World Configuration/en: Difference between revisions

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*<code>/worldConfig seasons [enabled|spring]</code><br /> If enabled, seasons will pass over time, otherwise 'spring' will make the climate always stay at spring (default: enabled)
*<code>/worldConfig seasons [enabled|spring]</code><br /> If enabled, seasons will pass over time, otherwise 'spring' will make the climate always stay at spring (default: enabled)
*<code>/worldConfig playerlives [-1 .. 99]</code><br /> Set the amount of lives a player has before he can no longer respawn. -1 means infinite. (default: infinite)
*<code>/worldConfig playerlives [-1 .. 99]</code><br /> Set the amount of lives a player has before he can no longer respawn. -1 means infinite. (default: infinite)
*<code>/worldConfig daysPerMonth [1-99]</code><br /> Set the amount of days each month has. Setting it to a higher value will make seasons go by slower (default: 9)
*<code>/worldConfig lungCapacity [? .. 40000 .. ?]</code><br /> Sets how long the player can hold their breath under water
*<code>/worldConfig daysPerMonth [1-99]</code><br /> Set the number of days each month has. Setting it to a higher value will make seasons go by slower (default: 9)
*<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 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 propickNodeSearchRadius [0-12]</code><br /> If above zero, a second prospecting mode will be enabled that allows for exact searches at the defined radius (default: 6)
*<code>/worldConfig propickNodeSearchRadius [0-12]</code><br /> If above zero, a second prospecting mode will be enabled that allows for exact searches at the defined radius (default: 6)
*<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 allowCoordinateHud [true|false]</code><br /> Whether or not 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 or not players are allowed to used 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)


=== Temporal stability ===
===Temporal stability===


*<code>/worldconfig temporalStorms [off|veryrare|rare|sometimes|often|veryoften]</code><br /> How frequent temporal storms should be (default: sometimes)
*<code>/worldconfig temporalStorms [off|veryrare|rare|sometimes|often|veryoften]</code><br /> How frequent temporal storms should be (default: sometimes)
*<code>/worldconfig tempstormDurationMul [value]</code><br />Command to change the duration of temporal storms
*<code>/worldconfig tempstormDurationMul [value]</code><br />Command to change the duration of temporal storms
*<code>/worldconfig temporalStability [false|true]</code><br /> Whether or not the temporal stability mechanic should apply (default: true)
*<code>/worldconfig temporalStability [false|true]</code><br /> Whether the temporal stability mechanic should apply (default: true)


*<code>/worldconfig temporalRifts [off|invisible|visible]</code><br /> Defines temporal rift behavior (default: visible)<br><strong>Off</strong>: No rifts spawn, which also means no drifters can spawn on the surface.<br><strong>Invisible:</strong> Rifts are not visible to the player, make no sound and do not affect players in any way, but do spawn drifters.<br><strong>Visible:</strong> Rifts are visible to the player, make sound, drain stability on nearby players and spawn drifters.
*<code>/worldconfig temporalRifts [off|invisible|visible]</code><br /> Defines temporal rift behavior (default: visible)<br><strong>Off</strong>: No rifts spawn, which also means no drifters can spawn on the surface.<br><strong>Invisible:</strong> Rifts are not visible to the player, make no sound and do not affect players in any way, but do spawn drifters.<br><strong>Visible:</strong> Rifts are visible to the player, make sound, drain stability on nearby players and spawn drifters.
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*<code>/worldconfig temporalStormSleeping [0|1]</code><br /> Whether or not to allow sleeping during temporal storms (default: 0)
*<code>/worldconfig temporalStormSleeping [0|1]</code><br /> Whether or not to allow sleeping during temporal storms (default: 0)


=== World generation ===
===World generation===


The configs world climate, world size and polar-equator distance can only be set during world creation.
The configs ''world climate'', ''world size'' and ''polar-equator distance'' can only be set during world creation.


