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Tuning

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.

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).

Hour of day at tick 0.

Value: 9

Real seconds per in-game day.

Value: 3600

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.

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).

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).

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

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

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

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

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

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

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

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

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.

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

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: 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.

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).

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).

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.

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.

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).

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 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.

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