How water, gasoline and propane replenish
Seven multipliers per resource: stock, refills and what happens when players approach.
What does this setting do?
Water sources, fuel pumps and propane stores all work the same way, which is why these seven values exist three times over.
There are two routes by which a source fills up. The periodic refill runs on a clock: starting amount at server start, a maximum as the ceiling, plus the amount and interval of refills. The proximity refill triggers when a player comes near — with a chance, an amount and a timeout, so nobody can top a source up endlessly by walking back and forth.
If players complain about a drained map, lower the periodic interval before raising the amounts. Bigger amounts at the same interval mean the first player takes everything and the source stays empty until the next round — shorter intervals spread the same resource across more players.
All values at a glance
| Source | Starting amount | Maximum amount | Amount per refill | Refill interval | Amount on approach | Chance on approach | Timeout on approach |
|---|---|---|---|---|---|---|---|
| Gasoline | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
| Propane | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
| Water | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Which value suits my server?
Drop the interval to 0.5 and leave the amounts at 1.0.
Defaults. Whoever wants fuel has to go where everyone else is going.
Interval at 1.5 to 2.0. Fuel becomes something you plan around.
What to watch out for
It stops the same source from refilling repeatedly as players walk away and return. Set it to 0 and you open exactly that loop — which nullifies fuel scarcity altogether.
A generous refill amount achieves nothing while the maximum stays low. Consider both values together.