REPEATED_MODE_ADJUST 45 30 10
## The amount of time it takes for the emergency shuttle to be called, from round start.
SHUTTLE_REFUEL_DELAY 12000
## Variables calculate how number of antagonists will scale to population.
## Used as (Antagonists = Population / Coeff)
## Set to 0 to disable scaling and use default numbers instead.
TRAITOR_SCALING_COEFF 6
BROTHER_SCALING_COEFF 6
CHANGELING_SCALING_COEFF 6
## Global scaling for traitor progression.
## Higher values will accelerate traitor progression, while lower values will decrease it.
## Bypasses an upper limit of 1 MINUTE
#TRAITOR_SCALING_MULTIPLIER 1
## Variables calculate how number of open security officer positions will scale to population.
## Used as (Officers = Population / Coeff)
## Set to 0 to disable scaling and use default numbers instead.
SECURITY_SCALING_COEFF 8
## The number of objectives traitors get.
## Not including escaping/hijacking.
TRAITOR_OBJECTIVES_AMOUNT 2
BROTHER_OBJECTIVES_AMOUNT 2
## Uncomment to prohibit jobs that start with loyalty
## implants from being most antagonists.
PROTECT_ROLES_FROM_ANTAGONIST
## Uncomment to prohibit assistants from becoming most antagonists.
#PROTECT_ASSISTANT_FROM_ANTAGONIST
## How human authority should be distributed. Can be set to four options (Make sure that what you type is exact!):
## "DISABLED"/Comment out/Put any invalid value: non-human races can be heads of staff and "human only" settings on jobs will be fully ignored.
## "HUMAN_WHITELIST": all heads-of-staff jobs will be able to be played by non-humans, unless that job incorporates the "human only" flag (Which can be configured via a variable or the job config txt).
## "NON_HUMAN_WHITELIST": non-humans will not be able to play as heads of staff, unless that job incorporates the "allow non-humans" flag (Which can be configured via a variable or the job config txt).
## "ENFORCED": non-humans cannot be heads of staff, only humans can. the "allow non-humans" setting will be ignored.
## Uncomment to enable a human authority mode of your choice.
#HUMAN_AUTHORITY HUMAN_WHITELIST
## If late-joining players have a chance to become a traitor/changeling
ALLOW_LATEJOIN_ANTAGONISTS
## Uncomment to prevent the nuclear operative leader from getting the war declaration item
#DISABLE_WAROPS
## Uncomment to enable dynamic ruleset config file.
DYNAMIC_CONFIG_ENABLED
## RANDOM EVENTS ###
## Comment this out to disable random events during the round.
ALLOW_RANDOM_EVENTS
## Uncomment this to disable station traits.
#FORBID_STATION_TRAITS
## Multiplier for earliest start time of dangerous events.
## Set to 0 to make dangerous events available from round start.
EVENTS_MIN_TIME_MUL 1
## Multiplier for minimal player count (players = alive non-AFK humans) for dangerous events to start.
## Set to 0 to make dangerous events available for all populations.
EVENTS_MIN_PLAYERS_MUL 1
## The lower bound, in deciseconds, for how soon another random event can be scheduled.
## Defaults to 1500 deciseconds or 2.5 minutes
EVENTS_FREQUENCY_LOWER 1500
## The upper bound, in deciseconds, for how soon another random event can be scheduled.
## Defaults to 4200 deciseconds or 7 minutes
EVENTS_FREQUENCY_UPPER 4200
## AI ###
## Allow the AI job to be picked.
ALLOW_AI
## Allow the AI Multicamera feature to be used by AI players
ALLOW_AI_MULTICAM
## Secborg ###
## Uncomment to prevent the security cyborg model from being chosen
#DISABLE_SECBORG
## Peacekeeper Borg ###
## Uncomment to prevent the peacekeeper cyborg model from being chosen
#DISABLE_PEACEBORG
## AWAY MISSIONS ###
## Uncomment to load one of the missions from awaymissionconfig.txt or away_missions/ at roundstart.
#ROUNDSTART_AWAY
## How long the delay is before the Away Mission gate opens. Default is half an hour.
## 600 is one minute.
GATEWAY_DELAY 18000
## Overrides to gateway delay for specific away mission start points.
GATEWAY_DELAYS_BY_ID AWAYSTART_BEACH 6000
GATEWAY_DELAYS_BY_ID AWAYSTART_MUSEUM 9000
## The probability of the gateway mission being a config one
CONFIG_GATEWAY_CHANCE 0
## ACCESS ###
## If the number of players ready at round starts exceeds this threshold, JOBS_HAVE_MINIMAL_ACCESS will automatically be enabled. Otherwise, it will be disabled.
