Rebuild 3: Gangs of Deadsville

Rebuild 3: Gangs of Deadsville

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Modding - config.ini settings list
By RacoonSM
This guide is a copy of the original posted at:
http://forums.rebuildgame.com/viewtopic.php?f=2&t=1816
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In version 0.75 (now in the Steam testing branch for windows only) I've made a bunch of difficulty and debug settings modifiable via a new config.ini file. You'll find the file roughly hereish after you run version 0.75 once:
C:\Users\%username%\AppData\Roaming\com.sarahnorthway.rebuild3\Local Store\Config\

Editing this file is very "at your own risk", but you can always delete it if things go wrong and the game will return to its internal defaults. It starts with a few disabled items. Remove the semicolon at the start of a line to enable it.

I'm sharing this file with you because it's the first step towards letting you mod Rebuild 3. Right now you can change difficulty and debug settings. In the distant post-release future you may also be able to change translation files, add or modify events, factions, buildings even. Well, probably not buildings. Probably not anything that involves art or complex code. But we'll see.

For now, I'm interested to know what you do with the difficulty settings. Here they come...
   
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Part 1 - Difficulty
[difficulty]
; these are all length-5 arrays for the five difficulties:
; EASY, NORMAL, CHALLENGING, HARD, IMPOSSIBLE

; How many survivors are initially on the map for each passable nonfort square
;COLINS_PER_SQUARE = 0.30, 0.30, 0.30, 0.25, 0.20

; How often survivors join up randomly in survivor arrives type events
;SURVIVOR_ARRIVES_MULTIPLIER = 1.25, 1, 1, 0.75, 0.50

; Added to every survivor's level during all skill checks
;COLIN_BONUS_LEVELS = 1, 0, 0, 0, 0

; Game starts with this much food
;STARTING_FOOD = 50, 50, 50, 35, 25

; All survivors are created with this happiness, except the main leader
;STARTING_HAPPY = 100, 75, 50, 35, 25

; Extra zombies in the squares beside the fort at the start of the game
;EXTRA_ADJACENT_STARTING_ZOMBIES = 0, 1, 2, 6, 10

; How many zombies can there be max on one square at the same time?
;MAX_ZOMBIES_PER_SQUARE = 50, 75, 100, 150, 180

; How many zombies spawn on each square (away from the fort)
;ZOMBIE_SPAWN_MULTIPLIER = 0.17, 0.50, 1.50, 2.00, 3.25

; Zombie unit strength is 50 * this
;ZOMBIE_UNIT_STRENGTH_MULTIPLIER = 0.10, 0.50, 1.00, 1.70, 2.50

; How many days between regular zombie units spawning or attacking, halved while swarming
;DAYS_BETWEEN_ZOMBIE_UNITS = 8, 4, 4, 3, 3

; The number of days between mobile horde spawns, halved while swarming
;DAYS_BETWEEN_MOB_SPAWN = 20, 13, 12, 11, 10

; How strong are mobile zombie hordes?
;MOB_STRENGTH_MULTIPLIER = 0.50, 0.75, 1, 1.50, 2.00

; How quickly faction strength increases naturally over time
;FACTION_STRENGTH_MULTIPLIER = 0.10, 0.25, 1, 1.50, 2.00

; How much food does a one square farm produce per day
;BASE_FOOD_PER_FARM = 2.50, 2.00, 1.50, 1.50, 1.00

; How miserable are survivors in the lategame
;LATEGAME_UPSET_MULTIPLIER = 0.25, 0.75, 1.00, 1.50, 2.00

; How often do negative events occur compared to other events
;BAD_EVENTS_FREQUENCY = 0.25, 0.75, 1.00, 1.00, 1.50

; How quickly do the survivors gain skill
;EXPERIENCE_MULTIPLIER = 2.00, 1.00, 0.80, 0.75, 0.50

; How often do any random events happen
;EVENT_FREQUENCY_MULTIPLIER = 0.50, 1.00, 1.00, 1.00, 1.00

; How many zombies on each square when the game starts
;STARTING_ZOMBIES_MULTIPLIER = 0.50, 1.00, 1.00, 1.00, 1.00

; Police stations and banks give this much bonus defense
;DEFENSIVE_BUILDING_BONUS = 10, 10, 10, 10, 10

; Towers give this much bonus defense
;UPGRADE_TOWER_BONUS = 5, 5, 5, 5, 5

; Bunkers give this much bonus defense
;UPGRADE_BUNKER_BONUS = 10, 10, 10, 10, 10

