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Xenoyia

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LordXenoyia

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About this mod

Allows you to change a lot of things in the game. The range of ratizens for work, slots in storage buildings, the ability to place blueprints in the air, disabling item despawning.. and more!

Requirements
Permissions and credits
Donations
Check out the code on GitHub: https://github.com/Xenoyia/Ratopia-Mods

Config.cfg

General

CarrierLimit: Maximum number of items a porter station can be set to transfer at once.
m_BluePrintMax: Maximum number of blueprints a player can have or use at once (limits construction planning or blueprint storage).
BodyDirtHour: How long (in in-game hours) it takes for a dead citizen or bot to be removed from the map. In the game code, this is set to 576 hours, or 24 days.
Time_Children: How long (in in-game hours) it takes for a child to grow up.
MaxWebNum: Maximum number of webs that spiders can make in total before becoming idle.
MinimumCarryCapacity: Minimum carry capacity for all units

Special
CustomWorkRange: How far away a ratizen can interact with world objects (demolish, repair, water, mine etc.)
BlueprintBuildRange: How far away a ratizen can be to build blueprints (default 5)
MaxConcurrentResearches: Maximum number of research projects that can be active at once.
AlwaysSummonEnabled: Allow summoning of ratizens regardless of state (wounded, rebellion etc.)
StorageSlots: Slot count for Storage buildings.
MiniStorageSlots: Slot count for Mini Storage buildings.
QuantumStorageSlots: Slot count for Quantum Storage buildings.
SuppressToiletSounds: Disable the distracting sound when a ratizen uses a toilet.
SuppressPoliceWhistle: Disable the police whistle when a ratizen works at the police station.
FloatingBlueprintsEnabled: Allow blueprints to be placed in the air, without supporting ground.
NoItemDespawnEnabled: Disable all despawning of items on the ground.
ExtraMaxPopulation: Extra max population value added to max population count.
ExtraMaxRatrons: Extra max Ratrons allowed above the normal limit.
MakeInferniteMineable: Makes Infernite mineable and gatherable, destroying any adjacent lava. May break some things.
MakeBasaltMineable: Makes Basalt mineable and gatherable.
UnlockAllResearch: Unlocks all research on game load. You still need to 'activate' religion and engineering with their research buildings before they show up.
DebugMode: Enables cheats and debug features (F1 puts a ton of resources in your storage, F2 shows ratizen paths, F3 shows co-ordinates of every tile, F5 quicksaves, F7 disables the UI, F8 opens the cheat menu). Most debug actions are written in Korean.
AllowBlueprintPlanning: Allow placing blueprints even if required resources are not in storage.

Citizen Stats & Needs
FatigueCut: Fatigue threshold for citizens (higher = tire faster, may trigger rest or negative effects sooner).
HungerCut: Hunger threshold for citizens (higher = get hungry faster, may trigger eating or negative effects sooner).
FunCut: Fun threshold for citizens (higher = need fun more often, may trigger boredom or negative effects sooner).
CleanCut: Cleanliness threshold for citizens (higher = get dirty faster, may trigger cleaning needs sooner).
FatigueMinimum: Minimum possible fatigue value for a citizen. Fatigue cannot go below this value.
Maximum_CitizenCondition: Maximum condition/health value for citizens (upper bound for health/condition stats).
Maximum_Dodge: Maximum dodge value for citizens (affects chance to avoid attacks or hazards).
IsCitizenWanderOK: Allow citizens to wander freely when idle (true/false).
IsCitizenRebellionOK: Allow citizens to rebel (true/false, disables rebellion if false).
DiseaseLv1Cut: If a ratizen's cleanliness is below this value, they will get disease level 2.
DiseaseLv2Per: Percentage chance for disease level 2 to proceed to level 3.
DiseaseLv3Per: Percentage chance for disease to kill the ratizen.
MiddleClassWorkBuff: Work buff for middle class citizens (e.g. 0.05 = 5%)
UpperClassWorkBuff: Work buff for upper class citizens (e.g. 0.10 = 10%)
MiddleClassSpeedBuff: Move speed buff for middle class citizens (e.g. 0.05 = 5%)
UpperClassSpeedBuff: Move speed buff for upper class citizens (e.g. 0.10 = 10%)

Enemies
m_LizardAreaMax: Maximum number of lizard camps that can spawn.
m_LizardAgainTerm: Time (in days) between lizard invasions. It represents the number of days that must pass before a new lizard invasion can occur.
m_Weasel_ThemaPoint: The prosperity point threshold for the game to transition from zombies to weasels. At this point, the game removes zombie holes, spawns weasel tents, and changes the enemy waves to weasels.
m_Lizard_ThemaPoint: The prosperity point threshold for lizard enemies to transition from weasels to lizards. This removes all zombie holes, weasel tents, and changes the enemy waves to lizards.
Time_ZombieDieHunger: Time (in hours) until a zombie dies from hunger (if applicable). If too low, they may die before even getting to you.
Time_WeaselBack: Time (in hours) until a weasel retreats to their tent. Basically a cooldown period to ensure they engage in combat for this long.