## This is useful for accommodating both low and high population rounds on the same server.
## Comment this out or set to 0 to disable this automatic toggle.
MINIMAL_ACCESS_THRESHOLD 20
## Comment this out this if you wish to use the setup where jobs have more access.
## This is intended for servers with low populations - where there are not enough
## players to fill all roles, so players need to do more than just one job.
## This option is ignored if MINIMAL_ACCESS_THRESHOLD is used.
#JOBS_HAVE_MINIMAL_ACCESS
## Uncomment to give assistants maint access.
#ASSISTANTS_HAVE_MAINT_ACCESS
## Uncoment to give security maint access. Note that if you deactivate JOBS_HAVE_MINIMAL_ACCESS security already gets maint from that.
#SECURITY_HAS_MAINT_ACCESS
## Uncomment to give everyone maint access.
#EVERYONE_HAS_MAINT_ACCESS
## Comment this out this to make security officers spawn in departmental security posts
#SEC_START_BRIG
## This variable is how you may configure "Scaling Access" for Departmental Security Officers.
## Set to 0/commented out for "off", Departmental Security Officers will never get additional room-specific access (beyond general departmental doors).
## Set to 1 if you want to enable "Scaling Access", where Departmental Security Officers will get access to most rooms within a department depending on how many security officers there are relative to the number of people on a station.
## Set to 2 if you want Departmental Security Officers to always have access to all rooms in a department.
DEPSEC_ACCESS_LEVEL 1
## GHOST INTERACTION ###
## Uncomment to let ghosts spin chairs. You may be wondering why this is a config option. Don't ask.
#GHOST_INTERACTION
## NEAR-DEATH EXPERIENCE ###
## Comment this out to disable mobs hearing ghosts when unconscious and very close to death
NEAR_DEATH_EXPERIENCE
## NON-VOCAL SILICONS ###
## Uncomment these to stop the AI, or cyborgs, from having vocal communication.
#SILENT_AI
#SILENT_BORG
## ROUNDSTART SILICON LAWS ###
## This controls what the AI's laws are at the start of the round.
## Set to 0/commented out for "off", silicons will just start with Asimov.
## Set to 1 for "custom", silicons will start with the custom laws defined in silicon_laws.txt. (If silicon_laws.txt is empty, the AI will spawn with asimov and Custom boards will auto-delete.)
## Set to 2 for "random", silicons will start with a random lawset picked from random laws specified below.
## Set to 3 for "weighted random", using values in "silicon_weights.txt", a law will be selected, with weights specified in that file.
## Set to 4 for "specified", silicons will start with an existing lawset. (If no specified lawset is identified, the AI will spawn with asimov.)
DEFAULT_LAWS 0
## SILICON ASIMOV SUPERIORITY OVERRIDE ###
## This makes "Asimov Superiority" show up as a perk for humans in the character creation menu even if asimov is not the default lawset, such as when used with asimov++
