World Configuration/en: Difference between revisions

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<languages/>Game worlds can be customized to a great extent. In single player this is done simply through the "Customize" button when creating a new world. If you however changed your mind or updated to a new version, many of these configs can be changed on existing worlds. Here is a full list of them - for other, non worldgen commands, check the {{ll|list of server commands|list of server commands}}. They can also be set before a world is created through the {{ll|Server Config|serverconfig.json}}
<languages/>Game worlds can be customized to a great extent. In single player this is done simply through the "Customize" button when creating a new world. If you however changed your mind or updated to a new version, many of these configurations can be changed for existing worlds. Here is a full list of them - for other, non worldgen commands, check the {{ll|list of server commands|list of server commands}}. However, the syntax below could be out of date for some commands.  Check the new Command Handbook in-game with <code>.chb</code>.  The world configurations can also be set before a world is created through the {{ll|Server Config|serverconfig.json}} file.


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*<code>/worldConfig harshWinters [true|false]</code><br /> If true, cold temperatures will damage crops, reduce animal spawn during winter and reduce meat harvested from animals (default: true)
*<code>/worldConfig harshWinters [true|false]</code><br /> If true, cold temperatures will damage crops, reduce animal spawn during winter and reduce meat harvested from animals (default: true)
*<code>/worldconfig blockGravity [sandgravel|sandgravelsoil]</code><br /> Set the block gravity behavior for either just sand and gravel or additionally also soil (default: sandgravel)
*<code>/worldconfig blockGravity [sandgravel|sandgravelsoil]</code><br /> Set the block gravity behavior for either just sand and gravel or additionally also soil (default: sandgravel)
*<code>/worldConfig caveIns [true|false]</code><br /> If true, solid rocks and cracked rocks now collapse if not [[Support beam|supported]] while being broken/placed (default: false (except in Wilderness Survival))
*<code>/worldConfig caveIns [on|off]</code><br /> If on, solid rocks and cracked rocks now collapse if not [[Support beam|supported]] while being broken/placed (default: off (except in Wilderness Survival))
*<code>/worldConfig allowUndergroundFarming [true|false]</code><br /> If true, plants can be grown deep underground, given enough sunlight. (default: false)
*<code>/worldConfig allowUndergroundFarming [true|false]</code><br /> If true, plants can be grown deep underground, given enough sunlight. (default: false)
*<code>/worldconfig bodyTemperatureResistance [-40.. 40]</code><br> Sets the temperature an undressed seraph can bear without starting to freeze
*<code>/worldconfig bodyTemperatureResistance [-40.. 40]</code><br> Sets the temperature an undressed seraph can bear without starting to freeze
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*<code>/worldConfig globalDepositSpawnRate [0.1 - 5]</code><br /> Set a global ores and mineral deposit spawn rate (default: 1)
*<code>/worldConfig globalDepositSpawnRate [0.1 - 5]</code><br /> Set a global ores and mineral deposit spawn rate (default: 1)
*<code>/worldconfig microblockChiseling [off|stonewood|all]</code><br /> Whether to allow microblock chiseling. 'Stonewood' means all stone and wood materials are allowed. 'all' means most cubic blocks are allowed. (default: Stonewood)
*<code>/worldconfig microblockChiseling [off|stonewood|all]</code><br /> Whether to allow microblock chiseling. 'Stonewood' means all stone and wood materials are allowed. 'all' means most cubic blocks are allowed. (default: Stonewood)
*<code>/worldconfig loreContent [true|false]</code><br /> Whether the story related lore content is included in world generation (default: true)
*<code>/worldconfig clutterObtainable [ifrepaired|yes|no]</code><br /> Whether the clutter items in ruins can be repaired with glue to obtain them (ifrepaired), or if they can be obtained without glue (yes), or if they cannot be obtained at all (no) (default: ifrepaired)
==== World map ====
*<code>/worldconfig allowCoordinateHud [true|false]</code><br /> Whether players are allowed to used the coordinate HUD. (default: true)
*<code>/worldconfig allowCoordinateHud [true|false]</code><br /> Whether players are allowed to used the coordinate HUD. (default: true)
*<code>/worldconfig allowMap [true|false]</code><br /> Whether players are allowed to use the world map. (default: true)
*<code>/worldconfig allowMap [true|false]</code><br /> Whether players are allowed to use the world map. (default: true)
*<code>/worldconfig loreContent [true|false]</code><br /> Whether the story related lore content is included in world generation (default: true)
 
