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Project Zomboid Server 【 OFFLINE 】

No RPG elements? It probably goes here!
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Project Zomboid Server 【 OFFLINE 】

Post by loregamer »

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Putting up a Project Zomboid server for us after (un)popular demand.
Steam copy required (sorry piracy bros I tried :sad:)


IP: 83.223.207.116

Port: 28600

Password: loregamer




Server Offline




Screenshots
► Show Spoiler


Mods
These will auto-install when you join the server.
► Show Spoiler
Last edited by loregamer on November 5th, 2024, 17:58, edited 1514 times in total.
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Post by Tweed »

Jesus wept, is PZ really so vapid?
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Post by loregamer »

Tweed wrote: August 23rd, 2024, 01:52
Jesus wept, is PZ really so vapid?
Join us, and then decide! :mrgreen:
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Post by Manny V »

was about to start a private sesh with a mate of mine, but will consider joining

do i have to bother manually installing all those gorillions of mods or will it download them if i join the server?
Last edited by Manny V on August 23rd, 2024, 02:14, edited 1 time in total.
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Post by loregamer »

Manny V wrote: August 23rd, 2024, 02:14
do i have to bother manually installing all those gorillions of mods or will it download them if i join the server?
Should auto-download when you join
Last edited by loregamer on August 23rd, 2024, 02:46, edited 1 time in total.
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Post by orinEsque »

Will join whenever I'm available.
Victors clap when others succeed; Losers feel every spotlight as a personal bleed.
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Post by Rand »

Tweed wrote: August 23rd, 2024, 01:52
Jesus wept, is PZ really so vapid?
It's STILL in early access.
Legitimately early access as they're still adding major systems.
The devs are decent, but they'll never be accused of working fast.
Last edited by Rand on August 23rd, 2024, 02:48, edited 1 time in total.
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
Reject your retarded-wing political programming and learn to think.
If you can.
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Post by loregamer »

aw ye
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Post by Oyster Sauce »

Having PC issues right now, I'll try to get some ******* together later
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Post by Jordy »

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Does no loot and no zombie respawns mean 1 person will end up with all the loot on a map with no zombies left?
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Post by Oyster Sauce »

Jordy wrote: August 23rd, 2024, 07:57
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Does no loot and no zombie respawns mean 1 person will end up with all the loot on a map with no zombies left?
There are thousands of buildings and far more zombies.
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Post by CSM-101 »

Just keep in mind that PZ is half spent in menus.
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Post by Finarfin »

Made my character, spend a few seconds looting, then was stormed by zombies and then died. made a new character and died again
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Post by Manny V »

Finarfin wrote: August 23rd, 2024, 09:36
Made my character, spend a few seconds looting, then was stormed by zombies and then died. made a new character and died again
ye the game's brutal, you gotta be veeeeeery careful not getting hordes on your *** all the time, and if you do you gotta sneak around and lose line of sight/close doors on em etc
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Post by Jordy »

I'm gonna click random a bunch of times and take whatever it lands on.
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Post by Jordy »

I'm guessing this is a me issue?
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Edit: Might have been because I was on VPN.
Last edited by Jordy on August 23rd, 2024, 13:44, edited 1 time in total.
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Post by Jordy »

Found a multi-story building with plenty of loot that seems like it will be pretty easy to secure. I haven't explored the surrounding area much though. I did try but cut my hand on a broken winodw and it got infected so had to head back to base.

Sadly, not sure when I'll get a chance to be on again.
Last edited by Jordy on August 23rd, 2024, 14:19, edited 1 time in total.
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Post by loregamer »

Jordy wrote: August 23rd, 2024, 11:29
I'm guessing this is a me issue?
Image

Edit: Might have been because I was on VPN.
I know what causes this. I’ll fix it
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Post by Vergil »

Good PVP is on so I can kill anyone who tries to step foot on @orinEsque and I's love crib.
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by Finarfin »

Vergil wrote: August 23rd, 2024, 17:05
Good PVP is on so I can kill anyone who tries to step foot on @orinEsque and I's love crib.
You have to enable it. If the other people don't, you cant attack them.
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Post by Jordy »

Day 1: The Beginning of the End - Randolph Laroche

I woke up in a shop today, surrounded by the eerie silence of a world gone mad. Just beyond the shelves, zombies pressed against the window, their lifeless eyes staring in. I scavenged what I could—food, nails, a couple of hammers—and found a door leading out the back.

The moment I stepped outside, a handful of zombies spotted me. I bolted, but the noise attracted more of them. Soon, I had a horde on my tail. I ducked into an alley, only to be scratched by a lone zombie lurking at the end. Desperation set in as I tore my spare shirt into strips, using them to bandage the wound while leading the horde through the city.