## Uncomment this out to make "Asimov Superiority" show up as a perk for humans
# SILICON_ASIMOV_SUPERIORITY_OVERRIDE
## SPECIFIED LAWS ##
## ------------------------------------------------------------------------------------------
## These control what lawset the AI will use, edit the specified law to an *existing* lawset to make it the default.
## See datums\ai_laws.dm for the full law lists
## IE, SPECIFIED_LAWS asimovpp, SPECIFIED_LAWS robocop, SPECIFIED_LAWS antimov
SPECIFIED_LAWS asimovpp
## RANDOM LAWS ##
## ------------------------------------------------------------------------------------------
## These control what laws are available for selection if random silicon laws are active.
## See datums\ai_laws.dm for the full law lists
## standard-ish laws. These are fairly ok to run
RANDOM_LAWS asimov
RANDOM_LAWS asimovpp
RANDOM_LAWS paladin
RANDOM_LAWS robocop
RANDOM_LAWS corporate
## Quirky laws. Shouldn't cause too much harm
#RANDOM_LAWS hippocratic
#RANDOM_LAWS maintain
#RANDOM_LAWS liveandletlive
#RANDOM_LAWS peacekeeper
#RANDOM_LAWS reporter
#RANDOM_LAWS hulkamania
#RANDOM_LAWS ten_commandments
#RANDOM_LAWS yesman
## Bad idea laws. Probably shouldn't enable these
#RANDOM_LAWS syndie
#RANDOM_LAWS ninja
#RANDOM_LAWS antimov
#RANDOM_LAWS thermodynamic
#RANDOM_LAWS drone
## meme laws. Honk
#RANDOM_LAWS buildawall
## If weighted laws are selected (DEFAULT_LAWS = 3),
## then an AI's starting laws will be determined by the weights of these values
## Make sure there are no spaces between the law_id and the number.
LAW_WEIGHT custom,0
## standard-ish laws. These are fairly ok to run
## Unique AI station trait uses weights so we don't want asimov
LAW_WEIGHT asimov,0
LAW_WEIGHT asimovpp,5
LAW_WEIGHT paladin,5
LAW_WEIGHT paladin5,5
LAW_WEIGHT robocop,5
LAW_WEIGHT corporate,5
LAW_WEIGHT hippocratic,5
LAW_WEIGHT maintain,5
LAW_WEIGHT liveandletlive,5
LAW_WEIGHT peacekeeper,5
LAW_WEIGHT ten_commandments,5
LAW_WEIGHT nutimov,5
## Quirky laws. Shouldn't cause too much harm
LAW_WEIGHT reporter,3
LAW_WEIGHT hulkamania,3
LAW_WEIGHT tyrant,3
LAW_WEIGHT overlord,3
LAW_WEIGHT painter,3
LAW_WEIGHT dungeon_master,3
## Bad idea laws. Probably shouldn't enable these
LAW_WEIGHT syndie,0
LAW_WEIGHT ninja,0
LAW_WEIGHT antimov,0
LAW_WEIGHT balance,0
LAW_WEIGHT thermodynamic,0
LAW_WEIGHT buildawall,0
LAW_WEIGHT drone,0
##------------------------------------------------
## SILICON LAW MAX AMOUNT ###
## The maximum number of laws a silicon can have
## Attempting to upload laws past this point will fail unless the AI is reset
SILICON_MAX_LAW_AMOUNT 12
##------------------------------------------------
## SILICON LAW MAX LENGTH ###
## The maximum number of characters in a law uploaded
## Affects Freeform, Core Freeform, and Syndicate Hacked boards.
#MAX_LAW_LEN 1024
##------------------------------------------------
## Roundstart Races
##-------------------------------------------------------------------------------------------
## Uncommenting races will allow them to be chosen at roundstart while join_with_muntant_race is on. You'll need at least one.
## See code/__DEFINES/DNA.dm for more options than the ones below.
## You probably want humans on your space station, but technically speaking you can turn them off without any ill effect
ROUNDSTART_RACES human
## Races that are strictly worse than humans that could probably be turned on without balance concerns
#ROUNDSTART_RACES felinid
ROUNDSTART_RACES lizard
#ROUNDSTART_RACES fly
ROUNDSTART_RACES moth
ROUNDSTART_RACES plasmaman
#ROUNDSTART_RACES shadow
ROUNDSTART_RACES ramatan
ROUNDSTART_RACES anthromorph
#ROUNDSTART_RACES aquatic
ROUNDSTART_RACES insectoid
ROUNDSTART_RACES genemod
ROUNDSTART_RACES primitive_genemod
ROUNDSTART_RACES hemophage
## Races that are better than humans in some ways, but worse in others
ROUNDSTART_RACES ethereal
#ROUNDSTART_RACES jelly
#ROUNDSTART_RACES abductor
ROUNDSTART_RACES snail
## Races that are straight upgrades. If these are on expect powergamers to always pick them
#ROUNDSTART_RACES skeleton
#ROUNDSTART_RACES zombie
#ROUNDSTART_RACES pod
## Races that are radical departures to what a species is, so while they technically can be roundstart - it's probably not wise
ROUNDSTART_RACES android
ROUNDSTART_RACES golem
##-------------------------------------------------------------------------------------------
## Roundstart no-reset races
## Races defined here will not cause existing characters to be reset to human if they currently have a non-roundstart species defined.
