Custom Sandbox

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Custom Sandbox allows the player to adjust the game settings to the way they like. After choosing a starting location, the player can choose their own options, or choose a preset to customise. In the Saved Presets box at the bottom, each default option is the same settings used in the default game modes.

*NOTE: the Character options have a set default 'difficulty' for each preset*

Sandbox options

Population


Zombie Count: Changing this will adjust the "Population Multiplier" advanced option.

Count Scenario
Insane Six Months Later
Very High
High Survival
Normal Apocalypse
The First Week
Low Initial Infection
None


Zombie Distribution: Determines whether zombie distribution will be balanced across the map, or focused in urban areas.

Distribution Scenario
Urban Focused Apocalypse
Initial Infection
First Week
Six Months Later
Survival
Uniform



Time


Day length: is the time for an in-game day to take in real-time. This will affect how fast the player gets hungry or thirsty. Therefore, the longer the game day is, the longer it will take to get hungry or thirsty. This can be adjusted hourly from anywhere between 1 hour to real-time (24 hours), or 15 and 30 minutes. The default day length is 1 hour for all game modes.

Start Month: The month the game will start in. This will affect the current weather, foraging and farming. July will have greater harvests, whereas December will have poorer.

Month Scenario
January
February
March
April
May
June
July Apocalypse
Initial Infection
The First Week
Survival
August
September
October
November
December Six Months Later


Start Day: This determines which day of the month the game will start in. The default for all game modes is the 9th.

Start Time: This determines the time when the game first starts, which will affect how much daylight the player will have on their first day. Daylight provides a buff to the player's sight. Zombies are attracted to light sources during the night.

Time Scenario
7 am
9 am Apocalypse
Initial Infection
The First Week
Survival
Six Months Later
12 pm
2 pm
5 pm
9 pm
12 am
2 am
5 am



World


Water Shutoff: The water will randomly stop working any day within this range. For example, selecting 2-6 months will give the player at least 2 months to prepare themselves before the water is shutoff. There will still be some left over water in sinks and toilets, however this is non-sustainable and will eventually run out.

Shutoff Scenario
Instant Six Months Later
0-30 days Apocalypse
Survival
0-2 months
0-6 months
0-1 year
0-5 years
2-6 months The First Week
6-12 months Initial Infection


Electricity Shutoff: The electricity will randomly stop working any day within this range. For example, selecting 2-6 months will give the player at least 2 months to prepare themselves before the electricity is shutoff. Which will stop refrigerators and lights from functioning.

Shutoff Scenario
Instant Six Months Later
0-30 days Apocalypse
Survival
0-2 months
0-6 months
0-1 year
0-5 years
2-6 months The First Week
6-12 months Initial Infection


House Alarms Frequency: This is how often you will come across houses with an active burglar alarm, which once triggered will generate a loud noise attracting zombies to the location of the alarm. Houses with alarms usually have locked windows and unlocked front doors. Currently (Weather Test 40.3) this is not related to the Item; Home Alarm.

Frequency Scenario
Never Six Months Later
Extremely Rare Initial Infection
Rare The First Week
Sometimes Apocalypse
Survival
Often
Very Often


Locked Houses Frequency: This is how often houses will have their doors locked.

Frequency Scenario
Never Six Months Later
Extremely Rare Initial Infection
Rare The First Week
Sometimes
Often
Very Often Apocalypse
Survival


Food Spoilage: Defines how fast the food will spoil inside or outside fridge.

Rate Scenario
Very Fast
Fast
Normal Apocalypse
The First Week
Six Months Later
Survival
Slow Initial Infection
Very Slow


Refrigeration Effectiveness: Define how effective a fridge will be at slowing the rate of food spoilage.

Effectiveness Scenario
Very Low
Low
Normal Apocalypse
The First Week
Six Months Later
Survival
High Initial Infection
Very High


Rotten Food Removal: This value is an integer defining the number of in-game days before rotten food is removed from the map. -1 means rotten food will never be removed. [Default=-1]

Loot Respawn: Items will respawn in already-looted containers in towns and trailer parks. Items will not respawn in player-made containers.

