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Fungal Infection Spore Ai — Configuration

Every setting in the mod config file, with what it changes.

OptionWhat it does
affectionAffectsSummonAffection Affects SummoningHigher affection reduces hostile summons and can favor protective units.
affectionAffectsTrackingAffection Affects TrackingHigher affection improves how accurately the Mind tracks the player.
AffectionAffection and ProtectionAdjust affection, protection, immunity, and summon-related settings.
aiProfilePermissionModeAI Profile Edit PermissionChoose which players may edit each Mind's AI profile. Operators always have access.
aiProviderPresetAI ProviderChoose a known provider to fill in its endpoint and recommended model automatically.
DeepSeekAI Provider and ModelChoose the AI provider, API Key, endpoint, and model.
AIAI SettingsAdjust AI, chat, summoning, memory, and multiplayer settings.
ALIBABA_QWENAlibaba Bailian / Qwen
enableWarCalamitiesAllow Automatic War CalamitiesAllows automatic Calamity deployment when war phase and resource requirements are met.
enableChatAllow Chat MessagesControls whether the Mind can send messages in chat.
allowMultipleMindGirlRomanceAllow Multiple Maximum-Affection Mind GirlsAllows one player to reach maximum affection with more than one Mind Girl.
enableTotemPermadeathRescueAllow Permanent Sacrifice with Dormant TotemAllows the dormant totem rescue to permanently kill the Mind Girl.
enableSummonAllow SummoningAllows the Mind to summon fungal units and guards.
apiUrlAPI EndpointEnter the request URL when using a custom compatible endpoint.
apiKeyAPI KeyEnter the API Key provided by the selected AI provider.
AQUAAqua
requireDeepWaterForAquaticCalamitiesAquatic Calamities Require Deep WaterRestricts aquatic Calamity summoning and guarding to sufficiently deep water.
maxBatchArrivals per secondAt most two arrivals per second.
AUTOAuto Detect
mind_girl_auto_heal_intervalAuto-Heal Check Interval (ticks)How often the Mind Girl checks whether auto-healing is needed. 20 ticks equals 1 second.
warDeploymentMaxBatchAutomatic Deployment Batch LimitMaximum number of units created in one automatic war deployment.
warDeploymentIntervalSecondsAutomatic Deployment Interval (seconds)Minimum wait between two automatic deployment batches for the same side.
enableAutoProtectSummonAutomatic Guard SummonsAllows a highly bonded Mind to summon guards automatically when the player is attacked.
autoCreateProtoAutomatically Create Initial MindCreates a Mind core near world spawn when the world has no Mind core.
backgroundWarIntervalSecondsBackground Simulation Interval (s)Seconds between unloaded-front background simulation steps.
enableBackgroundWarSimulationBackground War SimulationAdvance bounded abstract war fronts while their chunks are unloaded.
maxReviveCountBackup Reconstruction ChargesHow many backup reconstructions each Mind may use before permanent death.
warBattleMinSecondsBattle Minimum Time (seconds)Minimum time in battle before the war can move to escalation.
warRegressionBattlePressureBattle Regression PressureBelow this pressure, battle can regress to skirmish.
warBattlePromotionPressureBattle to Escalation PressureWar pressure required to move from battle to escalation.
costBuffBaseBuff Base CostBase nutrient cost for granting a positive effect.
buffBlacklistBuff BlacklistEffects in this list will not be granted as random high-affection buffs.
costCalamityBaseCalamity Base CostBase nutrient cost for summoning a Calamity-class unit.
calamityCooldownMinutesCalamity Cultivation Cooldown (minutes)Minimum wait between starting two Calamity Womb cultivations for one Mind; default 50 minutes.
calamityGuardDistanceCalamity Guard Distance (blocks)Distance large idle Calamity guards try to keep from the player.
enableSporeMountSkillsCalamity Mount SkillsAllows riders to trigger a mount's supported species skill.
enableSporeCalamityMountsCalamity MountsAllows high-affection players to ride friendly Calamity creatures.
calamityNutrientPerBiomassCalamity Nutrients per BiomassMind nutrients continuously paid for each biomass point grown by a Calamity Womb; the default full cultivation costs another 10000.