#ROUNDSTART_NO_HARD_CHECK felinid
## Disable roundstart species morgue cadavers?
## Cadavers in the morgue at the start of the round will be randomly picked from all enabled ROUNDSTART_RACES
## Recommended to leave this commented out so nonhuman species will have viable replacement bodies / organs when they die.
# MORGUE_CADAVER_DISABLE_NONHUMANS
## Morgue Cadaver Species Probability
## The probability for nonhuman cadavers to spawn in the morgue.
## Only used if MORGUE_CADAVER_DISABLE_NONHUMANS is commented out
## If left undefined, defaults to 50%.
MORGUE_CADAVER_OTHER_SPECIES_PROBABILITY 50
## A single specific Species ID to supplement human morgue cadavers.
## Set MORGUE_CADAVER_OTHER_SPECIES_PROBABILITY to determine the chances between being a human and this specific species.
## Only used if MORGUE_CADAVER_DISABLE_NONHUMANS is commented out
## Prob = 100 means all corpses will be this race.
#MORGUE_CADAVER_OVERRIDE_SPECIES lizard
##Overflow job. Default is assistant.
## NOTE: This will overwrite anything you put in jobconfig.toml!
OVERFLOW_JOB Assistant
## Overflow slot cap. Set to -1 for unlimited. If limited, it will still open up if every other job is full.
## NOTE: This will overwrite anything you put in jobconfig.toml!
OVERFLOW_CAP -1
## Uncomment to bring back old grey suit assistants instead of the now default rainbow colored assistants.
#GREY_ASSISTANTS
##Limit Spell Choices##
## Uncomment to disallow wizards from using certain spells that may be too chaotic/fun for your playerbase
#NO_SUMMON_GUNS
#NO_SUMMON_MAGIC
#NO_SUMMON_EVENTS
## Comment this out for "normal" explosions, which ignore obstacles
## Uncomment for explosions that react to doors and walls
REACTIONARY_EXPLOSIONS
## Configure the bomb cap
## This caps all explosions to the specified range. Used for both balance reasons and to prevent overloading the server and lagging the game out.
## This is given as the 3rd number(light damage) in the standard (1,2,3) explosion notation. The other numbers are derived by dividing by 2 and 4.
## eg: If you give the number 20. The bomb cap will be 5,10,20.
## Can be any number above 4, some examples are provided below.
## Small (3, 7, 14)
#BOMBCAP 14
## Default (5, 10, 20) (recommended if you enable REACTIONARY_EXPLOSIONS above)
BOMBCAP 20
## LagHell (7, 14, 28)
#BOMBCAP 28
## Lavaland "Budget"
## Lavaland ruin spawning has an imaginary budget to spend on ruins, where
## a less lootfilled or smaller or less round effecting ruin costs less to
## spawn, while the converse is true. Alter this number to affect the amount
## of ruins.
LAVALAND_BUDGET 60
## Ice Moon Budget
ICEMOON_BUDGET 90
## Space Ruin Budget
Space_Budget 16
## Time in ds from when a player latejoins till the arrival shuttle docks at the station
## Must be at least 30. At least 55 recommended to be visually/aurally appropriate
ARRIVALS_SHUTTLE_DOCK_WINDOW 55
## Uncomment to require the arrivals shuttle to be in flight (if it can fly) before late join players can join
#ARRIVALS_SHUTTLE_REQUIRE_UNDOCKED
## Uncomment to prevent late join players from spawning if the arrivals shuttle is depressurized
#ARRIVALS_SHUTTLE_REQUIRE_SAFE_LATEJOIN
## How many wirechewing rodents you want to spawn on exposed maintenance wires at the start of the round. You may wish to set this to 0 if you're testing powernets.