; Turrets give this much bonus defense
;UPGRADE_TURRET_BONUS = 15, 15, 15, 15, 15

; When the average edge square reaches this, the fort's at max defense
;MAX_AVERAGE_FORT_DEFENSE = 50, 50, 50, 50, 50,

; Fertilizer tech gives this much extra food per farm square
;FERTILIZER_FOOD_BONUS = 0.50, 0.50, 0.50, 0.50, 0.50

; Reclaim missions can't happen if there are more than this many zombies on a square
;RECLAIM_MAX_ZOMBIES = 0, 0, 0, 0, 0

; Colins carried over to the next city will be nerfed to this level
;DREAM_TEAM_MAX_LEVEL = 5, 5, 5, 5, 5

; What survivor level are backstories awarded
;BACKSTORY_LEVEL_1 = 4, 4, 4, 4, 4

; What survivor level are backstories awarded
;BACKSTORY_LEVEL_2 = 7, 7, 7, 7, 7

; What survivor level are backstories awarded
;BACKSTORY_LEVEL_3 = 10, 10, 10, 10, 10

; Amount of total food, fuel etc that raiders take
;PERCENT_STEALABLE_RESOURCE = 0.25, 0.50, 0.50, 0.50, 0.75

; How much food raiders can take max, medicine is 1/2, bombs 1/10, based on their food value
;MAX_STEALABLE_RESOURCE = 20, 40, 40, 40, 60

; How long do we have to wait before meeting with a faction or trading at their fort again
;MIN_DAYS_BETWEEN_MEET_TRADE = 3, 3, 3, 3, 3

; Building materials at the start of the game
;STARTING_MATERIALS = 20, 20, 20, 20, 20

; Ammunition at the start of the game
;STARTING_AMMO = 10, 10, 10, 10, 10

; Fuel at the start of the game
;STARTING_FUEL = 5, 5, 5, 5, 5

; Medicine at the start of the game
;STARTING_MEDICINE = 5, 5, 5, 5, 5

; Even with no apartments or suburbs, can still house this many survivors
;BASE_HOUSES = 2, 2, 2, 2, 2

; How many survivors can live in an apartment or 1x1 suburb
;HOUSES_PER_SQUARE = 2, 2, 2, 2, 2

; Any roll for injury vs death has at minimum this chance to be injury
;INJURY_CHANCE_BASE = 0.50, 0.25, 0.25, 0.25, 0.10

; Injury vs death rolls will be injury if someone died within this many days
;DAYS_BETWEEN_DEATHS = 10, 5, 5, 5, 0

; The amount of food eating one person gives you. Dogs are half.
;FOOD_PER_BODY = 10, 10, 10, 10, 10

; Gifting this value during a trade will net the most respect possible from even the strongest faction
;MAX_TRADE_GIFT = 100, 100, 100, 100, 100

; how many regular zombies it takes to become an attack-ready unit
;MIN_ZOMBIES_PER_UNIT = 5, 5, 5, 5, 5

; Number of attacks or missions takes it takes to use up one unit of ammo per gun
;USES_PER_AMMO = 3, 3, 3, 3, 3

; like usesPerAmmo, how many uses does a single unit of bath salts get you
;USES_PER_BATHSALT = 2, 2, 2, 2, 2

; A survivor loses this much (0-100) happiness if they are injured
;SELF_HAPPINESS_LOSS_FROM_INJURY = 20, 20, 20, 20, 20

; All friends lose this much (0-100) happiness when somebody dies; relatives lose double
;FRIEND_HAPPINESS_LOSS_FROM_DEATH = 20, 20, 20, 20, 20

; The entire fort loses this much happiness if a building is lost in an attack
;TOTAL_HAPPINESS_LOSS_FROM_BUILDING_LOSS = 5, 5, 5, 5, 5

; How many zombies per turn a trap kills
;TRAP_ZED_PER_DAY = 5, 5, 5, 5, 5

; How many zombies per turn an upgraded trap kills
;TRAP2_ZED_PER_DAY = 10, 10, 10, 10, 10

; How many zombies per turn an attractor pulls in
;ATTRACTOR_ZED_PER_DAY = 5, 5, 5, 5, 5

; Regular zombie units will spawn faster until this many are on the map
;MIN_ZOMBIE_UNITS_MULTIPLIER = 1.00, 1.00, 1.00, 1.00, 1.00

