Every number the simulation plays by that a data file doesn’t hold. Values are as shipped, after the data files are read (a block a data file fills, such as fire, shows the file’s values). A world keeps the settings it was made with in its save, and the difficulty presets scale some of them.
generation
Section titled “generation”| Field | Shipped | What it does |
|---|---|---|
seed |
1 |
|
chunks |
[30, 30] |
Map size in chunks (each 16 m). Grown if the town wouldn’t fit. |
blocks |
[5, 4] |
Town size in nominal blocks of about 78 × 68 m (the default 5 × 4 makes a town of about 400 × 290 m); the town grows if its core needs more room. |
commercial_blocks |
2 |
Commercial blocks on each side of the main street, split between the two ends of the civic district (both sides of the street). 0: none (the core is the civic district alone). |
start_hour
Section titled “start_hour”Hour of day at tick 0.
Value: 9
day_length_secs
Section titled “day_length_secs”Real seconds per in-game day.
Value: 3600
zombie
Section titled “zombie”Zombie senses and behaviour.
| Field | Shipped | What it does |
|---|---|---|
sight_day |
22 |
Range dead ahead at a walking, moving player in full daylight / at night. |
sight_night |
8 |
Range dead ahead at a walking, moving player in full daylight / at night. |
sight_cone_deg |
55 |
Half-angle of the full-range cone, and of the wider peripheral cone (degrees). |
peripheral_deg |
110 |
Sight. |
peripheral_mult |
0.35 |
Range multiplier in the peripheral band. |
rear_range |
2 |
Range behind the zombie (outside the peripheral cone), before the stance multiplier. |
sneak_sight_mult |
0.4 |
Range multipliers for a sneaking / running player, and for one standing still. |
run_sight_mult |
1.35 |
Range multipliers for a sneaking / running player, and for one standing still. |
still_sight_mult |
0.5 |
Range multipliers for a sneaking / running player, and for one standing still. |
sure_sight_frac |
0.25 |
Within this fraction of the range a check always notices; beyond it the chance per check falls from notice_chance to 0 at full range. A wandering zombie that notices someone beyond it only glimpses them: it turns and shuffles over to look (investigates), and chases only if it notices them again (or they come within this fraction). |
notice_chance |
0.15 |
Within this fraction of the range a check always notices; beyond it the chance per check falls from notice_chance to 0 at full range. A wandering zombie that notices someone beyond it only glimpses them: it turns and shuffles over to look (investigates), and chases only if it notices them again (or they come within this fraction). |
sight_interval_ticks |
4 |
Each zombie looks once every this many ticks. |
chase_sight_mult |
1.25 |
A chaser keeps its own player in view out to this multiple of the range, without luck. |
window_sight_mult |
0.35 |
Range multiplier when it looks through a window (shut, open or broken): a survivor indoors is hard to make out from the street. |
alertness |
[0.7, 1.6] |
Some zombies are sharper than others: each one’s sight range, notice chance and hearing are multiplied by its alertness, from a hash of its id, between these two. Skewed by alertness_skew (1 even, higher: most near the low end, a few sharp ones), so the defaults average about 1. |
alertness_skew |
2 |
Some zombies are sharper than others: each one’s sight range, notice chance and hearing are multiplied by its alertness, from a hash of its id, between these two. Skewed by alertness_skew (1 even, higher: most near the low end, a few sharp ones), so the defaults average about 1. |
sneak_noise |
1.2 |
Footstep noise radius per tick while moving, by stance. |
walk_noise |
4 |
Hearing. |
run_noise |
11 |
Hearing. |
door_noise |
10 |
A door opening or closing. |
groan_noise |
7 |
A hunting zombie’s groan, and the seconds between groans. |
groan_min_secs |
5 |
Hearing. |
groan_max_secs |
12 |
Hearing. |
alert_groan_secs |
0.8 |
About how soon a zombie groans after first noticing someone. |
wall_muffle |
0.4 |
Fraction of a sound’s radius that carries through walls (no line of sight). |
herd_chance |
0.3 |
A wanderer choosing where to shuffle next heads back toward the zombies round it (within herd_radius) with this chance, when their middle is more than herd_keep away, so groups stay groups instead of spreading over the map. |
herd_radius |
10 |
A wanderer choosing where to shuffle next heads back toward the zombies round it (within herd_radius) with this chance, when their middle is more than herd_keep away, so groups stay groups instead of spreading over the map. |
herd_keep |
2.5 |
A wanderer choosing where to shuffle next heads back toward the zombies round it (within herd_radius) with this chance, when their middle is more than herd_keep away, so groups stay groups instead of spreading over the map. |
memory_secs |
15 |
How long a chaser keeps after a player it can’t see. |
investigate_secs |
15 |
How long a zombie looks around a sound (or a lost player’s last spot), on top of the time it takes to walk to a sound (capped at max_travel_secs). |
max_travel_secs |
120 |
How long a zombie looks around a sound (or a lost player’s last spot), on top of the time it takes to walk to a sound (capped at max_travel_secs). |
investigate_speed_mult |
0.85 |
Speed multiplier while investigating (of the zombie’s own top speed). |
wander_speed |
0.4 |
Idle shuffle speed. |
search_radius |
3.5 |
Milling about around a point it reached: how far it strays. |
lunge_range |
1.7 |
A chaser this close (centre to centre) with line of sight lunges. |
lunge_secs |
0.45 |
Lunge and attack. |
lunge_speed_mult |
1.6 |
Lunge speed: the zombie’s speed times this, but at least lunge_min_speed. |
lunge_min_speed |
1.8 |
Lunge speed: the zombie’s speed times this, but at least lunge_min_speed. |