calamityAffectionThresholdCalamity Protection Affection ThresholdAt this affection, severe danger can trigger Calamity-class protection.
warRegressionCalamityPressureCalamity Regression PressureBelow this pressure, Calamity can regress to escalation.
calamityWombMinimumNutrientsCalamity Womb Minimum Starting NutrientsThe exact Mind must hold at least this many nutrients before a Calamity Womb can be created. Startup and biomass growth costs are still charged separately.
metamorphosisCocoonMinutesCocoon Defense Time (minutes)How long the cocoon must be protected before metamorphosis completes.
metamorphosisCocoonHealthCocoon HealthMaximum health of the metamorphosis cocoon.
maxConcurrentConcurrent raidsServer-wide active task limit; each Mind still has at most one.
buttonConfigure Affection and Protection
buttonConfigure AI
buttonConfigure AI Provider and Model
buttonConfigure core raids
buttonConfigure Hive and Lifecycle
buttonConfigure Interface
buttonConfigure Metamorphosis
buttonConfigure Mind Girl
buttonConfigure Mind Kinetics
buttonConfigure Nutrients and Costs
buttonConfigure Personality
buttonConfigure Player Tracking
buttonConfigure Relations and Conflict
buttonConfigure Teleport Rescue
buttonConfigure War
enableMindConflictDialogueConflict DialogueLets current relations affect warnings, conflict dialogue, and truce dialogue.
conflictKillNutrientCapConflict kill nutrient capMaximum kill nutrients for each Mind per fixed window, shared across dimensions and saved across reloads. Default: 100; 0 disables.
conflictKillNutrientsConflict kill nutrientsHive nutrients gained when one Mind's Spore unit kills another Mind's Spore unit during active conflict. Players and Mind bodies are excluded. Default: 5; 0 disables.
conflictKillNutrientWindowSecondsConflict kill reward window (seconds)Fixed window length, starting at the first eligible kill. Default: 60 seconds. Repeated reports of the same victim never grant extra nutrients.
humanizationConversationIntervalSecondsConversation interval (seconds)Required wait between two valid adaptation conversations.
warCoreAssaultIntervalSecondsCore assault intervalSeconds between autonomous core assault windows. Default 180. War AI requires an accepted core-siege plan; basic warfare uses the same windows without an AI plan.
warCoreAssaultWindowSecondsCore assault windowSeconds during each interval when autonomous core assaults are allowed. Default 30. Set to 0 to disable autonomous core assaults. Explicit player orders still respect recovery protection.
mindCoreSporeDamageMultiplierCore damage from Spore creaturesDamage multiplier for a tracked Proto core hit by Spore creatures. Default 0.40 means 40% damage. Player and environmental damage are unchanged.
coreRaidCore reconnaissance and raidsPaid wartime reconnaissance, terrain-aware deployment and autonomous eligibility.
warRecoveryGraceSecondsCore Recovery Protection (seconds)Time after core recovery during which autonomous rival units cannot target or damage the core.
warRecoverySafeRadiusCore Recovery Safe RadiusRadius in blocks that autonomous rival units withdraw from after a core is destroyed.
conflictCoreRadiusCore Territory Radius (blocks)Sets the main territory around a Mind core.
CUSTOMCustom Endpoint
personalityCustom PersonalityEnter a custom personality prompt to change how the Mind speaks.
warTier1UnitsCustom T1 UnitsEntity IDs assigned to war T1.
warTier2UnitsCustom T2 UnitsEntity IDs assigned to war T2.
warTier3UnitsCustom T3 UnitsEntity IDs assigned to war T3.
warTier4UnitsCustom T4 UnitsEntity IDs assigned to war T4.
warTier5UnitsCustom T5 UnitsEntity IDs assigned to war T5.
enableAdvancedWarUnitTiersCustom War Unit TiersUses the lists below instead of the default T1–T5 war unit assignments.
