ANEURISM IV/Gameplay settings
Put these settings in customserverrules.cfg inside the data directory. Names are case-sensitive. Each value must be in double quotes:
# customserverrules.cfg
fateRespawnTime "15"
eventWartimeDuration "900"
lootCycleLootRate "4"
rewardBankerTransaction "Medium"
The tables list the shipped defaults for version 20-preview1. Use whole numbers for counts, seconds for durations unless the name specifies minutes, and a decimal point for fractional values. A fraction such as 0.1 means 10% where the setting describes a tax or percentage.
Change a few values at a time and check the result in a test world. The game doesn't impose a useful minimum and maximum on every gameplay value. Keep intervals positive, minimums below maximums, and player attributes within values your rules can support.
Restart to apply all settings. reloadservercfg rereads the file, but already running timers and player instances can retain values until they are recreated. The loot interval needs a restart; the per-cycle item counts can be reloaded. Deleting a line requires a restart to restore its default. printvariables lists gameplay setting names available in the installed game; it runs on the local client and isn't a remote server status command.
Players, combat, and karma
| Setting | Default |
|---|---|
attributeResistanceMajor |
0.7
|
attributeResistanceMinor |
0.85
|
bankerTransactionRewardDelayMinutes |
5
|
combatResetAttackerTime |
60
|
corpsmanHealRewardDelayMinutes |
2
|
dotBleedBaseDamage |
2.0
|
dotBleedBaseInterval |
2.0
|
dotBleedBaseLength |
30.0
|
fateRespawnTime |
10
|
hungerMinimumSpawnValue |
30
|
playerInventoryMaxWeightLower |
25
|
playerInventoryMaxWeightUpper |
40
|
pointSystemBadKarmaPercent |
0.75
|
pointSystemMaxAnamnecytes |
50
|
pointSystemMaxKarma |
1000
|
pointSystemMinAnamnecytes |
-25
|
pointSystemMinKarma |
0
|
sanityMinimumSpawnValue |
30
|
thirstMinimumSpawnValue |
30
|
Events and rituals
The default darkness cooldown is 35 minutes. Set darknessCooldownSeconds explicitly if you want to change it along with the darkness duration.
| Setting | Default |
|---|---|
darknessCooldownSeconds |
2100
|
eventDarknessDuration |
300
|
eventLimitationOrderDuration |
600
|
eventLostDuration |
30
|
eventRottingDuration |
900
|
eventWartimeDuration |
600
|
sacrificeDuration |
300
|
Loot, economy, and objects
Keep the spelling fishinMaxTargetDescendDelay as written. The game uses that name for the maximum fishing target descent delay. lootCycleLootRate is the number of items per player per loot cycle; the minimum, maximum, and per-container settings limit the result.
| Setting | Default |
|---|---|
economyTaxEvasionThreshold |
100
|
economyVentCashValue |
100
|
fishinMaxTargetDescendDelay |
10
|
fishingMaxTargetSpawnDelay |
15
|
fishingMinTargetDescendDelay |
5
|
fishingMinTargetSpawnDelay |
5
|
iedPrimeLengthSeconds |
1
|
lootCycleInterval |
600
|
lootCycleLootRate |
3
|
lootCycleMaxItemsPerContainerPerCycle |
4
|
lootCycleMaxItemsPerCycle |
80
|
lootCycleMinItemsPerCycle |
16
|
payStationDepositTax |
0.1
|
payStationMaxItems |
24
|
payStationStealCooldown |
300
|
payStationStealPercentage |
0.35
|
Rewards and penalties
Reward amounts accept Tiny (1), Small (2), Medium (4), Large (8), ExtraLarge (16), or an integer. These are reward points. Penalties whose default is a number take an integer.