lunge_cooldown |
2 |
Lunge and attack. |
attack_reach |
0.9 |
Strikes land within this distance (centre to centre). |
attack_windup |
0.35 |
Seconds from reaching a player to the first strike, and between strikes. |
attack_cooldown |
1.3 |
Lunge and attack. |
attack_leave |
0.5 |
It gives up attacking and chases again once the player is this much beyond reach. |
door_hp |
40 |
Hit points of a shut door and of an intact window. |
window_hp |
6 |
Doors and windows. |
thump_damage |
1 |
Damage per thump, and seconds between one zombie’s thumps (each jittered by ±20%, so a crowd doesn’t thump in step). |
thump_cooldown |
1.6 |
Doors and windows. |
thump_reach |
0.7 |
A zombie this close to a door or window (centre to edge) can batter it. |
thump_noise |
15 |
Noise radius of one thump, of glass breaking (battered or smashed by a player) and of a door giving way. |
glass_break_noise |
22 |
Doors and windows. |
door_break_noise |
26 |
Doors and windows. |
window_noise |
2.5 |
A player opening or closing a window (quieter than a door). |
climb_speed |
0.35 |
Top speed while climbing through an open or broken window. |
thump_interest_secs |
12 |
A thumper keeps at it this long after it last saw or heard a player (any player’s noise refreshes it, so someone moving about inside keeps the crowd battering), then gives up. |
crowd_reach |
1.6 |
Crowd pressure: a zombie this close to the door or window (centre to edge) behind one battering it pushes in too, and each of its thumps does crowd_thump_frac of a thump. |
crowd_thump_frac |
0.3 |
Crowd pressure: a zombie this close to the door or window (centre to edge) behind one battering it pushes in too, and each of its thumps does crowd_thump_frac of a thump. |
give_up_secs |
12 |
A chaser or investigator held back by walls (not by the crowd) that hasn’t moved stuck_move metres for give_up_secs gives up, as does one whose target has no way to it at all (not even through a door or window). |
stuck_move |
1 |
A chaser or investigator held back by walls (not by the crowd) that hasn’t moved stuck_move metres for give_up_secs gives up, as does one whose target has no way to it at all (not even through a door or window). |
bored_secs |
20 |
After giving up (stuck, or a thumper that lost interest) it mills about where it is, then wanders. For this long it ignores other zombies’ noise and noise that isn’t a player’s, and only notices a player close up (within sure_sight_frac of its sight range). |
max_corpses |
300 |
Corpses kept at most (the oldest go first), and how long one lies before it’s removed. |
corpse_secs |
900 |
Corpses. |
knockback_slide |
0.86 |
A staggered or downed zombie’s slide (from a shove or a blow) keeps this share of its speed each tick, so it slides farther than a walker’s (0.75) before it stops: a shove can push one back about 0.25 m x slide / (1 - slide) at most (1.5 m at 0.86). |
Carry limits, burden and how long handling items takes.
| Field | Shipped | What it does |
|---|---|---|
limit_kg |
14 |
What a player carries without effect (kg)… |
strength_kg |
0.75 |
…plus this per Strength level. |
pockets_l |
8 |
Room in pockets (litres), always there. |
burdened_at |
1 |
Burden stages start at these shares of the limit. |
heavy_at |
1.3 |
|
overloaded_at |
1.6 |
|
max_load |
2 |
Nothing more can be picked up past this share of the limit. |
burdened_speed |
0.9 |
|
burdened_run_drain |
1.3 |
|
heavy_speed |
0.75 |
|
heavy_action_cost |
1.2 |
Swings, shoves and stomps cost this much more endurance from Heavy on. |
overloaded_speed |
0.5 |
|
move_secs |
0.3 |
Seconds to move one stack, and one heavier than heavy_stack_kg. |
heavy_move_secs |
0.6 |
|
heavy_stack_kg |
3 |
Seconds to move one stack, and one heavier than heavy_stack_kg. |
reopen_secs |
0.3 |
Seconds to open a container that has been searched before. |
use_secs |
1 |
Seconds to eat or drink something. |
sneak_search_mult |
1.5 |
Searching while sneaking takes this much longer, and makes this share of the noise. |
sneak_noise_mult |
0.5 |
|
max_jobs |
16 |
Jobs a player can have queued. |
combat
Section titled “combat”Player health and every combat number that isn’t a weapon’s.
| Field | Shipped | What it does |
|---|---|---|
player_hp |
100 |
A player’s full hit points. |
zombie_hp |
[85, 115] |
Zombie hit points are rolled per zombie in this range. |
tired_below |
0.5 |
Below this endurance actions weaken and slow down, down to tired_power (damage, knockback and knockdown chance) and tired_slow (time multiplier) at 0. |
tired_power |
0.55 |
Below this endurance actions weaken and slow down, down to tired_power (damage, knockback and knockdown chance) and tired_slow (time multiplier) at 0. |
tired_slow |
1.6 |
Below this endurance actions weaken and slow down, down to tired_power (damage, knockback and knockdown chance) and tired_slow (time multiplier) at 0. |
action_buffer_secs |
0.2 |
An action asked for this close to the end of the last one is queued instead of dropped. |
multi_hit_falloff |
0.8 |
Each target after the first in one swing takes this much more of the damage (0.8 → 80%, 64%…). |
behind_dot |
0.35 |
A zombie facing away from the attacker (its forward · attacker→zombie above this) is hit from behind. |
behind_crit_bonus |
0.3 |
From behind: added crit chance, and knockdown chance multiplier. |
behind_knockdown_mult |
1.6 |
Hitting. |
staggered_knockdown_mult |
1.5 |
Knockdown chance multiplier against a zombie already staggered. |
stagger_secs |
[0.6, 0.9] |
How long a stagger and a knockdown last. A knockdown’s last zombies::GET_UP_SECS (2 s) are getting up; before that the client plays a 1.3 s fall, so the shortest leaves ~0.7 s lying still. |
down_secs |
[4, 6] |
Hitting. |
shove_range |
0.75 |
Shove: hands, or the weapon held across the body, to push them off and make room to swing. |