All of the following work<ref>Tested 15 Mar 2024 in version 1.19.4</ref> in a singleplayer world to restore the parchment-style map to the classic colorful map:
* <code>/worldconfig colorAccurateWorldmap true</code> (default: false)
* <code>/worldconfigcreate bool colorAccurateWorldmap true</code>
* <code>/player [playername] privilege grant colorAccurateWorldmap</code>
 
In a multiplayer world, the following restores the classic map for an individual:
* <code>/player [playername] privilege grant colorAccurateWorldmap</code>
while the following restores the classic map for all players:
* <code>/worldconfig colorAccurateWorldmap true</code>
* <code>/worldconfigcreate bool colorAccurateWorldmap true</code>
(needs confirmation)


===Temporal stability===
===Temporal stability===
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*<code>/worldconfig globalPrecipitation [0-5]</code><br /> Sets the global rainfall multiplier for world generation. Does not affect already generated chunks. Useful values are between 0.1 and 5, where 0.1 is super dry and 5 is super wet (default: 1)
*<code>/worldconfig globalPrecipitation [0-5]</code><br /> Sets the global rainfall multiplier for world generation. Does not affect already generated chunks. Useful values are between 0.1 and 5, where 0.1 is super dry and 5 is super wet (default: 1)
*<code>/worldconfig globalForestation [-1 .. 1]</code><br /> Sets the global forestation offset for world generation. -1 means there will be no forests, 1 means there will be only forests, the value 0 means default forestation density (default: 0)
*<code>/worldconfig globalForestation [-1 .. 1]</code><br /> Sets the global forestation offset for world generation. -1 means there will be no forests, 1 means there will be only forests, the value 0 means default forestation density (default: 0)
*<code>/worldconfig surfaceCopperDeposits [0-5]</code><br /> Set chance of surface copper spawning for each chunk column (default: 0.1)
*<code>/worldconfig surfaceCopperDeposits [0-5]</code><br /> Set chance of surface copper spawning for each chunk column (default: 0.12<ref>Line 259 of [[https://github.com/anegostudios/vssurvivalmod/blob/master/Properties/AssemblyInfo.cs AssemblyInfo.cs]]</ref>)
*<code>/worldconfig surfaceTinDeposits [0-5]</code><br /> Set chance of surface tin spawning for each chunk column (default: 0.07)
*<code>/worldconfig surfaceTinDeposits [0-5]</code><br /> Set chance of surface tin spawning for each chunk column (default: 0.007<ref>Line 260 of [[https://github.com/anegostudios/vssurvivalmod/blob/master/Properties/AssemblyInfo.cs AssemblyInfo.cs]]</ref>)
*<code>/worldConfig snowAccum [true|false]</code><br /> If true, snow will accumulate during winter (default: true)
*<code>/worldconfig snowAccum [true|false]</code><br /> If true, snow will accumulate during winter (default: true)


<nowiki>*</nowiki> ''See the table below for the effects of changing these settings.''
<nowiki>*</nowiki> ''See the table below for the effects of changing these settings.''
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|[[File:map_landcover70_coverscale200.png|100px]]||'''70%'''||'''200%'''||default <br>30%||default <br>100%||Nearly default: plenty of land between bodies of water.
|[[File:map_landcover70_coverscale200.png|100px]]||'''70%'''||'''200%'''||default <br>30%||default <br>100%||Nearly default: plenty of land between bodies of water.
|-
|-
|placeholder <br>[[File:image.png|100px]]||default <br>100%||default <br>100%|| default <br>30%||default <br>100%||
|[[File:map_landcover70_coverscale50_formscale300.png|100px]]<br>[[File:screenshot_landcover70_coverscale50_formscale300.png|100px]]||70%||50%||30%||300%||Frequent water rather than distinct landmasses.
|-
|placeholder <br>[[File:image.png|100px]]||default <br>100%||default <br>100%|| default <br>30%||default <br>100%||
|-
|placeholder <br>[[File:image.png|100px]]||default <br>100%||default <br>100%|| default <br>30%||default <br>100%||
|-
|placeholder <br>[[File:image.png|100px]]||default <br>100% ||default <br>100%||default <br>30%||default <br>100%||
|-
|placeholder <br>[[File:image.png|100px]]||default <br>100%||default <br>100%||default <br>30%||default <br>100%||
|-
|-
|[[File:map_landcover70_coverscale50_upheaval50_formscale300.png|100px]]<br>[[File:screenshot_landcover70_coverscale50_upheaval50_formscale300.png|100px]]||70%||50%||50%||300%||Rarely flat terrain at sealevel.
|}
|}


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==See Also==  
==See Also==  
==References==
<references />


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