[
  {
    "type": "EXTERNAL_OPTION",
    "name": "DISPERSION_PER_GUN_DAMAGE",
    "//": "Value that adds to weapon dispersion per weapon damage value.",
    "stype": "int",
    "value": 30
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "GUN_DISPERSION_DIVIDER",
    "//": "Value that divides total weapon dispersion.  15 means that weapons became 15 times more accurate than default.",
    "stype": "float",
    "value": 18
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "PLAYER_MAX_STAMINA_BASE",
    "//": "Sets the base max stamina value of the player, before cardio modifiers.",
    "stype": "int",
    "value": 3500
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "PLAYER_CARDIOFIT_STAMINA_SCALING",
    "//": "Sets the effect of cardio on maximum stamina.",
    "stype": "int",
    "value": 5
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "PLAYER_BASE_STAMINA_REGEN_RATE",
    "//": "Sets base stamina regeneration per turn of the player, before cardio modifiers.  May be used as an offset in stamina draining effects.",
    "stype": "float",
    "value": 20
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "PLAYER_BASE_STAMINA_BURN_RATE",
    "//": "Sets base stamina burn per 100 moves of the walking player.",
    "stype": "int",
    "value": 15
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "PLAYER_HUNGER_RATE",
    "//": "Set base hunger rate per 5 minutes.  Default: 1.0",
    "stype": "float",
    "value": 1.0
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "PLAYER_THIRST_RATE",
    "//": "Set base thirst rate per 5 minutes.  Default: 1.0",
    "stype": "float",
    "value": 1.0
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "PLAYER_SLEEPINESS_RATE",
    "//": "Set base sleepiness rate per 5 minutes.  Default: 1.0",
    "stype": "float",
    "value": 1.0
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "PLAYER_HEALING_RATE",
    "//": "Set base player healing rate per turn.  Default: 0.0001",
    "stype": "float",
    "value": 0.0001
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "NPC_HEALING_RATE",
    "//": "Set base NPC healing rate per turn.  Default: 0.0001",
    "stype": "float",
    "value": 0.0001
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "NO_FAULTS",
    "//": "Disables vehicle part faults.  If true, disables vehicle part faults, vehicle parts will be totally reliable unless destroyed, and can only be repaired via replacement.",
    "stype": "bool",
    "value": false
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "NO_NPC_FOOD",
    "//": "Disables tracking food, thirst and ( partially ) fatigue for NPCs.  If true, NPCs won't need to eat or drink and will only get tired enough to sleep, not to get penalties.",
    "stype": "bool",
    "value": false
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "NO_VITAMINS",
    "//": "Disables tracking vitamins in food items.  If true, disables vitamin tracking and vitamin disorders.",
    "stype": "bool",
    "value": false
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "CBM_SLOTS_ENABLED",
    "//": "Enables CBM slots mechanics.  If true CBM slots are enabled.",
    "stype": "bool",
    "value": false
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "PAIN_PENALTY_MOD_STR",
    "//": "Scales how much pain decrease your stat.  0.005 means 0.5% of stat loss per one unit of pain.",
    "stype": "float",
    "value": 0.005
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "PAIN_PENALTY_MOD_DEX",
    "//": "Scales how much pain decrease your stat.  0.0075 means 0.75% of stat loss per one unit of pain.",
    "stype": "float",
    "value": 0.0075
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "PAIN_PENALTY_MOD_INT",
    "//": "Scales how much pain decrease your stat.  0.01 means 1% of stat loss per one unit of pain.",
    "stype": "float",
    "value": 0.01
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "PAIN_PENALTY_MOD_PER",
    "//": "Scales how much pain decrease your stat.  0.01 means 1% of stat loss per one unit of pain.",
    "stype": "float",
    "value": 0.01
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "SPAWN_CITY_HORDE_THRESHOLD",
    "//": "Minimum city size to guarantee extra zombies are spawned in cities.  0 means all cities spawn extra zombies.  Negative values disable extra city zombies.",
    "stype": "int",
    "value": 4
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "SPAWN_CITY_HORDE_SMALL_CITY_CHANCE",
    "//": "Probability of a city smaller than SPAWN_HORDE_THRESHOLD having city zombies spawned, express in 'one in x' fashion .",
    "stype": "int",
    "value": 16
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "SPAWN_CITY_HORDE_SPREAD",
    "//": "A scaling factor that determines how far from the center of cities extra zombies spawn, multiplied by city size, when city hordes are indicated.",
    "stype": "float",
    "value": 1.5
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "SPAWN_CITY_HORDE_SCALAR",
    "//": "A scaling factor that determines how many zombies are spawned in cites, multiplied by city size, when city hordes are indicated.",
    "stype": "float",
    "value": 80.0