shove_arc_degrees |
150 |
Shove: hands, or the weapon held across the body, to push them off and make room to swing. |
shove_targets |
3 |
Shove: hands, or the weapon held across the body, to push them off and make room to swing. |
shove_knockback |
1.2 |
How far a shove pushes a zombie back (metres, before Strength and how tired you are; at most about 1.5 m, ZombieTuning::knockback_slide). |
shove_knockdown_chance |
0.25 |
Knockdown chance of a shove (it always staggers), before the staggered / behind multipliers. |
shove_weapon_range |
0.2 |
A shove with a melee weapon in hand (pushed with its shaft): this much more reach, and knockback times shove_weapon_knockback. |
shove_weapon_knockback |
1.2 |
A shove with a melee weapon in hand (pushed with its shaft): this much more reach, and knockback times shove_weapon_knockback. |
shove_repeat_secs |
3 |
Shoves on the same zombie this close together add up: each earlier one (at most shove_repeat_max) adds shove_repeat_knockdown to the knockdown chance. A knockdown starts it over. |
shove_repeat_knockdown |
0.15 |
Shoves on the same zombie this close together add up: each earlier one (at most shove_repeat_max) adds shove_repeat_knockdown to the knockdown chance. A knockdown starts it over. |
shove_repeat_max |
3 |
Shoves on the same zombie this close together add up: each earlier one (at most shove_repeat_max) adds shove_repeat_knockdown to the knockdown chance. A knockdown starts it over. |
shove_windup |
0.1 |
Shove: hands, or the weapon held across the body, to push them off and make room to swing. |
shove_seconds |
0.6 |
Shove: hands, or the weapon held across the body, to push them off and make room to swing. |
shove_endurance |
0.035 |
Shove: hands, or the weapon held across the body, to push them off and make room to swing. |
shove_noise |
2.5 |
Shove: hands, or the weapon held across the body, to push them off and make room to swing. |
stomp_range |
1.1 |
Reach from the player’s centre to a downed zombie’s centre. |
stomp_arc_degrees |
140 |
Stomp. |
stomp_damage |
[36, 48] |
Stomp. |
down_head_offset |
1.45 |
A zombie on the ground lies on its back with its head this far behind its feet (its position): the line between is the body a stomp can land on. |
stomp_head_reach |
0.9 |
A stomp from within this of the head (and in the arc) is a stomp to the head: its damage times stomp_head_mult. |
stomp_head_mult |
4 |
A stomp from within this of the head (and in the arc) is a stomp to the head: its damage times stomp_head_mult. |
stomp_pin_secs |
1.5 |
A stomp that doesn’t kill keeps the zombie on the ground at least this long before it starts to get up (one getting up is stamped back down). |
stomp_crit_chance |
0.15 |
Stomp. |
stomp_crit_multiplier |
1.6 |
Stomp. |
stomp_windup |
0.15 |
Stomp. |
stomp_seconds |
0.55 |
Stomp. |
stomp_endurance |
0.04 |
Stomp. |
stomp_noise |
4 |
Stomp. |
zombie_hit_chance |
0.5 |
Chance a strike lands, plus this for every other zombie attacking the same player, at most zombie_hit_max. What a landed strike does is up to the wound it leaves (HealthTuning). |
zombie_crowd_bonus |
0.12 |
Zombie strikes. |
zombie_hit_max |
0.9 |
Chance a strike lands, plus this for every other zombie attacking the same player, at most zombie_hit_max. What a landed strike does is up to the wound it leaves (HealthTuning). |
pvp |
false |
Swings, shoves and stomps hit other players as they hit zombies. Off in single-player and co-op (players are never targets); a multiplayer server turns it on unless started with --pvp off. |
pvp_damage_mult |
0.4 |
A swing’s or stomp’s damage to a player is its damage to a zombie times this (the player also gets the wound). |
pvp_shot_mult |
0.7 |
A bullet’s damage to a player is its damage to a zombie times this. |
pvp_blunt_gash |
0.3 |
Chance a blunt weapon’s blow splits the skin (a gash, not a bruise); a crit always does. |
pvp_stopped_damage |
0.5 |
A cut that clothing stops is a bruise, and takes this much of its damage. |
player_stagger_secs |
[0.5, 0.8] |
How long a player reels from a blow, and how long one stays on the ground. |
player_down_secs |
[1.4, 2] |
Players and each other (PLAN §4.8). |
lag_comp_max_secs |
0.35 |
A blow of a player whose client reports what it shows (one over the network) is tested against its targets where they stood at most this long ago; 0 turns it off. It is also the most by which a blow about to land survives its player being floored (a trade of blows). 0.35 s covers a 150 ms ping with the client’s own tick and snapshot cushion on top. |
cramped_damage |
0.6 |
A blow at a target nearer than the weapon’s close_range does this much of its damage. |
one_hand_power |
0.75 |
A two-handed weapon swung in one hand (its item’s one_hand, the other hand full) hits this much as hard, and takes one_hand_slow times as long. |
one_hand_slow |
1.2 |
A two-handed weapon swung in one hand (its item’s one_hand, the other hand full) hits this much as hard, and takes one_hand_slow times as long. |
battered_below |
0.25 |
With this share of its life or less left a weapon is battered, and does battered_damage of its damage. |
battered_damage |
0.85 |
With this share of its life or less left a weapon is battered, and does battered_damage of its damage. |
broken_damage |
0.15 |
A broken weapon (every knock taken: crate::wear) stays in the hand as an item, but its swing does this much of its damage and knockback, and never crits or knocks down. |
wear_skill_less |
0.04 |
Each level of the weapon’s skill makes a knock this much less likely. |
found_wear_max |
0.7 |
A weapon found in furniture has had at most this share of its life (0: every one is sound). |
health
Section titled “health”Wounds, bleeding, festering, food poisoning (crate::health).