Miraculously, I slipped into a restaurant unnoticed. My heart pounded as I drank from the bathroom sink, washed myself, and cleaned the bandage. I ate what I could find and stuffed my pockets with the rest, feeling the weight of my supplies dragging me down.

While exploring, I met a man named OysterSauce. He inspected my wound and grimly informed me it was infected—I didn’t have long. He urged me to meet his friend, Finarfin, before it was too late.

We set off, but the weight of my supplies slowed me down. Eventually, we found Finarfin, wielding a giant toothbrush and fleeing from a horde. I followed, but in my panic, I dropped my hammer as we jumped a fence. We scrambled through a window, but I accidentally closed it behind me, alerting the zombies. OysterSauce fought them off as I fumbled to equip my second hammer.

In the brief moment of quiet, I considered ending it on my own terms. But before I could voice my thoughts, OysterSauce struck me on the head with a crowbar. This is how I died.
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Post by Vergil »

Finarfin wrote: August 23rd, 2024, 19:57
Vergil wrote: August 23rd, 2024, 17:05
Good PVP is on so I can kill anyone who tries to step foot on @orinEsque and I's love crib.
You have to enable it. If the other people don't, you cant attack them.
I'm good at lying and tricking people into doing things that are to their own detriment I'm sure I'll figure it out :twisted:
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by Jordy »

Finarfin wrote: August 23rd, 2024, 19:57
Vergil wrote: August 23rd, 2024, 17:05
Good PVP is on so I can kill anyone who tries to step foot on @orinEsque and I's love crib.
You have to enable it. If the other people don't, you cant attack them.
Weird, I didn't enable it and it still allowed @Oyster Sauce to hit me.
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Post by loregamer »

Jordy wrote: August 23rd, 2024, 20:13
Finarfin wrote: August 23rd, 2024, 19:57
Vergil wrote: August 23rd, 2024, 17:05
Good PVP is on so I can kill anyone who tries to step foot on @orinEsque and I's love crib.
You have to enable it. If the other people don't, you cant attack them.
Weird, I didn't enable it and it still allowed @Oyster Sauce to hit me.
I think I made it so SafetySystem is off and PVP is always enabled. Gotta keep things spicy
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Post by Finarfin »

loregamer wrote: August 23rd, 2024, 20:15
Jordy wrote: August 23rd, 2024, 20:13
Finarfin wrote: August 23rd, 2024, 19:57


You have to enable it. If the other people don't, you cant attack them.
Weird, I didn't enable it and it still allowed @Oyster Sauce to hit me.
I think I made it so SafetySystem is off and PVP is always enabled. Gotta keep things spicy
Great. Now I am going to die because of Vergil too.
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Post by Jordy »

Day 1: The Awakening - Chi Boucher

I woke up in a ground floor parking lot, disoriented but fully clothed, thank goodness. Across the lot, a dead body lay still. I crept over, looting it for anything useful. With a deep breath, I slipped through the double doors into the building. Silence. No zombies in sight.

I explored each of the eight floors, each with four apartments. Jackpot! Food, resources, even books to keep me sane. I armed myself with a backpack, gun, machete, food, and medicine. This place could be a fortress if I could block off the ground floor stairs. Plenty of windows to attach ropes to—zombies can’t climb ropes, but what about other survivors?

I needed tools to secure the building, so I ventured to the next building over. Climbing through a broken window, I cut my hand. The wound was deep, glass embedded. Infection set in quickly. I remembered seeing tweezers in one of the bathrooms and hurried back to my base camp.

After rummaging through various bathrooms, I finally extracted the glass with tweezers and disinfected the wound with cologne. My makeshift bandages were useless, soaking up blood too quickly. I cleaned them in each apartment until I found proper bandages, allowing the wound to heal a bit.

Night fell, and I settled down, planning my next move. Tomorrow, the real fight begins.
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Post by loregamer »

How turn car on? Help
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Post by Jordy »

loregamer wrote: August 23rd, 2024, 20:28
How turn car on? Help
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Try the big horn symbol repeatedly followed by the music symbol below. That's how I start my car irl.