DARK_REDDark red
DEEPSEEKDeepSeek
defaultUnitBaseCostDefault Unit Base CostBase nutrient price used for a legal Spore unit that has no explicit entry in the per-unit price list.
detectionRadiusDetection radius (blocks)Spherical scout sensing range; never force-loads chunks.
memoryContextLimitDialogue Memory TurnsMaximum number of recent conversation turns included in each AI request.
enableAffectionDynamic AffectionLets player interactions change a Mind's affection.
dynamicFavoredPlayerDynamic Favored PlayerTreats the player with the highest affection as the current favored player.
buttonEdit Buff Blacklist
buttonEdit Per-Unit Base Costs
buttonEdit Proto Pursuit Unit Pool
buttonEdit Summon Allowlist
buttonEdit T1 Units
buttonEdit T2 Units
buttonEdit T3 Units
buttonEdit T4 Units
buttonEdit T5 Units
buttonEdit Tactical Roles
maxOverdraftPointsEmergency Nutrient Overdraft LimitMaximum amount nutrients may fall below zero during lethal rescue.
enabledEnable core reconnaissance raidsAllow paid reconnaissance raids without extra AI requests.
enableMetamorphosisEnable MetamorphosisAllows a qualifying Mind to metamorphose into a Mind Girl.
enableAIEnable Mind AIControls whether the Mind uses AI for conversation and actions.
costSummonEnchanterEnchanter Helper CostNutrients required to summon the helper used for enchanting or potion support.
costEnchantPerLevelEnchantment Cost per LevelAdditional nutrients consumed for each enchantment level.
weakNutrientsEnemy nutrient thresholdAutonomous raids require enemy nutrients at or below this value; explicit player raids bypass this threshold.
weakStrengthEnemy strength thresholdRequires complete deduplicated enemy strength at or below this value; unknown is not zero.
ENEMY_WAR_ASSETS_ONLYEnemy War Assets Only
warEscalationMinSecondsEscalation Minimum Time (seconds)Minimum time in escalation before the war can move to Calamity.
warRegressionEscalationPressureEscalation Regression PressureBelow this pressure, escalation can regress to battle.
warEscalationPromotionPressureEscalation to Calamity PressureWar pressure required to move from escalation to Calamity.
enableWarAIStrategyExternal AI War StrategyAllow external AI strategy calls. Turn this off to keep basic wars and deterministic mod behavior with no WAR_STRATEGY token use.
mind_girl_farm_radiusFarming Work RadiusHorizontal farming radius in blocks captured when Plant or Harvest is selected. Default: 12; range: 1-32.
humanizationNutrientCostFirst reshaping nutrient costHive nutrients consumed when the first stable humanoid reshaping succeeds.
humanizationDurationSecondsFirst reshaping time (seconds)How long you must stay safely with her during the first reshaping.
mind_girl_follow_speedFollow Speed MultiplierSets the Mind Girl's movement speed while following.
mind_girl_teleport_distFollow Teleport Distance (blocks)Distance beyond which the Mind Girl may teleport near the player.
FULL_WAR_DAMAGEFull War Damage
costItemMultiplierGenerated Item Cost MultiplierAdjusts nutrient cost when generating and delivering items.
GOLDGold
GOOGLE_GEMINIGoogle Gemini
GREENGreen
helperFollowDistanceGuard Follow Distance (blocks)Friendly guards that fall too far behind will catch up or teleport back.
hideSporeMountInFirstPersonHide Large Mount in First PersonHides your current large Calamity mount while using first-person view.
HiveHive and LifecycleAdjust initial Mind creation, Mind count, reconstruction, cooldowns, rescue, and world rebirth.
enableHomeProtectionHome ProtectionPrevents friendly summoned units from deliberately breaking blocks inside registered home areas.
homeProtectionRadiusHome Protection Radius (blocks)Sets the protected radius in blocks around each registered home.
mindGirlHostileBelowThresholdHostile at Low AffectionAllows a Mind Girl to become hostile to her favored player when affection is too low.
enableHostileBorderDefenseHostile Border DefenseAllows hostile Minds to defend the edges of their territory.
mindGirlSporeDamageMultiplierHostile Spore Damage MultiplierAdjusts normal hostile Spore damage dealt to a Mind Girl during conflict.
mindGirlSporeDirectDamageCapHostile Spore Direct-Damage CapLimits how much of the Mind Girl's maximum health one special direct-damage attack may remove.
conflictHostileThresholdHostile Tension ThresholdTension required before the relation can become hostile.
conflictTimeoutMinutesHostility Timeout (minutes)How long both sides must stop attacking before an old hostile conflict can end.
uiPosXHUD Horizontal PositionSets the Mind HUD position from the left edge of the screen.
uiPosYHUD Vertical PositionSets the Mind HUD position from the top edge of the screen.