| Field | Shipped | What it does |
|---|---|---|
heal_spread |
0.25 |
Each wound’s healing time is rolled within ± this share of its kind’s. |
stitched_heal_speed |
2 |
A stitched wound heals this many times as fast. |
dressed_gash_bleed |
0.25 |
A dressed but unstitched gash still bleeds at this share of its rate. |
regen_awake_per_h |
2 |
HP back per game hour with nothing bleeding or festering, no fever and not hungry; asleep more. |
regen_asleep_per_h |
5 |
|
behind_dot |
0.35 |
A zombie facing a player’s back (the player’s facing · the direction of the blow above this). |
arm_power_per |
0.12 |
Effects of open wounds (each counted by its kind’s effect), with their caps. |
arm_power_max |
0.4 |
Effects of open wounds (each counted by its kind’s effect), with their caps. |
arm_time_per |
0.08 |
Effects of open wounds (each counted by its kind’s effect), with their caps. |
arm_time_max |
0.25 |
Effects of open wounds (each counted by its kind’s effect), with their caps. |
leg_walk_per |
0.08 |
Effects of open wounds (each counted by its kind’s effect), with their caps. |
leg_run_per |
0.12 |
Effects of open wounds (each counted by its kind’s effect), with their caps. |
leg_max |
0.3 |
Effects of open wounds (each counted by its kind’s effect), with their caps. |
leg_gash_stops_running |
true |
A gash or bite on a leg (not a foot) means no running. |
torso_regen_per |
0.2 |
Effects of open wounds (each counted by its kind’s effect), with their caps. |
torso_regen_max |
0.5 |
Effects of open wounds (each counted by its kind’s effect), with their caps. |
head_pain_mult |
2 |
Effects of open wounds (each counted by its kind’s effect), with their caps. |
fester_undressed |
0.04 |
Festering: chance per game hour by dressing; what it does. |
fester_dirty |
0.06 |
Festering: chance per game hour by dressing; what it does. |
fester_clean |
0.005 |
Festering: chance per game hour by dressing; what it does. |
fester_cleaned_mult |
0.5 |
Cleaning a wound before dressing it multiplies the chance by this. |
fester_pain |
0.1 |
Festering: chance per game hour by dressing; what it does. |
fester_heal_mult |
0.33333334 |
Festering: chance per game hour by dressing; what it does. |
fester_hp_per_h |
1 |
Festering: chance per game hour by dressing; what it does. |
smash_cut_chance |
0.6 |
Smashing a window with no weapon cuts the hand that did it this often (gloved: the other). |
smash_cut_gloved |
0.1 |
Glass. |
climb_cut_chance |
0.15 |
Climbing in through a broken window: a cut on a hand, arm or leg this often (clothing protects). |
poison_hours |
[6, 14] |
Food poisoning (#11 decides when; these are its numbers). |
poison_regen_mult |
0.7 |
Food poisoning (#11 decides when; these are its numbers). |
poison_thirst_mult |
2 |
Food poisoning (#11 decides when; these are its numbers). |
poison_rotten |
0.7 |
Chances for mouldy or rotten food, stale food and unsafe water. |
poison_stale |
0.1 |
Food poisoning (#11 decides when; these are its numbers). |
poison_water |
0.3 |
Food poisoning (#11 decides when; these are its numbers). |
health.bruise
Section titled “health.bruise”One wound kind’s numbers.
| Field | Shipped | What it does |
|---|---|---|
damage |
[4, 6] |
Hit points it takes at once. |
bleed_per_h |
0 |
HP per game hour while it bleeds, and how long it bleeds by itself (None: until dressed). |
bleeds_for_h |
none |
|
heal_h |
4 |
Game hours to heal (each wound rolls ±HealthTuning::heal_spread of it). |
pain |
0.05 |
|
protection |
1 |
How much clothing counts against it (1 = its protection in full). |
effect |
0 |
How much it counts toward arm, leg and torso effects (an open gash 1, a scratch half). |
can_fester |
false |
health.scratch
Section titled “health.scratch”One wound kind’s numbers.
| Field | Shipped | What it does |
|---|---|---|
damage |
[6, 9] |
Hit points it takes at once. |
bleed_per_h |
3 |
HP per game hour while it bleeds, and how long it bleeds by itself (None: until dressed). |
bleeds_for_h |
1 |
|
heal_h |
10 |
Game hours to heal (each wound rolls ±HealthTuning::heal_spread of it). |
pain |
0.08 |
|
protection |
1 |
How much clothing counts against it (1 = its protection in full). |
effect |
0.5 |
How much it counts toward arm, leg and torso effects (an open gash 1, a scratch half). |
can_fester |
true |
health.gash
Section titled “health.gash”One wound kind’s numbers.
| Field | Shipped | What it does |
|---|---|---|
damage |
[9, 13] |
Hit points it takes at once. |
bleed_per_h |
10 |
HP per game hour while it bleeds, and how long it bleeds by itself (None: until dressed). |
bleeds_for_h |
none |
|
heal_h |
40 |
Game hours to heal (each wound rolls ±HealthTuning::heal_spread of it). |
pain |
0.15 |
|
protection |
0.7 |
How much clothing counts against it (1 = its protection in full). |
effect |
1 |
How much it counts toward arm, leg and torso effects (an open gash 1, a scratch half). |
can_fester |
true |
health.bite
Section titled “health.bite”One wound kind’s numbers.
| Field | Shipped | What it does |
|---|---|---|
damage |
[12, 18] |
Hit points it takes at once. |
bleed_per_h |
14 |
HP per game hour while it bleeds, and how long it bleeds by itself (None: until dressed). |
bleeds_for_h |
none |
|
heal_h |
60 |
Game hours to heal (each wound rolls ±HealthTuning::heal_spread of it). |
pain |
0.2 |
|
protection |
0.5 |
How much clothing counts against it (1 = its protection in full). |
effect |
1 |
How much it counts toward arm, leg and torso effects (an open gash 1, a scratch half). |
can_fester |
true |
health.glass_cut
Section titled “health.glass_cut”One wound kind’s numbers.
| Field | Shipped | What it does |
|---|---|---|
damage |
[5, 8] |
Hit points it takes at once. |
bleed_per_h |
8 |
HP per game hour while it bleeds, and how long it bleeds by itself (None: until dressed). |
bleeds_for_h |
none |
|
heal_h |
18 |
Game hours to heal (each wound rolls ±HealthTuning::heal_spread of it). |
pain |
0.12 |
|
protection |
0.8 |
How much clothing counts against it (1 = its protection in full). |
effect |
1 |
How much it counts toward arm, leg and torso effects (an open gash 1, a scratch half). |
can_fester |
true |
health.burn
Section titled “health.burn”A burn from standing in a fire (crate::fire): doesn’t bleed, hurts, heals slowly.
