World Configuration/es: Difference between revisions

From Vintage Story Wiki
Updating to match new version of source page
(Updating to match new version of source page)
Tags: Mobile edit Mobile web edit
(Updating to match new version of source page)
(9 intermediate revisions by 2 users not shown)
Line 1: Line 1:
<languages/><div class="mw-translate-fuzzy">
<languages/><div class="mw-translate-fuzzy">
Los mundos del juego pueden personalizarse en gran medida. Para un jugador, basta con pulsar el botón "Personalizar" al crear un nuevo mundo. Sin embargo, si cambias de opinión o actualizas a una nueva versión, muchas de estas configuraciones se pueden cambiar en los mundos existentes. Aquí hay una lista completa de ellos - para otros comandos, no worldgen, consulte la [[list_of_server_commands/es|lista de comandos de servidor]].
Los mundos del juego pueden personalizarse en gran medida. Para un jugador, basta con pulsar el botón "Personalizar" al crear un nuevo mundo. Sin embargo, si cambias de opinión o actualizas a una nueva versión, muchas de estas configuraciones se pueden cambiar en los mundos existentes. Aquí hay una lista completa de ellos - para otros comandos, no worldgen, consulte la [[list_of_server_commands/es|lista de comandos de servidor]].También pueden establecerse antes de crear un mundo a través de [[Server Config|serverconfig.json]].
</div>
</div>


__TOC__
__TOC__


<div lang="en" dir="ltr" class="mw-content-ltr">
== General usage ==
== General usage ==
*<code>/worldconfig name</code><br />Show current configuration value
*<code>/worldconfig name</code><br />Show current configuration value
*<code>/worldconfig name value</code><br />Set a configuration value
*<code>/worldconfig name value</code><br />Set a configuration value
*<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 />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>)
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<strong>Please note</strong>: Commands are <strong>case-sensitive</strong>. Type them exactly as you see, except for the [ ] shown in below command syntax, which 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>Please note</strong>: Commands are <strong>case-sensitive</strong>. Type them exactly as you see, except for the [ ] shown in below command syntax, which 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
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
=== Player spawn and death ===
=== Player spawn and death ===
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
The configs starting climate and grace timer can only be set during world creation.
The configs starting climate and grace timer can only be set during world creation.
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
*<code>/worldconfig deathPunishment [drop|keep]</code><br /> Whether to drop your inventory upon death (default: drop)
*<code>/worldconfig deathPunishment [drop|keep]</code><br /> Whether to drop your inventory upon death (default: drop)
*<code>/worldConfig droppedItemsTimer [number]</code><br />  Defines the despawn time of items dropped on death, measured in seconds (default: 600, equivalent to 10 minutes).  Only affects items dropped on death, not other dropped items.
*<code>/worldConfig spawnRadius [number]</code><br /> Sets how far players spawn in a radius from world spawn.
*<code>/worldConfig spawnRadius [number]</code><br /> Sets how far players spawn in a radius from world spawn.
*<code>/worldconfig temporalGearRespawnUses [-1 .. 9999]</code><br /> The temporal gear allows you to set a spawn point. Here you can configure how often it can be used for respawning at the set point. -1 means infinite (default: 20)
*<code>/worldconfig temporalGearRespawnUses [-1 .. 9999]</code><br /> The temporal gear allows you to set a spawn point. Here you can configure how often it can be used for respawning at the set point. -1 means infinite (default: 20)
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
=== Survival challenges ===
=== Survival challenges ===
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
*<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 [number]</code><br /> Sets how long the player can hold their breath under water. (default: 40000, equivalent to 40 seconds)
*<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 [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
Line 40: Line 56:
*<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 loreContent [true|false]</code><br /> Whether the story related lore content is included in world generation (default: true)
*<code>/worldconfig allowMap [true|false]</code><br /> Whether or not players are allowed to used the world map. (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)
</div>
 
<div lang="en" dir="ltr" class="mw-content-ltr">
==== World map ====
</div>
 
<div lang="en" dir="ltr" class="mw-content-ltr">
*<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)
</div>


=== Temporal stability ===
<div lang="en" dir="ltr" class="mw-content-ltr">
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>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
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)
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
===Temporal stability===
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
*<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)
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
*<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.
*<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 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)
*<code>/worldconfig temporalStormSleeping [0|1]</code><br /> Whether or not to allow sleeping during temporal storms (default: 0)
</div>


=== World generation ===
<div lang="en" dir="ltr" class="mw-content-ltr">
===World generation===
</div>


The configs world climate, world size and polar-equator distance can only be set during world creation.
<div lang="en" dir="ltr" class="mw-content-ltr">
The configs ''world climate'', ''world size'' and ''polar-equator distance'' can only be set during world creation.
</div>


*<code>/worldconfig worldEdge [blocked|traversable]</code><br />Wether you can fall off the world edge (default: traversable)
<div lang="en" dir="ltr" class="mw-content-ltr">
*<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>
</div>
 
<div lang="en" dir="ltr" class="mw-content-ltr">
*<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)
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<nowiki>*</nowiki> ''See the table below for the effects of changing these settings.''
</div>


=== 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>


<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>
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 83: Line 202:
*<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.
</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}}
{{tnt|Game navbox}}
{{Game navbox}}
43,124

edits