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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 [[list of server commands]].
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Die Spielwelt kann auf vielerlei Arten beinflusst werden. Im Einzelspieler geschieht diese einfach durch das Klicken des "Konfigurieren"-Knopfes beim erstellen einer neuen Welt. Solltest du dich jedoch einmal umentscheiden oder zu einer neuen Version geupdated haben, so können viele dieser Einstellungen auch im Nachhinein noch geändert werden.
Dies ist eine komplette Liste aller Befehle - für andere, nicht Weltgenerierungs Befehle, schau bei den {{ll|list of server commands|Serverbefehlen}}. Diese können jedoch mit Hilfe der {{ll|Server Config|serverconfig.json}} auch vor dem Generieren schon festgelegt werden.
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__TOC__
__TOC__


== General usage ==
== Grundlagen ==
*<code>/worldconfig name</code><br />Show current configuration value
*<code>/worldconfig name</code><br /> Zeigt den Wert einer Einstellung an.
*<code>/worldconfig name value</code><br />Set a configuration value
*<code>/worldconfig name value</code><br /> Ändert den Wert einer Einstellung.
*<code>/worldconfigcreate datatype name value</code><br />Creates a new configuration value. This is necessary when setting some configurations for the first time (datatype can be <code>float</code> <code>double</code> <code>int</code> <code>string</code> and <code>bool</code>)  
*<code>/worldconfigcreate datatype name value</code><br />Erstellt einen neuen Einstellungswert, dies kann bei Erstnutzung einer Einstellung erforderlich sein (zugelassene Datentypen sind <code>float</code> <code>double</code> <code>int</code> <code>string</code> und <code>bool</code>)  


<strong>Please note</strong>: Do not actually type the [ ] shown in below command syntax, that is intended only to show which values can be changed! The pipe (|) symbol is there to seperate allowed values, e.g. <code>[true|false]</code> means you can set <code>true</code> or <code>false</code> here
<strong>Achtung</strong>: Auf Groß- und Kleinschreibung achten. Schreib die Befehle <strong>exakt</strong> wie du sie hier siehst, bis auf die [ ] in der unten anliegenden Syntax, welche dir einen Wert markieren welchen du ändern kannst. Das (|) Symbol zeigt dir verschiedene Möglichkeiten eine Wert einzustellen, so in etwa <code>[true|false]</code> was bedeutet das der Wert entweder <code>true</code> oder <code>false</code> sein kann.


=== Player spawn and death ===
=== Player Spawn und Tod ===


The configs starting climate and grace timer can only be set during world creation.
Die Konfiguration für das Startklima und den Friedens-Timer können nur bei der Weltgenerierung bestimmt werden.


*<code>/worldconfig deathPunishment [drop|keep]</code><br /> Whether to drop your inventory upon death (default: drop)
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*<code>/worldConfig spawnRadius [number]</code><br /> Sets how far players spawn in a radius from world spawn.
*<code>/worldconfig deathPunishment [drop|keep]</code><br /> Ob Items beim Tod gedroppt werden oder nicht. (default: drop)
*<code>/worldConfig spawnRadius [number]</code><br /> Definiert wie weit vom Spawn Spieler spawnen können.
*<code>/worldconfig temporalGearRespawnUses [-1 .. 9999]</code><br /> Das Temporale Zahnrad erlaubt dir deinen Spawnpunkt neu zu setzen, dieser Wert gibt an wie oft du an diesem Punkt spawnen kannst. (default: 20)
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=== Survival challenges ===
=== Überlebensherausforderungen ===