*<code>/worldconfig worldEdge [blocked|traversable]</code><br />Wether you can fall off the world edge (default: traversable)
*<code>/worldconfig worldClimate [realistic|patchy]</code><br />Sets the climate of the world (only during world create) (default: realistic)
*<code>/worldconfig landcover [0.1-1]</code><br />Sets the amount of the world that will be covered in land (only during world create) (default: 1)<nowiki>*</nowiki>
*<code>/worldconfig oceanscale [0.1-4]</code> <small>(In game world customization labeled as 'Landcover scale'.)</small><br />Sets the amount of the world that will be covered in ocean (only during world create) (default: 1)<nowiki>*</nowiki>
*<code>/worldconfig upheavelCommonness [0-1]</code><br />Sets the percentage chance that there will be upheaval in the land (only during world create) (default: 0.3)<nowiki>*</nowiki>
*<code>/worldconfig geologicActivity [0-0.4]</code><br />Sets the percentage chance that there will be geological activity in the world generation (only during world create) (default: 0.05)
*<code>/worldconfig landformScale [0.5-1.5]</code><br />Sets the percentage variation of various landforms, making them larger or smaller during generation (only during world create) (default: 1.0)<nowiki>*</nowiki>
 
*<code>/worldconfig worldEdge [blocked|traversable]</code><br />Whether you can fall off the world edge (default: traversable)
*<code>/worldconfig globalTemperature [0-5]</code><br />Sets the global temperature multiplier for world generation. Does not affect already generated chunks. Useful values are between 0.1 and 5, where 0.1 is super cold, and 5 is super hot. (default: 1)
*<code>/worldconfig globalTemperature [0-5]</code><br />Sets the global temperature multiplier for world generation. Does not affect already generated chunks. Useful values are between 0.1 and 5, where 0.1 is super cold, and 5 is super hot. (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 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)
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*<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.''
{| class="wikitable sortable mw-collapsible" style="text-align: center;"
|+World seed 612031164 with various configurations
|-
!Result!!Landcover!!Landcover <br>scale!! Upheaval <br>rate!!Landform <br>scale!!Characteristics
|-
|[[File:map_configsdefault.png|100px]]||default <br>100%||default <br>100%||default <br>30%||default <br>100%||Plentiful ponds and lakes
|-
| colspan="6" | ''Half vs double''
|-
|[[File:map_landcover50.png|100px]]||'''50%'''||default <br>100%||default <br>30%|| default <br>100%|| Half as much of the world with land.
|-
| ||'''200%'''||default <br>100%||default <br>30%||default <br>100%||not available in Customize screen
|-
|[[File:map_coverscale50.png|100px]]||default <br>100% ||'''50%'''||default <br>30%||default <br>100%|| With landcover at 100%, ocean size appears unchanged.
|-
|[[File:map_coverscale200.png|100px]]||default <br>100%||'''200%'''||default <br>30%||default <br>100%|| With landcover at 100%, ocean size appears unchanged.
|-
|[[File:map_upheaval10.png|100px]] [[File:Screenshot_upheaval10.png|178px]]||default <br>100%||default <br>100%||'''10%'''||default <br>100%||More flat areas.
|-
|[[File:map_upheaval60.png|100px]] [[File:Screenshot_upheaval60.png|178px]]||default <br>100%||default <br>100%||'''60%'''||default <br>100% ||More raised areas.
|-
|[[File:map_formscale40.png|100px]] [[File:Screenshot_formscale40.png|178px]]||default <br>100%||default <br>100%||default <br>30%||'''40%'''||Raised areas are skinny/spiky.
|-
|[[File:map_formscale200.png|100px]] [[File:Screenshot_formscale200.png|178px]]||default <br>100%||default <br>100%||default <br>30%||'''200%'''||Raised areas are broad/blunt.
|-
| colspan="6" |''Multi-variable configs''
|-
!Result!!Landcover!!Landcover <br>scale!!Upheaval <br>rate!!Landform <br>scale !!Characteristics
|-
|[[File:map_landcover10.png|100px]]||'''10%'''||default <br>100%||default <br>30%||default <br>100%||Barely any land.
|-
|[[File:map_landcover70.png|100px]]|| '''70%'''||default <br>100%||default <br>30%||default <br>100%||Significant seas/oceans.
|-
|[[File:map_landcover70_coverscale10.png|100px]]|| '''70%'''||'''10%'''||default <br>30%||default <br>100%||Significant quantities of water separating islands.
|-
|[[File:map_landcover70_coverscale50.png|100px]]||'''70%'''||'''50%'''||default <br>30%||default <br>100%||Significant seas/oceans, separated by plenty of land.
|-
|[[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%||
|-
|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%||
|-
|}