Effectiveness Scenario
None Apocalypse
Initial Infection
The First Week
Six Months Later
Survival
Every day
Every week
Every month
Every 2 months


Loot Seen Prevent Hours: This value is an integer defining the number of in-game hours. When >0, loot will not respawn in chunks (10x10 tiles) that have been seen by a player within this number of hours. [Default=0]

World Item Removal List: A list of items that will be removed after Hours for Removal List hours. [Default=Base.Hat,Base.Glasses,Base.Maggots]

Hours for Removal List: The amount of time for World Item Removal List items to be removed [Default=24.0]

Removal List as Whitelist: If false, items in World Item Removal List will be removed. If true, items not in World Item Removal List will be removed. [Default=Off]

Months Since The Apocalypse: This is how long it has been since the apocalypse began, affecting starting Erosion and Food Age.

Months Scenario
0 Apocalypse
Initial Infection
The First Week
Survival
1
2
3
4
5
6 Six Months Later
7
8
9
10
11
12


Darkness During Night: Defines how dark it is at night, affecting the player's visibility.

Months Scenario
Pitch Black
Dark
Normal Apocalypse
Initial Infection
The First Week
Six Months Later
Survival
Bright


Fire Spread: This is a check box that can be turned On or Off. Disabling this will stop fire from spreading to nearby flammable material. [Default=On]

Generator Working In Exterior: This is a check box that can be turned On or Off. If enabled, generator will work on exterior tiles, allowing for example to power a gas pump. [Default=On]

Initial Gas Station Amount: Changes how filled gas tanks inside of fuel stations will be initially.

Amount Scenario
Empty
Super Low
Very Low
Low
Normal Apocalypse
Builder
Six Months Later
High
Very High
Full Initial Infection
Infinite


Light Bulb Lifespan: How long lightbulbs last before breaking, higher values lasting longer. If 0, they never break. Does not affect vehicle headlights. [Default=1.0]


Nature


Temperature: This will affect the Weather and therefore your temperature Moodles.

Temperature Scenario
Very cold
Cold
Normal Apocalypse
Initial Infection
The First Week
Six Months Later
Survival
Hot
Very hot


Rain: This will affect how much rain there is and therefore your wet Moodles.

Rain Scenario
Very dry
Dry
Normal Apocalypse
Initial Infection
The First Week
Six Months Later
Survival
Rainy
Very rainy


Erosion Speed: Affects the speed of Erosion for roads and buildings. Number of days until 100% growth.

Rate Scenario
Very fast (20 days) The First Week
Six Months Later
Fast (50 days)
Normal (100 days) Apocalypse
Initial Infection
Survival
Slow (200)
Very slow (500)


Farming Speed: Affects how fast your crops grow in Farming

Rate Scenario
Very fast
Fast Initial Infection
Normal Apocalypse
The First Week
Six Months Later
Survival
Slow
Very slow


Plant Resilience: Determines how much water the plant will lose per day and their ability to avoid disease.

Resilience Scenario
Very low
Low
Normal Apocalypse
The First Week
Six Months Later
Survival
High
Very high Initial Infection


Farming's Abundance: Will influence how many vegetables a plant will grow.

Abundance Scenario
Very poor
Poor
Normal Apocalypse
Six Months Later
Survival
Abundant The First Week
Very abundant Initial Infection


Nature's Abundance: Affects the difficulty of fishing and foraging.

Abundance Scenario
Very poor
Poor
Normal Apocalypse
Survival
Abundant The First Week
Very abundant Initial Infection
Six Months Later


Compost Time: Determines how long it will take for food to decay in a composter.

Time Scenario
1 Week
2 Weeks Apocalypse
Initial Infection
The First Week
Six Months Later
Survival
3 Weeks
4 Weeks
6 Weeks
8 Weeks
10 Weeks
12 Weeks


Maximum Fog Intensity: How thick the fog will get.

Intensity Scenario
Normal Apocalypse
Survival
The First Week
Initial Infection
Six Months Later
Moderate
Low


Maximum Rain FX Intensity: How much rain will fall.

Intensity Scenario
Normal Apocalypse
Survival
The First Week
Initial Infection
Six Months Later
Moderate
Low


Enable Snow On Ground: If disabled snow will not accumulate on ground but will still be visible on vegetation and rooftops. [Default=On]

Enable 'Tainted Water' tooltip: If enabled, tainted water will be marked in-game as such. [Default=On]


Sadistic AI Director


Helicopter: How often helicopters pass over the Event zone. Helicopters last for a long time, will leave, then come back, bringing hordes of zombies towards the player from many directions.