*<code>/worldConfig seasons [enabled or spring]</code><br /> If enabled, seasons will pass over time, otherwise 'spring' will make the climate always stay at spring (default: enabled)
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*<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 seasons [enabled|spring]</code><br /> Erlaubt es den Jahreszeiten natürlich ineinander über zu gehen, bei "spring" bleibt auf ewig Frühling. (default: enabled)
*<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: 12)
*<code>/worldConfig playerlives [-1 .. 99]</code><br /> Legt die Anzahl an Spawns fest die ein Spieler hat, -1 steht hierbei für unendlich viele. (default: infinite)
*<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 daysPerMonth [1-99]</code><br /> Legt fest wie viele Tage ein Ingame-Monat hat, ein höherer Wert bedeutet hierbei einen langsameren Jahreszeitenverlauf. (default: 9)
*<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 harshWinters [true|false]</code><br /> Bestimmt wenn auf True gesetzt die Spawnraten von Tieren sowie die Erntemenge an Fleisch von Tieren im Winter und sorgt dafür das Pflanzen in der Kälte absterben. (default: true)
*<code>/worldConfig allowUndergroundFarming [true|false]</code><br /> If true, plants can be grown deep underground, given enough sunlight. (default: false)
*<code>/worldconfig blockGravity [sandgravel|sandgravelsoil]</code><br /> Erlaubt korrektes Schwerkraftverhalten für Sand und Kies, oder auch Erde. (default: sandgravel)
*<code>/worldconfig bodyTemperatureResistance [-40.. 40]</code><br> Sets the temperature an undressed seraph can bear without starting to freeze
*<code>/worldConfig allowUndergroundFarming [true|false]</code><br /> Erlaubt es Pflanzen im Untergrund zu pflanzen, solange genug Sonnenlicht vorhanden ist. (default: false)
*<code>/worldconfig creatureHostility [aggressive|passive|off]</code><br /> Set default creature hostility (default: aggressive)
*<code>/worldconfig bodyTemperatureResistance [-40.. 40]</code><br> Bestimmt bei welcher Temperatur ein Seraph aushält bevor er zu Erfrieren droht.
*<code>/worldconfig creatureStrength [0-99]</code><br /> Sets the creature damage multiplier (default: 1)
*<code>/worldconfig creatureHostility [aggressive|passive|off]</code><br /> Bestimmt das Standardverhalten von Tieren. (default: aggressive)
*<code>/worldconfig playerHealthPoints [1-999]</code><br /> Set the players base health points (default: 15)
*<code>/worldconfig creatureStrength [0-99]</code><br /> Definiert den Schadensmultiplikator von Kreaturen. (default: 1)
*<code>/worldconfig playerHungerSpeed [0-10]</code><br /> Set the players hunger rate multiplier (default: 1)
*<code>/worldconfig playerHealthPoints [1-999]</code><br /> Definiert die Lebenspunkte von neuen Spielern. Bereits gespawnte Spieler sind hiervon unbetroffen, dafür ist /player command zu nutzen. (default: 15)
*<code>/worldconfig playerMoveSpeed [0-10]</code><br /> Set the players move speed multiplier (default: 1.5)
*<code>/worldconfig playerHungerSpeed [0-10]</code><br /> Definiert den Hungermultiplikator.(default: 1)
*<code>/worldconfig foodSpoilSpeed [0-10]</code><br /> Set the spoilage rate multiplier of all perishable foods, e.g. 0.5 means all food lasts twice as long (default: 1)
*<code>/worldconfig playerMoveSpeed [0-10]</code><br /> Definiert den Bewegungsgeschwindigkeitsmultiplikator. (default: 1.5)
*<code>/worldconfig saplingGrowthRate [0.1-20]</code><br /> Set the sapling growth rate multiplier of all trees. (default: 1)
*<code>/worldconfig foodSpoilSpeed [0-10]</code><br /> Definiert die Verderbensrate von Nahrunsmitteln, 0.5 bedeuted hierbei das alles nur halb so schnell verdirbt (default: 1)
*<code>/worldconfig toolDurability [0-99]</code><br /> Set the tool durability multiplier, e.g. 2 means all tools have double durability. (default: 1)
*<code>/worldconfig saplingGrowthRate [0.1-20]</code><br /> Definiert die Wachstumsrate von neuen Bäumen. (default: 1)
*<code>/worldconfig toolMiningSpeed [0-99]</code><br /> Set the tool mining speed multiplier, e.g. 2 means all tools have break blocks twice as fast. (default: 1)
*<code>/worldconfig toolDurability [0-99]</code><br /> Definiert den Hitpointmultiplikator von Werkzeugen, bei 2 sind also alle Werkzeuge doppelt so lange haltbar. (default: 1)
*<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: 0)
*<code>/worldconfig toolMiningSpeed [0-99]</code><br /> Definiert den Abbaugeschwindigkeitsmultiplikator, bei 2 werden Blöcke also doppelt so schnell abgebaut. (default: 1)
*<code>/worldConfig globalDepositSpawnRate [0.1 - 5]</code><br /> Set a global ores and mineral deposit spawn rate (default: 1)
*<code>/worldConfig propickNodeSearchRadius [0-12]</code><br /> Liegt dieser Wert über 0 erlaubt er das aufspüren von Erzen im Prospecting-Modus auf die festgelegte Distanz. (default: 6)
*<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 globalDepositSpawnRate [0.1 - 5]</code><br /> Definiert die Spawnrate von Vorkommen. (default: 1)
*<code>/worldconfig allowCoordinateHud [true|false]</code><br /> Whether or not players are allowed to used the coordinate hud. (default: true)
*<code>/worldconfig microblockChiseling [off|stonewood|all]</code><br /> Bestimmt welche Blöcke mit dem Meißel zu bearbeiten sind, Standartmäßg stonewood für Stein und Holz, bei all sind fast alle kubischen Blöcke erlaubt. (default: stonewood)