One wound kind’s numbers.
| Field | Shipped | What it does |
|---|---|---|
damage |
[5, 9] |
Hit points it takes at once. |
bleed_per_h |
0 |
HP per game hour while it bleeds, and how long it bleeds by itself (None: until dressed). |
bleeds_for_h |
none |
|
heal_h |
30 |
Game hours to heal (each wound rolls ±HealthTuning::heal_spread of it). |
pain |
0.2 |
|
protection |
0.6 |
How much clothing counts against it (1 = its protection in full). |
effect |
0.5 |
How much it counts toward arm, leg and torso effects (an open gash 1, a scratch half). |
can_fester |
true |
health.front
Section titled “health.front”Where strikes land from in front and from behind (zombies reach the upper body best).
Where zombie strikes land: a weight per part (each arm, hand, leg and foot on its own).
| Field | Shipped | What it does |
|---|---|---|
head |
8 |
|
torso |
30 |
|
arm |
14 |
|
hand |
9 |
|
leg |
6 |
|
foot |
2 |
health.behind
Section titled “health.behind”Where zombie strikes land: a weight per part (each arm, hand, leg and foot on its own).
| Field | Shipped | What it does |
|---|---|---|
head |
12 |
|
torso |
36 |
|
arm |
10 |
|
hand |
4 |
|
leg |
7 |
|
foot |
2 |
health.strike
Section titled “health.strike”Which wound a zombie strike leaves (weights), before clothing.
| Field | Shipped | What it does |
|---|---|---|
scratch |
50 |
|
gash |
30 |
|
bite |
20 |
|
grabbed_bite_bonus |
15 |
Added to bite when two or more zombies are on you, or the strike comes from behind. |
health.first_aid
Section titled “health.first_aid”First aid: treatment times, dressings, painkillers, antibiotics.
First aid’s numbers (HealthTuning::first_aid). Seconds of play for the treatments, game hours for the rest. Ours.
| Field | Shipped | What it does |
|---|---|---|
dress_secs |
4 |
|
plaster_secs |
2 |
|
clean_secs |
3 |
|
stitch_secs |
8 |
|
pill_secs |
1 |
|
remove_secs |
1 |
|
own_hand_mult |
1.5 |
Dressing a hand (with the other one) takes this much longer. |
skill_faster_per_level |
0.05 |
Each First Aid level makes treatment this much faster; from skill_stitch_level up, stitching hurts half as much. |
skill_stitch_level |
6 |
Each First Aid level makes treatment this much faster; from skill_stitch_level up, stitching hurts half as much. |
plaster_clean_h |
24 |
Hours a clean dressing stays clean: a plaster, any other, and any other put on a bleeding wound. |
dressing_clean_h |
12 |
|
bleeding_clean_h |
6 |
|
clean_pain |
0.1 |
Pain cleaning and stitching cause, and for how many game hours. |
clean_pain_h |
1 |
|
stitch_pain |
0.2 |
|
stitch_pain_h |
2 |
|
painkiller_relief |
0.4 |
Pain a painkiller dose takes away, for how long; this many doses at once make you drowsy. |
painkiller_h |
4 |
|
drowsy_doses |
2 |
|
antibiotic_course |
2 |
Antibiotics: doses in a course; a dose counts from min_gap hours after the last, the course lapses after max_gap hours without one; each dose keeps festering off for cover hours. |
antibiotic_min_gap_h |
12 |
|
antibiotic_max_gap_h |
36 |
|
antibiotic_cover_h |
24 |
infection
Section titled “infection”The zombie infection’s sandbox settings (fatal by default).
| Field | Shipped | What it does |
|---|---|---|
mode |
"Default" |
|
fatal |
true |
Fatal (the default): the turn ends in death. Off: it burns out after the fever, leaving you at survivor_hp. |
stage_mult |
1 |
Multiplies every stage’s length, 0.5 to 3. |
hidden_h |
[6, 12] |
Game hours hidden, then feverish (each infection rolls its own). |
feverish_h |
[12, 24] |
|
feverish_hp_per_h |
1 |
|
turning_hp_per_h |
6 |
|
feverish_regen_mult |
0.6 |
Endurance recovers this much as fast while feverish or turning. |
turning_night_sight |
0.5 |
Night sight multiplier while turning (the client’s fog of war). |
survivor_hp |
30 |
|
rise_secs |
30 |
Seconds after death until the body rises. |
Hunger, thirst, tiredness, food going off and sleep (crate::needs).
