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
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 |
|
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 |
|
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 below 1 decrease fuel used, above 1 increase fuel used. 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
Returns
Type |
Description |
System.Object |
|
Implements
System.ICloneable
Extension Methods