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severedsolo edited this page Nov 17, 2020
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The first time you start a game after installing Bureaucracy two files will be created:
- KSP Directory/GameData/Bureaucracy/defaultSettings.cfg
- KSP Directory/saves/your save folder/BureaucracySettings.cfg
The first are default settings that will be applied to all new games. The second are save specific settings.
To change your save specific settings, edit the BureaucracySettings.cfg file directly. Then, if you already have KSP open, go into the UI, click "Allocation" then "Load Settings" - this will reload settings from the save specific cfg.
Auto Balance Settings
If you intend to change your costs manually, first set "AutoBalanceSettings" to false. Otherwise Bureaucracy will balance the costs against the length of your month (so if you change your month to 20 days, costs will be reduced by 1/3 as the default is 30 days)
Settings
- AutoBalanceSettings - whether to automatically balance costs based on month length
- ShowKCTWarning - leave this alone.
- ContractInterceptorEnabled - whether to convert contract funding to reputation
- HandleKSCUpgrades - whether to let Bureaucracy handle Building Upgrades.
- HandleScience - whether to let Bureaucracy intercept science
- StopTimeWarp - whether to stop timewarp (or set a KAC alarm) when a budget fires.
- UseItOrLoseIt - whether budgets are capped or not
- HardModeEnabled - will reduce reputation by 1 reputation for every 10k funds left at the end of the month
- RepDecayEnabled - whether to reduce reputation every month (ensure that RepDecayPercent is also set)
- AstronautTrainingEnabled - Whether new Kerbals need to be trained before being available.
- RandomEventsEnabled - Whether to enable Random Events
- RandomEventChance - the chance of a Random Event firing (this is a float, so 0.1 = 10%)
- TimeBetweenBudgetsDays - how many days pass between each budget (automatically adjusted to your Homeworlds day length)
- RepToFundsMultiplier - How many funds per 1 reputation you have.
- ScienceToFundsMultiplier - how much budget is required to process 1 science.
- RepDecayPercent - the percentage your rep will decay by if RepDecayEnabled is true. (This is an int, put the actual percentage - so 10 = 10%) BaseCost - base cost of before any other multipliers are applied
- BaseLaunchCost - the base cost of a launch from before any other multipliers are applied
- CrewBaseWage - cost of a Lv1 kerbal
- LongTermMissionBonusPerYear - How much a Kerbal gets paid for a mission, per year
- LongTermMissionBonusPerDay How much a kerbal gets paid for mission, per day (this is ignored if Kerbal is gone for more than a year)
- BaseStrikesBeforeKerbalQuits - How many strikes a 100% stupid Kerbal will take before quitting (modified by stupidity)
- StrikeMemoryMonths - How long a strike stays on a Kerbals record
- DeadKerbalRepPenaltyPercent - How much rep (as a percentage) is lost if a Crewed vessel suffers a Kerbal loss (if multiple Kerbals die at once, this is only applied once)
- RetirementEnabled (bool) - whether Kerbals will be allowed to retire.
- RetirementExtensionFactor (float) - how much of a completed missions MET is added to the retirementDate (so for example: if this was set to 0.5 and a kerbal had been gone for 10 days, their retirement would be pushed back by 5 days).
- MinimumTerm (int) - The minimum amount of time (in years) a Kerbal will be given before they retire.
- MaximumTerm (int) - The maximum amount of time (in years) a Kerbal will be given before they retire (note this does not include "extra time" from doing missions. This is the base value a kerbal is assigned when the retirement system runs on that Kerbal for the first time).
- BaseTrainingFee (int) - The base cost of training. The actual cost is calculated as BaseTrainingFee*(Kerbals new level)