forked from effigy-se/effigy-se
-
Notifications
You must be signed in to change notification settings - Fork 0
/
game_options.txt
593 lines (453 loc) · 22 KB
/
game_options.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
## 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 1.7
WALK_DELAY 2.2
## 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
## 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
## If non-human species are barred from joining as a head of staff
#ENFORCE_HUMAN_AUTHORITY
## If non-human species are barred from joining as a head of staff, including jobs flagged as allowed for non-humans, ie. Quartermaster.
#ENFORCE_HUMAN_AUTHORITY_ON_EVERYONE
## 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 avaliable 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 avaliable 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 accomodating 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 dectivate 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 specifed 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 choosen 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
## 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
ROUNDSTART_RACES synth
## Including all the various golem subtypes that are better than humans in some ways, but worse in others
#ROUNDSTART_RACES iron_golem
#ROUNDSTART_RACES adamantine_golem
#ROUNDSTART_RACES plasma_golem
#ROUNDSTART_RACES diamond_golem
#ROUNDSTART_RACES gold_golem
#ROUNDSTART_RACES silver_golem
#ROUNDSTART_RACES uranium_golem
#ROUNDSTART_RACES plasteel_golem
#ROUNDSTART_RACES titanium_golem
#ROUNDSTART_RACES plastitanium_golem
#ROUNDSTART_RACES alloy_golem
#ROUNDSTART_RACES wood_golem
#ROUNDSTART_RACES sand_golem
#ROUNDSTART_RACES glass_golem
#ROUNDSTART_RACES bluespace_golem
#ROUNDSTART_RACES bananium_golem
#ROUNDSTART_RACES runic_golem
#ROUNDSTART_RACES cloth_golem
#ROUNDSTART_RACES plastic_golem
#ROUNDSTART_RACES bronze_golem
#ROUNDSTART_RACES cardboard_golem
#ROUNDSTART_RACES leather_golem
#ROUNDSTART_RACES durathread_golem
#ROUNDSTART_RACES bone_golem
#ROUNDSTART_RACES snow_golem
#ROUNDSTART_RACES metallic_hydrogen_golem
## 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
## Effigy expansion races
ROUNDSTART_RACES mammal
ROUNDSTART_RACES vulpkanin
ROUNDSTART_RACES tajaran
ROUNDSTART_RACES akula
ROUNDSTART_RACES unathi
ROUNDSTART_RACES skrell
ROUNDSTART_RACES humanoid
ROUNDSTART_RACES xeno
ROUNDSTART_RACES slimeperson
#ROUNDSTART_RACES podweak
ROUNDSTART_RACES dwarf
ROUNDSTART_RACES vox
ROUNDSTART_RACES aquatic
ROUNDSTART_RACES insect
ROUNDSTART_RACES ghoul
ROUNDSTART_RACES slugcat
##-------------------------------------------------------------------------------------------
## 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 maintenane 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
## 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