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#[non_exhaustive]
pub struct Settings {
Show 38 fields pub player_health_factor: f32, pub player_mana_factor: f32, pub player_stamina_factor: f32, pub player_body_heat_factor: f32, pub player_diving_time_factor: f32, pub enable_durability: bool, pub enable_starving_debuff: bool, pub food_buff_duration_factor: f32, pub from_hunger_to_starving: Duration, pub shroud_time_factor: f32, pub tombstone_mode: TombstoneMode, pub enable_glider_turbulences: bool, pub weather_frequency: WeatherFrequency, pub fishing_difficulty: GenericDifficulty, pub mining_damage_factor: f32, pub plant_growth_speed_factor: f32, pub resource_drop_stack_amount_factor: f32, pub factory_production_speed_factor: f32, pub perk_upgrade_recycling_factor: f32, pub perk_cost_factor: f32, pub experience_combat_factor: f32, pub experience_mining_factor: f32, pub experience_exploration_quests_factor: f32, pub random_spawner_amount: RandomSpawnerAmount, pub aggro_pool_amount: AggroPoolAmount, pub enemy_damage_factor: f32, pub enemy_health_factor: f32, pub enemy_stamina_factor: f32, pub enemy_perception_range_factor: f32, pub boss_damage_factor: f32, pub boss_health_factor: f32, pub threat_bonus: f32, pub pacify_all_enemies: bool, pub taming_startle_repercussion: TamingStartleRepercussion, pub day_time_duration: Duration, pub night_time_duration: Duration, pub curse_modifier: CurseModifier, pub flame_level_fog_removal: u8,
}
Expand description

The server’s game settings, typed; read and changed through GameSettings. Factors are 1 for the game’s normal value.

§Examples

See the module.

Fields (Non-exhaustive)§

This struct is marked as non-exhaustive
Non-exhaustive structs could have additional fields added in future. Therefore, non-exhaustive structs cannot be constructed in external crates using the traditional Struct { .. } syntax; cannot be matched against without a wildcard ..; and struct update syntax will not work.
§player_health_factor: f32

The characters’ health.

§player_mana_factor: f32

The characters’ mana.

§player_stamina_factor: f32

The characters’ stamina.

§player_body_heat_factor: f32

The characters’ body heat.

§player_diving_time_factor: f32

How long characters hold their breath.

§enable_durability: bool

Whether items wear out.

§enable_starving_debuff: bool

Whether hunger turns into starving.

§food_buff_duration_factor: f32

How long food buffs last.

§from_hunger_to_starving: Duration

How long a character goes hungry before starving, in game time.

§shroud_time_factor: f32

How long characters last in the shroud.

§tombstone_mode: TombstoneMode

What a dead character leaves behind.

§enable_glider_turbulences: bool

Whether gliders meet turbulence.

§weather_frequency: WeatherFrequency

How often rain and storms come.

§fishing_difficulty: GenericDifficulty

How hard fishing is.

§mining_damage_factor: f32

Damage to terrain and resources when mining.

§plant_growth_speed_factor: f32

How fast plants grow.

§resource_drop_stack_amount_factor: f32

How many resources a drop stacks.

§factory_production_speed_factor: f32

How fast workshops produce.

§perk_upgrade_recycling_factor: f32

What recycling a perk upgrade returns.

§perk_cost_factor: f32

What perks cost.

§experience_combat_factor: f32

Experience from combat.

§experience_mining_factor: f32

Experience from mining.

§experience_exploration_quests_factor: f32

Experience from exploration and quests.

§random_spawner_amount: RandomSpawnerAmount

How many enemies random spawners bring.

§aggro_pool_amount: AggroPoolAmount

How many enemies attack at once.

§enemy_damage_factor: f32

The enemies’ damage, for enemies spawned after a change.

§enemy_health_factor: f32

The enemies’ health, for enemies spawned after a change.

§enemy_stamina_factor: f32

The enemies’ stamina, for enemies spawned after a change.

§enemy_perception_range_factor: f32

How far enemies notice characters.

§boss_damage_factor: f32

The bosses’ damage.

§boss_health_factor: f32

The bosses’ health.

§threat_bonus: f32

The threat bonus.

§pacify_all_enemies: bool

Whether enemies leave characters alone until attacked.

§taming_startle_repercussion: TamingStartleRepercussion

What startling a tamed animal costs.

§day_time_duration: Duration

How long the day lasts in real time; the clock keeps its hour.

§night_time_duration: Duration

How long the night lasts in real time.

§curse_modifier: CurseModifier

How hard the shroud’s curse hits.

§flame_level_fog_removal: u8

The Flame level from which the shroud lifts where it is cleared.

Trait Implementations§

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impl Clone for Settings

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fn clone(&self) -> Self

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Copy for Settings

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impl Debug for Settings

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl PartialEq for Settings

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fn eq(&self, other: &Self) -> bool

Equality operator ==. Read more
1.0.0 (const: unstable) · Source§

fn ne(&self, other: &Rhs) -> bool

Inequality operator !=. Read more
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impl StructuralPartialEq for Settings

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> DynClone for T
where T: Clone,

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fn __clone_box(&self, _: Private) -> *mut ()

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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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type Owned = T

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fn to_owned(&self) -> T

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Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = !

The type returned in the event of a conversion error.
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Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.