Modding - 0.75 config.ini settings list

Talk about Sarah's upcoming game in the Rebuild series.

Modding - 0.75 config.ini settings list

Postby sarahnorthway » Fri Jan 09, 2015 2:00 pm

In version 0.75 (now in the Steam testing branch for windows only) I've made a bunch of difficulty and debug settings modifiable via a new config.ini file. You'll find the file roughly hereish after you run version 0.75 once:
C:\Users\YOUR_USER\AppData\Roaming\com.sarahnorthway.rebuild3\Local Store\config

Editing this file is very "at your own risk", but you can always delete it if things go wrong and the game will return to its internal defaults. It starts with a few disabled items. Remove the semicolon at the start of a line to enable it.

I'm sharing this file with you because it's the first step towards letting you mod Rebuild 3. Right now you can change difficulty and debug settings. In the distant post-release future you may also be able to change translation files, add or modify events, factions, buildings even. Well, probably not buildings. Probably not anything that involves art or complex code. But we'll see.

For now, I'm interested to know what you do with the difficulty settings. Here they come...
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Re: Modding - 0.75 config.ini settings list

Postby sarahnorthway » Fri Jan 09, 2015 2:01 pm

[difficulty]
; these are all length-5 arrays for the five difficulties:
; EASY, NORMAL, CHALLENGING, HARD, IMPOSSIBLE

; How many survivors are initially on the map for each passable nonfort square
;COLINS_PER_SQUARE = 0.30, 0.30, 0.30, 0.25, 0.20

; How often survivors join up randomly in survivor arrives type events
;SURVIVOR_ARRIVES_MULTIPLIER = 1.25, 1, 1, 0.75, 0.50

; Added to every survivor's level during all skill checks
;COLIN_BONUS_LEVELS = 1, 0, 0, 0, 0

; Game starts with this much food
;STARTING_FOOD = 50, 50, 50, 35, 25

; All survivors are created with this happiness, except the main leader
;STARTING_HAPPY = 100, 75, 50, 35, 25

; Extra zombies in the squares beside the fort at the start of the game
;EXTRA_ADJACENT_STARTING_ZOMBIES = 0, 1, 2, 6, 10

; How many zombies can there be max on one square at the same time?
;MAX_ZOMBIES_PER_SQUARE = 50, 75, 100, 150, 180

; How many zombies spawn on each square (away from the fort)
;ZOMBIE_SPAWN_MULTIPLIER = 0.17, 0.50, 1.50, 2.00, 3.25

; Zombie unit strength is 50 * this
;ZOMBIE_UNIT_STRENGTH_MULTIPLIER = 0.10, 0.50, 1.00, 1.70, 2.50

; How many days between regular zombie units spawning or attacking, halved while swarming
;DAYS_BETWEEN_ZOMBIE_UNITS = 8, 4, 4, 3, 3

; The number of days between mobile horde spawns, halved while swarming
;DAYS_BETWEEN_MOB_SPAWN = 20, 13, 12, 11, 10

; How strong are mobile zombie hordes?
;MOB_STRENGTH_MULTIPLIER = 0.50, 0.75, 1, 1.50, 2.00

; How quickly faction strength increases naturally over time
;FACTION_STRENGTH_MULTIPLIER = 0.10, 0.25, 1, 1.50, 2.00

; How much food does a one square farm produce per day
;BASE_FOOD_PER_FARM = 2.50, 2.00, 1.50, 1.50, 1.00

; How miserable are survivors in the lategame
;LATEGAME_UPSET_MULTIPLIER = 0.25, 0.75, 1.00, 1.50, 2.00

; How often do negative events occur compared to other events
;BAD_EVENTS_FREQUENCY = 0.25, 0.75, 1.00, 1.00, 1.50

; How quickly do the survivors gain skill
;EXPERIENCE_MULTIPLIER = 2.00, 1.00, 0.80, 0.75, 0.50

; How often do any random events happen
;EVENT_FREQUENCY_MULTIPLIER = 0.50, 1.00, 1.00, 1.00, 1.00

