Config¶
The mod's options live in its common config file. The settings that affect gameplay:
| Option | Default | What it does |
|---|---|---|
factionSystemEnabled |
true |
Master switch for the whole faction layer — world reputation, faction standings, diplomacy, and rival colonies. Off: no faction standing, no envoys, no deals, no settlements, no wars. Colony-level systems (citizens, colony reputation, raids) are unaffected, and boss kills behave as if the faction layer didn't exist. |
enableAssassins |
true |
Enables the assassin system. Off: no new assassins form, existing plots that haven't struck defuse, and no strikes occur (an already-active assassin boss stays until killed). |
rivalSettlementMode |
SOME |
How many faction settlements generate. ALL — every physical faction boss gets a settlement. SOME — a per-boss chance (see below). NONE — no settlements (faction bosses still appear as free-roaming wild bosses). |
rivalSettlementSomeChance |
0.5 |
Under SOME mode, the chance (0–1) that a physical faction boss generates as a settlement rather than a wild boss. |
rivalNaturalGeneration |
true |
Whether rival settlements generate naturally over time. Off: settlements only appear via debug commands. |
dragoNovaHarmAllies |
false |
Whether the Drago Nova blast also harms your allies, citizens, and named subordinates. |
dragoNovaBreakBlocks |
false |
Whether the Drago Nova blast damages terrain (a TNT-style crater). |