MICE_ROUNDSTART 10
## If the percentage of players alive (doesn't count conversions) drops below this threshold the emergency shuttle will be forcefully called (provided it can be)
#EMERGENCY_SHUTTLE_AUTOCALL_THRESHOLD 0.2
## Uncomment to allow roundstart quirk selection in the character setup menu.
## This used to be named traits, hence the config name, but it handles quirks, not the other kind of trait!
ROUNDSTART_TRAITS
## Uncomment to disable human moods.
#DISABLE_HUMAN_MOOD
## Enable night shifts
#ENABLE_NIGHT_SHIFTS
## The shift start hour in 24-hour (0-23) notation
SHIFT_TIME_START_HOUR 7
## Sets shift time to server time at roundstart. Overrides SHIFT_TIME_START_HOUR
#SHIFT_TIME_REALTIME
## Enable randomized shift start times. Overrides SHIFT_TIME_REALTIME and SHIFT_TIME_START_HOUR
#RANDOMIZE_SHIFT_TIME
## A cap on how many monkeys may be created via monkey cubes
MONKEYCAP 64
## A cap on how many mice can be bred via cheese wedges
RATCAP 64
## Maximum fine for a citation
MAXFINE 2000
## Which role is required of playtime to be eligible for Maintenance Drones
## See code/__DEFINES/preferences.dm for available options, use the string portion without quotes
#DRONE_REQUIRED_ROLE Silicon
## How many played hours of DRONE_REQUIRED_ROLE required to be a Maintenance Done
#DRONE_ROLE_PLAYTIME 14
## Will drones be restricted from interacting with the supermatter and atmopherics area?
#DRONE_AREA_INTERACTION_RESTRICT 1
## Whether native FoV is enabled for all people.
#NATIVE_FOV
## Whether circuit sounds are allowed to be played or not.
#DISALLOW_CIRCUIT_SOUNDS
## Comment if you wish to enable title music playing at the lobby screen. This flag is disabled by default to facilitate better code testing on local machines.
## Do keep in mind that this flag will not affect individual player's preferences: if they opt-out on your server, it will never play for them.
DISALLOW_TITLE_MUSIC
## If enabled, then when the database is disabled, all players will get tutorials.
## This is primarily useful for developing tutorials. If you have a proper DB setup, you
## don't need (or want) this.
#GIVE_TUTORIALS_WITHOUT_DB
## Configuration for station traits of each type.
## The first value (key) is the budget, or the space available to use for station traits of that type. Some take more space than others.
## The second value (assoc) is the weight associated with said budget compared to the rest for that type.
POSITIVE_STATION_TRAITS 0 8
POSITIVE_STATION_TRAITS 1 4
POSITIVE_STATION_TRAITS 2 2
POSITIVE_STATION_TRAITS 3 1
NEUTRAL_STATION_TRAITS 0 10
NEUTRAL_STATION_TRAITS 1 10
NEUTRAL_STATION_TRAITS 2 3
NEUTRAL_STATION_TRAITS 2.5 1
NEGATIVE_STATION_TRAITS 0 8
NEGATIVE_STATION_TRAITS 1 4
NEGATIVE_STATION_TRAITS 2 2
NEGATIVE_STATION_TRAITS 3 1
# Uncomment to disable Quirk point balancing for the server and clients.
# If enabled, players will be able to select positive quirks without first selecting negative quirks.
# If enabled, randomized Quirks will still use points internally, in order to maintain balance.
#DISABLE_QUIRK_POINTS
# The maximum amount of positive quirks one character can have at roundstart.
# If set to -1, then players will be able to select any quantity of positive quirks.
# If set to 0, then players won't be able to select any positive quirks.
# If commented-out or undefined, the maximum default is 6.
MAX_POSITIVE_QUIRKS 6
# A config that skews with the random spawners weights
# If the value is lower than 1, it'll tend to even out the odds
# If higher than 1, it'll lean toward common spawns even more.
RANDOM_LOOT_WEIGHT_MODIFIER 1