The power grid and room lights. Read by the game’s rules: a change here changes how the game plays, and a world remembers the content it was made with.
File: assets/data/power.ron
About this file
Section titled “About this file”Electricity and room lights (zombye_sim::power). Every field is optional.
Fields
Section titled “Fields”The file is one PowerDef.
assets/data/power.ron: the grid and the lights. Every field is optional (these defaults).
| Field | Type | What it is |
|---|---|---|
grid |
GridDef |
|
lights_on_at_start |
f32 |
The share of rooms (not halls, porches or garages) with a light left on when the world begins. |
lit_room_seen |
f32 |
How well zombies see a player standing in a lit room at night, as daylight (0 dark, 1 full day). |
GridDef
Section titled “GridDef”The grid as power.ron describes it.
| Field | Type | What it is |
|---|---|---|
on |
bool |
On when the world begins. |
fails_after_hours |
Option<f32> |
Game hours after the world began when the grid fails for good (None: it never does). |
The file
Section titled “The file”The whole file as shipped
// Electricity and room lights (`zombye_sim::power`). Every field is optional.( grid: ( // The town's grid is on when the world begins. on: true, // Game hours after the world began when the grid fails for good: None, it never does // (Some(72.0): three days of power). fails_after_hours: None, ), // The share of rooms (not halls, porches or garages) with a light left on at the start. lights_on_at_start: 0.22, // How well zombies, and other survivors, see you in a lit room at night, as daylight // (0 dark, 1 broad day): a light left on gives you away through the windows. lit_room_seen: 0.8,)