*<code>/worldconfig allowMap [true|false]</code><br /> Whether or not players are allowed to used the world map. (default: true)
*<code>/worldconfig allowCoordinateHud [true|false]</code><br /> Bestimmt ob Spieler das Koordinaten-overlay nutzen dürfen. (default: true)
*<code>/worldconfig allowMap [true|false]</code><br /> Bestimmt ob Spieler die Weltkarte nutzen dürfen. (default: true)
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==== World map ====
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=== Temporal stability ===
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*<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)
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*<code>/worldconfig temporalStorms [off|veryrare|rare|somtimes|often|veryoften]</code><br /> How frequent temporal storms should be (default: sometimes)
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*<code>/worldconfig tempstormDurationMul value</code><br />Command to change the duration of temporal storms
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 temporalStability [false|true]</code><br /> Whether or not the temporal stability mechanic should apply (default: true)
* <code>/worldconfig colorAccurateWorldmap true</code> (default: false)
* <code>/worldconfigcreate bool colorAccurateWorldmap true</code>
* <code>/player [playername] privilege grant colorAccurateWorldmap</code>
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*<code>/worldconfig temporalRifts [off|invisible|visible]</code><br /> Defines temporal rift behavior (default: visible)<br><strong>Off</strong>: No rifts spawn, which also means there will be no surface drifters.<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 temporalStability [false|true]</code><br /> Whether or not the temporal stability mechanic should apply (default: true)
In a multiplayer world, the following restores the classic map for an individual:
*<code>/worldconfig temporalGearRespawnUses [-1 .. 9999]</code><br /> How many times you can respawn from a spawnpoint set by the temporal gear. -1 means infinite. (default: infinite)
* <code>/player [playername] privilege grant colorAccurateWorldmap</code>
*<code>/worldconfig temporalStormSleeping [false|true]</code><br /> Whether or not to allow sleeping during temporal storms (default: false)
while the following restores the classic map for all players:
* <code>/worldconfig colorAccurateWorldmap true</code>
* <code>/worldconfigcreate bool colorAccurateWorldmap true</code>
(needs confirmation)
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=== World generation ===
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=== Temporale Stabilität ===
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The configs world climate, world size and polar-equator distance can only be set during world creation.
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*<code>/worldconfig temporalStorms [off|veryrare|rare|sometimes|often|veryoften]</code><br /> Wie häufig Temporale Stürme aufkommen sollen. (default: sometimes)
*<code>/worldconfig tempstormDurationMul [value]</code><br /> Befehl der angibt wie Lange Temporale Stürme anhalten.
*<code>/worldconfig temporalStability [false|true]</code><br /> Bestimmt ob die Temporale Mechanik Einfluss auf das Spiel hat. (default: true)
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*<code>/worldconfig worldEdge [blocked|traversable]</code><br />Wether you can fall off the world edge (default: traversable)
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*<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 temporalGearRespawnUses [-1 .. 9999]</code><br /> How many times you can respawn from a spawnpoint set by the temporal gear. -1 means infinite. (default: 20)
*<code>/worldconfig temporalStormSleeping [0|1]</code><br /> Whether or not to allow sleeping during temporal storms (default: 0)
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===World generation===
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The configs ''world climate'', ''world size'' and ''polar-equator distance'' can only be set during world creation.
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*<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>
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*<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)
*<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)
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<nowiki>*</nowiki> ''See the table below for the effects of changing these settings.''
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=== Multiplayer ===
{| class="wikitable sortable mw-collapsible" style="text-align: center;"
|+<span lang="en" dir="ltr" class="mw-content-ltr">World seed 612031164 with various configurations</span>
|-
!<span lang="en" dir="ltr" class="mw-content-ltr">Result</span>!!<span lang="en" dir="ltr" class="mw-content-ltr">Landcover</span>!!<span lang="en" dir="ltr" class="mw-content-ltr">Landcover <br>scale</span>!! <span lang="en" dir="ltr" class="mw-content-ltr">Upheaval <br>rate</span>!!<span lang="en" dir="ltr" class="mw-content-ltr">Landform <br>scale</span>!!<span lang="en" dir="ltr" class="mw-content-ltr">Characteristics</span>
|-