In all honesty I don't know :-\
Last edited by Jordy on August 23rd, 2024, 20:32, edited 2 times in total.
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Post by Tweed »

loregamer wrote: August 23rd, 2024, 02:08
Tweed wrote: August 23rd, 2024, 01:52
Jesus wept, is PZ really so vapid?
Join us, and then decide! :mrgreen:
No. :smug:
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Post by loregamer »

SandboxVars config. Should I lower population multiplier? :scratch:

Code: Select all

SandboxVars = {
    VERSION = 5,
    -- Changing this sets the "Population Multiplier" advanced option. Default=Normal
    -- 1 = Insane
    -- 2 = Very High
    -- 3 = High
    -- 4 = Normal
    -- 5 = Low
    Zombies = 3,
    -- Default=Urban Focused
    -- 1 = Urban Focused
    Distribution = 1,
    -- Default=1 Hour
    -- 1 = 15 Minutes
    -- 2 = 30 Minutes
    -- 3 = 1 Hour
    -- 4 = 2 Hours
    -- 5 = 3 Hours
    -- 6 = 4 Hours
    -- 7 = 5 Hours
    -- 8 = 6 Hours
    -- 9 = 7 Hours
    -- 10 = 8 Hours
    -- 11 = 9 Hours
    -- 12 = 10 Hours
    -- 13 = 11 Hours
    -- 14 = 12 Hours
    -- 15 = 13 Hours
    -- 16 = 14 Hours
    -- 17 = 15 Hours
    -- 18 = 16 Hours
    -- 19 = 17 Hours
    -- 20 = 18 Hours
    -- 21 = 19 Hours
    -- 22 = 20 Hours
    -- 23 = 21 Hours
    -- 24 = 22 Hours
    -- 25 = 23 Hours
    DayLength = 3,
    StartYear = 1,
    -- Default=July
    -- 1 = January
    -- 2 = February
    -- 3 = March
    -- 4 = April
    -- 5 = May
    -- 6 = June
    -- 7 = July
    -- 8 = August
    -- 9 = September
    -- 10 = October
    -- 11 = November
    StartMonth = 7,
    StartDay = 9,
    -- Default=9 AM
    -- 1 = 7 AM
    -- 2 = 9 AM
    -- 3 = 12 PM
    -- 4 = 2 PM
    -- 5 = 5 PM
    -- 6 = 9 PM
    -- 7 = 12 AM
    -- 8 = 2 AM
    StartTime = 2,
    -- Default=0-30 Days
    -- 1 = Instant
    -- 2 = 0-30 Days
    -- 3 = 0-2 Months
    -- 4 = 0-6 Months
    -- 5 = 0-1 Year
    -- 6 = 0-5 Years
    -- 7 = 2-6 Months
    WaterShut = 2,
    -- Default=0-30 Days
    -- 1 = Instant
    -- 2 = 0-30 Days
    -- 3 = 0-2 Months
    -- 4 = 0-6 Months
    -- 5 = 0-1 Year
    -- 6 = 0-5 Years
    -- 7 = 2-6 Months
    ElecShut = 2,
    -- Minimum=-1 Maximum=2147483647 Default=14
    WaterShutModifier = 14,
    -- Minimum=-1 Maximum=2147483647 Default=14
    ElecShutModifier = 14,
    -- Default=Rare
    -- 1 = None (not recommended)
    -- 2 = Insanely Rare
    -- 3 = Extremely Rare
    -- 4 = Rare
    -- 5 = Normal
    -- 6 = Common
    FoodLoot = 4,
    -- Default=Rare
    -- 1 = None (not recommended)
    -- 2 = Insanely Rare
    -- 3 = Extremely Rare
    -- 4 = Rare
    -- 5 = Normal
    -- 6 = Common
    CannedFoodLoot = 4,
    -- Default=Rare
    -- 1 = None (not recommended)
    -- 2 = Insanely Rare
    -- 3 = Extremely Rare
    -- 4 = Rare
    -- 5 = Normal
    -- 6 = Common
    LiteratureLoot = 4,
    -- Seeds, Nails, Saws, Fishing Rods, various tools, etc... Default=Rare
    -- 1 = None (not recommended)
    -- 2 = Insanely Rare
    -- 3 = Extremely Rare
    -- 4 = Rare
    -- 5 = Normal
    -- 6 = Common
    SurvivalGearsLoot = 4,
    -- Default=Rare
    -- 1 = None (not recommended)
    -- 2 = Insanely Rare
    -- 3 = Extremely Rare
    -- 4 = Rare
    -- 5 = Normal
    -- 6 = Common
    MedicalLoot = 4,
    -- Default=Rare
    -- 1 = None (not recommended)
    -- 2 = Insanely Rare
    -- 3 = Extremely Rare
    -- 4 = Rare
    -- 5 = Normal
    -- 6 = Common
    WeaponLoot = 4,
    -- Default=Rare
    -- 1 = None (not recommended)
    -- 2 = Insanely Rare
    -- 3 = Extremely Rare
    -- 4 = Rare
    -- 5 = Normal
    -- 6 = Common
    RangedWeaponLoot = 4,
    -- Default=Rare
    -- 1 = None (not recommended)
    -- 2 = Insanely Rare
    -- 3 = Extremely Rare
    -- 4 = Rare
    -- 5 = Normal
    -- 6 = Common
    AmmoLoot = 4,
    -- Default=Rare
    -- 1 = None (not recommended)
    -- 2 = Insanely Rare
    -- 3 = Extremely Rare
    -- 4 = Rare
    -- 5 = Normal
    -- 6 = Common