; How many zombies on each square when the game starts
;STARTING_ZOMBIES_MULTIPLIER = 0.50, 1.00, 1.00, 1.00, 1.00

; Police stations and banks give this much bonus defense
;DEFENSIVE_BUILDING_BONUS = 10, 10, 10, 10, 10

; Towers give this much bonus defense
;UPGRADE_TOWER_BONUS = 5, 5, 5, 5, 5

; Bunkers give this much bonus defense
;UPGRADE_BUNKER_BONUS = 10, 10, 10, 10, 10

; Turrets give this much bonus defense
;UPGRADE_TURRET_BONUS = 15, 15, 15, 15, 15

; When the average edge square reaches this, the fort's at max defense
;MAX_AVERAGE_FORT_DEFENSE = 50, 50, 50, 50, 50,

; Fertilizer tech gives this much extra food per farm square
;FERTILIZER_FOOD_BONUS = 0.50, 0.50, 0.50, 0.50, 0.50

; Reclaim missions can't happen if there are more than this many zombies on a square
;RECLAIM_MAX_ZOMBIES = 0, 0, 0, 0, 0

; Colins carried over to the next city will be nerfed to this level
;DREAM_TEAM_MAX_LEVEL = 5, 5, 5, 5, 5

; What survivor level are backstories awarded
;BACKSTORY_LEVEL_1 = 4, 4, 4, 4, 4

; What survivor level are backstories awarded
;BACKSTORY_LEVEL_2 = 7, 7, 7, 7, 7

; What survivor level are backstories awarded
;BACKSTORY_LEVEL_3 = 10, 10, 10, 10, 10

; Amount of total food, fuel etc that raiders take
;PERCENT_STEALABLE_RESOURCE = 0.25, 0.50, 0.50, 0.50, 0.75

; How much food raiders can take max, medicine is 1/2, bombs 1/10, based on their food value
;MAX_STEALABLE_RESOURCE = 20, 40, 40, 40, 60

; How long do we have to wait before meeting with a faction or trading at their fort again
;MIN_DAYS_BETWEEN_MEET_TRADE = 3, 3, 3, 3, 3

; Building materials at the start of the game
;STARTING_MATERIALS = 20, 20, 20, 20, 20

; Ammunition at the start of the game
;STARTING_AMMO = 10, 10, 10, 10, 10

; Fuel at the start of the game
;STARTING_FUEL = 5, 5, 5, 5, 5

; Medicine at the start of the game
;STARTING_MEDICINE = 5, 5, 5, 5, 5

; Even with no apartments or suburbs, can still house this many survivors
;BASE_HOUSES = 2, 2, 2, 2, 2

; How many survivors can live in an apartment or 1x1 suburb
;HOUSES_PER_SQUARE = 2, 2, 2, 2, 2

; Any roll for injury vs death has at minimum this chance to be injury
;INJURY_CHANCE_BASE = 0.50, 0.25, 0.25, 0.25, 0.10

; Injury vs death rolls will be injury if someone died within this many days
;DAYS_BETWEEN_DEATHS = 10, 5, 5, 5, 0

; The amount of food eating one person gives you. Dogs are half.
;FOOD_PER_BODY = 10, 10, 10, 10, 10

; Gifting this value during a trade will net the most respect possible from even the strongest faction
;MAX_TRADE_GIFT = 100, 100, 100, 100, 100

; how many regular zombies it takes to become an attack-ready unit
;MIN_ZOMBIES_PER_UNIT = 5, 5, 5, 5, 5

; Number of attacks or missions takes it takes to use up one unit of ammo per gun
;USES_PER_AMMO = 3, 3, 3, 3, 3

; like usesPerAmmo, how many uses does a single unit of bath salts get you
;USES_PER_BATHSALT = 2, 2, 2, 2, 2

; A survivor loses this much (0-100) happiness if they are injured
;SELF_HAPPINESS_LOSS_FROM_INJURY = 20, 20, 20, 20, 20

; All friends lose this much (0-100) happiness when somebody dies; relatives lose double
;FRIEND_HAPPINESS_LOSS_FROM_DEATH = 20, 20, 20, 20, 20