|[[File:map_configsdefault.png|100px]]||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>100%||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>100%||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>30%||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>100%||<span lang="en" dir="ltr" class="mw-content-ltr">Plentiful ponds and lakes</span>
|-
| colspan="6" | ''<span lang="en" dir="ltr" class="mw-content-ltr">Half vs double</span>''
|-
|[[File:map_landcover50.png|100px]]||'''50%'''||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>100%||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>30%|| <span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>100%|| <span lang="en" dir="ltr" class="mw-content-ltr">Half as much of the world with land.</span>
|-
| ||'''200%'''||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>100%||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>30%||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>100%||<span lang="en" dir="ltr" class="mw-content-ltr">not available in Customize screen</span>
|-
|[[File:map_coverscale50.png|100px]]||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>100% ||'''50%'''||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>30%||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>100%|| <span lang="en" dir="ltr" class="mw-content-ltr">With landcover at 100%, ocean size appears unchanged.</span>
|-
|[[File:map_coverscale200.png|100px]]||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>100%||'''200%'''||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>30%||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>100%|| <span lang="en" dir="ltr" class="mw-content-ltr">With landcover at 100%, ocean size appears unchanged.</span>
|-
|[[File:map_upheaval10.png|100px]] [[File:Screenshot_upheaval10.png|178px]]||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>100%||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>100%||'''10%'''||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>100%||<span lang="en" dir="ltr" class="mw-content-ltr">More flat areas.</span>
|-
|[[File:map_upheaval60.png|100px]] [[File:Screenshot_upheaval60.png|178px]]||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>100%||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>100%||'''60%'''||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>100% ||<span lang="en" dir="ltr" class="mw-content-ltr">More raised areas.</span>
|-
|[[File:map_formscale40.png|100px]] [[File:Screenshot_formscale40.png|178px]]||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>100%||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>100%||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>30%||'''40%'''||<span lang="en" dir="ltr" class="mw-content-ltr">Raised areas are skinny/spiky.</span>
|-
|[[File:map_formscale200.png|100px]] [[File:Screenshot_formscale200.png|178px]]||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>100%||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>100%||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>30%||'''200%'''||<span lang="en" dir="ltr" class="mw-content-ltr">Raised areas are broad/blunt.</span>
|-
| colspan="6" |''<span lang="en" dir="ltr" class="mw-content-ltr">Multi-variable configs</span>''
|-
!<span lang="en" dir="ltr" class="mw-content-ltr">Result</span>!!<span lang="en" dir="ltr" class="mw-content-ltr">Landcover</span>!!<span lang="en" dir="ltr" class="mw-content-ltr">Landcover <br>scale</span>!!<span lang="en" dir="ltr" class="mw-content-ltr">Upheaval <br>rate</span>!!<span lang="en" dir="ltr" class="mw-content-ltr">Landform <br>scale</span> !!<span lang="en" dir="ltr" class="mw-content-ltr">Characteristics</span>
|-
|[[File:map_landcover10.png|100px]]||'''10%'''||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>100%||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>30%||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>100%||<span lang="en" dir="ltr" class="mw-content-ltr">Barely any land.</span>
|-
|[[File:map_landcover70.png|100px]]|| '''70%'''||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>100%||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>30%||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>100%||<span lang="en" dir="ltr" class="mw-content-ltr">Significant seas/oceans.</span>
|-
|[[File:map_landcover70_coverscale10.png|100px]]|| '''70%'''||'''10%'''||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>30%||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>100%||<span lang="en" dir="ltr" class="mw-content-ltr">Significant quantities of water separating islands.</span>
|-
|[[File:map_landcover70_coverscale50.png|100px]]||'''70%'''||'''50%'''||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>30%||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>100%||<span lang="en" dir="ltr" class="mw-content-ltr">Significant seas/oceans, separated by plenty of land.</span>
|-
|[[File:map_landcover70_coverscale200.png|100px]]||'''70%'''||'''200%'''||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>30%||<span lang="en" dir="ltr" class="mw-content-ltr">default</span> <br>100%||<span lang="en" dir="ltr" class="mw-content-ltr">Nearly default: plenty of land between bodies of water.</span>
|-
|[[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.
|-
|[[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.
|}


