Settings Plus
Every setting the mod lets you change on an existing save, as the pause-menu
screen groups them. Settings that only apply when a world is first created are
not listed, because the mod hides them.
When changes take effect. Costs, Invasions,
Monsters, Wildlife, Weather, Fishing and Vegetation apply as soon as you close
the screen, though a fishing ground or berry bush catches up on its next
restock. Enemies stats and Bosses stats apply to creatures that spawn
afterwards, so a creature already walking around keeps the health it was born
with. Player stats, Villager survival and the affinities apply the next time you
load the save. Save the game to keep your changes either way.
ASKA holds more world-customization settings than these. The ones the
mod leaves out, and why, are listed on
what the mod does not include.
Difficulty
Costs (applies immediately)
- Building cost — Adjust the materials needed to build structures
Options: Off, Low, Medium, High
- Crafting cost — Adjust the materials needed for crafting various items
Options: Off, Low, Medium, High
- Unbreakable equipment — Equipment won't break when durability gets to zero
Options: Off, On
- Item Durability — Determines how long items last before they break
- Clothing Decay — Determines how fast clothing and armor decays over time
Options: Low, Medium, High
- Structures Durability — Influences max health
Options: Low, Default, High, Very High
- Structure decay — Determines the rate of decay of buildings
Options: Low, Medium, High
- Gathering speed — Affects the time it takes to complete a gather interaction
Options: Slow, Standard, Fast
- Resources yield — The amount of resources you gain from gathering
Options: Minimum, Default, Double
- Villager summoning cost — Adjust the materials needed to summon Villagers
- Villager Spawn Time — Determines how quickly Villagers spawn
Options: Very slow, Slow, Standard, Fast, Very fast
Invasions (applies immediately)
- Invasion difficulty — Determines how often and powerful invasions are
Options: Off, Easy, Normal, Hard, Viking
- Winter Invasion — Determines if the invasion has a chance to occur or not
Options: Off, On
- Blood Moon — Determines if the invasion has a chance to occur or not
Options: Off, On
- Bear — Determines if the invasion has a chance to occur or not
Options: Off, On
- Wulfar — Determines if the invasion has a chance to occur or not
Options: Off, On
- Smolkr — Determines if the invasion has a chance to occur or not
Options: Off, On
Monsters (applies immediately)
- Monster density — Determines how scarce or common monster biomes are
Options: Off, Low, Medium, High
- Monster population — Determines if a monster biome has fewer or more enemies
Options: Low, Default, High, Very High
- Wulfar Den — Determines if a monster biome has fewer or more enemies
Options: Low, Default, High, Very High
- Large Cemetery — Determines if a monster biome has fewer or more enemies
Options: Low, Default, High, Very High
- Large Cemetery — Determines if a monster biome has fewer or more enemies
Options: Low, Default, High, Very High
- Large Spire — Determines if a monster biome has fewer or more enemies
Options: Low, Default, High, Very High
- Small Spire — Determines if a monster biome has fewer or more enemies
Options: Low, Default, High, Very High
- Draugar Field — Determines if a monster biome has fewer or more enemies
Options: Low, Default, High, Very High
- Bear Den — Determines if a monster biome has fewer or more enemies
Options: Low, Default, High, Very High
- Desert hostile camp — Determines if a monster biome has fewer or more enemies
Options: Low, Default, High, Very High
- Marsh hostile camp — Determines if a monster biome has fewer or more enemies
Options: Low, Default, High, Very High
Enemies stats (applies to creatures that spawn next)
- Wight
- Vitality
— Influences max health
- Damage Multiplier
— A multiplier for all the damage dealt by this entity
- Availability
— Indicates if this type of enemy can be encountered in biomes
Options: Off, On
- Skeleton Warrior
- Vitality
— Influences max health
- Damage Multiplier
— A multiplier for all the damage dealt by this entity
- Availability
— Indicates if this type of enemy can be encountered in biomes