HumanizationHumanizationAdjust the conversation, travel, nutrient, and time requirements for body shaping.
helperIdleDespawnSecondsIdle Combat Unit Dismissal (seconds)How long summoned combat units wait without enemies before being dismissed. Set to 0 to disable idle dismissal.
Client_UIInterfaceAdjust the position of the Mind HUD on screen.
itemsItem List
enableMindJealousyJealousy Relationship ChangesAllows competition over the same player to raise tension between Minds.
permadeath_rebirth_minutesLegacy Rebirth Delay (minutes)Legacy waiting time used by the older permanent-death rebirth setting.
lethalRescueAffectionThresholdLethal Rescue Affection ThresholdAt this affection, lethal damage can trigger the Mind's rescue ability.
lethalRescueCooldownMinutesLethal Rescue Cooldown (minutes)Minimum wait in minutes between two successful lethal rescues.
costLethalRescueLethal Rescue CostNutrients consumed when lethal rescue succeeds.
lethalRescueModeLethal Rescue MethodChoose to rescue with the dormant totem or teleport the player near the Mind Girl.
LIGHT_PURPLELight purple
logDirtBlockLog Dirt Block
huntingCycleSecondsLow-Affection Hunting Interval (seconds)Time between active hunting deployments when affection is low.
magicNumberMagic Number
magicNumberIntroductionMagic Number Text
warMaxActiveFrontsPerCampaignMax Active Fronts Per CampaignMaximum simultaneous active fronts in one campaign.
backgroundWarMaxCampaignsPerTickMax Background Campaigns Per TickMaximum background campaigns processed during one server tick.
warMaxLoadedUnitsPerSidePerFrontMax Loaded Units Per Side Per FrontMaximum loaded detachment entities per side on one front.
maxAffectionMaximum AffectionHighest value affection can reach.
mind_girl_max_healthMaximum HealthSets the Mind Girl's maximum health.
maxMindCountMaximum Mind CountMaximum number of Minds that may exist in the world at the same time.
mindDriveMaxStressSUMaximum Mind Drive Stress Capacity (SU)Upper limit, in SU, for nutrient-derived stress capacity of an eligible Mind Resonance Drive.
mind_girl_inventory_max_pagesMaximum Mind Inventory PagesMaximum number of nine-slot pages each Mind Girl may unlock. Existing pages remain accessible if this is lowered. Default: 3; range: 1-6.
max_simultaneous_hand_cranksMaximum Simultaneous Hand CranksMaximum number of real Create Hand Cranks that one Mind Girl may operate together from one shared work position. Default: 1; range: 1-6.
Metamorphosis_羽化系统MetamorphosisAdjust required affection, cocoon duration, and cocoon health.
metamorphosisAffectionReqMetamorphosis Affection RequirementMinimum affection required to start the metamorphosis route.
warPressureCoreAttackMind Core Attack PressureWar pressure added when an enemy Mind core is attacked.
warPressureCoreDestroyedMind Core Destruction PressureWar pressure added when an enemy Mind core is destroyed.
enablePlayerDeathDropRecoveryMind Death-Item RecoveryWhen enabled, the active Mind returns the exact drops from the player's death after reaching the protection affection threshold. Disable this for normal death drops.
心智娘专属设定 (Mind Girl Settings)Mind GirlAdjust Mind Girl health, following, teleporting, rescue, and healing.
warPressureMindGirlAttackMind Girl Attack PressureWar pressure added when an enemy Mind Girl is attacked.
Mind_KineticsMind KineticsAdjust Mind Resonance Drive stress capacity derived from the bound Mind's nutrients.
