data:extend( { { type="map-settings", name="map-settings", pollution= { enabled=true, -- these are values for 60 ticks (1 simulated second) -- -- amount that is diffused to neighboring chunk -- (possibly repeated for other directions as well) diffusion_ratio=0.02, -- this much PUs must be on the chunk to start diffusing min_to_diffuse=15, -- constant modifier a percentage of 1 - the pollution eaten by a chunks tiles ageing=1, -- anything bigger than this is visualised as this value expected_max_per_chunk=7000, -- anything lower than this (but > 0) is visualised as this value min_to_show_per_chunk=700, min_pollution_to_damage_trees = 3500, pollution_with_max_forest_damage = 10000, pollution_per_tree_damage = 2000, pollution_restored_per_tree_damage = 500, max_pollution_to_restore_trees = 1000 }, enemy_evolution= { enabled=true, -- percentual increase in the evolve factor for every second (60 ticks) time_factor = 0.000004, -- percentual increase in the evolve factor for every destroyed spawner destroy_factor = 0.002, -- percentual increase in the evolve factor for 1000 PU pollution_factor = 0.000015 }, enemy_expansion= { enabled = true, -- Distance in chunks from the furthest base around. -- This prevents expansions from reaching too far into the -- player's territory max_expansion_distance = 7, friendly_base_influence_radius = 2, enemy_building_influence_radius = 2, -- A candidate chunk's score is given as follows: -- player = 0 -- for neighbour in all chunks within enemy_building_influence_radius from chunk: -- player += number of player buildings on neighbour -- * building_coefficient -- * neighbouring_chunk_coefficient^distance(chunk, neighbour) -- -- base = 0 -- for neighbour in all chunk within friendly_base_influence_radius from chunk: -- base += num of enemy bases on neighbour -- * other_base_coefficient -- * neighbouring_base_chunk_coefficient^distance(chunk, neighbour) -- -- score(chunk) = 1 / (1 + player + base) -- -- The iteration is over a square region centered around the chunk for which the calculation is done, -- and includes the central chunk as well. distance is the Manhattan distance, and ^ signifies exponentiation. building_coefficient = 0.1, other_base_coefficient = 2.0, neighbouring_chunk_coefficient = 0.5, neighbouring_base_chunk_coefficient = 0.4; -- A chunk has to have at most this much percent unbuildable tiles for it to be considered a candidate. -- This is to avoid chunks full of water to be marked as candidates. max_colliding_tiles_coefficient = 0.9, -- Size of the group that goes to build new base (in game this is multiplied by the -- evolution factor). settler_group_min_size = 5, settler_group_max_size = 20, -- 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. min_expansion_cooldown = 4 * 3600, max_expansion_cooldown = 60 * 3600 }, unit_group= { -- pollution triggered group waiting time is a random time between min and max gathering time min_group_gathering_time = 3600, max_group_gathering_time = 10 * 3600, -- after the gathering is finished the group can still wait for late members, -- but it doesn't accept new ones anymore max_wait_time_for_late_members = 2 * 3600, -- limits for group radius (calculated by number of numbers) max_group_radius = 30.0, min_group_radius = 5.0, -- when a member falls behind the group he can speedup up till this much of his regular speed max_member_speedup_when_behind = 1.4, -- When a member gets ahead of its group, it will slow down to at most this factor of its speed max_member_slowdown_when_ahead = 0.6, -- When members of a group are behind, the entire group will slow down to at most this factor of its max speed max_group_slowdown_factor = 0.3, -- If a member falls behind more than this times the group radius, the group will slow down to max_group_slowdown_factor max_group_member_fallback_factor = 3, -- If a member falls behind more than this time the group radius, it will be removed from the group. member_disown_distance = 10, tick_tolerance_when_member_arrives = 60, -- Maximum number of automatically created unit groups gathering for attack at any time. max_gathering_unit_groups = 30, -- Maximum size of an attack unit group. This only affects automatically-created unit groups; manual groups -- created through the API are unaffected. max_unit_group_size = 200 }, steering= { default= { -- not including the radius of the unit radius = 1.2, separation_force = 0.005, separation_factor = 1.2, force_unit_fuzzy_goto_behavior = false }, moving= { radius = 3, separation_force = 0.01, separation_factor = 3, -- used only for special "to look good" purposes (like in trailer) force_unit_fuzzy_goto_behavior = false } }, path_finder= { -- defines whether we prefer forward (>1) or backward (<-1) or symmetrical (1) search fwd2bwd_ratio = 5, -- when comparing nodes in open which one to check next -- heuristic value is multiplied by this ratio -- the higher the number the more is the search directed directly towards the goal goal_pressure_ratio = 2, -- when this is exhausted no more requests are allowed -- at the moment the first path to exhaust this will be finished (even if it is hundreds of steps) max_steps_worked_per_tick = 100, -- path cache setings use_path_cache = true, -- number of elements in the cache short_cache_size = 5, long_cache_size = 25, -- minimal distance to goal for path to be searched in short path cache short_cache_min_cacheable_distance = 10, -- minimal number of algorithm steps for path to be inserted into the short path cache short_cache_min_algo_steps_to_cache = 50, -- minimal distance to goal for path to be searched in long path cache long_cache_min_cacheable_distance = 30, -- when searching for connection to path cache path, search at most for this number of steps times the initial estimate cache_max_connect_to_cache_steps_multiplier = 100, -- when looking for path from cache make sure it doesn't start too far from requested start in relative distance terms cache_accept_path_start_distance_ratio = 0.2, -- when looking for path from cache make sure it doesn't end too far from requested end -- this is typically higher than accept value for the start because the end target can be moving cache_accept_path_end_distance_ratio = 0.15, -- Same as cache_accept_path_start_distance_ratio, but used for negative cache queries negative_cache_accept_path_start_distance_ratio = 0.3, -- Same as cache_accept_path_end_distance_ratio, but used for negative cache queries negative_cache_accept_path_end_distance_ratio = 0.3, -- when assigning rating to the best path this * start distances is considered cache_path_start_distance_rating_multiplier = 10, -- when assigning rating to the best path this * end distances is considered -- this is typically higher than value for the start to achieve better path end quality cache_path_end_distance_rating_multiplier = 20, -- somewhere along the path is stuck enemy we need to avoid -- this is mainly to handle situations when units have arrived and are attacking the target -- then units further in the back will use this and run around the target stale_enemy_with_same_destination_collision_penalty = 30, -- if there is a moving unit further than this we don't really care ignore_moving_enemy_collision_distance = 5, -- enemy is not moving/or is too close and has different destination enemy_with_different_destination_collision_penalty = 30, -- simplification for now - collision with everything else is this general_entity_collision_penalty = 10, -- collision penalty for successors of positions that require destroy to reach general_entity_subsequent_collision_penalty = 3, -- uptil this amount any client will be served by the path finder (no estimate on the path length) max_clients_to_accept_any_new_request = 10, -- from max_clients_to_accept_any_new_request till this one only those that have a short estimate will be served max_clients_to_accept_short_new_request = 100, -- this is the "threshold" to decide what is short and what is not direct_distance_to_consider_short_request = 100, -- if a short request takes more than this many steps, it will be rescheduled as a long request short_request_max_steps = 1000, -- How many steps will be allocated to short requests each tick, as a ratio of all available steps per tick short_request_ratio = 0.5, -- absolute minimum of steps that will be performed for every path find request no matter what min_steps_to_check_path_find_termination = 2000, -- if the amount of steps is higher than this times estimate of start to goal then path finding is terminated start_to_goal_cost_multiplier_to_terminate_path_find = 500.0 }, -- If a behavior fails this many times, the enemy (or enemy group) -- is destroyed. -- This solves biters stuck within their own base. max_failed_behavior_count = 3, -- These can't be changed through game.map_settings - you must use game.difficulty_settings difficulty_settings = { recipe_difficulty = defines.difficulty_settings.recipe_difficulty.normal, technology_difficulty = defines.difficulty_settings.technology_difficulty.normal, technology_price_multiplier = 1 } } })