; The entire fort loses this much happiness if a building is lost in an attack
;TOTAL_HAPPINESS_LOSS_FROM_BUILDING_LOSS = 5, 5, 5, 5, 5

; How many zombies per turn a trap kills
;TRAP_ZED_PER_DAY = 5, 5, 5, 5, 5

; How many zombies per turn an upgraded trap kills
;TRAP2_ZED_PER_DAY = 10, 10, 10, 10, 10

; How many zombies per turn an attractor pulls in
;ATTRACTOR_ZED_PER_DAY = 5, 5, 5, 5, 5

; Regular zombie units will spawn faster until this many are on the map
;MIN_ZOMBIE_UNITS_MULTIPLIER = 1.00, 1.00, 1.00, 1.00, 1.00

; How many regular zombie units can be on the map at once
;MAX_ZOMBIE_UNITS_MULTIPLIER = 1.00, 1.00, 1.00, 1.00, 1.00

; How strong should factions be at the start of the game
;FACTION_STARTING_STRENGTH_MULTIPLIER = 0.25, 0.25, 0.25, 0.25, 0.25

; How often recruits are leaders compared to other skills
;COLIN_LEADER_FREQUENCY = 1, 1, 1, 1, 1

; How often recruits are soldiers compared to other skills
;COLIN_SOLDIER_FREQUENCY = 4, 4, 4, 4, 4

; How often recruits are scavengers compared to other skills
;COLIN_SCAVENGER_FREQUENCY = 2, 2, 2, 2, 2

; How often recruits are builders compared to other skills
;COLIN_BUILDER_FREQUENCY = 2, 2, 2, 2, 2

; How often recruits are engineers compared to other skills
;COLIN_ENGINEER_FREQUENCY = 1, 1, 1, 1, 1
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Re: Modding - 0.75 config.ini settings list

Postby sarahnorthway » Fri Jan 09, 2015 2:03 pm

[config]
; these are mostly set to false by default, set to true to do wacky debug things

; Show debug text, log additional info (TRUE for beta)
;DEBUG_MODE = true

; Start any mission, finish missions immediately, tons of survivors, etc etc
;CRAZY_EASY = false

; Makes the game load faster but zooming initially slower
;DISABLE_PRERENDERING = false

; Automatically continue your last savegame when the game starts
;FORCE_AUTOLOAD = false

; Same as muting
;DISABLE_MUSIC = false

; Same as muting
;DISABLE_SOUND = false

; Do not save debugging info to harddrive
;DISABLE_COOKIE_LOGGING = false

; "judgment", "dahlias" etc to include that faction on new maps, null for none
;FORCE_FACTION = null

; Disable achievements, highscores etc
;DISABLE_EXTENSIONS = false

; Zombie and faction units appear but do not attack
;DISABLE_ALL_ATTACKS = false

; No pop up events
;DISABLE_RANDOM_EVENTS = false

; Always injuries or deaths when there could be one
;EVERYBODY_HURTS = false

; No deaths or injuries due to danger
;NOBODY_HURTS = false

; All injury vs death rolls are injury
;ONLY_INJURIES = false

; All injury vs death rolls are death
;ONLY_DEATHS = false

; Remove fog of war and tinting, for taking pretty screenshots
;BRIGHT_MAP = false

; No fog, bodies, icons, etc
;FAST_MAP = false

; Create lots of children
;MANY_BABBIES = false

; Random events can fire again immediately
;IGNORE_COOLDOWNS = false

; "factions", "policies", or "order" to limit to one kind of random event, null for all
;ONLY_ALLOWED_EVENTS = null

; Everything can happen on day one
;IGNORE_START_DAYS = false

; Makes leaving mission available
;ALWAYS_LEAVING = false

; Put colored squares behind all bitmaps
;SHOW_BITMAP_BGS = false

; No 4096x4096 textures on better machines
;DISABLE_BIG_TEXTURES = false

; Overrides DISABLE_PRERENDERING on mobile
;FORCE_PRERENDERING = false

; -1 for random, or 711287 etc to set the random seed for the city
;NONRANDOM_SEED = -1

