enabled optional | :: bool | |
max_expansion_distance optional | :: uint32 | Distance in chunks from the furthest base around. [...] |
Distance in chunks from the furthest base around. [...] | ||
settler_group_min_size optional | :: uint32 | Size of the group that goes to build new base (the game interpolates between min size and max size based on evolution factor). |
Size of the group that goes to build new base (the game interpolates between min size and max size based on evolution factor). | ||
settler_group_max_size optional | :: uint32 | |
min_expansion_cooldown optional | :: uint32 | Ticks to expand to a single position for a base is used. [...] |
Ticks to expand to a single position for a base is used. [...] | ||
max_expansion_cooldown optional | :: uint32 | In ticks. |
In ticks. |
enabled optional | :: bool | |
max_expansion_cooldown optional | :: uint32 | In ticks. |
In ticks. | ||
max_expansion_distance optional | :: uint32 | Distance in chunks from the furthest base around. [...] |
Distance in chunks from the furthest base around. [...] | ||
min_expansion_cooldown optional | :: uint32 | Ticks to expand to a single position for a base is used. [...] |
Ticks to expand to a single position for a base is used. [...] | ||
settler_group_max_size optional | :: uint32 | |
settler_group_min_size optional | :: uint32 | Size of the group that goes to build new base (the game interpolates between min size and max size based on evolution factor). |
Size of the group that goes to build new base (the game interpolates between min size and max size based on evolution factor). |
Distance in chunks from the furthest base around. This prevents expansions from reaching too far into the player's territory.
Size of the group that goes to build new base (the game interpolates between min size and max size based on evolution factor).
Ticks to expand to a single position for a base is used. Cooldown is calculated as follows: cooldown = lerp(max_expansion_cooldown, min_expansion_cooldown, -e^2 + 2 * e)
where lerp
is the linear interpolation function, and e is the current evolution factor.
In ticks.