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Class AdvancedGameSettings

A set of values that determine the difficulty of the game, generated from a formula in DifficultyCalculator with the option of being further tweaked by the user.

Inheritance
System.Object
AdvancedGameSettings
Implements
System.ICloneable
Namespace: Eco.Shared.Services
Assembly: Eco.Shared.dll
Syntax
public class AdvancedGameSettings : Object, ICloneable

Constructors

AdvancedGameSettings()

Declaration
public AdvancedGameSettings()

Fields

NumProfessions

Declaration
public const int NumProfessions = 10
Field Value
Type Description
System.Int32

NumSpecialties

Declaration
public const int NumSpecialties = 33
Field Value
Type Description
System.Int32

UAllowDeepOceanBuilding

Declaration
[JsonIgnore]
public bool UAllowDeepOceanBuilding
Field Value
Type Description
System.Boolean

UBrokenPartsWillDisableVehicles

Declaration
[JsonIgnore]
public bool UBrokenPartsWillDisableVehicles
Field Value
Type Description
System.Boolean

UCanAbandonSpecialties

Declaration
[JsonIgnore]
public bool UCanAbandonSpecialties
Field Value
Type Description
System.Boolean

UconnectionRangeModifier

Declaration
[JsonIgnore]
public float UconnectionRangeModifier
Field Value
Type Description
System.Single

UcraftResourceModifier

Declaration
[JsonIgnore]
public float UcraftResourceModifier
Field Value
Type Description
System.Single

UcraftTimeModifier

Declaration
[JsonIgnore]
public float UcraftTimeModifier
Field Value
Type Description
System.Single

UfuelModifier

Declaration
[JsonIgnore]
public float UfuelModifier
Field Value
Type Description
System.Single

UgrowthRateModifier

Declaration
[JsonIgnore]
public float UgrowthRateModifier
Field Value
Type Description
System.Single

UMaxPercentOfProfessionsPerCitizen

Declaration
[JsonIgnore]
public float UMaxPercentOfProfessionsPerCitizen
Field Value
Type Description
System.Single

UMaxPercentOfSpecialtiesPerCitizen

Declaration
[JsonIgnore]
public float UMaxPercentOfSpecialtiesPerCitizen
Field Value
Type Description
System.Single

UMeteorImpactDays

Declaration
[JsonIgnore]
public float UMeteorImpactDays
Field Value
Type Description
System.Single

UplayerExperiencePerSpecialtyExperience

Declaration
[JsonIgnore]
public float UplayerExperiencePerSpecialtyExperience
Field Value
Type Description
System.Single

URequireSkillsToReplaceParts

Declaration
[JsonIgnore]
public bool URequireSkillsToReplaceParts
Field Value
Type Description
System.Boolean

UShelfLifeMultiplier

Declaration
[JsonIgnore]
public float UShelfLifeMultiplier
Field Value
Type Description
System.Single

USkillCostMultiplier

Declaration
[JsonIgnore]
public float USkillCostMultiplier
Field Value
Type Description
System.Single

UspecialtyRefundPercentage

Declaration
[JsonIgnore]
public float UspecialtyRefundPercentage
Field Value
Type Description
System.Single

UstackSizeModifier

Declaration
[JsonIgnore]
public float UstackSizeModifier
Field Value
Type Description
System.Single

UweightModifier

Declaration
[JsonIgnore]
public float UweightModifier
Field Value
Type Description
System.Single

Properties

AllowDeepOceanBuilding

Declaration
[LocDescription("Allows or prevents building in deep ocean biome. Prevents building ocean-bridges to make boats more necessary.")]
public bool AllowDeepOceanBuilding { get; set; }
Property Value
Type Description
System.Boolean

BrokenPartsWillDisableVehicles

Declaration
[LocDescription("If set, vehicles that have a broken part will be totally disabled. Otherwise they will be penalized instead.")]
public bool BrokenPartsWillDisableVehicles { get; set; }
Property Value
Type Description
System.Boolean

CanAbandonSpecialties

Declaration
[LocDescription("Can citizens abandon stars they spent on specialties, allowing them to choose other specialties? Note: specialties cannot be abandoned when there are active work orders which the citizen contributed to using that specialty.")]
public bool CanAbandonSpecialties { get; set; }
Property Value
Type Description
System.Boolean

ClaimPapersGrantedUponSkillscrollConsumed

Declaration
[LocDescription("How many claim papers, if any, are granted to a player upon unlocking a new skill by reading a skillscroll. Decimals permitted (they aggregate and will be given in later scroll readings)")]
public float ClaimPapersGrantedUponSkillscrollConsumed { get; set; }
Property Value
Type Description
System.Single

ClaimStakesGrantedUponSkillscrollConsumed

Declaration
[LocDescription("How many claim stakes, if any, are granted to a player upon unlocking a new skill by reading a skillscroll. Decimals permitted (they aggregate and will be given in later scroll readings)")]
public float ClaimStakesGrantedUponSkillscrollConsumed { get; set; }
Property Value
Type Description
System.Single

ConnectionRangeMultiplier

Declaration
[LocDescription("Multiplier applied to storage connection range. Values below 1 decrease range, above 1 increase range. A server restart is required for correct calculation.")]
[Increment(0.05F)]
public float ConnectionRangeMultiplier { get; set; }
Property Value
Type Description
System.Single

