BUILD MODIFIER DATA Version 1 BUILD SLONGS: AI_PLAYER1_RACE what species is buddy # 1? 7 AI_PLAYER2_RACE what species is buddy # 2? 8 AI_PLAYER3_RACE what species is buddy # 3? 9 AI_PLAYERS how many synthetic gaming buddies in this level 3 CARGO_ROT_TIMER The number of seconds that pass before CARGO_ROT_RATE is applied. 5 FURNITURE_DETERIORATION_FIX_RATE Amount per game turn scutters fix a room 10 FURNITURE_DETERIORATION_FIXIT Point when scutters will fix the room 16000 FURNITURE_DETERIORATION_RATE Rate rooms become damaged, this value is added everytime a peep uses the room 2 FURNITURE_DETERIORATION_START Point when rooms show damage (Damage range: 0-65535) 16000 PEEP_CRIMINAL_PROBABILITY 10 PEEP_CRIMINAL_PROFIT energy criminals steal 100 PEEP_LASER_ACCURACY_SKILLED Range to target divided by this equals deviation for maximum skill level peep 10 PEEP_LASER_ACCURACY_UNSKILLED Range to target divided by this equals deviation for minimum skill level peep 2 ROOM_DETERIORATION_FIX_RATE Amount per game turn scutters fix a room 4 ROOM_DETERIORATION_FIXIT Point when scutters will fix the room 16000 ROOM_DETERIORATION_RATE Rate rooms become damaged, this value is added everytime a peep uses the room 10 ROOM_DETERIORATION_START Point when rooms show damage (Damage range: 0-65535) 16000 ROOM_MAX_SIZE Largest a room is allowed to be 16 ROOM_MIN_SIZE Smallest a room is allowed to be 3 SCUTTER_BATTERY_SIZE How much energy a scutter's battery holds 10000 SCUZZER_BEAMING_gives_them_charge 100 VENDOR_MAX_ENERGY_LEVEL How many servings a Dine-o-Mat can store (0-255) 50 VENDOR_MAX_ORE_LEVEL How many servings a Dine-o-Mat can store (0-255) 50 VENDOR_MAX_STOCK_LEVEL How many servings a Dine-o-Mat can store (0-255) 50 UNLOCK_ALL_SEGS Replacement for the script one 1 PLAYER_1_SEGMENT where player 1 starts 0 PLAYER_2_SEGMENT where player 2 starts 4 PLAYER_3_SEGMENT where player 2 starts 8 PLAYER_4_SEGMENT where player 2 starts 12 ENERGY_HEALTHY_POINT 90000 SCUTTER_FIDDLE_SEG_LOCK_TIME 60 VENDOR_DELAY 5 SHOP_MAX_STOCK_LEVEL_MUSIC 40 SHOP_MAX_STOCK_LEVEL_POOTER 20 SHOP_MAX_STOCK_LEVEL_CURIO 40 SHOP_MAX_STOCK_LEVEL_SPORT 40 SHOP_MAX_STOCK_LEVEL_ARMY 40 SHOP_MAX_STOCK_LEVEL_GENERAL 20 SHOP_STOCK_RECHARGE_COST_MUSIC 1000 SHOP_STOCK_RECHARGE_COST_POOTER 500 SHOP_STOCK_RECHARGE_COST_CURIO 2000 SHOP_STOCK_RECHARGE_COST_SPORT 1000 SHOP_STOCK_RECHARGE_COST_ARMY 1000 SHOP_STOCK_RECHARGE_COST_GENERAL 250 AI_FIGHT_1_HUMANS should AI buddy 1 pick fights with humans? 1 AI_FIGHT_2_HUMANS should AI buddy 2 pick fights with humans? 1 AI_FIGHT_3_HUMANS should AI buddy 3 pick fights with humans? 