PersonalityMind PersonalityUse a custom personality prompt to change how the Mind speaks.
enableMindConflictSystemMind Relations and ConflictAllows relationships, tension, and conflict between different Minds to change over time. Turning it off stops new changes but keeps existing relationship records.
mindReplyColorMind reply colorChoose a readable color for Mind dialogue in chat; system messages keep their own colors.
minAffectionMinimum AffectionLowest value affection can reach.
warCalamityMinTotalSecondsMinimum Total War Time for Calamity (seconds)Minimum total war duration before the Calamity phase is allowed.
conflictTruceMinimumMinutesMinimum Truce Time (minutes)Minimum time a truce must last before normal hostility can return.
warMobilizationMinSecondsMobilization Minimum Time (seconds)Minimum time in mobilization before the war can move to skirmish.
warMobilizationPromotionPressureMobilization to Skirmish PressureWar pressure required to move from mobilization to skirmish.
modelModel NameSets the AI model used by the Mind.
enableMultiplayerMultiplayer ModeLets the Mind distinguish players and track relationships separately.
worldMindRebirthMinutesNew Mind Rebirth Delay (minutes)How long to wait after permanent death before creating a new Mind.
worldMindRebirthModeNew Mind Rebirth ModeChoose whether to replace each permanent-death vacancy or wait until the world has no active Minds.
warNodeCaptureSecondsNode Capture Time (s)Seconds of sustained local control required to capture a non-core node.
NONENone
mind_girl_auto_heal_costNutrient Cost per Health PointNutrients consumed to restore 1 health through auto-healing.
mind_girl_auto_heal_enabledNutrient-Powered Auto-HealingAllows an injured Mind Girl to spend nutrients on healing when she cannot eat.
Economy_CostsNutrients and CostsAdjust starting nutrients and the nutrient cost of different actions.
WORLD_EMPTY_ONLYOnly When No Active Minds Remain
OPENAIOpenAI / ChatGPT
HYBRIDOperators + Both Allowlists
GLOBAL_ALLOWLISTOperators + Global Allowlist
PER_MIND_ALLOWLISTOperators + Per-Mind Allowlist
OP_ONLYOperators Only
unitBaseCostsPer-Unit Base CostsConfigure Spore unit prices as entityId=cost entries. The last valid duplicate entry wins.
warRegressionCooldownSecondsPhase Regression Cooldown (seconds)Minimum wait between two war phase regressions.
TrackingPlayer TrackingAdjust player tracking and low-affection hunting frequency.
enablePlayerTrackingPlayer TrackingAllows the Mind to sense the player's position and movement.
hibernationMinutesPost-Rescue Hibernation (minutes)How long the Mind Girl remains unable to help after teleport rescue.
warIdleDecayDelaySecondsPressure Decay Delay (seconds)How long combat must stay quiet before war pressure starts to decrease.
lockAffectionPrevent Affection LossPrevents affection from decreasing through normal penalties or decay.
enableActiveChatProactive ChatAllows the Mind to start conversations without a player-triggered event.
thinkingEnabledProactive ThinkingLets the Mind periodically assess the situation and decide whether to act.
yandereAffectionThresholdProtection Affection ThresholdAt this affection, owned fungal units stop treating the player as hostile and become protective.
protoProvocationPursuitEnabledProto Provocation RetaliationAllows verbal or physical player provocation to trigger one immediate pre-eclosion Proto pursuit independently of the low-affection automatic-pursuit switch.
protoPursuitIntervalSecondsProto Pursuit Base Interval (Seconds)Base delay between Proto pursuit deployments. Affection stages lengthen the actual interval as the bond approaches its threshold.
protoHostileBelowThresholdProto Pursuit Below ThresholdBefore a protective bond forms, allow the pre-eclosion Mind (Proto core) to send its own units after its favored player. Mind Girl hostility remains a separate setting.
protoPursuitMaxUnitsProto Pursuit Unit LimitMaximum pursuit units maintained by each Proto Mind. Only that Mind's own nutrients are charged.
protoPursuitUnitsProto Pursuit Unit PoolEntity IDs dedicated to pre-eclosion Proto pursuit. This pool is independent from the ordinary AI summon allowlist.
warAiQuietBackoffMaxSecondsQuiet War AI Backoff Limit (s)Maximum interval while authoritative war facts remain unchanged. Higher values reduce token use during quiet wars.
cooldownSecondsRaid cooldown (seconds)Per-Mind cooldown after a scout successfully spawns.
reasoningEffortReasoning EffortSets the reasoning effort requested from the selected model.
