Hierarchy

Properties

creatures: {
    aberrantSpawns: ThreeStateButtonState;
    chanceToSpawnScared: number;
    creature: default<CreatureType, IGameOptionsCreature>;
    damageMultiplier: number;
    disableScared: boolean;
    healthMultiplier: number;
    peaceful: boolean;
    spawnLimit: number;
    spawnRateMultiplier: number;
    tameHealthMultiplier: number;
    tameTimeMutiplier: number;
    zones: {
        globalTierModifier: number;
    };
}

Type declaration

  • aberrantSpawns: ThreeStateButtonState

    Param

    Only aberrants can spawn

    Param

    Only non-aberrants can spawn

    Param

    Either aberrants or non-aberrants can spawn

  • chanceToSpawnScared: number

    Chance for creature to spawn as scared (uses Random.chance)

  • creature: default<CreatureType, IGameOptionsCreature>

    Custom options for each creature.

  • damageMultiplier: number

    Multiplier for damage of creatures

  • disableScared: boolean

    Whether creatures can be scared (run away from players)

  • healthMultiplier: number

    Multiplier for health of creatures

  • peaceful: boolean

    Whether creatures attack when unprovoked

  • spawnLimit: number

    Maximum number of creatures that can spawn in a zone

  • spawnRateMultiplier: number

    Multiplier for changing the creature spawn rate

  • tameHealthMultiplier: number

    Multiplier for how much max/min HP bonus is given on each tame/offer/pet

  • tameTimeMutiplier: number

    Multiplier for how long each tame lasts

  • zones: {
        globalTierModifier: number;
    }
    • globalTierModifier: number

      A global tier modifier to apply to every zone

disableMods: boolean

Whether mods should be disabled

island: {
    applyTravelingEffects: boolean;
    startingBiomeType: BiomeType;
}

Type declaration

  • applyTravelingEffects: boolean

    Traveling effect options

  • startingBiomeType: BiomeType

    Biome type for the first island

items: {
    decayMultiplier: number;
    durabilityMultiplier: number;
    qualities: default<Quality, IGameOptionsItemQuality>;
    tileContainersEnabled: boolean;
}

Type declaration

  • decayMultiplier: number

    Multiplier for decay of items.

  • durabilityMultiplier: number

    A multiplier for the durability of each item globally.

  • qualities: default<Quality, IGameOptionsItemQuality>

    Changes item quality properties.

  • tileContainersEnabled: boolean

    Whether tile containers should be allowed.

milestoneModifiers: Set<Milestone>
npcs: {
    merchants: {
        alreadyTradedMultiplier: number;
        initialItems: default[];
        priceMultiplier: number;
    };
    spawning: default<NPCType, IGameOptionsNPCSpawning>;
}

Type declaration

  • merchants: {
        alreadyTradedMultiplier: number;
        initialItems: default[];
        priceMultiplier: number;
    }
    • alreadyTradedMultiplier: number

      A multiplier in price of an item for sale (and divisor in the credit they offer for an item) for each time an item has already been traded with a merchant.

    • initialItems: default[]

      The number of items a merchant spawns with.

    • priceMultiplier: number

      A multiplier for the price of each merchant item.

  • spawning: default<NPCType, IGameOptionsNPCSpawning>
randomEvents: boolean
respawn: boolean

Whether players respawn when they die

rest: {
    startDelay?: number;
    tickInterval?: number;
}

Type declaration

  • Optional startDelay?: number

    How long to delay before resting begins

  • Optional tickInterval?: number

    Delay between rest ticks

time: {
    dayLength?: number;
    dayPercent?: number;
    frozen: boolean;
    initial: number;
}

Type declaration

  • Optional dayLength?: number

    The number of turns/ticks in a day.

  • Optional dayPercent?: number

    A number between 0 and 1 representing how much of the day is "daytime" and how much of the day is "night time".

  • frozen: boolean

    Whether time never passes

  • initial: number

    A number between 0 and 1, where 0 is the start of the day and 1 is the end.

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