Options: Off, On
- Skeleton Bruiser
- Vitality
— Influences max health
- Damage Multiplier
— A multiplier for all the damage dealt by this entity
- Availability
— Indicates if this type of enemy can be encountered in biomes
Options: Off, On
- Skeleton Berserker
- Vitality
— Influences max health
- Damage Multiplier
— A multiplier for all the damage dealt by this entity
- Availability
— Indicates if this type of enemy can be encountered in biomes
Options: Off, On
- Skeleton Headsman
- Vitality
— Influences max health
- Damage Multiplier
— A multiplier for all the damage dealt by this entity
- Availability
— Indicates if this type of enemy can be encountered in biomes
Options: Off, On
- Skeleton Basher
- Vitality
— Influences max health
- Damage Multiplier
— A multiplier for all the damage dealt by this entity
- Availability
— Indicates if this type of enemy can be encountered in biomes
Options: Off, On
- Skeleton Bulwark
- Vitality
— Influences max health
- Damage Multiplier
— A multiplier for all the damage dealt by this entity
- Availability
— Indicates if this type of enemy can be encountered in biomes
Options: Off, On
- Skeleton Archer
- Vitality
— Influences max health
- Damage Multiplier
— A multiplier for all the damage dealt by this entity
- Availability
— Indicates if this type of enemy can be encountered in biomes
Options: Off, On
- Skeleton Bonker
- Vitality
— Influences max health
- Damage Multiplier
— A multiplier for all the damage dealt by this entity
- Availability
— Indicates if this type of enemy can be encountered in biomes
Options: Off, On
- Draugar Warrior
- Vitality
— Influences max health
- Damage Multiplier
— A multiplier for all the damage dealt by this entity
- Availability
— Indicates if this type of enemy can be encountered in biomes
Options: Off, On
- Draugar Berserker
- Vitality
— Influences max health
- Damage Multiplier
— A multiplier for all the damage dealt by this entity
- Availability
— Indicates if this type of enemy can be encountered in biomes
Options: Off, On
- Draugar Basher
- Vitality
— Influences max health
- Damage Multiplier
— A multiplier for all the damage dealt by this entity
- Availability
— Indicates if this type of enemy can be encountered in biomes
Options: Off, On
- Draugar Archer
- Vitality
— Influences max health
- Damage Multiplier
— A multiplier for all the damage dealt by this entity
- Availability
— Indicates if this type of enemy can be encountered in biomes
Options: Off, On
- Draugar Bruiser
- Vitality
— Influences max health
- Damage Multiplier
— A multiplier for all the damage dealt by this entity
- Availability
— Indicates if this type of enemy can be encountered in biomes
Options: Off, On
- Draugar Headsman
- Vitality
— Influences max health
- Damage Multiplier
— A multiplier for all the damage dealt by this entity
- Availability
— Indicates if this type of enemy can be encountered in biomes
Options: Off, On
- Draugar Bonker
- Vitality
— Influences max health
- Damage Multiplier
— A multiplier for all the damage dealt by this entity
- Availability
— Indicates if this type of enemy can be encountered in biomes
Options: Off, On
Bosses stats (applies to creatures that spawn next)
- Stone Jotun
- Vitality
— Influences max health
- Damage Multiplier
— A multiplier for all the damage dealt by this entity
- Raven Drake
- Vitality
— Influences max health
- Damage Multiplier
— A multiplier for all the damage dealt by this entity
- Crawler
- Vitality
— Influences max health
- Damage Multiplier
— A multiplier for all the damage dealt by this entity
- Skeletröll
- Vitality
— Influences max health
- Damage Multiplier
— A multiplier for all the damage dealt by this entity
- Necromancer
- Vitality
— Influences max health
- Damage Multiplier
— A multiplier for all the damage dealt by this entity
- Draugar Alpha
- Vitality
— Influences max health
- Damage Multiplier
— A multiplier for all the damage dealt by this entity
- Haugr
- Vitality
— Influences max health
- Damage Multiplier
— A multiplier for all the damage dealt by this entity
- Fenrir
- Vitality
— Influences max health
- Damage Multiplier
— A multiplier for all the damage dealt by this entity
World