REDRed
关系与冲突 (Mind Relations & Conflict)Relations and ConflictAdjust tension, territory, hostility, truces, and border defense between Minds.
conflictIntensityMultiplierRelationship Change MultiplierAdjusts the overall size of tension, jealousy, and attitude changes. It does not change war qualification rules.
humanizationReshapeDurationSecondsRepeat reshaping time (seconds)Safe companionship time required for each later reshape between the two unlocked forms.
REPLACE_PERMADEADReplace Permanent-Death Vacancies
humanizationRequireCrisisRequire shared combatRequire one valid shared combat experience before reshaping becomes available.
humanizationConversationsRequired conversationsValid conversations required before the first humanoid reshaping.
humanizationTravelBlocksRequired travel distance (blocks)Distance you must normally walk together before the first humanoid reshaping.
humanizationRestoreNutrientCostRestore humanoid nutrient costHive nutrients consumed when the initial form successfully reshapes back into a stable humanoid.
humanizationReturnNutrientCostReturn-to-initial-form nutrient costHive nutrients consumed when a stable humanoid successfully reshapes back to the initial form.
enableMemoryPersistenceSave Long-Term MemoryPersists conversation and long-term Mind memories across server restarts.
scanIntervalTicksScan interval (ticks)20 ticks are about one second; smaller intervals increase server work.
scoutCostScout cost (nutrients)Charged after the scout spawns; unsuccessful reconnaissance is not refunded.
show_failure_reasonShow Action Failure ReasonsShows a chat message when an AI action cannot be completed.
playerCalamitySkipCultivationSkip cultivation for player calamity requestsExplicit player requests pay the full summon cost and create the requested Calamity. When disabled, cultivation is required. Autonomous summons always use a Womb.
warSkirmishMinSecondsSkirmish Minimum Time (seconds)Minimum time in skirmish before the war can move to battle.
warRegressionSkirmishPressureSkirmish Regression PressureBelow this pressure, skirmish can regress to mobilization.
warSkirmishPromotionPressureSkirmish to Battle PressureWar pressure required to move from skirmish to battle.
sporeImmunityAffectionThresholdSpore Immunity Affection ThresholdAt this affection, the player gains protection from Spore-related negative effects and damage.
costMultiplierSquad cost multiplierMultiplies the existing unit cost and rounds up.
maxUnitsSquad size limitMaximum paid troops per raid or manual dispatch: 1–256, excluding the scout. Arrivals remain batched; nutrients, local army limits and task deadlines still apply.
weakStableSecondsStable weakness (seconds)Required continuous enemy weakness; only applies to autonomous raids.
warStalemateMinutesStalemate MinutesMinutes without progress before a stalemate outcome becomes legal.
summonCooldownStandard Summon Cooldown (ticks)Minimum wait between two standard summons. 20 ticks equals 1 second.
mind_girl_start_follow_distStart Following Distance (blocks)Distance at which the Mind Girl starts following the player.
initialAffectionStarting AffectionAffection assigned when a player first meets a Mind.
initialInfectionPointsStarting Hive NutrientsHive nutrients available when a new world starts.
mind_girl_stop_follow_distStop Following Distance (blocks)Distance at which the Mind Girl stops approaching the player.
enableStrategicWarTheaterStrategic War TheaterEnable strategic nodes, fronts, plans, and detachments for CONFLICT campaigns.
warStrategyDecisionIntervalSecondsStrategy Decision Interval (s)Base interval for autonomous provider decisions. Higher values reduce WAR_STRATEGY token use but make AI-guided changes less frequent.
mindDriveStressPerNutrientStress Capacity per Mind NutrientStress capacity (SU) contributed by each positive nutrient point of an eligible bound Mind.
allowedSummonsSummon AllowlistEntity IDs the Mind is allowed to summon.
warSupplyLinkDistanceSupply Link DistanceMaximum block distance between candidate friendly supply nodes.
warNutrientTier1T1 Nutrient ThresholdMinimum nutrients required to use T1 units in automatic war deployment.
warNutrientTier2T2 Nutrient ThresholdMinimum nutrients required to use T2 units in automatic war deployment.