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "SPAWN_ANIMAL_DENSITY",
    "//": "A scaling factor that determines density of wild, formerly domesticated and mutated animal spawns.",
    "stype": "float",
    "value": 1.0
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "DISABLE_ANIMAL_CLASH",
    "//": "Disable additional spawn of large groups of monsters fighting each other on swamps.",
    "stype": "bool",
    "value": false
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "DISABLE_ROBOT_RESPONSE",
    "//": "Disables robot spawning from alerts and from being wanted.",
    "stype": "bool",
    "value": false
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "PORTAL_STORM_IGNORE_NPC",
    "//": "Portal storm enemies will ignore NPCs no matter what.",
    "stype": "bool",
    "value": false
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "CRAZY",
    "//": "A boolean specifically for Crazy Cataclysm.",
    "stype": "bool",
    "value": false
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "STATS_THROUGH_KILLS",
    "//": "Stats through Kills.  A mod that allows your stats to increase by killing zombies.",
    "stype": "bool",
    "value": false
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "WEARY_BMR_MULT",
    "//": "What portion of BMR is used as the base for determining weariness threshold.",
    "stype": "float",
    "value": 0.54
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "WEARY_THRESH_SCALING",
    "//": "What the weariness threshold is multiplied by to gain each successive level.",
    "stype": "float",
    "value": 0.75
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "WEARY_INITIAL_STEP",
    "//": "What the weariness threshold is multiplied by for the first level of weariness.",
    "stype": "float",
    "value": 1.0
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "WEARY_RECOVERY_MULT",
    "//": "What percentage of calorie intake and expenditure is reduced during each reduction tick.",
    "stype": "float",
    "value": 0.05
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "INT_BASED_LEARNING_BASE_VALUE",
    "//": "The amount of INT which is used as base point for focus adjustments",
    "stype": "int",
    "value": 8
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "INT_BASED_LEARNING_FOCUS_ADJUSTMENT",
    "//": "The amount of focus gained per each INT point above INT_BASED_LEARNING_BASE_VALUE",
    "stype": "int",
    "value": 5
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "GENERIC_PROFESSION_ID",
    "//": "The profession selected by default in the character creator menu.",
    "stype": "string_input",
    "value": "unemployed"
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "GENERIC_SCENARIO_ID",
    "//": "The scenario selected by default in the character creator menu.",
    "stype": "string_input",
    "value": "evacuee"
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "WORKBENCH_ALL_OPTIONS",
    "//": "If false, examining workbench-type furniture will auto-execute pickup and undeploy (where applicable) actions, no crafting-related options will be listed.",
    "stype": "bool",
    "value": true
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "SELECT_STARTING_CITY",
    "//": "Allows to select starting city in new character menu.",
    "stype": "bool",
    "value": false
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "OVERMAP_PREGENERATED_PATH",
    "//": "Path to pregenerated overmap files.  Should include mod folder name and folder where omap files are stored.",
    "stype": "string_input",
    "value": ""
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "OVERMAP_POPULATE_OUTSIDE_CONNECTIONS_FROM_NEIGHBORS",
    "//": "Allows to populate outside connections from neighbors.",
    "stype": "bool",
    "value": true
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "OVERMAP_PLACE_RIVERS",
    "//": "Allows to place procgen rivers during overmap generation.",
    "stype": "bool",
    "value": true
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "OVERMAP_PLACE_LAKES",
    "//": "Allows to place procgen lakes during overmap generation.",
    "stype": "bool",
    "value": true
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "OVERMAP_PLACE_OCEANS",
    "//": "Allows to place procgen oceans during overmap generation.",
    "stype": "bool",
    "value": true
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "OVERMAP_PLACE_FORESTS",
    "//": "Allows to place procgen forests during overmap generation.",
    "stype": "bool",
    "value": true
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "OVERMAP_FOREST_INCREASE_NORTH",
    "//": "Rate at which forest coverage of the map increases to the North, based on regional map settings thresholds.  0=no increase.",
    "stype": "float",
    "value": 0.04
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "OVERMAP_FOREST_INCREASE_EAST",
    "//": "Rate at which forest coverage of the map increases to the East.  0=no increase.",
    "stype": "float",
    "value": 0
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "OVERMAP_FOREST_INCREASE_WEST",
    "//": "Rate at which forest coverage of the map increases to the West.  0=no increase.",