| Setting | Default |
|---|---|
penaltyAttackerUnjustifed |
5
|
penaltyCommendationBecameWanted |
2
|
penaltyDestroyElectricalUtility |
5
|
punishmentIncinerateWarheadPart |
2
|
rewardAddPowerSource |
Medium
|
rewardAddResourceToLoadingCrate |
Small
|
rewardAutoStitcher |
Tiny
|
rewardAxleCreated |
Small
|
rewardBankerTransaction |
Small
|
rewardConfiscatePaystation |
Small
|
rewardConsecration |
Medium
|
rewardCorpsmanPlayerHeal |
Tiny
|
rewardCortexCompletePatrol |
Small
|
rewardCortexConfiscateCapitron |
ExtraLarge
|
rewardCortexConfiscateItem |
Small
|
rewardCortexTurretKilledEnemy |
Tiny
|
rewardDealerNetPickup |
Tiny
|
rewardDestroyCivilTerminal |
Medium
|
rewardDestroyElectricalUtility |
Medium
|
rewardDestroyItemStand |
Medium
|
rewardDestroyNeuroConsole |
Small
|
rewardDestroyNeuroStabilizer |
ExtraLarge
|
rewardDestroyPropagazer |
Tiny
|
rewardDestroySecurityCamera |
Small
|
rewardDestroySmokeDetector |
Tiny
|
rewardDestroyTelescreen |
Small
|
rewardDestroyVendingMachine |
Small
|
rewardDistilleryAddItem |
Tiny
|
rewardIncinerateWarheadPart |
Tiny
|
rewardIncinerator |
Small
|
rewardJustifiedAttackerReward |
Large
|
rewardLaundry |
Tiny
|
rewardLunchMachineSuccess |
Small
|
rewardMetalworksIngotHitContibution |
Tiny
|
rewardMetalworksSmelterTrough |
Tiny
|
rewardNightMarketFulfillOrder |
Medium
|
rewardRationFactoryAddResource |
Small
|
rewardRepairCivilTerminal |
Small (civil terminals); Medium (ration stations)
|
rewardRepairElectricalUtility |
Medium
|
rewardRepairItemStand |
Small
|
rewardRepairNeuroConsole |
Medium
|
rewardRepairNeuroStabilizer |
ExtraLarge
|
rewardRepairPropagazer |
Small
|
rewardRepairSecurityCamera |
Medium
|
rewardRepairSmokeDetector |
Tiny
|
rewardRepairTelescreen |
Small
|
rewardRepairVendingMachine |
Small
|
rewardRollerItemProcessed |
Small
|
rewardRotNodeDestroyed |
Small
|
rewardSecurityCameraCleared |
Medium
|
rewardSignCrate |
Small
|
rewardSlaveBoulderConsumed |
Small
|
rewardVendingRestockReward |
ExtraLarge
|
rewardWartimeLargeParticipationReward |
Large
|
rewardWartimeMediumParticipationReward |
Medium
|
rewardWartimePartDelivered |
Tiny
|
rewardWartimeSmallParticipationReward |
Small
|
rewardWartimeTinyParticipationReward |
Tiny
|
rewardZealotRitual |
Medium
|
The civil-terminal reward settings also affect ration stations. Without an override, their repair rewards differ as shown above; setting rewardRepairCivilTerminal applies the chosen amount to both. Keep spellings such as penaltyAttackerUnjustifed and rewardMetalworksIngotHitContibution exactly as listed.
Fate overrides
Use customobjectvalues.cfg to change a specific fate. Each line contains fates.<fate-id>.<field> followed by a quoted value. The category, fate ID, and field spelling must match exactly:
# customobjectvalues.cfg
fates.prole.maxHealth "120"
fates.prole.walkSpeed "4.5"
fates.prole.UseHunger "0"
These examples change the Prole's maximum health, walking speed, and hunger use. The file accepts numeric and boolean fate fields. Use 1 and 0 for booleans. It doesn't accept a loadout, ability list, or arbitrary object name.
Common fields include:
| Field | Value |
|---|---|
maxHealth |
Maximum health. |
regenerateHealth |
1 to enable health regeneration, 0 to disable it.
|
walkSpeed, crouchSpeed, sprintSpeed |
Movement speeds. |
BaseStamina |
Stamina amount. |
CanCrouch, CanJump, CanSprint |
Enable or disable those actions with 1 or 0.
|
UseSanity, UseHunger, UseThirst |
Enable or disable those player values with 1 or 0.
|
UseLimit, MaxFateLimit |
Enable a fate limit with UseLimit "1" and set its count through MaxFateLimit.
|
Fate defaults depend on the selected fate. Restart the server after editing this file, then reconnect to check the result. An invalid fate ID or unsupported field is reported in the server log.