warNutrientTier3T3 Nutrient ThresholdMinimum nutrients required to use T3 units in automatic war deployment.
warNutrientTier4T4 Nutrient ThresholdMinimum nutrients required to use T4 units in automatic war deployment.
warNutrientTier5T5 Nutrient ThresholdMinimum nutrients required to use T5 units in automatic war deployment.
lifetimeSecondsTask lifetime (seconds)Maximum reconnaissance and deployment duration; existing deadlines stay unchanged.
lethalRescueTeleportRadiusTeleport Landing Radius (blocks)Safe-position search radius when teleporting near the Mind core.
Teleport_Rescue_SettingsTeleport RescueAdjust teleport destination, search radius, and post-rescue hibernation.
lethalRescueTeleportDestTeleport Rescue DestinationChoose the Mind core, an area near the core, or the player spawn point.
conflictTensionDecayPerMinuteTension Decay per MinuteAmount of tension removed each minute when no new conflict occurs.
enableMindTerritorialConflictTerritorial ConflictAllows overlapping territories to raise tension between Minds.
warTerritorialVictoryHoldMinutesTerritorial Victory Hold MinutesMinutes the required territorial share must be held continuously.
warTerritorialVictoryShareTerritorial Victory ShareSupplied-node share required to apply territorial surrender pressure.
conflictWarningRadiusTerritory Warning Radius (blocks)Sets the warning area outside the core territory.
thinkIntervalSecondsThinking Interval (seconds)Time in seconds between two proactive thinking checks.
trackingSampleSecondsTracking Update Interval (seconds)How often the Mind updates the player's tracked position.
breakTrucePenaltyMultiplierTruce Betrayal Penalty MultiplierMultiplier applied to relationship penalties when a truce is deliberately broken.
warPressureUnitAttackUnit Attack PressureWar pressure added when units from different Minds land an effective attack.
warPressureUnitKillUnit Kill PressureWar pressure added when a unit from one Mind kills a unit from another.
costUnitMultiplierUnit Spawn Cost MultiplierAdjusts nutrient cost for spawning standard combat units.
unitTacticalRoleOverridesUnit Tactical Role OverridesOptionally override deployable unit tactical roles as stable entityId=ROLE entries. Invalid entries are ignored and the last valid duplicate wins.
VOLCENGINE_DOUBAOVolcengine Ark / Doubao
WarWarAdjust war phases, pressure, automatic deployment, and unit tiers.
warAiEventCoalesceSecondsWar AI Event Merge Window (s)Combines each Mind’s autonomous war events into one decision. Higher values reduce request bursts but delay autonomous reactions; player orders remain immediate.
warAiMaxRequestsPerMindPerHourWar AI Requests per Mind per HourMaximum external WAR_STRATEGY requests admitted for each Mind in a rolling game-time hour. 0 means unlimited for this ceiling.
warAiTokenBudgetPerMindPerHourWar AI Token Budget per Mind per HourMaximum estimated and reconciled WAR_STRATEGY tokens for each Mind in a rolling game-time hour. 0 means unlimited for this ceiling. External war AI can consume substantial tokens; turn off External AI War Strategy to guarantee zero WAR_STRATEGY provider use.
warBlockDamageModeWar Block Damage ModeBlock effects allowed for SporeAI theater actions.
warCalamityCooldownMinutesWar Calamity Cultivation Cooldown (minutes)Minimum wait between autonomous war Calamity Womb cultivations for each Mind; default 50 minutes. Player requests use a separate cooldown.
enableWarCampaignEscalationWar Phase ProgressionAllows war to progress from mobilization toward Calamity as time and pressure increase.
enableWarPhaseRegressionWar Phase RegressionAllows a long quiet period to move war back toward lower phases.
warPressureDecayPerMinuteWar Pressure Decay per MinuteAmount of war pressure removed each quiet minute after the delay.
conflictWarThresholdWar Tension ThresholdTension required for war after a qualifying hostile event.
WHITEWhite
enableWorldMindRebirthWorld Mind RebirthAllows the world to grow a new Mind after permanent death and the configured delay.
YELLOWYellow
ZHIPU_GLMZhipu GLM