Frequency Scenario
Never
Once Apocalypse
Initial Infection
The First Week
Six Months Later
Survival
Sometimes
Often


Meta Event: How often zombie attracting meta-game events like gunshots will occur. This will cause zombies to move towards the direction of the event. It should be noted that this is audio only, following the noise will not lead the player to the source.

Frequency Scenario
Never
Once
Sometimes Apocalypse
Initial Infection
The First Week
Six Months Later
Survival
Often


Sleeping Event: Governs night-time metagame events during the player's sleep, such as night terrors.

Frequency Scenario
Never Apocalypse
Once
Sometimes Initial Infection
The First Week
Six Months Later
Survival
Often



Meta


Generator Spawn: Increase/decrease the chance of electrical generators spawning on the map.

Rate Scenario
Extremely Rare
Rare
Sometimes Apocalypse
Initial Infection
The First Week
Six Months Later
Survival
Often
Very Often


Generator Fuel Consumption: Impacts how much fuel is consumed by generators. A generator that needs no fuel should be set to 0.0. [Minimum=0] [Maximum=100] [Default=1]

Randomized House Chance: Increase/decrease probability of discovering randomized safe houses on the map: either burnt out, containing loot stashes, dead survivor bodies etc.

Frequency Scenario
Never
Extremely rare
Rare Apocalypse
Initial Infection
The First Week
Six Months Later
Survival
Sometimes
Often
Very Often



Randomized Vehicle Stories Chance: Increase/decrease probability of discovering randomized vehicle stories on roads: police blockade, car maintenance, etc.

Frequency Scenario
Never
Extremely rare
Rare Apocalypse
Initial Infection
The First Week
Six Months Later
Survival
Sometimes
Often
Very Often


Randomized Zone Stories Chance:

Frequency Scenario
Never
Extremely rare
Rare Apocalypse
Initial Infection
The First Week
Six Months Later
Survival
Sometimes
Often
Very Often


Annotated Map Chance: Impacts on how often a looted map will have annotations marked on it by a deceased survivor.

Frequency Scenario
Never
Extremely rare
Rare
Sometimes Apocalypse
Initial Infection
The First Week
Six Months Later
Survival
Often
Very Often



Time Before Corpse Removal: Number of in-game hours before zombie corpses are automatically removed from the map. Setting to -1 will stop corpses from being removed. (Replaces former HoursForCorpseRemoval server option). [Default=216.0]


Decaying Corpse Health Impact: Governs impact that nearby decaying bodies has on the player's health and emotions.

Impact Scenario
None
Low
Normal Apocalypse
Initial Infection
The First Week
Six Months Later
Survival
High



Blood Level: More of a graphical setting as it determines the level of gore that will generate after hitting/killing a zombie or player.

Level Scenario
None
Low
Normal Apocalypse
Initial Infection
The First Week
Six Months Later
Survival
High
Ultra Gore



Corpse Maggot Spawn: Determines how maggots spawn around corpses.

Level Scenario
In and around bodies Apocalypse
Initial Infection
The First Week
Six Months Later
Survival
In bodies only
Never



Loot Rarity


Non-Canned Food: For all the different foods, click here.

Rarity Scenario
None (not recommended)
Insanely rare
Extremely rare
Rare Apocalypse
Six Months Later
Survival
Normal
Common The First Week
Abundant Initial Infection


Canned Food: For all the different canned foods, click here.

Rarity Scenario
None (not recommended)
Insanely rare
Extremely rare
Rare Apocalypse
Six Months Later
Survival
Normal
Common The First Week
Abundant Initial Infection


Melee Weapons: For all the different weapons, click here.

Rarity Scenario
None (not recommended)
Insanely rare
Extremely rare
Rare Apocalypse
Six Months Later
Survival
Normal
Common The First Week
Abundant Initial Infection


Ranged Weapons: For all the different ranged weapons, click here.

Rarity Scenario
None (not recommended)
Insanely rare
Extremely rare
Rare Apocalypse
Six Months Later
Survival
Normal
Common The First Week
Abundant Initial Infection


Ammo: For all the different types of ammo, click here.

Rarity Scenario
None (not recommended)
Insanely rare
Extremely rare
Rare Apocalypse
Six Months Later
Survival
Normal
Common The First Week
Abundant Initial Infection


Medical: For all medical items, click here.