    MechanicsLoot = 4,
    -- Everything else. Also affects foraging for all items in Town/Road zones. Default=Rare
    -- 1 = None (not recommended)
    -- 2 = Insanely Rare
    -- 3 = Extremely Rare
    -- 4 = Rare
    -- 5 = Normal
    -- 6 = Common
    OtherLoot = 4,
    -- Controls the global temperature. Default=Normal
    -- 1 = Very Cold
    -- 2 = Cold
    -- 3 = Normal
    -- 4 = Hot
    Temperature = 3,
    -- Controls how often it rains. Default=Normal
    -- 1 = Very Dry
    -- 2 = Dry
    -- 3 = Normal
    -- 4 = Rainy
    Rain = 3,
    -- Number of days until 100% growth. Default=Normal (100 Days)
    -- 1 = Very Fast (20 Days)
    -- 2 = Fast (50 Days)
    -- 3 = Normal (100 Days)
    -- 4 = Slow (200 Days)
    ErosionSpeed = 3,
    -- Number of days until 100% growth. -1 means no growth. Zero means use the Erosion Speed option. Maximum 36,500 (100 years). Minimum=-1 Maximum=36500 Default=0
    ErosionDays = 0,
    -- Modifies the base XP gain from actions by this number. Minimum=0.00 Maximum=1000.00 Default=1.00
    XpMultiplier = 1.0,
    -- Determines if the XP multiplier affects passively levelled skills eg. Fitness and Strength.
    XpMultiplierAffectsPassive = false,
    -- Use this to multiply or reduce engine general loudness. Minimum=0.00 Maximum=100.00 Default=1.00
    ZombieAttractionMultiplier = 1.0,
    -- Governs whether cars are locked, need keys to start etc.
    VehicleEasyUse = false,
    -- Controls the speed of plant growth. Default=Normal
    -- 1 = Very Fast
    -- 2 = Fast
    -- 3 = Normal
    -- 4 = Slow
    Farming = 3,
    -- Controls the time it takes for food to break down in a composter. Default=2 Weeks
    -- 1 = 1 Week
    -- 2 = 2 Weeks
    -- 3 = 3 Weeks
    -- 4 = 4 Weeks
    -- 5 = 6 Weeks
    -- 6 = 8 Weeks
    -- 7 = 10 Weeks
    CompostTime = 2,
    -- How fast character's hunger, thirst and fatigue will decrease. Default=Normal
    -- 1 = Very Fast
    -- 2 = Fast
    -- 3 = Normal
    -- 4 = Slow
    StatsDecrease = 3,
    -- Controls the abundance of fish and general forage. Default=Normal
    -- 1 = Very Poor
    -- 2 = Poor
    -- 3 = Normal
    -- 4 = Abundant
    NatureAbundance = 3,
    -- Default=Sometimes
    -- 1 = Never
    -- 2 = Extremely Rare
    -- 3 = Rare
    -- 4 = Sometimes
    -- 5 = Often
    Alarm = 4,
    -- How frequently homes and buildings will be discovered locked Default=Very Often
    -- 1 = Never
    -- 2 = Extremely Rare
    -- 3 = Rare
    -- 4 = Sometimes
    -- 5 = Often
    LockedHouses = 6,
    -- Spawn with chips, water bottle, school bag, baseball bat and a hammer.
    StarterKit = false,
    -- Nutritional value of food affects the player's condition.
    Nutrition = true,
    -- Define how fast the food will spoil inside or outside fridge. Default=Normal
    -- 1 = Very Fast
    -- 2 = Fast
    -- 3 = Normal
    -- 4 = Slow
    FoodRotSpeed = 3,
    -- Define how much a fridge will be effective. Default=Normal
    -- 1 = Very Low
    -- 2 = Low
    -- 3 = Normal
    -- 4 = High
    FridgeFactor = 3,
    -- Items will respawn in already-looted containers in towns and trailer parks. Items will not respawn in player-made containers. Default=None
    -- 1 = None
    -- 2 = Every Day
    -- 3 = Every Week
    -- 4 = Every Month
    LootRespawn = 1,
    -- When > 0, loot will not respawn in zones that have been visited within this number of in-game hours. Minimum=0 Maximum=2147483647 Default=0
    SeenHoursPreventLootRespawn = 0,
    -- A comma-separated list of item types that will be removed after HoursForWorldItemRemoval hours.
    WorldItemRemovalList = "Base.Hat,Base.Glasses,Base.Maggots",
    -- Number of hours since an item was dropped on the ground before it is removed.  Items are removed the next time that part of the map is loaded.  Zero means items are not removed. Minimum=0.00 Maximum=2147483647.00 Default=24.00
    HoursForWorldItemRemoval = 24.0,
    -- If true, any items *not* in WorldItemRemovalList will be removed.