Work & Labor
Mining_LaborValueOrigin: Base amount paid for mining actions, will speed up or slow down mining.
Mining_FixValue: Increases the amount of workload done per action. It says mining, but actually affects almost all work actions.
Gathering_LaborValueOrigin: Base amount paid for gathering actions, will speed up or slow down gathering.
m_ServiceWorkExp: Amount of experience gained per service work action (affects how quickly citizens level up or improve from service jobs).
m_MaxCustomBuildingRange: Maximum range for buildings, for example, the range of a hunter's hut. May lag on higher values. Adjusted range shows up after a building is constructed.
m_SoulConsumeLabor: How much workload/labor is provided by consuming a soul.

Events & Timers
RandLoopEventCoolTime: Cooldown (in minutes) for random loop events (e.g., random incidents or checks).
PrisonTime: How long (in hours) a citizen stays in prison after being arrested.
Time_Religion: Minimum time (in hours) a ratizen is part of a religion.
DiseaseLv1_Time: Time (in hours) for disease level 1 to resolve or progress.
DiseaseLv2_Time: Time (in hours) for disease level 2 to resolve or progress.
DiseaseLv3_Time: Time (in hours) for disease level 3 to resolve or progress.
DiseasePrevention_Time: Time (in hours) that disease prevention effects last.
FloodMinimumHeight: Minimum height of water for buildings to be disabled due to flooding.

Research & Progression
m_ResearchTime: Base time required for research (in minutes) to complete a research project.

Prosperity & Happiness
Grade2GoldCut: Threshold of gold for a citizen to be considered middle-class.
Grade2LifeCut: Threshold of necessities for a citizen to be considered upper-class.
Grade3GoldCut: Threshold of gold for a citizen to be considered upper-class.
Grade3LifeCut: Threshold of necessities for a citizen to be considered upper-class.
Grade1ProsperityValue: Prosperity points contributed by each grade 1 citizen to the city's total prosperity (used for city progression and upgrades).
Grade2ProsperityValue: Prosperity points contributed by each grade 2 citizen to the city's total prosperity (used for city progression and upgrades).
Grade3ProsperityValue: Prosperity points contributed by each grade 3 citizen to the city's total prosperity (used for city progression and upgrades).

Combat & Danger
TheftDamage: Amount of damage (usually negative) applied to a citizen's happiness, gold, or other stat when a theft event occurs.
DrownDmg: Amount of damage (usually negative) applied to a citizen's health or happiness when they are drowning.

Stat Ticks
FunTick: How quickly fun decreases per tick (higher = faster loss of fun).
FatigueTick: How quickly fatigue increases per tick (higher = tire faster).
HungerTick: How quickly hunger increases per tick (higher = get hungry faster).
CleanTick: How quickly cleanliness decreases per tick (higher = get dirty faster).
m_DurabilityTick: Amount of damage buildings take from being attacked.

Prosperity.cfg

Level [X]
Name: The name of the prosperity level, e.g. Hamlet, Town, City.
NeedValue: How many prosperity points are required to reach this level.
CitizenAbilityValue: Level of new citizens joining the town.
PolicyNum: How many policies this level allows.
Pop: Default max population for this level.

Queen.cfg

Queen Buffs
MoveSpeed: Percentage move speed bonus (0-100)
CarryCapacity: Flat carry capacity bonus
ExpRate: Percentage extra EXP (0-100)
AttackPower: Attack power bonus
Defense: Defense bonus
MaxHP: Max HP bonus
Strength: Strength bonus
Dexterity: Dexterity bonus
Intelligence: Intelligence bonus
HealthRegen: HP regen per tick
DodgeChance: Dodge chance percentage (0-100)

Installation

This mod requires Bepinex5 to be installed, please download the latest one for your OS here:
https://github.com/BepInEx/BepInEx/releases

Then in Steam\steamapps\common\Ratopia, extract it and make sure the BepInEx folder is alongside MonoBleedingEdge and Ratopia_Data.

To install Overseer, extract it to your steam/steamapps/common/Ratopia folder, making sure that your BepInEx/plugins folder has a new folder called 'Overseer'.