=== Multiplayer ===
===Multiplayer===


*<code>/worldconfig allowLandClaiming [true|false]</code><br /> Whether or not players are allowed to use the land claiming system. (default: true)
*<code>/worldconfig allowLandClaiming [true|false]</code><br /> Whether players are allowed to use the land claiming system. (default: true)
*<code>/worldConfig classExclusiveRecipes [true|false]</code><br /> If true, class exclusive recipes are enabled (default: true)
*<code>/worldConfig classExclusiveRecipes [true|false]</code><br /> If true, class exclusive recipes are enabled (default: true)
*<code>/worldConfig auctionHouse [true|false]</code><br /> Whether or not the auction house is available to players (default: true)
*<code>/worldConfig auctionHouse [true|false]</code><br /> Whether the auction house is available to players (default: true)


=== Configurations not in the customize world screen ===
===Configurations not in the customize world screen===


These configs need to be created first. Subsequent edits to those can be done with <code>/worldconfig [variable name] [value]</code>
These configs need to be created first. Subsequent edits to those can be done with <code>/worldconfig [variable name] [value]</code>
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*<code>/worldconfigcreate int auctionHouseDurationWeeksMul [1,2,3,4...]</code><br />A multiplier on how many weeks a auction can stay listed before expiring, does change the cost of listing (e.g. doubling this value will have items listed twice as long for the same cost). Can not use decimal numbers. (default: 1)
*<code>/worldconfigcreate int auctionHouseDurationWeeksMul [1,2,3,4...]</code><br />A multiplier on how many weeks a auction can stay listed before expiring, does change the cost of listing (e.g. doubling this value will have items listed twice as long for the same cost). Can not use decimal numbers. (default: 1)
*<code>/worldconfigcreate float auctionHouseSalesCutRate [0..1] </code><br />The sales cut the trader takes for a sold item on the auction.  (default: 0.1, which is 10%)
*<code>/worldconfigcreate float auctionHouseSalesCutRate [0..1] </code><br />The sales cut the trader takes for a sold item on the auction.  (default: 0.1, which is 10%)
*<code>/worldconfigcreate float cropGrowthRateMul [0.1 ... 10]</code><br />Sets the growth rate for crops and berry bushes.  
*<code>/worldconfigcreate float cropGrowthRateMul [0.1 ... 10]</code><br />Sets the growth rate for crops and berry bushes.


== History ==
==History==


* The ability to configure the despawn timer for death-dropped items was added in version 1.18.10.  Description of how it works: [https://www.vintagestory.at/blog.html/news/v118911810-stable-idle-server-ram-saver-r365/ Official Devlog]
*The ability to configure the despawn timer for death-dropped items was added in version 1.18.10.  Description of how it works: [https://www.vintagestory.at/blog.html/news/v118911810-stable-idle-server-ram-saver-r365/ Official Devlog]
*Feature addition: Cave-in system was added in version [https://www.vintagestory.at/blog.html/news/v1190-dejank-redux-stable-r374/ 1.19.0].


== See Also ==  
==See Also==  


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