Rarity Scenario
None (not recommended)
Insanely rare
Extremely rare
Rare Apocalypse
Six Months Later
Survival
Normal
Common The First Week
Abundant Initial Infection


Survival Essentials: Seeds, nails, saws, Fishing Rods, various tools, etc...

Rarity Scenario
None (not recommended)
Insanely rare
Extremely rare
Rare Apocalypse
Six Months Later
Survival
Normal
Common The First Week
Abundant Initial Infection


Mechanics:

Rarity Scenario
None (not recommended)
Insanely rare
Extremely rare
Rare Apocalypse
Six Months Later
Survival
Normal
Common The First Week
Abundant Initial Infection



Literature: For all literature items, click here.

Rarity Scenario
None (not recommended)
Insanely rare
Extremely rare
Rare Apocalypse
Six Months Later
Survival
Normal
Common The First Week
Abundant Initial Infection


Other: Every other item type that doesn't fit into the above categories.

Rarity Scenario
None (not recommended)
Insanely rare
Extremely rare
Rare Apocalypse
Six Months Later
Survival
Normal
Common The First Week
Abundant Initial Infection



Character


XP Multiplier: Affects how much experience the player will get from various tasks. [Minimum-0.001] [Maximum-1000] [Default=1]

XP Multiplier Affects Passive Skills: If true, Fitness and Strength skills are affected by XP Multiplier. [Default=Off]

Stats Decrease: How fast character's hunger, thirst and fatigue will decrease.

Rate Scenario
Very fast
Fast
Normal Apocalypse
Initial Infection
The First Week
Six Months Later
Survival
Slow
Very slow


Endurance Regeneration: This affects how fast fatigue will decrease.

Rate Scenario
Very fast
Fast
Normal Apocalypse
Initial Infection
The First Week
Six Months Later
Survival
Slow
Very slow


Nutrition: This is a check box determining whether nutritional value of food affects the player's condition. [Default=On]

Starter Kit: Start with a school bag, baseball bat, hammer, water bottle and chips. [Default=Off]

Free Traits: Adds free points during character creation, on top of the standard 8. [Default=0]

Player-Built Construction Strength: Determines the hitpoints of structures the player has built.

Strength Scenario
Very low
Low
Normal Apocalypse
Initial Infection
The First Week
Six Months Later
Survival
High
Very high


Injury Severity: Increase and decrease the impact injuries have on your body, and their healing time.

Severity Scenario
Low
Normal Apocalypse
Initial Infection
The First Week
Six Months Later
Survival
High


Bone Fracture: Enable or disable broken limbs when survivors receive injuries from impacts, zombie damage and falls. [Default=On]

Clothing Degradation: Governs how quickly clothing degrades, becomes dirty and bloodied. (Can be disabled).

Rate Scenario
Disabled
Slow
Normal Apocalypse
Initial Infection
The First Week
Six Months Later
Survival
Fast


Rear Vulnerability: Chance of being bitten when attacked from behind.

Rate Scenario
Low
Medium
High Apocalypse
Initial Infection
The First Week
Six Months Later
Survival


Weapon Multi-Hit: Allows some melee weapons to hit and push multiple zombies at once while using them. [Default=Off]

Melee Movement Disruption: If enabled, the player slows while swinging. [Default=On]

All Clothing Unlocked: Unlocks all clothing items in the game during character creation. [Default=On]

Enable Poisoning: Determines if poisoning food is allowed. [Default=On]

Rate Scenario
True Apocalypse
Initial Infection
The First Week
Six Months Later
Survival
False
Only bleach poisoning is disabled



In-game Map


Allow Mini-Map: Enables in-game mini-map. [Default=Off]

Allow World Map: Allows players to open up the world map. [Default=On]

All Known On Start: Unlocks all map data automatically at the beginning. [Default=Off]


Vehicle


Vehicles: Enable or disable vehicles from spawning into the game.

Easy Use: If true cars will all be unlocked with a full gas tank, don't require keys, etc.

Recent Survivor Vehicles: Governs whether the player can discover a car that has been maintained and cared for after the infection struck, i.e. is still in working order.