; How many regular zombie units can be on the map at once
;MAX_ZOMBIE_UNITS_MULTIPLIER = 1.00, 1.00, 1.00, 1.00, 1.00

; How strong should factions be at the start of the game
;FACTION_STARTING_STRENGTH_MULTIPLIER = 0.25, 0.25, 0.25, 0.25, 0.25

; How often recruits are leaders compared to other skills
;COLIN_LEADER_FREQUENCY = 1, 1, 1, 1, 1

; How often recruits are soldiers compared to other skills
;COLIN_SOLDIER_FREQUENCY = 4, 4, 4, 4, 4

; How often recruits are scavengers compared to other skills
;COLIN_SCAVENGER_FREQUENCY = 2, 2, 2, 2, 2

; How often recruits are builders compared to other skills
;COLIN_BUILDER_FREQUENCY = 2, 2, 2, 2, 2

; How often recruits are engineers compared to other skills
;COLIN_ENGINEER_FREQUENCY = 1, 1, 1, 1, 1
Part 2 - Config
[config]
; these are mostly set to false by default, set to true to do wacky debug things

; Show debug text, log additional info (TRUE for beta)
;DEBUG_MODE = true

; Start any mission, finish missions immediately, tons of survivors, etc etc
;CRAZY_EASY = false

; Makes the game load faster but zooming initially slower
;DISABLE_PRERENDERING = false

; Automatically continue your last savegame when the game starts
;FORCE_AUTOLOAD = false

; Same as muting
;DISABLE_MUSIC = false

; Same as muting
;DISABLE_SOUND = false

; Do not save debugging info to harddrive
;DISABLE_COOKIE_LOGGING = false

; "judgment", "dahlias" etc to include that faction on new maps, null for none
;FORCE_FACTION = null

; Disable achievements, highscores etc
;DISABLE_EXTENSIONS = false

; Zombie and faction units appear but do not attack
;DISABLE_ALL_ATTACKS = false

; No pop up events
;DISABLE_RANDOM_EVENTS = false

; Always injuries or deaths when there could be one
;EVERYBODY_HURTS = false

; No deaths or injuries due to danger
;NOBODY_HURTS = false

; All injury vs death rolls are injury
;ONLY_INJURIES = false

; All injury vs death rolls are death
;ONLY_DEATHS = false

; Remove fog of war and tinting, for taking pretty screenshots
;BRIGHT_MAP = false

; No fog, bodies, icons, etc
;FAST_MAP = false

; Create lots of children
;MANY_BABBIES = false

; Random events can fire again immediately
;IGNORE_COOLDOWNS = false

; "factions", "policies", or "order" to limit to one kind of random event, null for all
;ONLY_ALLOWED_EVENTS = null

; Everything can happen on day one
;IGNORE_START_DAYS = false

; Makes leaving mission available
;ALWAYS_LEAVING = false

; Put colored squares behind all bitmaps
;SHOW_BITMAP_BGS = false

; No 4096x4096 textures on better machines
;DISABLE_BIG_TEXTURES = false

; Overrides DISABLE_PRERENDERING on mobile
;FORCE_PRERENDERING = false

; -1 for random, or 711287 etc to set the random seed for the city
;NONRANDOM_SEED = -1

; Don't show recruit icons on the map
;HIDE_RECRUITMENT = false

; Only keep one zoom size, makes zooming slower, saves ram
;DISABLE_ATLAS_CACHING = false

; Do not add roads under buildings on map, done in atlas
;HIDE_ROADS = false

; "baselineConstrained" etc, null defaults to "auto"
;FORCE_STAGE3D_PROFILE = null

; Always disabled in mobile by ConfigAir
;DISABLE_ZOOMING = false

; No zombies or bodies on the map, fewer zoom levels etc
;FORCE_LIGHT_GRAPHICS = false