    ItemRemovalListBlacklistToggle = false,
    -- This will affect starting world erosion and food spoilage. Default=0
    -- 1 = 0
    -- 2 = 1
    -- 3 = 2
    -- 4 = 3
    -- 5 = 4
    -- 6 = 5
    -- 7 = 6
    -- 8 = 7
    -- 9 = 8
    -- 10 = 9
    -- 11 = 10
    -- 12 = 11
    TimeSinceApo = 1,
    -- Will influence how much water the plant will lose per day and their ability to avoid disease. Default=Normal
    -- 1 = Very High
    -- 2 = High
    -- 3 = Normal
    -- 4 = Low
    PlantResilience = 3,
    -- Controls the yield of plants when harvested. Default=Normal
    -- 1 = Very Poor
    -- 2 = Poor
    -- 3 = Normal
    -- 4 = Abundant
    PlantAbundance = 3,
    -- Recovery from being tired from performing actions Default=Normal
    -- 1 = Very Fast
    -- 2 = Fast
    -- 3 = Normal
    -- 4 = Slow
    EndRegen = 3,
    -- How regularly helicopters pass over the event zone. Default=Once
    -- 1 = Never
    -- 2 = Once
    -- 3 = Sometimes
    Helicopter = 2,
    -- How often zombie attracting metagame events like distant gunshots will occur. Default=Sometimes
    -- 1 = Never
    -- 2 = Sometimes
    MetaEvent = 2,
    -- Governs night-time metagame events during the player's sleep. Default=Never
    -- 1 = Never
    -- 2 = Sometimes
    SleepingEvent = 1,
    -- Increase/decrease the chance of electrical generators spawning on the map. Default=Sometimes
    -- 1 = Extremely Rare
    -- 2 = Rare
    -- 3 = Sometimes
    -- 4 = Often
    GeneratorSpawning = 3,
    -- How much fuel is consumed per in-game hour. Minimum=0.00 Maximum=100.00 Default=1.00
    GeneratorFuelConsumption = 1.0,
    -- Increase/decrease probability of discovering randomized safe houses on the map: either burnt out, containing loot stashes, dead survivor bodies etc. Default=Rare
    -- 1 = Never
    -- 2 = Extremely Rare
    -- 3 = Rare
    -- 4 = Sometimes
    -- 5 = Often
    SurvivorHouseChance = 3,
    -- Default=Rare
    -- 1 = Never
    -- 2 = Extremely Rare
    -- 3 = Rare
    -- 4 = Sometimes
    -- 5 = Often
    VehicleStoryChance = 3,
    -- Default=Rare
    -- 1 = Never
    -- 2 = Extremely Rare
    -- 3 = Rare
    -- 4 = Sometimes
    -- 5 = Often
    ZoneStoryChance = 3,
    -- Impacts on how often a looted map will have annotations marked on it by a deceased survivor. Default=Sometimes
    -- 1 = Never
    -- 2 = Extremely Rare
    -- 3 = Rare
    -- 4 = Sometimes
    -- 5 = Often
    AnnotatedMapChance = 4,
    -- Adds free points during character creation. Minimum=-100 Maximum=100 Default=0
    CharacterFreePoints = 0,
    -- Gives player-built constructions extra hit points so they are more resistant to zombie damage. Default=Normal
    -- 1 = Very Low
    -- 2 = Low
    -- 3 = Normal
    -- 4 = High
    ConstructionBonusPoints = 3,
    -- Governs the ambient lighting at night. Default=Normal
    -- 1 = Pitch Black
    -- 2 = Dark
    -- 3 = Normal
    NightDarkness = 3,
    -- Governs the time from dusk to dawn. Default=Normal
    -- 1 = Always Night
    -- 2 = Long
    -- 3 = Normal
    -- 4 = Short
    NightLength = 3,
    -- Increase and decrease the impact injuries have on your body, and their healing time. Default=Normal
    -- 1 = Low
    -- 2 = Normal
    InjurySeverity = 2,
    -- Enable or disable broken limbs when survivors receive injuries from impacts, zombie damage and falls.
    BoneFracture = true,
    -- How long before zombie bodies disappear. Minimum=-1.00 Maximum=2147483647.00 Default=216.00
    HoursForCorpseRemoval = 216.0,
    -- Governs impact that nearby decaying bodies has on the player's health and emotions. Default=Normal
    -- 1 = None
    -- 2 = Low
    -- 3 = Normal
    DecayingCorpseHealthImpact = 3,
    -- How much blood is sprayed on floor and walls. Default=Normal
    -- 1 = None
    -- 2 = Low
    -- 3 = Normal
    -- 4 = High
    BloodLevel = 3,
    -- Governs how quickly clothing degrades, becomes dirty, and bloodied. Default=Normal