Rate Scenario
None
Low Apocalypse
The First Week
Six Months Later
Survival
Normal
High Initial Infection


Zombie Attraction Multiplier: Use this to multiply or reduce engine general loudness. [Minimum=0] [Maximum=100] [Default=1]

Car Spawn Rate:

Rate Scenario
Low Apocalypse
Six Months Later
Survival
Normal The First Week
High Initial Infection


Chance Has Gas: Governs the chances of finding vehicles with gas in the tank.

Rate Scenario
Low Apocalypse
Six Months Later
Survival
Normal
High Initial Infection
The First Week


Initial Gas: Governs how full gas tanks will be in discovered cars.

Level Scenario
Very low
Low Apocalypse
Six Months Later
Survival
Normal The First Week
High
Very high Initial Infection
Full


Gas Consumption: The rate in which vehicles will consume fuel. [Minimum=0] [Maximum=100] [Default=1].

Locked Frequency: How frequent the doors of a vehicle will be locked.

Frequency Scenario
Never Six Months Later
Survival
Extremely rare Initial Infection
Rare Apocalypse
The First Week
Sometimes
Often
Very often


General Condition: In what condition new cars will spawn.

Level Scenario
Very low Six Months Later
Survival
Low Apocalypse
Normal The First Week
High Initial Infection
Very high


Car Wreck Congestion: Enable or disable traffic jams that spawn on the main roads of the map. [Default=On]

Car Alarms Frequency: The frequency in which a car alarm will be triggered when opening a door. This will attract zombies to the vehicle's position.

Frequency Scenario
Never Six Months Later
Survival
Extremely rare Apocalypse
Initial Infection
Rare The First Week
Sometimes
Often
Very often


Player Damaged From Crash: Enable or disable player getting damage from being in a car accident. [Default=On]

Car Damage On Impact: Governs the amount of damage dealt to vehicles that crash.

Damage Scenario
Very low
Low
Normal Apocalypse
Initial Infection
The First Week
Six Months Later
Survival
High
Very high


Siren Shutoff Hours: Number of hours before the siren sound of a car alarm will stop playing. 0.0 means it will play until the car battery is dead. [Minimum=0] [Maximum=168] [Default=0]

Damage To Player From Hit By Car: Damage received by the player from the car in a collision.

Damage Scenario
None Apocalypse
Initial Infection
The First Week
Six Months Later
Survival
Low
Normal
High
Very high



Zombie Lore


Proper Zombies: Enabling this setting disables changing the following options.


Speed: The speed of zombies when giving chase. Fast shamblers will both run and shamble towards their target.

Speed Scenario
Sprinters
Fast Shamblers Apocalypse
The First Week
Six Months Later
Survival
Shamblers Initial Infection
Random


Strength: How hard a zombie will hit when dealing damage to both the player and world objects, along with the likeliness they will break the skin when attacking.

Strength Scenario
Superhuman
Normal Apocalypse
Survival
Weak Initial Infection
The First Week
Six Months Later
Random


Toughness: The hitpoints of zombies and how likely they are to fall over.

Toughness Scenario
Tough
Normal Apocalypse
The First Week
Six Months Later
Survival
Fragile Initial Infection
Random


Transmission: How the transmission of the zombie infection occurs. Blood infections refer to infections from scratches and lacerations. You can't get infected even if you are exposed to blood or get injured while wearing blood-stained clothes. Everyone's infected will cause all players to reanimate once they're killed, similarly to The Walking Dead.

Transmission Scenario
Blood + Saliva Apocalypse
Initial Infection
The First Week
Six Months Later
Survival
Saliva Only
Everyone's Infected
None


Infection Mortality: How long it will take for the zombie infection to kill its host, i.e. the player. If you set the infection mortality rate to zero, you will get sick when bitten by a zombie, but you won't turn into a zombie and die.

Rate Scenario
Instant
0-30 seconds
0-1 minutes
0-12 hours
2-3 days Apocalypse
Initial Infection
The First Week
Six Months Later
Survival
1-2 weeks
Never


Reanimate Time: How long after death before an infected player will be reanimated.

Time Scenario
Instant
0-30 seconds
0-1 minutes Apocalypse
Initial Infection
The First Week
Six Months Later
Survival
0-12 hours
2-3 days
1-2 weeks


Cognition: How effective zombies are at navigating to reach their target. Determines whether zombies will attempt to open doors, break windows or doors, or simply attempt to walk around to reach their target, respectively.