*<code>/worldconfig allowLandClaiming [true|false]</code><br /> Whether or not players are allowed to use the land claiming system. (default: true)
<div lang="en" dir="ltr" class="mw-content-ltr">
===Multiplayer===
</div>
 
<div lang="en" dir="ltr" class="mw-content-ltr">
*<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)
</div>


=== Configurations not in the customize world screen ===
<div lang="en" dir="ltr" class="mw-content-ltr">
===Configurations not in the customize world screen===
</div>


These configs need to be created first. Subsequent edits to those can be done with <code>/worldconfig name value</code>
<div lang="en" dir="ltr" class="mw-content-ltr">
These configs need to be created first. Subsequent edits to those can be done with <code>/worldconfig [variable name] [value]</code>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
*<code>/worldconfigcreate bool disableDeathMessages [true|false]</code><br />Whether or not death messages will be displayed.
*<code>/worldconfigcreate bool disableDeathMessages [true|false]</code><br />Whether or not death messages will be displayed.
*<code>/worldconfigcreate bool windAffectedEntityMovement [true|false]</code><br />Whether or not wind affects player and creature movement.
*<code>/worldconfigcreate bool windAffectedEntityMovement [true|false]</code><br />Whether or not wind affects player and creature movement.
Line 82: Line 190:
*<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.
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
==History==
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
*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].
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
==See Also==
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
==References==
</div>
<references />


{{Navbox/modding|Vintage Story}}
{{Navbox/modding|Vintage Story}}
{{Game navbox}}

Latest revision as of 18:20, 6 April 2024

Die Spielwelt kann auf vielerlei Arten beinflusst werden. Im Einzelspieler geschieht diese einfach durch das Klicken des "Konfigurieren"-Knopfes beim erstellen einer neuen Welt. Solltest du dich jedoch einmal umentscheiden oder zu einer neuen Version geupdated haben, so können viele dieser Einstellungen auch im Nachhinein noch geändert werden. Dies ist eine komplette Liste aller Befehle - für andere, nicht Weltgenerierungs Befehle, schau bei den Serverbefehlen . Diese können jedoch mit Hilfe der serverconfig.json auch vor dem Generieren schon festgelegt werden.

Grundlagen

  • /worldconfig name
    Zeigt den Wert einer Einstellung an.
  • /worldconfig name value
    Ändert den Wert einer Einstellung.
  • /worldconfigcreate datatype name value
    Erstellt einen neuen Einstellungswert, dies kann bei Erstnutzung einer Einstellung erforderlich sein (zugelassene Datentypen sind float double int string und bool)

Achtung: Auf Groß- und Kleinschreibung achten. Schreib die Befehle exakt wie du sie hier siehst, bis auf die [ ] in der unten anliegenden Syntax, welche dir einen Wert markieren welchen du ändern kannst. Das (|) Symbol zeigt dir verschiedene Möglichkeiten eine Wert einzustellen, so in etwa [true|false] was bedeutet das der Wert entweder true oder false sein kann.

