Hierarchy

Properties

creatures: {
    aberrantSpawns: ThreeStateButtonState;
    chanceToSpawnScared: number;
    creature: default<CreatureType, IGameOptionsCreature>;
    damageMultiplier: number;
    healthMultiplier: number;
    peaceful: boolean;
    spawnLimit: number;
    tameHealthMultiplier: number;
    tameTimeMutiplier: number;
} & {
    globalAberrantSpawns?: boolean;
}
disableMods: boolean

Whether mods should be disabled

island: {
    applyTravelingEffects: boolean;
    maxTravelTime: number;
    startingBiomeType: BiomeType;
} & {
    applyTravelingEffects?: boolean | TravelingEffectStrategy;
}
items: {
    decayMultiplier: number;
    durabilityMultiplier: number;
}

Type declaration

  • decayMultiplier: number

    Multiplier for decay of items.

  • durabilityMultiplier: number

    A multiplier for the durability of each item globally.

milestoneModifiers: Set<Milestone>
npcs: {
    merchants: {
        allowSpawning: boolean;
        initialItems: default[];
        priceMultiplier: number;
        spawnCapMultiplier: number;
    };
}

Type declaration

  • merchants: {
        allowSpawning: boolean;
        initialItems: default[];
        priceMultiplier: number;
        spawnCapMultiplier: number;
    }
    • allowSpawning: boolean

      Can spawn at all.

    • initialItems: default[]

      The number of items a merchant spawns with.

    • priceMultiplier: number

      A multiplier for the price of each merchant item.

    • spawnCapMultiplier: number

      A multiplier for the merchant spawn cap (which is based on civilization score and this value).

peaceful?: boolean
player: IGameOptionsPlayer & {
    actions?: {
        spawnGuardiansOnLockpick?: boolean;
    };
    globalSkills: IGameOptionsSkill;
    initialItems?: boolean | ItemType[];
    randomSkills?: boolean;
    skills: Map<SkillType, IGameOptionsSkill>;
}
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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