Cognition Scenario
Navigate + use doors
Navigate Initial Infection
The First Week
Six Months Later
Basic navigation Apocalypse
Survival
Random


Crawl Under Vehicle: Determines which zombies can crawl underneath vehicles.

Cognition Scenario
Crawlers Only
Extremely Rare
Rare
Sometimes
Often Apocalypse
Initial Infection
The First Week
Six Months Later
Very Often
Always


Memory: How long a zombie will give chase before giving up.

Memory Scenario
Long
Normal Apocalypse
Six Months Later
Survival
Short Initial Infection
The First Week
None
Random


Sight: How large the radius of the sight cone is, and therefore be able to spot a player from farther away, or in their peripherals.

Sight Scenario
Eagle
Normal Apocalypse
Six Months Later
Survival
Poor Initial Infection
The First Week
Random


Hearing: The distance in which they were move towards a noise, such as broken windows or dying zombies.

Hearing Scenario
Pinpoint
Normal Apocalypse
Six Months Later
Survival
Poor Initial Infection
The First Week
Random


Environmental Attacks: Zombies that have not seen/heard the player can attack doors and constructions while roaming. [Default=Off]

Damage Construction: Governs whether or not zombies can destroy player constructions and defences. [Default=On]

Day/Night Active: Governs whether zombies are most active during the day, or whether they act more nocturnally. Inactive zombies will be slower, and tend not to give chase.

Activity Scenario
Both Apocalypse
Initial Infection
The First Week
Six Months Later
Survival
Night
Day


Zombie House Alarm Triggering: Allows zombies to trigger house alarms when breaking through windows and doors. Enabling this option will cause zombies to constantly be moving around populated areas, making the early game much more difficult. [Default=Off]

Drag Down: Allows the player to be dragged down if attacked by multiple zombies. [Default=On]

Fence Lunge: Allows zombies climbing over fences to sometimes lunge at the player. [Default=On]

Fake Dead Zombie Reanimation: Some zombies in the world will pretend to be dead.

Activity Scenario
Some zombies in the world will pretend to be dead Apocalypse
Initial Infection
The First Week
Six Months Later
Survival
Some zombies in the world, as well as some you 'kill', can pretend to be dead
Zombies will never pretend to be dead



Advanced Zombie Options

The defaults are for the Apocalypse game mode.

Population Multiplier: Set by the "Zombie Count" population option. 4.0 = Insane, 2.0 = High, 1.0 = Normal, 0.35 = Low, 0.0 = None. [Minimum=0] [Maximum=4] [Default=1]

Population Start Multiplier: Adjusts the desired population at the start of the game. [Minimum=0] [Maximum=4] [Default=1]

Population Peak Multiplier: Adjusts the desired population on the peak day. [Minimum=0] [Maximum=4] [Default=1.5]

Population Peak Day: The day when the population reaches its peak. [Minimum=1] [Maximum=365] [Default=28]

Respawn Hours: The number of hours that must pass before zombies may respawn in a cell. If zero, spawning is disabled. [Minimum=0] [Maximum=8760] [Default=72]

Respawn Unseen Hours: The number of hours that a chunk must be unseen before zombies may respawn in it. [Minimum=0] [Maximum=8760] [Default=16]

Respawn Multiplier: The fraction of a cell's desired population that may respawn every RespawnHours. [Minimum=0] [Maximum=1] [Default=0.1]

Redistribute Hours: The number of hours that must pass before zombies migrate to empty parts of the same cell. If zero, migration is disabled. [Minimum=0] [Maximum=8760] [Default=12]

Follow Sound Distance: The distance a virtual zombie will try to walk towards the last sound it heard. [Minimum=0] [Maximum=1000] [Default=100]

Rally Group Size: The size of groups real zombies from when idle. Zero means zombies don't form groups. Groups don't form inside buildings or forest zomes. [Minimum=0] [Maximum=1000] [Default=20]

Rally Travel Distance: The distance real zombies travel to form groups when idle. [Minimum=5] [Maximum=50] [Default=20]

Rally Group Separation: The distance between zombie groups. [Minimum=05] [Maximum=25] [Default=15]

Rally Group Radius: How close members of a group stay to the group's leader. [Minimum=1] [Maximum=10] [Default=3]