Player Spawn und Tod

Die Konfiguration für das Startklima und den Friedens-Timer können nur bei der Weltgenerierung bestimmt werden.

  • /worldconfig deathPunishment [drop|keep]
    Ob Items beim Tod gedroppt werden oder nicht. (default: drop)
  • /worldConfig spawnRadius [number]
    Definiert wie weit vom Spawn Spieler spawnen können.
  • /worldconfig temporalGearRespawnUses [-1 .. 9999]
    Das Temporale Zahnrad erlaubt dir deinen Spawnpunkt neu zu setzen, dieser Wert gibt an wie oft du an diesem Punkt spawnen kannst. (default: 20)

Überlebensherausforderungen

  • /worldConfig seasons [enabled|spring]
    Erlaubt es den Jahreszeiten natürlich ineinander über zu gehen, bei "spring" bleibt auf ewig Frühling. (default: enabled)
  • /worldConfig playerlives [-1 .. 99]
    Legt die Anzahl an Spawns fest die ein Spieler hat, -1 steht hierbei für unendlich viele. (default: infinite)
  • /worldConfig daysPerMonth [1-99]
    Legt fest wie viele Tage ein Ingame-Monat hat, ein höherer Wert bedeutet hierbei einen langsameren Jahreszeitenverlauf. (default: 9)
  • /worldConfig harshWinters [true|false]
    Bestimmt wenn auf True gesetzt die Spawnraten von Tieren sowie die Erntemenge an Fleisch von Tieren im Winter und sorgt dafür das Pflanzen in der Kälte absterben. (default: true)
  • /worldconfig blockGravity [sandgravel|sandgravelsoil]
    Erlaubt korrektes Schwerkraftverhalten für Sand und Kies, oder auch Erde. (default: sandgravel)
  • /worldConfig allowUndergroundFarming [true|false]
    Erlaubt es Pflanzen im Untergrund zu pflanzen, solange genug Sonnenlicht vorhanden ist. (default: false)
  • /worldconfig bodyTemperatureResistance [-40.. 40]
    Bestimmt bei welcher Temperatur ein Seraph aushält bevor er zu Erfrieren droht.
  • /worldconfig creatureHostility [aggressive|passive|off]
    Bestimmt das Standardverhalten von Tieren. (default: aggressive)
  • /worldconfig creatureStrength [0-99]
    Definiert den Schadensmultiplikator von Kreaturen. (default: 1)
  • /worldconfig playerHealthPoints [1-999]
    Definiert die Lebenspunkte von neuen Spielern. Bereits gespawnte Spieler sind hiervon unbetroffen, dafür ist /player command zu nutzen. (default: 15)
  • /worldconfig playerHungerSpeed [0-10]
    Definiert den Hungermultiplikator.(default: 1)
  • /worldconfig playerMoveSpeed [0-10]
    Definiert den Bewegungsgeschwindigkeitsmultiplikator. (default: 1.5)
  • /worldconfig foodSpoilSpeed [0-10]
    Definiert die Verderbensrate von Nahrunsmitteln, 0.5 bedeuted hierbei das alles nur halb so schnell verdirbt (default: 1)
  • /worldconfig saplingGrowthRate [0.1-20]
    Definiert die Wachstumsrate von neuen Bäumen. (default: 1)
  • /worldconfig toolDurability [0-99]
    Definiert den Hitpointmultiplikator von Werkzeugen, bei 2 sind also alle Werkzeuge doppelt so lange haltbar. (default: 1)
  • /worldconfig toolMiningSpeed [0-99]
    Definiert den Abbaugeschwindigkeitsmultiplikator, bei 2 werden Blöcke also doppelt so schnell abgebaut. (default: 1)
  • /worldConfig propickNodeSearchRadius [0-12]
    Liegt dieser Wert über 0 erlaubt er das aufspüren von Erzen im Prospecting-Modus auf die festgelegte Distanz. (default: 6)
  • /worldConfig globalDepositSpawnRate [0.1 - 5]
    Definiert die Spawnrate von Vorkommen. (default: 1)
  • /worldconfig microblockChiseling [off|stonewood|all]
    Bestimmt welche Blöcke mit dem Meißel zu bearbeiten sind, Standartmäßg stonewood für Stein und Holz, bei all sind fast alle kubischen Blöcke erlaubt. (default: stonewood)
  • /worldconfig allowCoordinateHud [true|false]
    Bestimmt ob Spieler das Koordinaten-overlay nutzen dürfen. (default: true)
  • /worldconfig allowMap [true|false]
    Bestimmt ob Spieler die Weltkarte nutzen dürfen. (default: true)