1 AI_FIGHT_1_2 should buddies 1 & 2 pick fights with each other? 1 AI_FIGHT_1_3 should buddies 1 & 3 pick fights with each other? 1 AI_FIGHT_2_3 should buddies 2 & 3 pick fights with each other? 1 DISABLE_WAR 0 GEMSLUG_ANAL_RETENTIVENESS 500 GEMSLUG_CONTENTED_POOPINESS 1 END OF SLONGS: BUILD FLOATS: AI_HANDOUT_PER_MINUTE 0 AI_DITHERY be a bit slow about traders for realism 4 AI_THINKS_PER_TURN 8 AI_SPEND_PLACE_DISCOVERED_ROOM 20000 AI_TOO_POOR_HANDOUT 0 AI_hire_spend_per_minute 10000 AI_CRAMPED 0.5 ALT_SCALER Scaler for terraform Y 70 BUILD_SUN_AMBIENT_B Colour of ambient light outside biodeck 0.140000 BUILD_SUN_AMBIENT_G Colour of ambient light outside biodeck 0.100000 BUILD_SUN_AMBIENT_R Colour of ambient light outside biodeck 0.300000 BUILD_SUN_B Colour of sun 1.000000 BUILD_SUN_G Colour of sun 1.000000 BUILD_SUN_R Colour of sun 1.000000 BUILD_SUN_X Position of sun 1.000000 BUILD_SUN_Y Position of sun 1.000000 BUILD_SUN_Z Position of sun 1.000000 CARGO_ROT_RATE How much rot is applied every CARGO_ROT_TIMER seconds. 0.010000 DISEASE_DOCKING_CHANCE Percentage chance of a peep arriving on the station already having a disease 4.000000 DISEASE_VERMIN_CHANCE Percentage chance of vermin giving a peep a disease 100.000000 ROOM_DIRTINESS_CLEAN_RATE Amount per game turn scutters clean a room 0.001000 ROOM_DIRTINESS_FIXIT Point when scutters will clean a dirty room 0.300000 ROOM_DIRTINESS_RATE Rate rooms become dirty, this value is added everytime a peep uses the room 0.010000 ROOM_DIRTINESS_START Point when rooms start showing dirtiness 0.300000 FURNITURE_DIRTINESS_CLEAN_RATE Amount per game turn scutters clean a room 0.001000 FURNITURE_DIRTINESS_FIXIT Point when scutters will clean a dirty room 0.300000 FURNITURE_DIRTINESS_RATE Rate rooms become dirty, this value is added everytime a peep uses the room 0.001000 FURNITURE_DIRTINESS_START Point when rooms start showing dirtiness 0.300000 VENDOR_ENERGY_COST How much energy it costs to fill the energy bar back up 250.000000 BLAST_AMT_BOMB How powerful cargo bombs are relative to laser beams 50 BLAST_AMT_GUNNER How much more powerful a gunner is than a laser 2 BLAST_HIT_JIGGLE_TIME How long they jiggle when hit by a blast of any sort 2 BLAST_AMT_QUAKE 2 CARGO_BASIC_RRP_0001 500 CARGO_BASIC_RRP_0002 1000 CARGO_BASIC_RRP_0003 250 CARGO_BASIC_RRP_0004 500 CARGO_BASIC_RRP_0005 1000 CARGO_BASIC_RRP_0006 1000 CARGO_BASIC_RRP_0007 250 CARGO_BASIC_RRP_0008 1000 CARGO_BASIC_RRP_0009 1000 CARGO_BASIC_RRP_0010 2000 CARGO_BASIC_RRP_0013 10000 CARGO_BASIC_RRP_0014 1000 CARGO_PEEP_RRP_0001 1000 CARGO_PEEP_RRP_0002 2000 CARGO_PEEP_RRP_0003 