| Field | Shipped | What it does |
|---|---|---|
hunger_per_h |
0.04 |
|
hunger_asleep_per_h |
0.02 |
|
thirst_per_h |
0.06 |
|
thirst_asleep_per_h |
0.03 |
|
run_thirst_per_h |
0.02 |
Extra thirst per game hour spent running, and per swing. |
swing_thirst |
0.002 |
|
tired_per_h |
0.05 |
|
rest_bed_per_h |
0.12 |
Tiredness lost per game hour asleep on a bed, a sofa, the floor. |
rest_sofa_per_h |
0.09 |
|
rest_floor_per_h |
0.06 |
|
mild |
0.35 |
Where a need turns mild, strong and severe. |
strong |
0.6 |
|
severe |
0.85 |
|
hungry_regen |
0.85 |
Endurance recovery while hungry, thirsty (multipliers; both can apply). |
thirsty_regen |
0.75 |
|
starving_hp_per_h |
2 |
HP per game hour starving, parched. |
parched_hp_per_h |
3 |
|
starving_swing_power |
0.85 |
Swing power while starving; swing time tired and exhausted; walking speed exhausted. |
tired_swing_time |
1.1 |
|
exhausted_swing_time |
1.25 |
|
exhausted_walk |
0.9 |
|
tired_sight |
0.85 |
The client’s view cone while tired or worse (a multiplier on its angle). |
tired_endurance |
0.75 |
The most endurance there can be while tired, and while exhausted (MoveMods::max_endurance): a tired survivor runs out of breath sooner, so sleep matters for getting away too. |
exhausted_endurance |
0.5 |
|
pain_sore |
0.2 |
Pain levels (sore, hurting, agony) and swing power at each. |
pain_hurting |
0.45 |
|
pain_agony |
0.75 |
|
pain_swing_power |
[0.95, 0.85, 0.7] |
|
eat_secs |
[2, 5] |
Eating or drinking takes eat_secs.0 plus this per unit of hunger and thirst it does, at most eat_secs.1. |
eat_secs_per |
8 |
|
waste_below |
0.1 |
Food eaten with hunger under this does nothing for hunger. |
stale_food |
0.7 |
Share of the hunger and thirst stale and mouldy food gives. |
mouldy_food |
0.4 |
|
found_food_age |
[0, 0.6] |
Food found in furniture was made this share of its spoils_hours before the world began (each stack rolls within the range). |
min_tiredness_to_sleep |
0.3 |
No sleeping with tiredness below this; asleep, you wake once it’s below rested_below. |
rested_below |
0.05 |
No sleeping with tiredness below this; asleep, you wake once it’s below rested_below. |
wake_noise_m |
20 |
A sound this close (and loud enough to reach you) wakes you. |
hunger_wakes_after_h |
1 |
Starving or parched, you wake after this many game hours asleep. |
floor_sore_pain |
0.1 |
A night on the floor: pain for this many game hours. |
floor_sore_h |
2 |
|
sleep_time_scale |
30 |
Game time runs this many times as fast while every living player is asleep (1: never). |
sleep_through_night |
true |
After dark you can lie down however rested you are, and being rested doesn’t wake you until sunrise: a night can be slept through, unless something else wakes you. |
skills
Section titled “skills”Skills: XP per level, what earns it and what each level gives (crate::skills).
| Field | Shipped | What it does |
|---|---|---|
levels |
[75, 225, 450, 750, 1150, 1650, 2300, 3100, 4100, 5400] |
Cumulative XP to reach each level from 1: as many levels as listed, 1 to MAX_LEVEL. |
start_fitness |
2 |
Levels a new survivor starts with. |
start_strength |
2 |
|
xp_scale |
1 |
Every XP earned is multiplied by this (1: as the numbers below say). |
xp_mult |
() |
And by its skill’s multiplier here (a skill not listed: 1), e.g. {Fitness: 0.5}. |
run_xp_per_sec |
0.1 |
Fitness per second running. |
heavy_swing_xp |
1 |
Strength per swing of a weapon heavier than heavy_weapon_kg. |
heavy_weapon_kg |
1.5 |
Strength per swing of a weapon heavier than heavy_weapon_kg. |
overload_xp_per_min |
1 |
Strength per game minute moving while over the carry limit. |
hit_xp |
2 |
A weapon skill (Bludgeon, Edged, Brawl for punches) per zombie hit, and per kill instead. |
kill_xp |
5 |
XP. |
shove_xp |
2 |
Brawl per zombie shoved, and per stomp that kills. |
stomp_kill_xp |
5 |
XP. |
stealth_xp_per_sec |
0.2 |
Stealth per second sneaking (and moving) within stealth_range of a zombie that isn’t after you. |
stealth_range |
15 |
Stealth per second sneaking (and moving) within stealth_range of a zombie that isn’t after you. |
treat_xp |
10 |
First Aid per treatment done. |
search_xp |
2 |
Scavenging per container searched for the first time. |
craft_xp |
5 |
Handiwork per craft. |
fitness_drain |
0.03 |
Fitness: running drains endurance this much slower, and it recovers this much faster. |
fitness_regen |
0.03 |
What each level gives. |
strength_shove_knockdown |
0.015 |
Strength: shove knockdown chance added (a chance, 0..1), and knockback (a share). |
strength_knockback |
0.025 |
What each level gives. |
weapon_damage |
0.03 |
Bludgeon and Edged: damage up, endurance cost and swing time down (shares). |
weapon_cost |
0.025 |
What each level gives. |
weapon_time |
0.015 |
What each level gives. |
brawl_damage |
0.05 |
Brawl: punch and stomp damage up (a share), shove knockdown chance added. |
brawl_shove_knockdown |
0.02 |
What each level gives. |
stealth_noise |
0.04 |
Stealth: sneaking footsteps quieter, and the distance zombies see you from shorter (shares). |
stealth_sight |
0.03 |
What each level gives. |
search_faster |
0.05 |
Scavenging: first searches faster and quieter (shares). |
search_quieter |
0.05 |
What each level gives. |
craft_faster |
0.05 |
Handiwork: crafting faster (a share). |
Simulation tiers: ranges and update rates (see crate::tiers).