World map

  • /worldconfig allowCoordinateHud [true|false]
    Whether players are allowed to used the coordinate HUD. (default: true)
  • /worldconfig allowMap [true|false]
    Whether players are allowed to use the world map. (default: true)

All of the following work[1] in a singleplayer world to restore the parchment-style map to the classic colorful map:

  • /worldconfig colorAccurateWorldmap true (default: false)
  • /worldconfigcreate bool colorAccurateWorldmap true
  • /player [playername] privilege grant colorAccurateWorldmap

In a multiplayer world, the following restores the classic map for an individual:

  • /player [playername] privilege grant colorAccurateWorldmap

while the following restores the classic map for all players:

  • /worldconfig colorAccurateWorldmap true
  • /worldconfigcreate bool colorAccurateWorldmap true

(needs confirmation)

Temporale Stabilität

  • /worldconfig temporalStorms [off|veryrare|rare|sometimes|often|veryoften]
    Wie häufig Temporale Stürme aufkommen sollen. (default: sometimes)
  • /worldconfig tempstormDurationMul [value]
    Befehl der angibt wie Lange Temporale Stürme anhalten.
  • /worldconfig temporalStability [false|true]
    Bestimmt ob die Temporale Mechanik Einfluss auf das Spiel hat. (default: true)
  • /worldconfig temporalRifts [off|invisible|visible]
    Defines temporal rift behavior (default: visible)
    Off: No rifts spawn, which also means no drifters can spawn on the surface.
    Invisible: Rifts are not visible to the player, make no sound and do not affect players in any way, but do spawn drifters.
    Visible: Rifts are visible to the player, make sound, drain stability on nearby players and spawn drifters.
  • /worldconfig temporalGearRespawnUses [-1 .. 9999]
    How many times you can respawn from a spawnpoint set by the temporal gear. -1 means infinite. (default: 20)
  • /worldconfig temporalStormSleeping [0|1]
    Whether or not to allow sleeping during temporal storms (default: 0)

World generation

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

  • /worldconfig worldClimate [realistic|patchy]
    Sets the climate of the world (only during world create) (default: realistic)
  • /worldconfig landcover [0.1-1]
    Sets the amount of the world that will be covered in land (only during world create) (default: 1)*
  • /worldconfig oceanscale [0.1-4] (In game world customization labeled as 'Landcover scale'.)
    Sets the amount of the world that will be covered in ocean (only during world create) (default: 1)*
  • /worldconfig upheavelCommonness [0-1]
    Sets the percentage chance that there will be upheaval in the land (only during world create) (default: 0.3)*
  • /worldconfig geologicActivity [0-0.4]
    Sets the percentage chance that there will be geological activity in the world generation (only during world create) (default: 0.05)
  • /worldconfig landformScale [0.5-1.5]
    Sets the percentage variation of various landforms, making them larger or smaller during generation (only during world create) (default: 1.0)*
  • /worldconfig worldEdge [blocked|traversable]
    Whether you can fall off the world edge (default: traversable)
  • /worldconfig globalTemperature [0-5]
    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)
  • /worldconfig globalPrecipitation [0-5]
    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)
  • /worldconfig globalForestation [-1 .. 1]
    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)
  • /worldconfig surfaceCopperDeposits [0-5]
    Set chance of surface copper spawning for each chunk column (default: 0.12[2])
  • /worldconfig surfaceTinDeposits [0-5]
    Set chance of surface tin spawning for each chunk column (default: 0.007[3])
  • /worldconfig snowAccum [true|false]
    If true, snow will accumulate during winter (default: true)

* See the table below for the effects of changing these settings.