3000 CARGO_PEEP_RRP_0004 3000 CARGO_PEEP_RRP_0016 1000 CARGO_PEEP_RRP_0017 1000 CARGO_PEEP_RRP_0018 1000 CARGO_PEEP_RRP_0020 1000 CARGO_PEEP_RRP_0021 1000 PEEP_LASER_POWER_SKILLED 1.2 PEEP_LASER_POWER_UNSKILLED 0.5 ROOM_AVERAGE_USE_COUNT_0005 100 ROOM_AVERAGE_USE_COUNT_0006 4 ROOM_AVERAGE_USE_COUNT_0013 1 ROOM_AVERAGE_USE_COUNT_0016 50 ROOM_AVERAGE_USE_COUNT_0017 1.5 ROOM_AVERAGE_USE_COUNT_0018 1.5 ROOM_AVERAGE_USE_COUNT_0019 5 ROOM_AVERAGE_USE_COUNT_0020 5 ROOM_AVERAGE_USE_COUNT_0021 100 ROOM_AVERAGE_USE_COUNT_0022 100 ROOM_AVERAGE_USE_COUNT_0023 100 ROOM_AVERAGE_USE_COUNT_0024 15 ROOM_AVERAGE_USE_COUNT_0025 400 ROOM_AVERAGE_USE_COUNT_0026 1 ROOM_AVERAGE_USE_COUNT_0027 1 ROOM_AVERAGE_USE_COUNT_0028 1 ROOM_AVERAGE_USE_COUNT_0029 1 ROOM_AVERAGE_USE_COUNT_0030 1 ROOM_AVERAGE_USE_COUNT_0031 1 ROOM_AVERAGE_USE_COUNT_0032 40 ROOM_AVERAGE_USE_COUNT_0033 40 ROOM_AVERAGE_USE_COUNT_0034 40 ROOM_AVERAGE_USE_COUNT_0035 50 ROOM_AVERAGE_USE_COUNT_0036 1 ROOM_AVERAGE_USE_COUNT_0039 1 ROOM_AVERAGE_USE_COUNT_0040 1 BIODECK_SCORE_SCALEUP 15 COLLECTOR_CAN_STORE_THIS_MUCH How many ergs a working collector can conserve 100000 COLLECTOR_NODE_SPEND How much energy the CN takes when it needs it. 25 COLLECTOR_NODE_STORE How many seconds before the CN takes energy. 30 CRIMINALS_ARMOUR Bullets hurt spies and crims less using this factor 0.75 ENERGY_YELLOW exceed this frac of energy requirements to be yellow 5 FONT_THROW_AWAY_SUBPIXELS 1 if you want to, 0 if you don't 1 FURNITURE_ENERGY_USE_COST_0001 100 FURNITURE_ENERGY_USE_COST_0002 50 FURNITURE_ENERGY_USE_COST_0003 40 FURNITURE_ENERGY_USE_COST_0004 60 FURNITURE_ENERGY_USE_COST_0005 70 FURNITURE_ENERGY_USE_COST_0006 10 FURNITURE_ENERGY_USE_COST_0007 0 FURNITURE_ENERGY_USE_COST_0008 10 FURNITURE_ENERGY_USE_COST_0009 20 FURNITURE_ENERGY_USE_COST_0010 10 FURNITURE_ENERGY_USE_COST_0011 10 FURNITURE_ENERGY_USE_COST_0012 0 FURNITURE_ENERGY_USE_COST_0013 20 FURNITURE_ENERGY_USE_COST_0014 100 FURNITURE_ENERGY_USE_COST_0015 0 FURNITURE_ENERGY_USE_COST_0016 0 FURNITURE_ENERGY_USE_COST_0017 10 FURNITURE_ENERGY_USE_COST_0018 0 FURNITURE_ENERGY_USE_COST_0019 0 FURNITURE_ENERGY_USE_COST_0020 0 FURNITURE_ENERGY_USE_COST_0021 0 FURNITURE_ENERGY_USE_COST_0022 0 FURNITURE_ENERGY_USE_COST_0023 0 FURNITURE_ENERGY_USE_COST_0024 0 FURNITURE_ENERGY_USE_COST_0025 0 FURNITURE_ENERGY_USE_COST_0026 0 FURNITURE_ENERGY_USE_COST_0027 0 FURNITURE_ENERGY_USE_COST_0028 100 FURNITURE_ENERGY_USE_COST_0029 0 FURNITURE_ENERGY_USE_COST_0030 10 FURNITURE_ENERGY_USE_COST_0031 0 FURNITURE_ENERGY_USE_COST_0032 10 FURNITURE_ENERGY_USE_COST_0033 100 FURNITURE_ENERGY_USE_COST_0034 