Weather (applies immediately)
- Spring — Determine if the season is longer or shorter
Options: Minimum, Reduced, Default, Extended, Maximum
- Summer — Determine if the season is longer or shorter
Options: Minimum, Reduced, Default, Extended, Maximum
- Autumn — Determine if the season is longer or shorter
Options: Minimum, Reduced, Default, Extended, Maximum
- Winter — Determine if the season is longer or shorter
Options: Minimum, Reduced, Default, Extended, Maximum
- Precipitations — Determines the rate of occurence and power of weather events like fog, rain, blizzards etc
Options: Sunny, Default, Soggy
Covers: Autumn clouds, Heavy rain, Spring clouds, Fog, Overcast, Clear skies, Blizzard
- Day length — Determines if days should be longer or shorter
Options: Minimum, Reduced, Default, Extended, Maximum
Wildlife (applies immediately)
- Wulfar — Determine the chance of spawning Wulfar Dens
Options: Low, Medium, High
Covers: Wulfar activation, Wulfar density
- Bears — Determine the chance of spawning Bear biomes
Options: Low, Medium, High
- Herbivores — Determine the chance of spawning Smolkrs and Fenn biomes
Options: Low, Medium, High
Fishing (applies immediately)
- Fishing speed — Determines speed at which fishes take the bait
Options: Very slow, Slow, Standard, Fast, Very fast
- Fish escape — Chance for fish to escape from the hook when pulled
Options: Off, On
- Mackerel
- Availability
— Indicates when this resource is available for harvesting and planting
Options: Default, Always
- Replenish frequency
— Indicates how frequent a resource is replenished
Options: Default, Every season, Once a year, Never
- Fish population
— Volume of fish that exist in a fishing ground
Options: Low, Medium, High
- Cod
- Availability
— Indicates when this resource is available for harvesting and planting
Options: Default, Always
- Replenish frequency
— Indicates how frequent a resource is replenished
Options: Default, Every season, Once a year, Never
- Fish population
— Volume of fish that exist in a fishing ground
Options: Low, Medium, High
- Salmon
- Availability
— Indicates when this resource is available for harvesting and planting
Options: Default, Always
- Replenish frequency
— Indicates how frequent a resource is replenished
Options: Default, Every season, Once a year, Never
- Fish population
— Volume of fish that exist in a fishing ground
Options: Low, Medium, High
- Sturgeon
- Availability
— Indicates when this resource is available for harvesting and planting
Options: Default, Always
- Replenish frequency
— Indicates how frequent a resource is replenished
Options: Default, Every season, Once a year, Never
- Fish population
— Volume of fish that exist in a fishing ground
Options: Low, Medium, High
- Wolffish
- Availability
— Indicates when this resource is available for harvesting and planting
Options: Default, Always
- Replenish frequency
— Indicates how frequent a resource is replenished
Options: Default, Every season, Once a year, Never
- Fish population
— Volume of fish that exist in a fishing ground
Options: Low, Medium, High
- Catfish
- Availability
— Indicates when this resource is available for harvesting and planting
Options: Default, Always
- Fish population
— Volume of fish that exist in a fishing ground
Options: Low, Medium, High
- Replenish frequency
— Indicates how frequent a resource is replenished
Options: Default, Every season, Once a year, Never
- Perch
- Availability
— Indicates when this resource is available for harvesting and planting
Options: Default, Always
- Fish population
— Volume of fish that exist in a fishing ground
Options: Low, Medium, High
- Replenish frequency
— Indicates how frequent a resource is replenished
Options: Default, Every season, Once a year, Never
- Pike
- Availability
— Indicates when this resource is available for harvesting and planting
Options: Default, Always
- Fish population
— Volume of fish that exist in a fishing ground
Options: Low, Medium, High
- Replenish frequency
— Indicates how frequent a resource is replenished
Options: Default, Every season, Once a year, Never
Vegetation
Plants (applies immediately)
- Berries
- Replenish frequency
— Indicates how frequent a resource is replenished
