Chance that a horde goes off
Multiplier on the chance that a horde encounter actually becomes a horde.
scum.EncounterHordeActivationChanceMultiplier=1.000000
What does this setting do?
A horde encounter is initially only a possibility. Whether it really turns into a horde – a large group setting off together – is decided by a roll. This multiplier changes its chance; it ships as 1.0.
It is the cleanest way to dose hordes without touching anything else. A value of 0 effectively disables them: the encounters remain but never break loose. Ordinary enemies in the world are unaffected.
That makes it the right answer to the common question “how do I get rid of hordes without emptying the island?”. Lowering the general enemy count instead gives you an empty map and still hordes.
Going upwards calls for care. Hordes are the single heaviest load a SCUM server carries. A multiplier of 3.0 can visibly depress tick rate on a busy server as soon as two of them go off at once.
Which value suits my server?
0 to 0.5. Hordes reliably overwhelm solo players.
1.0 (default).
1.5 to 2.0, if your server can carry the load.
What to watch out for
Two simultaneous hordes on a full server is the classic cause of a tick rate collapse. Test increases carefully.
To get rid of hordes, set this to 0 – rather than lowering the general enemy count and emptying the whole map.