0 FURNITURE_ENERGY_USE_COST_0035 10 FURNITURE_ENERGY_USE_COST_0036 0 HIDE_OLD_STATUS_PANEL make the status panel invisible but still there really in release build 0 LAND_VIOLENCE_MOIST How fast the temperature can be changed 2.011003 LAND_VIOLENCE_TEMP How fast the temperature can be changed 2.001260 PEEP_COST_HIRE_SCALER Scaler for hiring a peep 25 PEEP_USE_BIODECK_SCORE_NEEDED How much score the biodeck needs to be considered 3000 PEEP_USE_ROOM_SCORE_NEEDED threshold for how much you need a room before you use it 10000 PEEP_USE_ROOM_SCORE_NEEDED_PURE threshold but before any silly distance calcs ie purely based on mood score 3000 ROOM_ENERGY_USE_COST_0000 10 ROOM_ENERGY_USE_COST_0001 200 ROOM_ENERGY_USE_COST_0005 50 ROOM_ENERGY_USE_COST_0013 50 ROOM_ENERGY_USE_COST_0016 50 ROOM_ENERGY_USE_COST_0017 100 ROOM_ENERGY_USE_COST_0018 100 ROOM_ENERGY_USE_COST_0019 100 ROOM_ENERGY_USE_COST_0020 50 ROOM_ENERGY_USE_COST_0021 100 ROOM_ENERGY_USE_COST_0022 200 ROOM_ENERGY_USE_COST_0023 300 ROOM_ENERGY_USE_COST_0024 20 ROOM_ENERGY_USE_COST_0026 40 ROOM_ENERGY_USE_COST_0027 40 ROOM_ENERGY_USE_COST_0028 80 ROOM_ENERGY_USE_COST_0029 40 ROOM_ENERGY_USE_COST_0030 40 ROOM_ENERGY_USE_COST_0031 20 ROOM_ENERGY_USE_COST_0032 40 ROOM_ENERGY_USE_COST_0033 80 ROOM_ENERGY_USE_COST_0034 60 ROOM_ENERGY_USE_COST_0035 50 ROOM_ENERGY_USE_COST_0036 100 ROOM_ENERGY_USE_COST_0038 0 ROOM_ENERGY_USE_COST_0039 50 ROOM_ENERGY_USE_COST_0040 50 ROOM_ENERGY_USE_COST_0041 10 ROOM_SCORE_LOSS_PER_SQUARE How fraction of the score is lost per square's distance 0.015 SPAWN_ROOM_DAMAGE 1000 STATION_YUMNESS_AMOUNT_OF_LITTER_C _value @ which this doesn't contribute (per seg) 1.000000 STATION_YUMNESS_AMOUNT_OF_LITTER_M _desirability scaler -200.000000 STATION_YUMNESS_AV_QUEUE_SIZE_C _value @ which this doesn't contribute (0-) 0.000000 STATION_YUMNESS_AV_QUEUE_SIZE_M _desirability scaler -200.000000 STATION_YUMNESS_BASE_C _value if nothing contributes 500.000000 STATION_YUMNESS_CORPSE_COUNT_C _value @ which this doesn't contribute (per seg) 1.000000 STATION_YUMNESS_CORPSE_COUNT_M _desirability scaler -1000.000000 STATION_YUMNESS_ENTRY_FEE_C _value @ which this doesn't contribute (0-200?) 200.000000 STATION_YUMNESS_ENTRY_FEE_M _desirability scaler -50.000000 STATION_YUMNESS_EVERYONE_HAPPY_C _value @ which this doesn't contribute (0-10k) 6000.000000 STATION_YUMNESS_EVERYONE_HAPPY_M _desirability scaler 3.000000 STATION_YUMNESS_LIKE_OWNER_RACE_C _value @ which this doesn't contribute (0-9) 5.000000 STATION_YUMNESS_LIKE_OWNER_RACE_M _desirability scaler 100.000000 STATION_YUMNESS_MY_RACE_HAPPY_C _value @ which this doesn't contribute (0-10k) 5000.000000 STATION_YUMNESS_MY_RACE_HAPPY_M _desirability scaler 1.000000 STATION_YUMNESS_ROOM_COUNT_C _value @ which this doesn't contribute (0-) 8.000000 STATION_YUMNESS_ROOM_COUNT_M _desirability scaler 100.000000 STATION_YUMNESS_ROOM_TYPE_COUNT_C _value @ which this doesn't contribute (0-40ish) 6.000000 STATION_YUMNESS_ROOM_TYPE_COUNT_M _desirability scaler 500.000000 STATION_YUMNESS_PLANT_COUNT_C 0.000000 STATION_YUMNESS_PLANT_COUNT_M 50.000000 STATION_YUMNESS_BIODIVERSITY_C 0.000000 STATION_YUMNESS_BIODIVERSITY_M 500.000000 STATION_YUMNESS_FURNITURE_COUNT_C 10.000000 STATION_YUMNESS_FURNITURE_COUNT_M 20.000000 STATION_YUMNESS_FURNODIVERSITY_C 6.000000 STATION_YUMNESS_FURNODIVERSITY_M 1000.000000 TRADER_DECODE_VALUE 100 TREE_GROW_LOWER_DECK 0.0003 TREE_GROW_MAX 0.00015 TREE_GROW_MIN -0.0001 TREE_GROW_SCALERS_0000 0.15 TREE_GROW_SCALERS_0001 0.25 TREE_GROW_SCALERS_0002 0.75 TREE_GROW_SCALERS_0003 2 TREE_GROW_SCALERS_0004 0.44 TREE_GROW_SCALERS_0005 0.38 TREE_GROW_SCALERS_0006 0.44 TREE_GROW_SCALERS_0007 0.5 TREE_GROW_SCALERS_0008 0.38 TREE_GROW_SCALERS_0009 0.5 TREE_GROW_SCALERS_0010 0.75 TREE_GROW_SCALERS_0011 0.5 TREE_GROW_SCALERS_0012 0.38 TREE_GROW_SCALERS_0013 0.5 TREE_GROW_SCALERS_0014 0.75 TREE_GROW_SCALERS_0015 0.5 TREE_GROW_SCALERS_0016 0.44 TREE_GROW_SCALERS_0017 2 TREE_GROW_SCALERS_0018 0.5 TREE_GROW_SCALERS_0019 0.5 TREE_GROW_SCALERS_0020 0.5 TREE_SPAWN_CHOICES How likely trees are to spawn when already forested 10 TREE_SPAWN_NEWPLACE How unlikely trees are to spawn when nowhere near another 30000 TREE_SPAWN_UNRATE How often trees spawn, 0 for not at all 100 WAVE_OFFSET Whether they go negative or not 30 SEGMENT_FROM_SCRATCH_COST How much it costs to open a previously unoccupied segment 10000 PENITENT_CHANCE_MAX_MIND you have a 1-in-this chance of becoming penitent if you have max mind -50 PENITENT_CHANCE_NO_MIND you have a 1-in-this chance of becoming penitent if you have 0 mind 100 CARGO_BUILD_ENERGY_TO_LABOUR Percentage of cash that becomes gameturns for crate to appear 25 CARGO_BUILD_GENERIC_PERCENT Tweak the cost of other crates 75 CARGO_BUILD_HARDPLAN_PERCENT Tweak the cost of hardplan crates 75 CARGO_BUILD_SCUTTER_PERCENT Tweak the cost of scutter crates 75 CARGO_BUILD_TECHNOLOGY_PERCENT Tweak the cost of technology crates 75 ROOM_DETERIORATIONS_LASER_0000 how damaging a laser blast is to a room, max 65536 0 ROOM_DETERIORATIONS_LASER_0001 200 ROOM_DETERIORATIONS_LASER_0002 0 ROOM_DETERIORATIONS_LASER_0003 400 ROOM_DETERIORATIONS_LASER_0004 1000 ROOM_DETERIORATIONS_LASER_0005 600 ROOM_DETERIORATIONS_LASER_0006 