Add current state of development
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// Ideally, this should be true, but that prevents you from breaking your own base parts
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server.pve "False"
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// Base Decay
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decay.upkeep_inside_decay_scale "0.01"
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decay.bracket_0_costfraction "0.0050"
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decay.bracket_1_costfraction "0.0075"
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decay.bracket_2_costfraction "0.0100"
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decay.bracket_3_costfraction "0.0150"
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// Corpse Decay
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server.corpsedespawn "1440" // 1 days
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// Vehicle Decay
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baseridableanimal.decayminutes "1440" // 1 day
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basesubmarine.deepwaterdecayminutes "10080" // 7 days
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basesubmarine.outsidedecayminutes "43200" // 30 days
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bike.outsidedecayminutes "10080" // 7 days
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hotairballoon.outsidedecayminutes "2880" // 2 days
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modularcar.outsidedecayminutes "43200" // 30 days
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motorrowboat.decaystartdelayminutes "0" // right away
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motorrowboat.deepwaterdecayminutes "1440" // 1 day
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motorrowboat.outsidedecayminutes "10080" // 7 days
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playerhelicopter.insidedecayminutes "43200" // 30 days
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playerhelicopter.outsidedecayminutes "10080" // 7 days
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ridablehorse.decayminutes "1440" // 1 day
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snowmobile.outsidedecayminutes "43200" // 30 days
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tugboat.tugdecayminutes "43200" // 30 days
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// Disable holiday events
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halloween.enabled "False"
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xmas.enabled "False"
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easter.enabled "False"
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// Minimal respawn time
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server.respawntimeadditionbag "0" // Extra cooldown for bags
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server.respawntimeadditionbed "0" // Extra cooldown for beds
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// Security
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ownerid 76561198025237120 "TungstonMiner" "sysadmin"
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// Tax Rates
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server.workbench1taxrate "0"
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server.workbench2taxrate "0"
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server.workbench3taxrate "0"
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// Animal Populations
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// Animal populations should reflect realistic proportion of predators to prey. They should also
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// appear at about twice the natural population density to provide a good balance between realism
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// and fun gameplay.
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bear.population "0.33" // per sqkm, 3 total
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boar.population "2.77" // per sqkm, 25 total
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chicken.population "11.11" // per sqkm, 100 total
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polarbear.population "0.11" // per sqkm, 1 total
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crocodile.population "0.22" // per sqkm, 2 total
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panther.population "0.11" // per sqkm, 1 total
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ridablehorse.population "1.00" // per sqkm, 9 total
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snakehazard.population "5.55" // per sqkm, 50 total
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tiger.population "0.00" // per sqkm, none, only panthers
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stag.population "5.55" // per sqkm, 50 total
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wolf.population "0.55" // per sqkm, 5 total
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// Vehicle Populations
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bike.motorbikemonumentpopulation "0.50" // 50% chance per monument
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bike.pedalmonumentpopulation "2.00" // 2 per monument
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bike.pedalroadsidepopulation "2.22" // per sqkm, 20 total
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hotairballoon.population "0.11" // per sqkm, 1 total
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minicopter.population "0.22" // per sqkm, 2 total
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modularcar.population "1.11" // per sqkm, 10 total
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motorrowboat.population "1.11" // per sqkm, 10 total
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rhib.rhibpopulation "0.00" // per sqkm, 0 total
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scraptransporthelicopter.population "0.11" // per sqkm, 1 total
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traincar.population "0.66" // per sqkm, 6 total
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