    "stype": "float",
    "value": 0.02
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "OVERMAP_FOREST_INCREASE_SOUTH",
    "//": "Rate at which forest coverage of the map increases to the South.  0=no increase.",
    "stype": "float",
    "value": 0
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "OVERMAP_FOREST_LIMIT",
    "//": "Caps how high the forest threshold can rise.  No cities form at values over 0.4",
    "stype": "float",
    "value": 0.395
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "OVERMAP_PLACE_SWAMPS",
    "//": "Allows to place procgen swamps during overmap generation.",
    "stype": "bool",
    "value": true
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "OVERMAP_PLACE_RAVINES",
    "//": "Allows to place procgen ravines during overmap generation.",
    "stype": "bool",
    "value": true
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "OVERMAP_PLACE_CITIES",
    "//": "Allows to place cities during overmap generation.",
    "stype": "bool",
    "value": true
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "OVERMAP_PLACE_FOREST_TRAILS",
    "//": "Allows to place procgen forest trails during overmap generation.",
    "stype": "bool",
    "value": true
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "OVERMAP_PLACE_HIGHWAYS",
    "//": "Allows to place fixed distance highways during overmap generation.",
    "stype": "bool",
    "value": true
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "OVERMAP_PLACE_ROADS",
    "//": "Allows to place procgen roads during overmap generation.",
    "stype": "bool",
    "value": true
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "OVERMAP_PLACE_RAILROADS",
    "//": "Allows to place procgen railroads during overmap generation.",
    "stype": "bool",
    "value": false
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "OVERMAP_PLACE_RAILROADS_BEFORE_ROADS",
    "//": "Defines whether to place railroads before roads.",
    "stype": "bool",
    "value": false
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "OVERMAP_PLACE_SPECIALS",
    "//": "Allows to place overmap specials during overmap generation.",
    "stype": "bool",
    "value": true
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "OVERMAP_PLACE_FOREST_TRAILHEADS",
    "//": "Allows to place procgen forest trailheads during overmap generation.",
    "stype": "bool",
    "value": true
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "OVERMAP_URBAN_INCREASE_NORTH",
    "//": "Rate at which urbanity of the map increases to the North.  0=no increase.  Negative numbers are technically allowed but may cause weird effects.",
    "stype": "int",
    "value": 0
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "OVERMAP_URBAN_INCREASE_EAST",
    "//": "Rate at which urbanity of the map increases to the East.  0=no increase.",
    "stype": "int",
    "value": 10
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "OVERMAP_URBAN_INCREASE_WEST",
    "//": "Rate at which urbanity of the map increases to the South.  0=no increase.",
    "stype": "int",
    "value": 0
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "OVERMAP_URBAN_INCREASE_SOUTH",
    "//": "Rate at which urbanity of the map increases to the West.  0=no increase.",
    "stype": "int",
    "value": 5
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "OVERMAP_MAXIMUM_URBANITY",
    "//": "How urban do we allow our megacities to go?  Mostly functions as a multiple of map settings city size.",
    "stype": "int",
    "value": 8
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "OVERRIDE_VEHICLE_INIT_STATE",
    "//": "If true, initial status and amount of fuel for all spawned vehicles will be overridden by values of VEHICLE_STATUS_AT_SPAWN and VEHICLE_FUEL_AT_SPAWN options.",
    "stype": "bool",
    "value": false
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "VEHICLE_STATUS_AT_SPAWN",
    "//": "All vehicles spawn in this status.  -1 is lightly damaged (default), 0 is undamaged, 1 is disabled (destroyed tires or engine).  Values are read only if OVERRIDE_VEHICLE_INIT_STATE is set to true.",
    "stype": "int",
    "value": -1
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "VEHICLE_FUEL_AT_SPAWN",
    "//": "All vehicles spawn with this percentage of fuel.  0 is empty, 100 is fully loaded, -1 is random amount from 7% to 35% (default).  Values are read only if OVERRIDE_VEHICLE_INIT_STATE is set to true.",
    "stype": "int",
    "value": -1
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "OUTSIDE_DEFINED_OMAP_OMT",
    "//": "If .omap s are being used this is the overmap terrain used outside of the defined overmaps.",
    "stype": "string_input",
    "value": "lake_surface"
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "GAME_EMP",
    "//": "EMP will disable electonics for a short period of ~60 seconds, instead of permanently.  Theres a 5% chance of items shorting out permanently.",
    "stype": "bool",
    "value": false
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "CAPITALISM",
    "//": "NPCs will accept your bank balance as payment in trades.",
    "stype": "bool",
    "value": false