| Field | Shipped | What it does |
|---|---|---|
enabled |
true |
Off: every zombie stays active (the old behaviour). |
active_range |
60 |
A chunk this close to a player (metres, to the nearest point of the chunk) is active, and one this close is near; beyond is virtual. |
near_range |
150 |
|
hysteresis |
20 |
A zombie is only demoted once its chunk is this much farther than the range it was promoted at. More than a chunk (16 m), so walking over one chunk border can’t flip it back and forth. |
near_interval_ticks |
5 |
Near zombies update once every this many ticks (staggered by id). |
virtual_interval_ticks |
100 |
Each region of virtual zombies updates once every this many ticks (regions staggered). |
region_size |
64 |
Side of a virtual region in metres. |
virtual_hearing_min |
30 |
Only sounds at least this loud (radius, metres) are checked against virtual zombies: the everyday noises (footsteps, doors, groans, thumps) happen around players, where there are none. |
interest_radius |
80 |
Snapshots list active zombies within this distance of a player. |
long_paths |
true |
Long trips follow plans over the navigation graph (crate::nav): near and virtual zombies, and active ones whose target is beyond their flow field. Off: straight lines with the old detours (for comparison). |
far_follows_sleep |
true |
While every living player sleeps and game time runs NeedsTuning::sleep_time_scale times as fast, the far clock (World::far_tick) runs that fast too: virtual zombies wander and migrate, attractors spread and fade, and respawn counts by game time. Active and near zombies always keep real time. Off: everything keeps real time, as before. |
player_sight
Section titled “player_sight”How survivors see and hear each other (crate::awareness): what a server tells each client of the other players. A server’s rule, not the world’s: not saved.
| Field | Shipped | What it does |
|---|---|---|
sight_day |
70 |
How far a walking survivor is seen ahead in full daylight, and at night (metres). |
sight_night |
10 |
|
cone_deg |
105 |
Half-angle of the cone seen at full range, and of the wider one seen at peripheral_mult of it (degrees). Beyond that only rear_range. |
peripheral_deg |
125 |
|
peripheral_mult |
0.5 |
Half-angle of the cone seen at full range, and of the wider one seen at peripheral_mult of it (degrees). Beyond that only rear_range. |
rear_range |
2.5 |
Anyone this close is noticed whichever way you face (still not through a wall). |
sneak_mult |
0.6 |
Range multipliers for whoever is looked at: sneaking, running, standing still. |
run_mult |
1.2 |
|
still_mult |
0.85 |
|
lit_range |
35 |
Someone holding a light is seen at least this far at night. |
beam_deg |
33 |
Half-angle of a held flashlight’s beam (degrees): whoever stands in yours is seen out to its reach (the light’s radius + 2 m) whatever the hour. |
grace_secs |
1 |
Seen for this long after sight is lost, so players don’t flicker at the edge. |
heard_every_secs |
0.4 |
A player heard and not seen is told as a sound at most this often (a louder one at once). |
heard_secs |
4 |
How long a heard sound is remembered (Awareness::heard_lately). |
explore
Section titled “explore”How far a survivor’s map fills in round it (crate::explore). A rule of the game, not of one world: not saved.
| Field | Shipped | What it does |
|---|---|---|
day_m |
22 |
Reach in full daylight and in the dark (metres), in between by the daylight. |
night_m |
9 |
|
indoors_m |
9 |
The most it reaches from inside a building. |
every_ticks |
10 |
Ticks between looks (10: twice a second). |
speech
Section titled “speech”How far voices carry and the noise they make (crate::speech). Not saved either.
| Field | Shipped | What it does |
|---|---|---|
whisper_m |
3 |
How far other survivors hear each volume in the open (through a wall: wall_muffle of it). |
talk_m |
12 |
|
shout_m |
40 |
|
whisper_noise |
1.5 |
The noise each makes for zombies (a sound’s radius, as footsteps and doors have). |
talk_noise |
7 |
|
shout_noise |
30 |
|
max_chars |
120 |
The longest line, in characters; the rest is cut off. |
gesture_secs |
2.5 |
How long a wave or a point lasts (seconds). |
Sitting down (crate::sit): how fast breath and rest come back. Not saved, like speech.
| Field | Shipped | What it does |
|---|---|---|
endurance_regen |
2 |
Endurance comes back this many times as fast seated. |
rest_per_h |
0.02 |
Tiredness lost per game hour seated (awake, standing, it rises by NeedsTuning::tired_per_h). |
Tying hands, freeing and searching a tied survivor (crate::bonds). Not saved.
| Field | Shipped | What it does |
|---|---|---|
reach_m |
1.6 |
How near the other survivor has to be to start (metres between the two). |
keep_m |
2.2 |
How far they may get before a job under way or an open search is called off. |
tie_secs |
3 |
|
free_secs |
2.5 |
|
frisk_secs |
2 |
|
take_secs |
0.6 |
Taking one stack from a searched survivor; something worn or held takes take_worn_secs. |
take_worn_secs |
1.5 |
Taking one stack from a searched survivor; something worn or held takes take_worn_secs. |
escape_secs |
60 |
Seconds of struggling to get out of rope, and out of a cable tie. |
escape_tie_secs |
90 |
|
speed |
0.6 |
Walking speed with tied hands, as a share of normal (no running, no climbing). |
struggle_noise |
4 |
The noise struggling makes (metres), once every struggle_noise_secs. |
struggle_noise_secs |
2 |
The noise struggling makes (metres), once every struggle_noise_secs. |
groups
Section titled “groups”Group sizes, invitations and markers (crate::groups). Not saved.
| Field | Shipped | What it does |
|---|---|---|
max_members |
8 |
|
max_markers |
8 |
|
invite_m |
12 |
How near the invited survivor has to be (metres; it must be in sight too). |
invite_secs |
60 |
How long an invitation stands (seconds). |
When E climbs a fence or an open or broken window (crate::players::climb_from). Not saved.
| Field | Shipped | What it does |
|---|---|---|
reach |
1.1 |
Furthest from the body’s middle to the fence or window, in metres. |
facing_degrees |
70 |
How far off square on to the edge the player may face, in degrees either side. |
give_up_secs |
5 |
A climb that hasn’t got across in this many seconds gives up. |
stairs
Section titled “stairs”Walking between floors (crate::players::StairTuning). Not saved, like the climb’s.
