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Mod 744381

This document contains configuration settings for the game Rebuild 3 that modify gameplay mechanics like zombie behavior, survivor skills and abilities, resource amounts, and difficulty levels across five difficulty settings. It includes sections for general settings, difficulty settings, and debug settings that can be toggled on or off.
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0% found this document useful (0 votes)
931 views8 pages

Mod 744381

This document contains configuration settings for the game Rebuild 3 that modify gameplay mechanics like zombie behavior, survivor skills and abilities, resource amounts, and difficulty levels across five difficulty settings. It includes sections for general settings, difficulty settings, and debug settings that can be toggled on or off.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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; 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 = Perk buff.
mod_description = Perks at level 1, 2, and 3. New survivors more likely to have a
starting perk when recurited. The dream team is now at max level when in a new
city.

; -------------------------------------------------
; 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 = 60

; 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 = 0.20

; 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 = 1000.00

; 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 = .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 = 10, 10, 10, 10, 10

; What survivor level are backstories awarded


BACKSTORY_LEVEL_1 = 1, 1, 1, 1, 1

; What survivor level are backstories awarded


BACKSTORY_LEVEL_2 = 2, 2, 2, 2, 2

; What survivor level are backstories awarded


BACKSTORY_LEVEL_3 = 3, 3, 3, 3, 3

; 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

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