    -- 1 = Disabled
    -- 2 = Slow
    -- 3 = Normal
    ClothingDegradation = 3,
    FireSpread = true,
    -- Number of in-game days before rotten food is removed from the map. -1 means rotten food is never removed. Minimum=-1 Maximum=2147483647 Default=-1
    DaysForRottenFoodRemoval = -1,
    -- If enabled, generators will work on exterior tiles, allowing for example to power gas pump.
    AllowExteriorGenerator = true,
    -- Controls the maximum intensity of fog. Default=Normal
    -- 1 = Normal
    -- 2 = Moderate
    MaxFogIntensity = 1,
    -- Controls the maximum intensity of rain. Default=Normal
    -- 1 = Normal
    -- 2 = Moderate
    MaxRainFxIntensity = 1,
    -- If disabled snow will not accumulate on ground but will still be visible on vegetation and rooftops.
    EnableSnowOnGround = true,
    -- When enabled certain melee weapons will be able to strike multiple zombies in one hit.
    MultiHitZombies = false,
    -- Chance of being bitten when a zombie attacks from behind. Default=High
    -- 1 = Low
    -- 2 = Medium
    RearVulnerability = 3,
    -- Disable to walk unimpeded while melee attacking.
    AttackBlockMovements = true,
    AllClothesUnlocked = false,
    -- if disabled, tainted water will not have a warning marking it as such
    EnableTaintedWaterText = true,
    -- Governs how frequently cars are discovered on the map Default=Low
    -- 1 = None
    -- 2 = Very Low
    -- 3 = Low
    -- 4 = Normal
    CarSpawnRate = 3,
    -- Governs the chances of finding vehicles with gas in the tank. Default=Low
    -- 1 = Low
    -- 2 = Normal
    ChanceHasGas = 1,
    -- Governs how full gas tanks will be in discovered cars. Default=Low
    -- 1 = Very Low
    -- 2 = Low
    -- 3 = Normal
    -- 4 = High
    -- 5 = Very High
    InitialGas = 2,
    -- Governs how full gas tanks in fuel station will be, initially. Default=Normal
    -- 1 = Empty
    -- 2 = Super Low
    -- 3 = Very Low
    -- 4 = Low
    -- 5 = Normal
    -- 6 = High
    -- 7 = Very High
    -- 8 = Full
    FuelStationGas = 5,
    -- How gas-hungry vehicles on the map are. Minimum=0.00 Maximum=100.00 Default=1.00
    CarGasConsumption = 1.0,
    -- Default=Rare
    -- 1 = Never
    -- 2 = Extremely Rare
    -- 3 = Rare
    -- 4 = Sometimes
    -- 5 = Often
    LockedCar = 3,
    -- General condition of vehicles discovered on the map Default=Low
    -- 1 = Very Low
    -- 2 = Low
    -- 3 = Normal
    -- 4 = High
    CarGeneralCondition = 2,
    -- Governs the amount of damage dealt to vehicles that crash. Default=Normal
    -- 1 = Very Low
    -- 2 = Low
    -- 3 = Normal
    -- 4 = High
    CarDamageOnImpact = 3,
    -- Damage received by the player from the car in a collision. Default=None
    -- 1 = None
    -- 2 = Low
    -- 3 = Normal
    -- 4 = High
    DamageToPlayerFromHitByACar = 1,
    -- Enable or disable traffic jams that spawn on the main roads of the map.
    TrafficJam = true,
    -- How frequently cars will be discovered with an alarm. Default=Extremely Rare
    -- 1 = Never
    -- 2 = Extremely Rare
    -- 3 = Rare
    -- 4 = Sometimes
    -- 5 = Often
    CarAlarm = 2,
    -- Enable or disable player getting damage from being in a car accident.
    PlayerDamageFromCrash = true,
    -- How many in-game hours before a wailing siren shuts off. Minimum=0.00 Maximum=168.00 Default=0.00
    SirenShutoffHours = 0.0,
    --  Governs whether player can discover a car that has been maintained and cared for after the infection struck. Default=Low
    -- 1 = None
    -- 2 = Low
    -- 3 = Normal
    RecentlySurvivorVehicles = 2,
    -- Enables vehicles to spawn.
    EnableVehicles = true,
    -- Governs if poisoning food is enabled. Default=True
    -- 1 = True
    -- 2 = False
    EnablePoisoning = 1,
    -- Default=In and around bodies
    -- 1 = In and around bodies
    -- 2 = In bodies only
    MaggotSpawn = 1,
    -- The higher the value, the longer lightbulbs last before breaking. If 0, lightbulbs will never break. Does not affect vehicle headlights. Minimum=0.00 Maximum=1000.00 Default=1.00
