; Rebuild 3 configuration ; Remove semicolons on the settings below to override the in-game defaults ; Rename to config.ini to use ; See http://forums.rebuildgame.com for more info mod_type = config mod_name = Spread the faith mod_description = Buff the time between preaching and when survivor gains the devout perk. New survivors have a buff to gain the perk when recruited. ; ------------------------------------------------- ; Game settings ; these general settings effect all difficulty levels ; How many squares away can mobs and roamers see an attractor ;ATTRACTOR_MOB_RANGE = 5 ; Preaching in a church adds the devout perk to someone on average once this many days PREACH_DEVOUT_DAYS = 1 ; Cultist preaching in a church adds the cultist perk to someone on average once this many days ;PREACH_CULTIST_DAYS = 5 ; A child's age (& pregnancy) is the number of days they've been alive divided by this (real life is 365.242) ;GOAT_YEAR = 90 ; Autosave this often. Set to zero to disable autosave. ;AUTOSAVE_SECONDS = 60 ; Chance of a new colin having the DEVOUT perk (main leader priest job overrides to 0.50) PERK_DEVOUT_CHANCE = 999 ; Chance of a new colin preferring same-sex relationships (anyone can also be bisexual under certain conditions) ;PERK_SAMESEX_CHANCE = 0.20 ; Chance of a new colin having a random starting-level perk ;PERK_RANDOM_CHANCE = 0.20 ; Skin tone weights from light to dark; 7th is not used (rotten); some faces or npcs may override ;SKIN_WEIGHTS = 0.7, 0.8, 1, 1, 0.7, 0.5, 100 ; Random job weights (leader, soldier, scavenger, builder, engineer) ;SKILL_FREQUENCIES = 1, 3, 2, 2, 1 ; How high level should new colins be ;COLIN_LEVEL_MULTIPLIER = 0.50 ; How much extra do factions charge for their goods even at 100% respect ;DEFAULT_TRADE_MARKUP = 0.25 ; ------------------------------------------------- ; Difficulty settings ; these are all length-5 arrays for the five difficulties: ; EASY, NORMAL, CHALLENGING, HARD, IMPOSSIBLE ; How many survivors are initially on the map for each passable nonfort square ;COLINS_PER_SQUARE = 0.30, 0.30, 0.30, 0.25, 0.20 ; How often survivors join up randomly in survivor arrives type events ;SURVIVOR_ARRIVES_MULTIPLIER = 1.25, 1, 1, 0.75, 0.50 ; Added to every survivor's level during all skill checks ;COLIN_BONUS_LEVELS = 1, 0, 0, 0, 0 ; Game starts with this much food ;STARTING_FOOD = 50, 50, 50, 35, 25 ; All survivors are created with this happiness, except the main leader ;STARTING_HAPPY = 100, 75, 50, 35, 25 ; Extra zombies in the squares beside the fort at the start of the game ;EXTRA_ADJACENT_STARTING_ZOMBIES = 1, 1, 2, 6, 10 ; How many zombies can there be max on one square at the same time? ;MAX_ZOMBIES_PER_SQUARE = 50, 75, 100, 150, 180 ; How many zombies spawn on each square (away from the fort) ;ZOMBIE_SPAWN_MULTIPLIER = 1.00, 1.00, 1.50, 2.00, 3.25 ; How many days between regular zombie units spawning or attacking, halved while swarming ;DAYS_BETWEEN_ZOMBIE_UNITS = 16, 10, 8, 6, 6 ; The number of days between mobile horde spawns, halved while swarming ;DAYS_BETWEEN_MOB_SPAWN = 30, 25, 20, 18, 16 ; How strong are mobile zombie hordes? ;MOB_STRENGTH_MULTIPLIER = 0.50, 0.75, 1, 1.50, 2.00 ; How quickly