/tg/ server configurations

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Aranclanos
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/tg/ server configurations

Post by Aranclanos » #114958

Should /tg/ have all the configs on default? Most if not all commiters base their opinions on what they see on /tg/ servers, harming any other person who will try to set up their own server, getting a 'broken' gameplay.
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Re: /tg/ server configurations

Post by Incomptinence » #114962

How does it break their game in particular?
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Re: /tg/ server configurations

Post by Incoming » #114991

I don't think we should necessarily have all config options on by default, but the default config that is listed on the codebase should probably match pretty closely with whatever the servers are running if only because we know that WORKS.

Also some of the config options should probably be removed for being worthless/never used/broken.
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Re: /tg/ server configurations

Post by Incoming » #114995

Also for reference here are all the current game options:

You can adjust the life levels when spessmen fall into crit and when they die
You can stop genetics and pod plants from working
You can make brains unclonable after a time
You can allow round start cyborgs to name themselves
You can set OOC to always be off during a round
You can set if people can use emojis in OOC
You can set the speeds of walking and running for all sorts of mobs
You can force humans to have full names (i.e. no monograms)
You can force humans to have fully random names
You can change the various messages that are shown when the alert level changes
You can modify the probabilities of the various round types
You can modify which round types end on antagonist death
You can modify which round types use mulligans
You can modify how quickly the shuttle can be called after roundstart
You can modify how many traitors/changlings are made relative to the server population
You can modify how many security slots are available at roundstart relative to the server population
You can modify how many objectives besides escaping a traitor gets by default
You can toggle if you want security implanted staff and/or assistants to be able to get antagonist rolls
You can toggle if you want to keep lizards out of command roles
You can toggle the late join antagonist system
You can show/hide the round probabilities
You can toggle the random events system
You can prevent roundstart AI
You can set the delay on the gateway for away missions
You can set the threshold for when jobs get extended access for lowpop games
You can also just set it so everyone always has extended access
You can give sec/assistants/everyone maint access
You can disable departmental security
You can allow ghosts to spin chairs
You can remove the ability to speak from silicons
You can specifically choose to keep the sandbox spawn panel from closing in sandbox mode
You can set what laws a silicon starts with at roundstart
You can set the maximum number of laws a silicon can have
You can toggle lizards
You can toggle cat ears
You can cap assistants
You can toggle the starlight system
You can toggle assistant rainbowtide
You can modify how picky mulligan is about how long rounds should last or how many people should be dead before the game gives up
You can turn off the ability for wizards to cast summon guns/magic/events (if you're a loser)
You can toggle reactionary explosions
You can configure the bomb cap
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Re: /tg/ server configurations

Post by oranges » #115057

tg's config is the gold standard and what most coders aim to dev against.

I imagine most hosts want that config as a default as well
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Re: /tg/ server configurations

Post by Gun Hog » #115168

This is fine so long as the default configuration file mirrors the host's file, and not the other way around. You can have some auto-merge tool to keep the code's config up to date with the host.
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