    LightBulbLifespan = 1.0,
    Map = {
        AllowMiniMap = false,
        AllowWorldMap = true,
        MapAllKnown = false,
    },
    ZombieLore = {
        -- Controls the zombie movement rate. Default=Fast Shamblers
        -- 1 = Sprinters
        -- 2 = Fast Shamblers
        -- 3 = Shamblers
        Speed = 2,
        -- Controls the damage zombies inflict per attack. Default=Normal
        -- 1 = Superhuman
        -- 2 = Normal
        -- 3 = Weak
        Strength = 2,
        -- Controls the difficulty to kill zombies. Default=Normal
        -- 1 = Tough
        -- 2 = Normal
        -- 3 = Fragile
        Toughness = 2,
        -- Controls how the zombie virus spreads. Default=Blood + Saliva
        -- 1 = Blood + Saliva
        -- 2 = Saliva Only
        -- 3 = Everyone's Infected
        Transmission = 1,
        -- Controls how quickly the infection takes effect. Default=2-3 Days
        -- 1 = Instant
        -- 2 = 0-30 Seconds
        -- 3 = 0-1 Minutes
        -- 4 = 0-12 Hours
        -- 5 = 2-3 Days
        -- 6 = 1-2 Weeks
        Mortality = 5,
        -- Controls how quickly corpses rise as zombies. Default=0-1 Minutes
        -- 1 = Instant
        -- 2 = 0-30 Seconds
        -- 3 = 0-1 Minutes
        -- 4 = 0-12 Hours
        -- 5 = 2-3 Days
        Reanimate = 3,
        -- Controls zombie intelligence. Default=Basic Navigation
        -- 1 = Navigate + Use Doors
        -- 2 = Navigate
        -- 3 = Basic Navigation
        Cognition = 3,
        -- Controls which zombies can crawl under vehicles. Default=Often
        -- 1 = Crawlers Only
        -- 2 = Extremely Rare
        -- 3 = Rare
        -- 4 = Sometimes
        -- 5 = Often
        -- 6 = Very Often
        CrawlUnderVehicle = 5,
        -- Controls how long zombies remember players after seeing or hearing. Default=Normal
        -- 1 = Long
        -- 2 = Normal
        -- 3 = Short
        -- 4 = None
        Memory = 2,
        -- Controls zombie vision radius. Default=Normal
        -- 1 = Eagle
        -- 2 = Normal
        -- 3 = Poor
        Sight = 2,
        -- Controls zombie hearing radius. Default=Normal
        -- 1 = Pinpoint
        -- 2 = Normal
        -- 3 = Poor
        Hearing = 2,
        -- Zombies that have not seen/heard player can attack doors and constructions while roaming.
        ThumpNoChasing = false,
        -- Governs whether or not zombies can destroy player constructions and defences.
        ThumpOnConstruction = true,
        -- Governs whether zombies are more active during the day, or whether they act more nocturnally.  Active zombies will use the speed set in the "Speed" setting. Inactive zombies will be slower, and tend not to give chase. Default=Both
        -- 1 = Both
        -- 2 = Night
        ActiveOnly = 1,
        -- Allows zombies to trigger house alarms when breaking through windows and doors.
        TriggerHouseAlarm = false,
        -- When enabled if multiple zombies are attacking they can drag you down to feed. Dependent on zombie strength.
        ZombiesDragDown = true,
        -- When enabled zombies will have a chance to lunge after climbing over a fence if you're too close.
        ZombiesFenceLunge = true,
        -- Default=Some zombies in the world will pretend to be dead
        -- 1 = Some zombies in the world will pretend to be dead
        -- 2 = Some zombies in the world, as well as some you 'kill', can pretend to be dead
        DisableFakeDead = 1,
    },
    ZombieConfig = {
        -- Set by the "Zombie Count" population option. 4.0 = Insane, Very High = 3.0, 2.0 = High, 1.0 = Normal, 0.35 = Low, 0.0 = None. Minimum=0.00 Maximum=4.00 Default=1.00
        PopulationMultiplier = 1.75,
        -- Adjusts the desired population at the start of the game. Minimum=0.00 Maximum=4.00 Default=1.00
        PopulationStartMultiplier = 1.0,