; Menus don't slide in, etc
;FORCE_LIGHT_ANIMATIONS = false

; Turn down vector quality to speed up gameplay
;FORCE_LOW_QUALITY = false

; Random events every day
;LOTSA_EVENTS = false

; No regular zombie units
;DISABLE_ZOMBIE_UNITS = false

; No mobile zombie hordes
;DISABLE_ZOMBIE_MOBS = false

; Factions make a unit every day
;CONSTANT_FACTION_UNITS = false

; No factions in new maps and factions don't advance
;DISABLE_FACTIONS = false

; Zombie units spawn and attack every day
;CONSTANT_ATTACKS = false

; Create tons of survivors and equipment at game start
;LOTSA_COLINS = false

; Overrides Player setting
;DISABLE_TUTORIAL = false

; Also set via config menu
;HIDE_UNITS = false

; New maps are only farms of various dimensions
;ALL_FARMS = false

; Always get equipment while scavenging
;EQUIPMENT_ABOUNDS = false

; No fog
;DISABLE_FOGOFWAR = false

; No policies
;DISABLE_POLICIES = false

; Show zombie count on map squares
;SHOW_SQUARE_ZED = false

; Show coords on map squares
;SHOW_SQUARE_INFO = false

; May still autosave during important events
;DISABLE_AUTOSAVE_TIMER = false

; Start nearly all reclaimed
;HELLA_RECLAIMED = false

; Don't show debug mouseovers even in DEBUG_MODE
;HIDE_DEBUG_TEXT = false

; Crazy realtime speed
;SUPERFAST_SPEED = false

; Scout every square, becomes permanent only after save/load
;ALL_SCOUTED = false

; Reclaim anywhere anytime
;CRAZY_RECLAIM = false

; Display debug log on the screen, may only work in debug menu
;SHOW_LOG = false

; Super slow gpu-less rendering
;FORCE_SOFTWARE_MODE = false

; Never open results event menu for anything
;DISABLE_RESULTS = false

; Stop all saving auto or otherwise
;DISABLE_SAVING = false

; Not very playable without a map, but it sure runs fast
;HIDE_MAP = false

; Might not happen in SPLODE_MODE anyway?
;DISABLE_AUTOSAVE_ON_EXIT = false

; True for both beta and release
;DISABLE_GOOGLE_ANALYTICS_LOGGING = false
Part 3 - Others
How many squares away can mobs and roamers see an attractor
ATTRACTOR_MOB_RANGE = 5

; Preaching in a church adds the devout perk to someone on average once this many days
PREACH_DEVOUT_DAYS = 60

; Cultist preaching in a church adds the cultist perk to someone on average once this many days
PREACH_CULTIST_DAYS = 30

; A child's age (& pregnancy) is the number of days they've been alive divided by this (real life is 365.242)
GOAT_YEAR = 90

; Autosave this often. Set to zero to disable autosave.
AUTOSAVE_SECONDS = 60

; Chance of a new colin having the DEVOUT perk (main leader priest job overrides to 0.50)
PERK_DEVOUT_CHANCE = 0.20

; Chance of a new colin preferring same-sex relationships (anyone can also be bisexual under certain conditions)
PERK_SAMESEX_CHANCE = 0.20

; Chance of a new colin having a random starting-level perk
PERK_RANDOM_CHANCE = 0.20

; Skin tone weights from light to dark; 7th is not used (rotten); some faces or npcs may override
SKIN_WEIGHTS:Array = 0.7, 0.8, 1, 1, 0.7, 0.5, 100

; Random job weights (leader, soldier, scavenger, builder, engineer)
SKILL_FREQUENCIES:Array = 1, 3, 2, 2, 1

; How high level should new colins be
COLIN_LEVEL_MULTIPLIER = 0.50
Part 4 - Enable modding
Easy way:
Originally posted by Shadowhunter:
Goto %APPDATA%\com.sarahnorthway.rebuild3\Local Store\config\config.ini
see if there is the following kind of text/code:
; Rebuild 3 configuration ; Remove semicolons on the settings below to enable them ; See http://forums.rebuildgame.com for more settings [config] ; these are mostly set to false by default, set to true to do wacky debug things ; Show debug text, log additional info (TRUE for beta) DEBUG_MODE = true
If the file is not present create it and copy paste that part in it.
If the DEBUG_MODE line differs change it so it fits the code above.
The debug options should now be accessible.

Credit to Shadowhunter
Reference:
https://gtm.steamproxy.vip/app/257170/discussions/0/483368526581839093/

Hard way from the game developer
( I could not create folder /file) :
http://rebuildgame.com/mods.php

Resume
  • Go to :
    C:\Users\%username%\AppData\Roaming\com.sarahnorthway.rebuild3\Local Store\
  • Create folder :
    config
  • Use template or create your own "config.ini" file and put it in :
    C:\Users\%username%\AppData\Roaming\com.sarahnorthway.rebuild3\Local Store\Config\
  • Right click file menu and open with -> WordPad or a better text editor. Avoid Notepad. Since the file is not indent / format with windows line feed / carriage return, one line edition is tough.