600 ROOM_DETERIORATIONS_LASER_0007 600 ROOM_DETERIORATIONS_LASER_0008 400 ROOM_DETERIORATIONS_LASER_0009 400 ROOM_DETERIORATIONS_LASER_0010 600 ROOM_DETERIORATIONS_LASER_0011 400 ROOM_DETERIORATIONS_LASER_0012 1000 ROOM_DETERIORATIONS_LASER_0013 800 ROOM_DETERIORATIONS_LASER_0014 1000 ROOM_DETERIORATIONS_LASER_0015 400 ROOM_DETERIORATIONS_LASER_0016 800 ROOM_DETERIORATIONS_LASER_0017 400 ROOM_DETERIORATIONS_LASER_0018 800 ROOM_DETERIORATIONS_LASER_0019 1000 ROOM_DETERIORATIONS_LASER_0020 1000 ROOM_DETERIORATIONS_LASER_0021 600 ROOM_DETERIORATIONS_LASER_0022 600 ROOM_DETERIORATIONS_LASER_0023 600 ROOM_DETERIORATIONS_LASER_0024 800 ROOM_DETERIORATIONS_LASER_0025 600 ROOM_DETERIORATIONS_LASER_0026 800 ROOM_DETERIORATIONS_LASER_0027 800 ROOM_DETERIORATIONS_LASER_0028 800 ROOM_DETERIORATIONS_LASER_0029 800 ROOM_DETERIORATIONS_LASER_0030 600 ROOM_DETERIORATIONS_LASER_0031 800 ROOM_DETERIORATIONS_LASER_0032 400 ROOM_DETERIORATIONS_LASER_0033 800 ROOM_DETERIORATIONS_LASER_0034 600 ROOM_DETERIORATIONS_LASER_0035 800 ROOM_DETERIORATIONS_LASER_0036 800 ROOM_DETERIORATIONS_LASER_0037 400 ROOM_DETERIORATIONS_LASER_0038 400 ROOM_DETERIORATIONS_LASER_0039 800 ROOM_DETERIORATIONS_LASER_0040 0 ROOM_DETERIORATIONS_LASER_0041 800 ROOM_DAMAGE_FIX_RATE_0000 0 ROOM_DAMAGE_FIX_RATE_0001 100 ROOM_DAMAGE_FIX_RATE_0002 100 ROOM_DAMAGE_FIX_RATE_0003 50 ROOM_DAMAGE_FIX_RATE_0004 200 ROOM_DAMAGE_FIX_RATE_0005 100 ROOM_DAMAGE_FIX_RATE_0006 100 ROOM_DAMAGE_FIX_RATE_0007 100 ROOM_DAMAGE_FIX_RATE_0008 50 ROOM_DAMAGE_FIX_RATE_0009 50 ROOM_DAMAGE_FIX_RATE_0010 100 ROOM_DAMAGE_FIX_RATE_0011 100 ROOM_DAMAGE_FIX_RATE_0012 200 ROOM_DAMAGE_FIX_RATE_0013 200 ROOM_DAMAGE_FIX_RATE_0014 200 ROOM_DAMAGE_FIX_RATE_0015 50 ROOM_DAMAGE_FIX_RATE_0016 100 ROOM_DAMAGE_FIX_RATE_0017 100 ROOM_DAMAGE_FIX_RATE_0018 100 ROOM_DAMAGE_FIX_RATE_0019 100 ROOM_DAMAGE_FIX_RATE_0020 100 ROOM_DAMAGE_FIX_RATE_0021 100 ROOM_DAMAGE_FIX_RATE_0022 150 ROOM_DAMAGE_FIX_RATE_0023 200 ROOM_DAMAGE_FIX_RATE_0024 200 ROOM_DAMAGE_FIX_RATE_0025 50 ROOM_DAMAGE_FIX_RATE_0026 200 ROOM_DAMAGE_FIX_RATE_0027 200 ROOM_DAMAGE_FIX_RATE_0028 200 ROOM_DAMAGE_FIX_RATE_0029 200 ROOM_DAMAGE_FIX_RATE_0030 200 ROOM_DAMAGE_FIX_RATE_0031 200 ROOM_DAMAGE_FIX_RATE_0032 100 ROOM_DAMAGE_FIX_RATE_0033 50 ROOM_DAMAGE_FIX_RATE_0034 100 ROOM_DAMAGE_FIX_RATE_0035 50 ROOM_DAMAGE_FIX_RATE_0036 50 ROOM_DAMAGE_FIX_RATE_0037 100 ROOM_DAMAGE_FIX_RATE_0038 100 ROOM_DAMAGE_FIX_RATE_0039 100 ROOM_DAMAGE_FIX_RATE_0040 100 ROOM_DAMAGE_FIX_RATE_0041 100 SCUTTER_BATTERY_LOW 0.5 SCUTTER_FIXEDNESS_LOW 0.3 END OF FLOATS: END OF BUILDS (you must keep this marker in)