        -- Adjusts the desired population on the peak day. Minimum=0.00 Maximum=4.00 Default=1.50
        PopulationPeakMultiplier = 1.5,
        -- The day when the population reaches it's peak. Minimum=1 Maximum=365 Default=28
        PopulationPeakDay = 28,
        -- The number of hours that must pass before zombies may respawn in a cell. If zero, spawning is disabled. Minimum=0.00 Maximum=8760.00 Default=72.00
        RespawnHours = 0.0,
        -- The number of hours that a chunk must be unseen before zombies may respawn in it. Minimum=0.00 Maximum=8760.00 Default=16.00
        RespawnUnseenHours = 0.0,
        -- The fraction of a cell's desired population that may respawn every RespawnHours. Minimum=0.00 Maximum=1.00 Default=0.10
        RespawnMultiplier = 0.0,
        -- The number of hours that must pass before zombies migrate to empty parts of the same cell. If zero, migration is disabled. Minimum=0.00 Maximum=8760.00 Default=12.00
        RedistributeHours = 12.0,
        -- The distance a zombie will try to walk towards the last sound it heard. Minimum=10 Maximum=1000 Default=100
        FollowSoundDistance = 100,
        -- The size of groups real zombies form when idle. Zero means zombies don't form groups. Groups don't form inside buildings or forest zones. Minimum=0 Maximum=1000 Default=20
        RallyGroupSize = 20,
        -- The distance real zombies travel to form groups when idle. Minimum=5 Maximum=50 Default=20
        RallyTravelDistance = 20,
        -- The distance between zombie groups. Minimum=5 Maximum=25 Default=15
        RallyGroupSeparation = 15,
        -- How close members of a group stay to the group's leader. Minimum=1 Maximum=10 Default=3
        RallyGroupRadius = 3,
    },
    FancyHandwork = {
        -- Minimum=0 Maximum=11 Default=3
        ExperiencedAim = 3,
        -- Minimum=0.01 Maximum=60.00 Default=1.00
        TurnDelaySec = 1.0,
        DisableTurn = 2,
        TurnBehavior = 2,
        HideDoorProgressBar = false,
        HideVehicleWalkProgressBar = false,
    },
    VFE = {
        PoliceWeapons = true,
        MilitaryWeapons = true,
        SurvivorWeapons = true,
        OtherWeapons = true,
        CarWeapons = true,
        HouseWeapons = true,
        -- Minimum=0.10 Maximum=10.00 Default=1.00
        HouseWeaponsMulti = 1.0,
        HeavyWeapons = true,
    },
    BrutalHandwork = {
        DualWieldMelee = false,
        EnableUnarmed = true,
        AlwaysUnarmed = false,
    },
    BicPen = {
        EnableEasterEgg = true,
    },
    CommonSense = {
        PryingMechanic = true,
        PryAllDoors = false,
        PartsHighlighter = true,
        ColorFilter = false,
        -- Minimum=0.00 Maximum=5.00 Default=1.00
        PryingChanceMultiplier = 1.0,
    },
    DaysGone = {
        DaysLater = false,
        IncludePreOutbreak = false,
        CustomText = "",
        -- Minimum=0 Maximum=1000000 Default=0
        StartingDay = 0,
    },
    BecomeDesensitized = {
        -- Minimum=1 Maximum=10000 Default=500
        MinimumZombieKills = 500,
        -- Minimum=1 Maximum=10000 Default=2000
        MaximumZombieKills = 2000,
        ConsiderTraits = true,
        ConsiderOccupations = true,
    },
    INMS = {
        SpawnShirtsResidential = true,
        SpawnShirtsStores = true,
        -- Minimum=0.00 Maximum=10.00 Default=0.01
        SpawnRateShirts = 0.01,
        SpawnPantsResidential = true,
        SpawnPantsStores = true,
        -- Minimum=0.00 Maximum=10.00 Default=0.01
        SpawnRatePants = 0.01,
    },
    KillCount = {
        doExport = false,
        includePostDeathUI = true,
        -- Minimum=0 Maximum=10000000 Default=500
        MaxUpdateDelay = 500,
        shareOnServer = true,
        keepTrackOfDead = true,
    },
    ProxInv = {
        ZombieOnly = false,
    },
    ServerMessages = {
        EnableAnnounceJoinServer = true,
        EnableAnnounceLeaveServer = true,
    },
}
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