CraftResourceMultiplier

Declaration
[LocDescription("Multiplier applied to crafting resource cost. Values below 1 decrease crafting resource cost, above 1 increase resource cost.")]
[Increment(0.05F)]
public float CraftResourceMultiplier { get; set; }
Property Value
Type Description
System.Single

CraftTimeMultiplier

Declaration
[LocDescription("Multiplier applied to crafting time. Values below 1 decrease crafting time, above 1 increase crafting time.")]
[Increment(0.05F)]
public float CraftTimeMultiplier { get; set; }
Property Value
Type Description
System.Single

FuelEfficiencyMultiplier

Declaration
[LocDescription("Multiplier applied to fuel yield per unit. Values above one make fuel last longer, below 1 make fuel last shorter. A server restart is required for correct calculation.")]
[Increment(0.05F)]
public float FuelEfficiencyMultiplier { get; set; }
Property Value
Type Description
System.Single

GainCharacterExperienceWithSpecialtyExperience

Declaration
[LocDescription("Percentage of speciality experience that is also gained as character level experience (which otherwise only comes from food/housing). Not recommended for public servers. Default: 0")]
[Increment(0.05F)]
public float GainCharacterExperienceWithSpecialtyExperience { get; set; }
Property Value
Type Description
System.Single

GrowthRateMultiplier

Declaration
[LocDescription("Global scale for how quick plants mature. The higher the value, the faster the plant will grow. Default: 1")]
[Increment(0.05F)]
public float GrowthRateMultiplier { get; set; }
Property Value
Type Description
System.Single

MaxProfessionsPerCitizen

Declaration
[LocDescription("Each citizen may take professions until they have this percent of the total number. 10 total available in vanilla.")]
public float MaxProfessionsPerCitizen { get; set; }
Property Value
Type Description
System.Single

MaxSpecialtiesPerCitizen

Declaration
[LocDescription("Each citizen may take specialties until they have this percent of the total number. 33 total available in vanilla.")]
public float MaxSpecialtiesPerCitizen { get; set; }
Property Value
Type Description
System.Single

MeteorImpactInDays

Declaration
[LocDescription("How many days until the meteor would hit?")]
public float MeteorImpactInDays { get; set; }
Property Value
Type Description
System.Single

RequireSkillsToReplaceParts

Declaration
[LocDescription("If set, some objects will have a required skill in order to swap out parts (ie, mechanic skills to change sparkplugs).")]
public bool RequireSkillsToReplaceParts { get; set; }
Property Value
Type Description
System.Boolean

ShelfLifeMultiplier

Declaration
[LocDescription("Adjusts the default shelf life of all foods, with higher values causing food to last longer. For example, setting to 2 doubles the shelf life while setting to 0.5 halves the shelf life.")]
public float ShelfLifeMultiplier { get; set; }
Property Value
Type Description
System.Single

SkillCostMultiplier

Declaration
[LocDescription("Multiplier applied to the cost of learning a specialty. Values below 1 decrease speciality cost, above 1 increase speciality cost.")]
[Increment(0.05F)]
public float SkillCostMultiplier { get; set; }
Property Value
Type Description
System.Single

SpecialtyRefundPercentage

Declaration
[LocDescription("Percentage to refund the player when they remove a specialty.")]
[Increment(0.05F)]
public float SpecialtyRefundPercentage { get; set; }
Property Value
Type Description
System.Single

StackSizeMultiplier

Declaration
[LocDescription("Multiplier applied to item max stack size. Values below 1 decrease max size, above 1 increase max size. A server restart is required for correct calculation.")]
[Increment(0.05F)]
public float StackSizeMultiplier { get; set; }
Property Value
Type Description
System.Single

WeightMultiplier

Declaration
[LocDescription("Multiplier applied to item weight. Values below 1 decrease item weight, above 1 increase item weight. A server restart is required for correct calculation.")]
[Increment(0.05F)]
public float WeightMultiplier { get; set; }
Property Value
Type Description
System.Single

Methods

Clone()

Declaration
public object Clone()
Returns
Type Description
System.Object

Implements

System.ICloneable

Extension Methods

CommandLine.FeedFromCommandLine(Object)
CommandLine.ToCommandLineArgs(Object, Func<Object, Boolean>)
ListUtil.DepthFirstTraversal<T>(T, Func<T, IEnumerable<T>>)
EnumerableExtensions.SingleItemAsEnumerable<T>(T)
EventUtils.RaiseEvent<TEventArgs>(Object, String, TEventArgs)
PredicateUtils.MatchesAll<TEnumerable, T>(T, TEnumerable)
PredicateUtils.MatchesAll<T>(T, Func<T, Boolean>[])
PredicateUtils.MatchesAny<TEnumerable, T>(T, TEnumerable)
ReflectionUtils.PropertyValue<T>(Object, PropertyInfo)
ReflectionUtils.TryGetPropertyValueByName<T>(Object, String, out T)
ReflectionUtils.GetPropertyValueByName<T>(Object, String)
ReflectionUtils.SetPropertyByName(Object, String, Object)
ReflectionUtils.GetStructPropertyByName<T>(Object, String)
ReflectionUtils.GetStringPropertyByName(Object, String)
ReflectionUtils.ZipByProperty<T>(Object, Object, Object, Func<T, T, T>)
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