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Mar 7th, 2018
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  1.  
  2. TICK_UPDATE_SQUAD_AI = 45 -- 60 ticks per second, how many ticks between updating squad AI (finding new targets, moving back into position, etc)
  3. DEFAULT_SQUAD_RADIUS = 2 -- how wide their attack_area radius is. not really used honestly..
  4. SOLDIER_MAX_AMMO = 100 -- unused, might be used later to simulate having to come back and resupply.
  5. SQUAD_SIZE_MIN_BEFORE_HUNT = 10 -- how many droids are required in a squad before they are commanded to attack nearest target.
  6.                                 -- override-able from settings combinator
  7. SQUAD_SIZE_MIN_BEFORE_RETREAT = 2 -- if a squad has been hunting and is down to this amount of guys left, head to nearest droid assembler for backup.
  8.                                   -- override-able from settings combinator
  9. SQUAD_CHECK_RANGE = 20 -- range in tiles when a droid is spawned to check for existing squad to join, else creates its own squad
  10. SQUAD_HUNT_RADIUS = 1000 -- range in tiles, as a radius from squad. override-able from settings combinator
  11. AT_ASSEMBLER_RANGE = 20 -- range in tiles where we consider a droid or squad to be 'at' an assembler.
  12. MERGE_RANGE = 20
  13.  
  14. ASSEMBLER_UPDATE_TICKRATE = 120 -- how often does the droid assembler building check for spawnable droid items in the output inv.
  15.                                 -- how fast to spawn a droid once it's been actually assembled.
  16.  
  17. BOT_COUNTERS_UPDATE_TICKRATE = 60 -- how often does the robot army combinator count droids and update combinator signals?
  18. LONE_WOLF_CLEANUP_SCRIPT_PERIOD = 18000 -- how often to find and deal with droids that are "wanderers" and not in a squad. NOT USED YET
  19. GUARD_STATION_GARRISON_SIZE = 10 -- limit to how many a guard station will spawn based on counting nearby droids
  20.  
  21. USE_TELEPORTATION_FIX = 1 --if player is not looking, teleport stuck droids back to their squad-mates so they can keep moving
  22. PLAYER_VIEW_RADIUS = 60  -- this is very simplistic, but it's a start. helps avoid having teleporting droids while the player is looking.
  23.  
  24. SANITY_CHECK_PERIOD_SECONDS = 120
  25. SANITY_CHECK_PATH_DISTANCE_DIV_FACTOR = 500 -- every extra 500 tiles should give us an extra SANITY_CHECK_PERIOD_SECONDS
  26. PRINT_SQUAD_DEATH_MESSAGES = 0 --if you want it to tell you when squad x completely dies
  27. -- PRINT_SQUAD_MERGE_MESSAGES = 0
  28. ASSEMBLER_MERGE_TICKRATE = 180
  29.  
  30. SQUAD_UNITGROUP_FAILURE_DISTANCE_ESTIMATE = 40
  31. UG_FAILURE_RECENCY_TICKS = 300 --unit group command failure timeout
  32. MAX_CONSECUTIVE_UNITGROUP_FAILURES_BEFORE_RETREAT = 2 --how many times they totally fail before the squad disbands/retreats
  33.  
  34. GLOBAL_TARGETING_TYPE = 3 -- see targeting.lua for type options
  35. DEFAULT_KEEP_RADIUS_CLEAR = 500 -- in tiles from nearest assembler to squad. squad will keep this area clear as priority, and then check hunt radius.
  36.  
  37. --CONFIG SETTINGS FOR THOSE WHO WANT TO SCALE THE DAMAGE AND HEALTH OF DROIDS
  38. HEALTH_SCALAR = 0.75 -- scales health by this value, default 1.0. 0.5 gives 50% health, 2.0 doubles their health etc.
  39.  
  40. DAMAGE_SCALAR = 0.75 -- scales base damage by this value. default is 1.0. 0.5 makes 50% less base damage.
  41.                     -- 1.5 gives 50% more base damage. remember, technologies apply multipliers to the base damage so this value should take
  42.                     -- that into consideration.
  43.  
  44. ARTIFACT_GRAB_RADIUS = 30 --now obsolete, artifact grab script is not used now, as of Factorio 0.15+
  45. GUARD_POLE_CONNECTION_RANGE = 30 -- this is for electrical connection range and therefore spacing of patrol poles, checking range is.
  46.  
  47. GRAB_ARTIFACTS = 0 --set this to 1 and you should have access to the loot chests, enables artifact grabbing AI routine. save CPU and keep this off if you don't need it.
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