Options: Default, Every season, Once a year, Never
- Availability
— Indicates when this resource is available for harvesting and planting
Options: Default, Always
- Mushrooms
- Replenish frequency
— Indicates how frequent a resource is replenished
Options: Default, Every season, Once a year, Never
- Availability
— Indicates when this resource is available for harvesting and planting
Options: Default, Always
- Yellow Mushrooms
- Replenish frequency
— Indicates how frequent a resource is replenished
Options: Default, Every season, Once a year, Never
- Availability
— Indicates when this resource is available for harvesting and planting
Options: Default, Always
- Beetroot
- Replenish frequency
— Indicates how frequent a resource is replenished
Options: Default, Every season, Once a year, Never
- Availability
— Indicates when this resource is available for harvesting and planting
Options: Default, Always
- Cabbage
- Replenish frequency
— Indicates how frequent a resource is replenished
Options: Default, Every season, Once a year, Never
- Availability
— Indicates when this resource is available for harvesting and planting
Options: Default, Always
- Carrot
- Replenish frequency
— Indicates how frequent a resource is replenished
Options: Default, Every season, Once a year, Never
- Availability
— Indicates when this resource is available for harvesting and planting
Options: Default, Always
- Garlic
- Replenish frequency
— Indicates how frequent a resource is replenished
Options: Default, Every season, Once a year, Never
- Availability
— Indicates when this resource is available for harvesting and planting
Options: Default, Always
- Mussels
- Replenish frequency
— Indicates how frequent a resource is replenished
Options: Default, Every season, Once a year, Never
- Availability
— Indicates when this resource is available for harvesting and planting
Options: Default, Always
- Onion
- Replenish frequency
— Indicates how frequent a resource is replenished
Options: Default, Every season, Once a year, Never
- Availability
— Indicates when this resource is available for harvesting and planting
Options: Default, Always
- Wheat
- Replenish frequency
— Indicates how frequent a resource is replenished
Options: Default, Every season, Once a year, Never
- Availability
— Indicates when this resource is available for harvesting and planting
Options: Default, Always
- Dwarf Spruce
- Replenish frequency
— Indicates how frequent a resource is replenished
Options: Default, Every season, Once a year, Never
- Flax
- Replenish frequency
— Indicates how frequent a resource is replenished
Options: Default, Every season, Once a year, Never
- Reeds
- Replenish frequency
— Indicates how frequent a resource is replenished
Options: Default, Every season, Once a year, Never
- Fallen Bird's Nest
- Replenish frequency
— Indicates how frequent a resource is replenished
Options: Default, Every season, Once a year, Never
- Availability
— Indicates when this resource is available for harvesting and planting
Options: Default, Always
- Driftwood
- Replenish frequency
— Indicates how frequent a resource is replenished
Options: Default, Every season, Once a year, Never
Farming (applies immediately)
- Berries
- Growth time
— Influences the time it takes for a planted crop to grow
Options: Double, Default, Half
- Beetroot
- Growth time
— Influences the time it takes for a planted crop to grow
Options: Double, Default, Half
- Cabbage
- Growth time
— Influences the time it takes for a planted crop to grow
Options: Double, Default, Half
- Carrot
- Growth time
— Influences the time it takes for a planted crop to grow
Options: Double, Default, Half
- Flax
- Growth time
— Influences the time it takes for a planted crop to grow
Options: Double, Default, Half
- Garlic
- Growth time
— Influences the time it takes for a planted crop to grow
Options: Double, Default, Half
- Onion
- Growth time
— Influences the time it takes for a planted crop to grow
Options: Double, Default, Half
- Reeds
- Growth time
— Influences the time it takes for a planted crop to grow
Options: Double, Default, Half
- Dwarf Spruce
- Growth time
— Influences the time it takes for a planted crop to grow
Options: Double, Default, Half