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "ZOMBIFY_INTO_ENABLED",
    "//": "Enables the functionality of the \"zombify_into\" JSON field in monster definitions.",
    "stype": "bool",
    "value": true
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "DESCRIBE_MUSIC_FREQUENCY",
    "//": "Determines frequency (in minutes) of displaying music description in sidebar when listening to MP3-players and the like.",
    "stype": "int",
    "value": 5
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "MIN_CATCHUP_EXP_PER_POST_CATA_DAY",
    "//": "NPCs generated post-cataclysm will, when initially generated, receive this amount of exp to a random skill for each day that has passed since the Cataclysm.",
    "stype": "int",
    "value": 50
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "MAX_CATCHUP_EXP_PER_POST_CATA_DAY",
    "//": "Same as above.  This is the second value of rng(min, max) to determine base exp (before other character modifiers).",
    "stype": "int",
    "value": 150
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "EXTRA_NPC_SKILL_LEVEL_CAP",
    "//": "The maximum skill level randomly generated NPCs can achieve via MIN_CATCHUP_EXP_PER_POST_CATA_DAY and MAX_CATCHUP_EXP_PER_POST_CATA_DAY.",
    "stype": "int",
    "value": 7
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "ETERNAL_WEATHER",
    "//": "Sets eternal weather.  Possible values are 'normal', 'clear', 'cloudy', 'light_drizzle', 'drizzle', 'rain', 'rainstorm', 'thunder', 'lightning', 'flurries', 'snowing', 'snowstorm', 'early_portal_storm', 'portal_storm'.  'normal' clears all eternal weather overrides and sets normal weather pattern.  Requires restart of the game after changing value to take effect.",
    "stype": "string_input",
    "value": "normal"
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "SHOW_MUTATION_SELECTOR",
    "//": "When mutating, displays a menu which allows players to pick from a list of possible mutations.",
    "stype": "bool",
    "value": false
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "LATITUDE",
    "//": "Sets the latitude used for sunrise/sunset times.  Defaults to Boston.",
    "stype": "float",
    "value": 42.36
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "LONGITUDE",
    "//": "Sets the longitude used for sunrise/sunset times.  Defaults to Boston.",
    "stype": "float",
    "value": -71.06
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "DEFAULT_REGION",
    "//": "(WIP feature) Determines terrain, shops, plants, and more.",
    "stype": "string_input",
    "value": "default"
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "RAD_MUTATION",
    "//": "If true, radiation causes the player to mutate.",
    "stype": "bool",
    "value": true
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "INITIAL_STAT_POINTS",
    "//": "Initial points available to spend on stats on character generation.",
    "stype": "int",
    "value": 6
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "INITIAL_TRAIT_POINTS",
    "//": "Initial points available to spend on traits on character generation.",
    "stype": "int",
    "value": 0
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "INITIAL_SKILL_POINTS",
    "//": "Initial points available to spend on skills on character generation.",
    "stype": "int",
    "value": 2
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "MAX_TRAIT_POINTS",
    "//": "Maximum trait points available for character generation.",
    "stype": "int",
    "value": 12
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "SKILL_TRAINING_SPEED",
    "//": "Scales experience gained from practicing skills and reading books.  0.5 is half as fast as default, 2.0 is twice as fast, 0.0 disables skill training except for NPC training.",
    "stype": "float",
    "value": 1.0
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "PROFICIENCY_TRAINING_SPEED",
    "//": "Scales experience gained from practicing proficiencies.  0.5 is half as fast as default, 2.0 is twice as fast, 0.0 disables proficiency training except for NPC training.",
    "stype": "float",
    "value": 1.0
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "SEASON_LENGTH",
    "//": "Season length, in days.  Warning: Very little other than the duration of seasons scales with this value, so adjusting it may cause nonsensical results.",
    "stub": true,
    "stype": "int",
    "value": 91
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "CONSTRUCTION_SCALING",
    "//": "Sets the time of construction in percents.  '50' is two times faster than default, '200' is two times longer.  '0' automatically scales construction time to match the world's season length.",
    "stub": true,
    "stype": "int",
    "value": 100
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "ETERNAL_SEASON",
    "//": "If true, keep the initial season for ever.",
    "stub": true,
    "stype": "bool",
    "value": false
  },
  {
    "type": "EXTERNAL_OPTION",
    "name": "ETERNAL_TIME_OF_DAY",
    "//": "Day/night cycle settings.  'normal' sets a normal cycle.  'day' sets eternal day.  'night' sets eternal night.",
    "stub": true,
    "stype": "string_input",
    "value": "normal"
  }
]