faction strength increases naturally over time ;FACTION_STRENGTH_MULTIPLIER = 0.10, 0.25, 1, 1.50, 2.00 ; How much food does a one square farm produce per day ;BASE_FOOD_PER_FARM = 2.50, 2.00, 1.50, 1.50, 1.00 ; How miserable are survivors in the lategame ;LATEGAME_UPSET_MULTIPLIER = 0.25, 0.75, 1.00, 1.50, 2.00 ; How often do negative events occur compared to other events ;BAD_EVENTS_FREQUENCY = 0.25, 0.75, 1.00, 1.00, 1.50 ; How quickly do the survivors gain skill ;EXPERIENCE_MULTIPLIER = 2.00, 1.00, 0.80, 0.75, 0.50 ; How often do any random events happen ;EVENT_FREQUENCY_MULTIPLIER = 0.50, 1.00, 1.00, 1.00, 1.00 ; How many zombies on each square when the game starts ;STARTING_ZOMBIES_MULTIPLIER = 1.00, 1.00, 1.00, 1.00, 1.00 ; Police stations and banks give this much bonus defense ;DEFENSIVE_BUILDING_BONUS = 10, 10, 10, 10, 10 ; Towers give this much bonus defense ;UPGRADE_TOWER_BONUS = 5, 5, 5, 5, 5 ; Bunkers give this much bonus defense ;UPGRADE_BUNKER_BONUS = 10, 10, 10, 10, 10 ; Turrets give this much bonus defense ;UPGRADE_TURRET_BONUS = 15, 15, 15, 15, 15 ; When the average edge square reaches this, the fort's at max defense ; for purposes of angry dog events etc ;MAX_AVERAGE_FORT_DEFENSE = 50, 50, 50, 50, 50, ; Fertilizer tech gives this much extra food per farm square ;FERTILIZER_FOOD_BONUS = 0.50, 0.50, 0.50, 0.50, 0.50 ; Reclaim missions can't happen if there are more than this many zombies on a square ;RECLAIM_MAX_ZOMBIES = 0, 0, 0, 0, 0 ; Colins carried over to the next city will be nerfed to this level ;DREAM_TEAM_MAX_LEVEL = 5, 5, 5, 5, 5 ; What survivor level are backstories awarded ;BACKSTORY_LEVEL_1 = 4, 4, 4, 4, 4 ; What survivor level are backstories awarded ;BACKSTORY_LEVEL_2 = 7, 7, 7, 7, 7 ; What survivor level are backstories awarded ;BACKSTORY_LEVEL_3 = 10, 10, 10, 10, 10 ; Amount of total food, fuel etc that raiders take ;PERCENT_STEALABLE_RESOURCE = 0.25, 0.50, 0.50, 0.50, 0.75 ; How much food raiders can take max, medicine is 1/2, bombs 1/10, based on their food value ;MAX_STEALABLE_RESOURCE = 20, 40, 40, 40, 60 ; How long do we have to wait before meeting with a faction or trading at their fort again ;MIN_DAYS_BETWEEN_MEET_TRADE = 3, 3, 3, 3, 3 ; Building materials at the start of the game ;STARTING_MATERIALS = 20, 20, 20, 20, 20 ; Ammunition at the start of the game ;STARTING_AMMO = 10, 10, 10, 10, 10 ; Fuel at the start of the game ;STARTING_FUEL = 5, 5, 5, 5, 5 ; Medicine at the start of the game ;STARTING_MEDICINE = 5, 5, 5, 5, 5 ; Even with no apartments or suburbs, can still house this many survivors ;BASE_HOUSES = 2, 2, 2, 2, 2 ; How many survivors can live in an apartment or 1x1 suburb ;HOUSES_PER_SQUARE = 2, 2, 2, 2, 2 ; Any roll for injury vs death has at minimum this chance to be injury ;INJURY_CHANCE_BASE = 0.50, 0.25, 0.25, 0.25, 0.10 ; Injury vs death rolls will be injury if someone died within this many days ;DAYS_BETWEEN_DEATHS = 10, 5, 5, 5, 0 ; The amount of food eating one person gives you. Dogs are half. ; A 100lb pig is 120 dinners so realistically this should be more like 60 days of food ;FOOD_PER_BODY = 10, 10, 10, 10, 10 ; Gifting this value during a trade will net the most respect