Great file template from game developer (copy "config_template.ini" and rename the copy to "config.ini") :
https://www.dropbox.com/s/ghf1ql0x4983n4x/rebuild3_config_template_oct20_2015.zip?dl=0

Got more questions ?
Ask SarahNorthway, the game developer[forums.rebuildgame.com]

Mods from workshop
  • search the folder: Steam\steamapps\workshop\content\257170\
  • open the file .bin with text editor
Part 5 - Config file example
Copy the following text in "config.ini" and start a new game :
; Rebuild 3 configuration ; Remove semicolons on the settings below to enable them ; See http://forums.rebuildgame.com for more settings ; ------------------------------------------------- ; Difficulty settings ; format: EASY, NORMAL, CHALLENGING, HARD, IMPOSSIBLE ; Game starts with this much food STARTING_FOOD = 5, 5, 5, 5, 5 ; Max food we can have, also the increase for each warehouse or farm tech BASE_FOOD_STORAGE = 500, 500, 500, 500, 500 ; judgment, dahlias etc to include that faction on new maps, null for none FORCE_FACTION = dahlias ; No fog DISABLE_FOGOFWAR = true

You'll see:
6 Comments
RacoonSM  [author] 4 May, 2017 @ 8:45pm 
Send me friend request. I'll be there tomorrow.

I don't see why it would work for food and not faction.
Rotten is a faction, so yes in practice. I got rotten faction on a new game (subway).
Mickmane 4 May, 2017 @ 7:46pm 
I see you added something about forcing faction now. Interesting. It's just that that did not work for me. Are you sure it is not a coincidence?

I tried:
FORCE_FACTION = rotten
FORCE_FACTION = riffs
FORCE_FACTION = luddies
FORCE_FACTION = St. Michael's

And it was just random factions.

Can you force Rotten? (They aren't visible per colour at first, but you can see one less faction than you set, and if you look around you find their subway entrance on the map.)
RacoonSM  [author] 4 May, 2017 @ 7:40pm 
I'v want to help you quickly. I'v try to add you and you rejected my friend request. Then I saw your message on your profile about poking before friend request.

I'v try to add you again, but there a steam error. It seem my deduction that you block me were wrong (that why I call you dummy).

Waiting for msg is slow as ....
Mickmane 4 May, 2017 @ 12:59am 
Thanks again, but...
Yes, I mentioned removing the ";".

Debug_mode says "Show debug text, log additional info (TRUE for beta)" (just for display it seems).

Other stuff in that section works without problems, and the stuff about skill frequency isn't even in that section (the multiple lines are above it, the single line near bottom of the file).

Tried it anyway, still gives error message about invalid property. And forcing factions doesn't work.

Thanks much for finding the workshop items! :)
Mickmane 3 May, 2017 @ 7:19pm 
Did you ever get:

; Random job weights (leader, soldier, scavenger, builder, engineer)
;SKILL_FREQUENCIES:Array = 1, 3, 2, 2, 1

to work?

Or:

; "judgment", "dahlias" etc to include that faction on new maps, null for none
;FORCE_FACTION = null

Or

; How often recruits are leaders compared to other skills
;COLIN_LEADER_FREQUENCY = 1, 1, 1, 1, 1

; How often recruits are soldiers compared to other skills
;COLIN_SOLDIER_FREQUENCY = 4, 4, 4, 4, 4

; How often recruits are scavengers compared to other skills
;COLIN_SCAVENGER_FREQUENCY = 2, 2, 2, 2, 2

; How often recruits are builders compared to other skills
;COLIN_BUILDER_FREQUENCY = 2, 2, 2, 2, 2

; How often recruits are engineers compared to other skills
;COLIN_ENGINEER_FREQUENCY = 1, 1, 1, 1, 1

I'd like to make soldiers less common, and builders and engineers more common. And force certain factions.

I get no effect with attempt to force faction, and error message trying to load mod with the ";" removed from the job lines.
Star Sanctioned Dreamer 25 Oct, 2015 @ 1:16am 
I'm a total noob to modding myself, but i would like to try my hand at trying to mod this game ^^

Would i just write these variables (such as children growing up fasteror producing more children) in a notepad file and put it in a game folder somewhere?

how would you code custom perks for survivors or make your own religion in the game?