| Field | Shipped | What it does |
|---|---|---|
speed |
0.4 |
Speed on a flight of stairs, as a share of the speed on the flat (walking, running or sneaking alike). |
out_of_reach |
1.6 |
Zombies neither see nor strike a player standing higher than this above the ground, in metres (part-way up a flight; upstairs is always out of their sight and reach). |
movement
Section titled “movement”Speeds and endurance (crate::players::MoveTuning). Saved with the settings.
| Field | Shipped | What it does |
|---|---|---|
walk_speed |
3 |
Speeds in m/s, before load, wounds and needs (MoveMods). |
run_speed |
5.5 |
|
sneak_speed |
1.4 |
|
aim_speed |
2.2 |
Walking while aiming. |
climb_speed |
0.7 |
Top speed while climbing through a window or over a fence. |
run_drain |
0.06 |
Endurance a second spent running. |
stand_regen |
0.05 |
Endurance a second regained standing still (or sitting: SitTuning::endurance_regen on top). |
walk_regen |
0.02 |
…walking (or aiming, or climbing): catching your breath on the move is slow. |
sneak_regen |
0.03 |
…sneaking. |
run_min_endurance |
0.05 |
Running needs more endurance than this; running down to it winds you. |
run_recover_endurance |
0.2 |
Winded, you can’t run again until endurance is back above this. |
blinds
Section titled “blinds”Blinds on windows and glazed doors: where the town has them and handling them (crate::blinds). Saved with the settings.
| Field | Shipped | What it does |
|---|---|---|
house_window |
0.45 |
Chance a ground-floor window has a blind from the start, by the building’s kind. |
shop_window |
0.1 |
|
office_window |
0.6 |
|
civic_window |
0.3 |
|
glazed_front_door |
0.25 |
Chance an outside door is glazed: a house’s front door, its other outside doors, and the outside doors of shops, offices and landmarks. |
glazed_back_door |
0.5 |
|
glazed_shop_door |
0.85 |
|
door_blind |
0.35 |
Chance a glazed door has a blind from the start. |
down |
0.25 |
Chance a blind there from the start is down. |
tag |
"blind" |
The item tag that makes an item a blind to fit. |
fit_secs |
6 |
Seconds to fit a blind, and to take one down. |
take_down_secs |
3 |
|
noise |
2.5 |
How far rolling one up or down is heard (metres; 0 silent). |
Campfires, stoves, cooking and burns (assets/data/fire.ron, crate::fire); saved with the settings.
| Field | Shipped | What it does |
|---|---|---|
reach |
1.6 |
Metres from a fire’s middle, or a stove’s footprint, that a survivor can cook at and tend it from. |
hours_per_kg |
0.75 |
Game hours of burning each kilogram of fuel gives. |
max_fuel_hours |
8 |
Most game hours of fuel a campfire holds. |
build_ahead |
1 |
How far in front of the survivor a new campfire goes (metres). |
spacing |
2 |
Fires kept at least this far apart (metres). |
max_fires |
200 |
Most fires in a world. |
indoors |
false |
Campfires may be built indoors (fire doesn’t spread; off keeps houses standing). |
burn_radius |
0.5 |
Standing within this of a lit fire’s middle burns (metres). |
burn_chance_per_sec |
0.6 |
Chance a second of a burn while standing in a lit fire. |
zombie_burn_per_sec |
6 |
Hit points a second a zombie standing in a lit fire loses. |
crackle_noise |
6 |
A lit fire crackles: a noise this loud (metres)… |
crackle_every_secs |
4 |
…every this many seconds. |
light_radius |
6 |
At night a survivor within this of a lit fire is in its light… |
seen_as_daylight |
0.6 |
…and zombies see them as if by this much daylight (0 dark, 1 full day). |
stove_furniture |
"stove" |
The furniture kind that cooks while its building has power. |
stoves_need_power |
true |
Stoves need power (off: they always cook, like gas). |
Chopping trees down (crate::trees): their hit points, what chops, the logs they give. Saved with the settings.
| Field | Shipped | What it does |
|---|---|---|
tag |
"chops" |
The item tag that chops (items.ron): a swing of an item with it hits trees. |
tree_hp |
480 |
Hit points of a broadleaf or birch (Feature::Tree). |
pine_hp |
400 |
Hit points of a pine or spruce (Feature::PineTree). |
damage_mult |
1 |
A chop takes the weapon’s middle damage (skill and wear included) times this. |
log_item |
"log" |
The item a felled tree leaves (items.ron). |
tree_logs |
2 |
Logs a felled broadleaf leaves. |
pine_logs |
3 |
Logs a felled pine leaves. |
fall_noise |
40 |
Radius of the noise a tree makes coming down (metres). |
endurance_mult |
0.5 |
A chop costs this share of the swing’s endurance (steady work, not a fight’s swing): the rest is given back when it lands on a tree. |
chop_xp |
0.5 |
Strength XP a chop gives. |
fell_xp |
4 |
Strength XP for felling a tree. |
deadwood_chance |
0.006 |
Share of open forest tiles with a fallen log lying on them (0: none). |
deadwood_reach |
45 |
Logs are laid on the deadwood spots within this many metres of a player. |
deadwood_every_ticks |
20 |
How often (ticks) the deadwood near players is laid out and taken back. |
sandbox
Section titled “sandbox”A difficulty’s multipliers on the content above (population, loot: crate::difficulty). Saved with the settings and put on again when the save is loaded. Changes nothing by default.
| Field | Shipped | What it does |
|---|---|---|
difficulty |
"" |
The preset it came from (for showing; “” none). |
zombies |
1 |
Multiplies the population’s densities. |
fast_share |
none |
The share of fast zombies, in place of the population file’s. |
respawn |
none |
Whether far regions fill up again, in place of the population file’s. |
loot |
1 |
Multiplies how much containers hold, and how often rare things turn up. |
rare_loot |
1 |