possible from even the strongest faction ;MAX_TRADE_GIFT = 100, 100, 100, 100, 100 ; how many regular zombies it takes to become an attack-ready unit ;MIN_ZOMBIES_PER_UNIT = 5, 5, 5, 5, 5 ; Number of attacks or missions takes it takes to use up one unit of ammo per gun ;USES_PER_AMMO = 3, 3, 3, 3, 3 ; like usesPerAmmo, how many uses does a single unit of bath salts get you ;USES_PER_BATHSALT = 2, 2, 2, 2, 2 ; A survivor loses this much (0-100) happiness if they are injured ;SELF_HAPPINESS_LOSS_FROM_INJURY = 20, 20, 20, 20, 20 ; All friends lose this much (0-100) happiness when somebody dies; relatives lose double ;FRIEND_HAPPINESS_LOSS_FROM_DEATH = 20, 20, 20, 20, 20 ; The entire fort loses this much happiness if a building is lost in an attack ;TOTAL_HAPPINESS_LOSS_FROM_BUILDING_LOSS = 5, 5, 5, 5, 5 ; How many zombies per turn a trap kills ;TRAP_ZED_PER_DAY = 5, 5, 5, 5, 5 ; How many zombies per turn an upgraded trap kills ;TRAP2_ZED_PER_DAY = 10, 10, 10, 10, 10 ; How many zombies per turn an attractor pulls in ;ATTRACTOR_ZED_PER_DAY = 5, 5, 5, 5, 5 ; Regular zombie units will spawn faster until this many are on the map ;MIN_ZOMBIE_UNITS_MULTIPLIER = 1.00, 1.00, 1.00, 1.00, 1.00 ; How many regular zombie units can be on the map at once ;MAX_ZOMBIE_UNITS_MULTIPLIER = 1.00, 1.00, 1.00, 1.00, 1.00 ; How strong should factions be at the start of the game ;FACTION_STARTING_STRENGTH_MULTIPLIER = 0.50, 0.50, 0.50, 0.50, 0.50 ; How often recruits are leaders compared to other skills ;COLIN_LEADER_FREQUENCY = 1, 1, 1, 1, 1 ; How often recruits are soldiers compared to other skills ;COLIN_SOLDIER_FREQUENCY = 4, 4, 4, 4, 4 ; How often recruits are scavengers compared to other skills ;COLIN_SCAVENGER_FREQUENCY = 2, 2, 2, 2, 2 ; How often recruits are builders compared to other skills ;COLIN_BUILDER_FREQUENCY = 2, 2, 2, 2, 2 ; How often recruits are engineers compared to other skills ;COLIN_ENGINEER_FREQUENCY = 1, 1, 1, 1, 1 ; Max food we can have, also the increase for each warehouse or farm tech ;BASE_FOOD_STORAGE = 50, 50, 50, 50, 50 ; ------------------------------------------------- ; Debug settings ; these are mostly set to false by default, set to true to do wacky debug things ; Show debug text, log additional info (TRUE for beta) ;DEBUG_MODE = false ; Start any mission, finish missions immediately, tons of survivors, etc etc ;CRAZY_EASY = false ; Makes the game load faster but zooming initially slower ;DISABLE_PRERENDERING = false ; Automatically continue your last savegame when the game starts ;FORCE_AUTOLOAD = false ; Same as muting ;DISABLE_MUSIC = false ; Same as muting ;DISABLE_SOUND = false ; Do not save debugging info to harddrive ;DISABLE_COOKIE_LOGGING = false ; "judgment", "dahlias" etc to include that faction on new maps, null for none ;FORCE_FACTION = null ; Disable achievements, highscores etc ;DISABLE_EXTENSIONS = false ; Zombie and faction units appear but do not attack ;DISABLE_ALL_ATTACKS = false ; No pop up events ;DISABLE_RANDOM_EVENTS = false ; Always injuries or deaths when there could be one ;EVERYBODY_HURTS = false ; No deaths or injuries due to danger ;NOBODY_HURTS = false ; All injury vs death rolls are injury ;ONLY_INJURIES = false ; All injury vs death rolls are death ;ONLY_DEATHS = false ; Remove fog of war and tinting, for taking pretty screenshots ;BRIGHT_MAP = false ; No fog, bodies, icons, etc ;FAST_MAP = false ; Create lots of children ;MANY_BABBIES = false ; Random events can fire again immediately ;IGNORE_COOLDOWNS = false ; "factions", "policies", or "order" to limit to one kind of random event, null for all ;ONLY_ALLOWED_EVENTS = null ; Everything can happen on day one ;IGNORE_START_DAYS = false ; Makes leaving mission available ;ALWAYS_LEAVING = false ; Put colored squares behind all bitmaps ;SHOW_BITMAP_BGS = false ; No 4096x4096 textures on better machines ;DISABLE_BIG_TEXTURES = false ; Overrides DISABLE_PRERENDERING on mobile ;FORCE_PRERENDERING = false ; -1 for random, or 711287 etc to set the random seed for the city ;NONRANDOM_SEED = -1 ; Don't show recruit icons on the map ;HIDE_RECRUITMENT = false ; Only keep one zoom size, makes zooming slower, saves ram ;DISABLE_ATLAS_CACHING = false ; Do not add roads under buildings on map, done in atlas ;HIDE_ROADS = false ; "baselineConstrained" etc, null defaults to "auto" ;FORCE_STAGE3D_PROFILE = null ; Always disabled in mobile by ConfigAir ;DISABLE_ZOOMING = false ; No zombies or bodies on the map, fewer zoom levels etc ;FORCE_LIGHT_GRAPHICS = false ; Menus don't slide in, etc ;FORCE_LIGHT_ANIMATIONS = false ; Turn down vector quality to speed up gameplay ;FORCE_LOW_QUALITY = false ; Random events every day ;LOTSA_EVENTS = false ; No regular zombie units ;DISABLE_ZOMBIE_UNITS = false ; No mobile zombie hordes ;DISABLE_ZOMBIE_MOBS = false ; Factions make a unit every day ;CONSTANT_FACTION_UNITS = false ; No factions in new maps and factions don't advance ;DISABLE_FACTIONS = false ; Zombie units spawn and attack every day ;CONSTANT_ATTACKS = false ; Create tons of survivors and equipment at game start ;LOTSA_COLINS = false ; Overrides Player setting ;DISABLE_TUTORIAL = false ; Also set via config menu ;HIDE_UNITS = false ; New maps are only farms of various dimensions ;ALL_FARMS = false ; Always get equipment while scavenging ;EQUIPMENT_ABOUNDS = false ; No fog ;DISABLE_FOGOFWAR = false ; No policies ;DISABLE_POLICIES = false ; Show zombie count on map squares ;SHOW_SQUARE_ZED = false ; Show coords on map squares ;SHOW_SQUARE_INFO = false ; May still autosave during important events ;DISABLE_AUTOSAVE_TIMER = false ; Start nearly all reclaimed ;HELLA_RECLAIMED = false ; Don't show debug mouseovers even in DEBUG_MODE ;HIDE_DEBUG_TEXT = false ; Crazy realtime speed ;SUPERFAST_SPEED = false ; Scout every square, becomes permanent only after save/load ;ALL_SCOUTED = false ; Reclaim anywhere anytime ;CRAZY_RECLAIM = false ; Display debug log on the screen, may only work in debug menu ;SHOW_LOG = false ; Super slow gpu-less rendering ;FORCE_SOFTWARE_MODE = false ; Never open results event menu for anything ;DISABLE_RESULTS = false ; Stop all saving auto or otherwise ;DISABLE_SAVING = false ; Not very playable without a map, but it sure runs fast ;HIDE_MAP = false ; Might not happen in SPLODE_MODE anyway? ;DISABLE_AUTOSAVE_ON_EXIT = false ; True for both beta and release ;DISABLE_GOOGLE_ANALYTICS_LOGGING = false