- Wheat
- Growth time
— Influences the time it takes for a planted crop to grow
Options: Double, Default, Half
Player
Stats (applies on next load)
- Hunger — Influences food depletion
Options: Off, Very slow, Slow, Standard, Fast, Very fast
- Thirst — Influences water depletion
Options: Off, Very slow, Slow, Standard, Fast, Very fast
- Vitality — Influences max health
- Stamina — Influences sprint, block and special moves
- Stamina Regen — Influences energy recovery
- Warmth Change — Rate at which warmth changes
Options: Off, Very slow, Slow, Standard, Fast, Very fast
Affinities (applies on next load)
- Wood Harvest exp multiplier — Indicates how fast you gain wood harvest experience
Options: Default
- Stone Harvest exp multiplier — Indicates how fast you gain stone harvest experience
Options: Default
- Crafting exp multiplier — Indicates how fast you gain crafting experience
Options: Default
- Gathering exp multiplier — Indicates how fast you gain gathering experience
Options: Default
- Building exp multiplier — Indicates how fast you gain building experience
Options: Default
- Firekeeping exp multiplier — Indicates how fast you gain Firekeeping experience
Options: Default
- Skinning exp multiplier — Indicates how fast you gain Skinning experience
Options: Default
- Fishing exp multiplier — Indicates how fast you gain fishing experience
Options: Default
- Blacksmith exp multiplier — Indicates how fast you gain metal working experience
Options: Default
- Carpentry exp multiplier — Indicates how fast you gain carpentry experience
Options: Default
- Farming exp multiplier — Indicates how fast you gain farming experience
Options: Default
- Melee Combat exp multiplier — Indicates how fast you gain Melee Combat experience
Options: Default
- Ranged Combat exp multiplier — Indicates how fast you gain Ranged Combat experience
Options: Default
- Cooking exp multiplier — Indicates how fast you gain cooking experience
Options: Default
- Shamanic exp multiplier — Indicates how fast you gain Shamanic experience
Options: Default
Villager
Stats (applies on next load)
- Hunger — Influences food depletion
Options: Off, Very slow, Slow, Standard, Fast, Very fast
- Thirst — Influences water depletion
Options: Off, Very slow, Slow, Standard, Fast, Very fast
- Vitality — Influences max health
- Stamina — Influences sprint, block and special moves
- Stamina Regen — Influences energy recovery
- Warmth Change — Rate at which warmth changes
Options: Off, Very slow, Slow, Standard, Fast, Very fast
- Happiness Rate — The rate at which the happiness changes over time
Options: Off, Very slow, Slow, Standard, Fast, Very fast
- Food preference — Allow Villagers to complain about food preferences
Options: Off, On
Affinities (applies on next load)
- Wood Harvest exp multiplier — Indicates how fast you gain wood harvest experience
Options: Default
- Stone Harvest exp multiplier — Indicates how fast you gain stone harvest experience
Options: Default
- Crafting exp multiplier — Indicates how fast you gain crafting experience
Options: Default
- Gathering exp multiplier — Indicates how fast you gain gathering experience
Options: Default
- Building exp multiplier — Indicates how fast you gain building experience
Options: Default
- Melee Combat exp multiplier — Indicates how fast you gain Melee Combat experience
Options: Default
- Ranged Combat exp multiplier — Indicates how fast you gain Ranged Combat experience
Options: Default
- Shamanic exp multiplier — Indicates how fast you gain Shamanic experience
Options: Default
- Cooking exp multiplier — Indicates how fast you gain cooking experience
Options: Default
- Farming exp multiplier — Indicates how fast you gain farming experience
Options: Default
- Carpentry exp multiplier — Indicates how fast you gain carpentry experience
Options: Default
- Blacksmith exp multiplier — Indicates how fast you gain metal working experience
Options: Default
- Fishing exp multiplier — Indicates how fast you gain fishing experience
Options: Default
- Skinning exp multiplier — Indicates how fast you gain Skinning experience
Options: Default
- Firekeeping exp multiplier — Indicates how fast you gain Firekeeping experience
Options: Default