; Don't show recruit icons on the map
;HIDE_RECRUITMENT = false

; Only keep one zoom size, makes zooming slower, saves ram
;DISABLE_ATLAS_CACHING = false

; Do not add roads under buildings on map, done in atlas
;HIDE_ROADS = false

; "baselineConstrained" etc, null defaults to "auto"
;FORCE_STAGE3D_PROFILE = null

; Always disabled in mobile by ConfigAir
;DISABLE_ZOOMING = false

; No zombies or bodies on the map, fewer zoom levels etc
;FORCE_LIGHT_GRAPHICS = false

; Menus don't slide in, etc
;FORCE_LIGHT_ANIMATIONS = false

; Turn down vector quality to speed up gameplay
;FORCE_LOW_QUALITY = false

; Random events every day
;LOTSA_EVENTS = false

; No regular zombie units
;DISABLE_ZOMBIE_UNITS = false

; No mobile zombie hordes
;DISABLE_ZOMBIE_MOBS = false

; Factions make a unit every day
;CONSTANT_FACTION_UNITS = false

; No factions in new maps and factions don't advance
;DISABLE_FACTIONS = false

; Zombie units spawn and attack every day
;CONSTANT_ATTACKS = false

; Create tons of survivors and equipment at game start
;LOTSA_COLINS = false

; Overrides Player setting
;DISABLE_TUTORIAL = false

; Also set via config menu
;HIDE_UNITS = false

; New maps are only farms of various dimensions
;ALL_FARMS = false

; Always get equipment while scavenging
;EQUIPMENT_ABOUNDS = false

; No fog
;DISABLE_FOGOFWAR = false

; No policies
;DISABLE_POLICIES = false

; Show zombie count on map squares
;SHOW_SQUARE_ZED = false

; Show coords on map squares
;SHOW_SQUARE_INFO = false

; May still autosave during important events
;DISABLE_AUTOSAVE_TIMER = false

; Start nearly all reclaimed
;HELLA_RECLAIMED = false

; Don't show debug mouseovers even in DEBUG_MODE
;HIDE_DEBUG_TEXT = false

; Crazy realtime speed
;SUPERFAST_SPEED = false

; Scout every square, becomes permanent only after save/load
;ALL_SCOUTED = false

; Reclaim anywhere anytime
;CRAZY_RECLAIM = false

; Display debug log on the screen, may only work in debug menu
;SHOW_LOG = false

; Super slow gpu-less rendering
;FORCE_SOFTWARE_MODE = false

; Never open results event menu for anything
;DISABLE_RESULTS = false

; Stop all saving auto or otherwise
;DISABLE_SAVING = false

; Not very playable without a map, but it sure runs fast
;HIDE_MAP = false

; Might not happen in SPLODE_MODE anyway?
;DISABLE_AUTOSAVE_ON_EXIT = false

; True for both beta and release
;DISABLE_GOOGLE_ANALYTICS_LOGGING = false
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Re: Modding - 0.75 config.ini settings list

Postby falcore91 » Fri Jan 09, 2015 8:17 pm

yay!!!!!!
I have no idea if I will ever use this, but just knowing it is present makes me happy inside.
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Re: Modding - 0.75 config.ini settings list

Postby Chah » Thu Jan 15, 2015 3:09 pm

Awesome!!!

A suggestion:

Chance that a Survivor likes the opposite sex
Chance that a Survivor likes the same sex
Chance that a Survivor likes both sexes

This way, none of these options are defined as "normal" or "abnormal."

If someone wants to maintain the illusion for his or her children that gay people don't exist (for some mysterious reason), they can do so without hurting the feelings of children and parents of gay people.

If someone wants to create an all-gay/lesbian city, he or she can do so too.
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Re: Modding - 0.75 config.ini settings list

Postby nskral » Fri Jan 16, 2015 3:57 am

APPROVED!(By me :D )
Chah wrote:Awesome!!!