World seed 612031164 with various configurations
Result Landcover Landcover
scale
Upheaval
rate
Landform
scale
Characteristics
Map configsdefault.png default
100%
default
100%
default
30%
default
100%
Plentiful ponds and lakes
Half vs double
Map landcover50.png 50% default
100%
default
30%
default
100%
Half as much of the world with land.
200% default
100%
default
30%
default
100%
not available in Customize screen
Map coverscale50.png default
100%
50% default
30%
default
100%
With landcover at 100%, ocean size appears unchanged.
Map coverscale200.png default
100%
200% default
30%
default
100%
With landcover at 100%, ocean size appears unchanged.
Map upheaval10.png Screenshot upheaval10.png default
100%
default
100%
10% default
100%
More flat areas.
Map upheaval60.png Screenshot upheaval60.png default
100%
default
100%
60% default
100%
More raised areas.
Map formscale40.png Screenshot formscale40.png default
100%
default
100%
default
30%
40% Raised areas are skinny/spiky.
Map formscale200.png Screenshot formscale200.png default
100%
default
100%
default
30%
200% Raised areas are broad/blunt.
Multi-variable configs
Result Landcover Landcover
scale
Upheaval
rate
Landform
scale
Characteristics
Map landcover10.png 10% default
100%
default
30%
default
100%
Barely any land.
Map landcover70.png 70% default
100%
default
30%
default
100%
Significant seas/oceans.
Map landcover70 coverscale10.png 70% 10% default
30%
default
100%
Significant quantities of water separating islands.
Map landcover70 coverscale50.png 70% 50% default
30%
default
100%
Significant seas/oceans, separated by plenty of land.
Map landcover70 coverscale200.png 70% 200% default
30%
default
100%
Nearly default: plenty of land between bodies of water.
File:Map landcover70 coverscale50 formscale300.png
Screenshot landcover70 coverscale50 formscale300.png
70% 50% 30% 300% Frequent water rather than distinct landmasses.
File:Map landcover70 coverscale50 upheaval50 formscale300.png
Screenshot landcover70 coverscale50 upheaval50 formscale300.png
70% 50% 50% 300% Rarely flat terrain at sealevel.

Multiplayer

  • /worldconfig allowLandClaiming [true|false]
    Whether players are allowed to use the land claiming system. (default: true)
  • /worldConfig classExclusiveRecipes [true|false]
    If true, class exclusive recipes are enabled (default: true)
  • /worldConfig auctionHouse [true|false]
    Whether the auction house is available to players (default: true)

Configurations not in the customize world screen

These configs need to be created first. Subsequent edits to those can be done with /worldconfig [variable name] [value]

  • /worldconfigcreate bool disableDeathMessages [true|false]
    Whether or not death messages will be displayed.
  • /worldconfigcreate bool windAffectedEntityMovement [true|false]
    Whether or not wind affects player and creature movement.
  • /worldconfigcreate bool allowCropDeath [true|false]
    Whether or not crops can die.
  • /worldconfigcreate float auctionHouseDeliveryPriceMul [0..10]
    A multiplier on the delivery costs for purchased items in the auction house (default: 1)
  • /worldconfigcreate int auctionHouseDurationWeeksMul [1,2,3,4...]
    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)
  • /worldconfigcreate float auctionHouseSalesCutRate [0..1]
    The sales cut the trader takes for a sold item on the auction. (default: 0.1, which is 10%)
  • /worldconfigcreate float cropGrowthRateMul [0.1 ... 10]
    Sets the growth rate for crops and berry bushes.

History

  • The ability to configure the despawn timer for death-dropped items was added in version 1.18.10. Description of how it works: Official Devlog
  • Feature addition: Cave-in system was added in version 1.19.0.

See Also

References

  1. Tested 15 Mar 2024 in version 1.19.4
  2. Line 259 of [AssemblyInfo.cs]
  3. Line 260 of [AssemblyInfo.cs]
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