A suggestion:

Chance that a Survivor likes the opposite sex
Chance that a Survivor likes the same sex
Chance that a Survivor likes both sexes

This way, none of these options are defined as "normal" or "abnormal."

If someone wants to maintain the illusion for his or her children that gay people don't exist (for some mysterious reason), they can do so without hurting the feelings of children and parents of gay people.

If someone wants to create an all-gay/lesbian city, he or she can do so too.


Also when I tried to mod it using config module I have seen only the first lines. Should we add other lines ourselves? Or is it supposed to show other lines?
The only lines that config contains:
; Rebuild 3 configuration
; Remove semicolons on the settings below to enable them
; See http://forums.rebuildgame.com for more settings

[config]
;DEBUG_MODE = true
;NOBODY_HURTS = true

[difficulty]
; format: EASY, NORMAL, CHALLENGING, HARD, IMPOSSIBLE
;STARTING_FOOD = 50, 50, 50, 35, 25
;BAD_EVENTS_FREQUENCY = 0.25, 0.75, 1.00, 1.00, 1.50

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Re: Modding - 0.75 config.ini settings list

Postby Objection » Fri Jan 16, 2015 6:17 am

Chah wrote:If someone wants to maintain the illusion for his or her children that gay people don't exist (for some mysterious reason), they can do so without hurting the feelings of children and parents of gay people.

If someone wants to create an all-gay/lesbian city, he or she can do so too.


I'd be tempted to set them all to 0 and have a completely asexual city!

nskral wrote:Also when I tried to mod it using config module I have seen only the first lines. Should we add other lines ourselves? Or is it supposed to show other lines?


If the config module is like that error that came up at the start of v0.75 before it got fixed, it might be that the other lines are there but without a scroll bar the only way to see them is by highlighting text going off the visible bottom edge.

I don't know since I haven't tried it yet.
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Re: Modding - 0.75 config.ini settings list

Postby sarahnorthway » Fri Jan 16, 2015 10:45 pm

I'm going to make config.ini default to the full set soon, but it's just a few examples right now. You can replace the example contents of config.ini with the full set from this post, or just cut and paste the settings you want to change. As I add new settings (suggestions added to my todo list!) you'll have to paste them into your config.ini yourself.

Remember that any line starting with a semicolon (;) will be ignored. The game's internal default will be used for any setting it doesn't find in config.ini.
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Suggestions for Traps

Postby Chah » Tue Jan 20, 2015 6:19 pm

Traps still seem too strong to me.

Some suggestions:

Traps:
Percentile damage dealt by traps every day (in addition to fixed damage)
Percentile damage dealt by advanced traps every day (in addition to fixed damage)

Chance that a trap will break when you pick it up
Chance that an advanced trap will break when you pick it up

Chance that a trap will break when a special zombie unit passes through
Chance that an advanced trap will break when a special zombie unit passes through
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Suggestions for Superzombies

Postby Chah » Tue Jan 20, 2015 6:35 pm

I hope Superzombies can continue to attack the fort until they are defeated, rather than disappear after one attack whether you successfully defended or not.
If the Superzombies win an attack, they lose a percentage of their numbers but they get to attack again the next day.

There could be something like:
- The % of Superzombie that die after attacking the fort.
Default: 100% (They disappear after one attack whether you successfully defended or suffered losses)

Also, I hope there can be some kind of elastic difficulty where Superzombies (Mobs) become more dangerous based on your progress.
The relative size between your town and Superzombies would depend on how big your town is.

For example, something like:
If you have at least 10 people, a Superzombie is 10 times your population. (100)
If you have at least 20 people, a Superzombie is 12 times your population. (240)
If you have at least 30 people, a Superzombie is 14 times your population. (420)
Or something like it. I don't know what the exact numbers should be.

If would require a parameter like:
- The rate at which the above Superzombie "size multiplier" grows in relation to your population.
(Maybe modders could have a choice to set this to 0 so that Superzombie sizes don't grow in relation to town size, and set another parameter that makes them grow in relation to time? You could use a combination of both?)
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