Wiki › Fungal Infection Spore Ai › Configuration
Fungal Infection Spore Ai — Configuration
Every setting in the mod config file, with what it changes.
| Option | What it does |
|---|---|
affectionAffectsSummonAffection Affects Summoning | Higher affection reduces hostile summons and can favor protective units. |
affectionAffectsTrackingAffection Affects Tracking | Higher affection improves how accurately the Mind tracks the player. |
AffectionAffection and Protection | Adjust affection, protection, immunity, and summon-related settings. |
aiProfilePermissionModeAI Profile Edit Permission | Choose which players may edit each Mind's AI profile. Operators always have access. |
aiProviderPresetAI Provider | Choose a known provider to fill in its endpoint and recommended model automatically. |
DeepSeekAI Provider and Model | Choose the AI provider, API Key, endpoint, and model. |
AIAI Settings | Adjust AI, chat, summoning, memory, and multiplayer settings. |
ALIBABA_QWEN | Alibaba Bailian / Qwen |
enableWarCalamitiesAllow Automatic War Calamities | Allows automatic Calamity deployment when war phase and resource requirements are met. |
enableChatAllow Chat Messages | Controls whether the Mind can send messages in chat. |
allowMultipleMindGirlRomanceAllow Multiple Maximum-Affection Mind Girls | Allows one player to reach maximum affection with more than one Mind Girl. |
enableTotemPermadeathRescueAllow Permanent Sacrifice with Dormant Totem | Allows the dormant totem rescue to permanently kill the Mind Girl. |
enableSummonAllow Summoning | Allows the Mind to summon fungal units and guards. |
apiUrlAPI Endpoint | Enter the request URL when using a custom compatible endpoint. |
apiKeyAPI Key | Enter the API Key provided by the selected AI provider. |
AQUA | Aqua |
requireDeepWaterForAquaticCalamitiesAquatic Calamities Require Deep Water | Restricts aquatic Calamity summoning and guarding to sufficiently deep water. |
maxBatchArrivals per second | At most two arrivals per second. |
AUTO | Auto 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 Limit | Maximum 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 Summons | Allows a highly bonded Mind to summon guards automatically when the player is attacked. |
autoCreateProtoAutomatically Create Initial Mind | Creates 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 Simulation | Advance bounded abstract war fronts while their chunks are unloaded. |
maxReviveCountBackup Reconstruction Charges | How 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 Pressure | Below this pressure, battle can regress to skirmish. |
warBattlePromotionPressureBattle to Escalation Pressure | War pressure required to move from battle to escalation. |
costBuffBaseBuff Base Cost | Base nutrient cost for granting a positive effect. |
buffBlacklistBuff Blacklist | Effects in this list will not be granted as random high-affection buffs. |
costCalamityBaseCalamity Base Cost | Base 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 Skills | Allows riders to trigger a mount's supported species skill. |
enableSporeCalamityMountsCalamity Mounts | Allows high-affection players to ride friendly Calamity creatures. |
calamityNutrientPerBiomassCalamity Nutrients per Biomass | Mind nutrients continuously paid for each biomass point grown by a Calamity Womb; the default full cultivation costs another 10000. |
calamityAffectionThresholdCalamity Protection Affection Threshold | At this affection, severe danger can trigger Calamity-class protection. |
warRegressionCalamityPressureCalamity Regression Pressure | Below this pressure, Calamity can regress to escalation. |
calamityWombMinimumNutrientsCalamity Womb Minimum Starting Nutrients | The 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 Health | Maximum health of the metamorphosis cocoon. |
maxConcurrentConcurrent raids | Server-wide active task limit; each Mind still has at most one. |
button | Configure Affection and Protection |
button | Configure AI |
button | Configure AI Provider and Model |
button | Configure core raids |
button | Configure Hive and Lifecycle |
button | Configure Interface |
button | Configure Metamorphosis |
button | Configure Mind Girl |
button | Configure Mind Kinetics |
button | Configure Nutrients and Costs |
button | Configure Personality |
button | Configure Player Tracking |
button | Configure Relations and Conflict |
button | Configure Teleport Rescue |
button | Configure War |
enableMindConflictDialogueConflict Dialogue | Lets current relations affect warnings, conflict dialogue, and truce dialogue. |
conflictKillNutrientCapConflict kill nutrient cap | Maximum kill nutrients for each Mind per fixed window, shared across dimensions and saved across reloads. Default: 100; 0 disables. |
conflictKillNutrientsConflict kill nutrients | Hive 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 interval | Seconds 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 window | Seconds 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 creatures | Damage 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 raids | Paid 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 Radius | Radius 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. |
CUSTOM | Custom Endpoint |
personalityCustom Personality | Enter a custom personality prompt to change how the Mind speaks. |
warTier1UnitsCustom T1 Units | Entity IDs assigned to war T1. |
warTier2UnitsCustom T2 Units | Entity IDs assigned to war T2. |
warTier3UnitsCustom T3 Units | Entity IDs assigned to war T3. |
warTier4UnitsCustom T4 Units | Entity IDs assigned to war T4. |
warTier5UnitsCustom T5 Units | Entity IDs assigned to war T5. |
enableAdvancedWarUnitTiersCustom War Unit Tiers | Uses the lists below instead of the default T1–T5 war unit assignments. |
DARK_RED | Dark red |
DEEPSEEK | DeepSeek |
defaultUnitBaseCostDefault Unit Base Cost | Base 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 Turns | Maximum number of recent conversation turns included in each AI request. |
enableAffectionDynamic Affection | Lets player interactions change a Mind's affection. |
dynamicFavoredPlayerDynamic Favored Player | Treats the player with the highest affection as the current favored player. |
button | Edit Buff Blacklist |
button | Edit Per-Unit Base Costs |
button | Edit Proto Pursuit Unit Pool |
button | Edit Summon Allowlist |
button | Edit T1 Units |
button | Edit T2 Units |
button | Edit T3 Units |
button | Edit T4 Units |
button | Edit T5 Units |
button | Edit Tactical Roles |
maxOverdraftPointsEmergency Nutrient Overdraft Limit | Maximum amount nutrients may fall below zero during lethal rescue. |
enabledEnable core reconnaissance raids | Allow paid reconnaissance raids without extra AI requests. |
enableMetamorphosisEnable Metamorphosis | Allows a qualifying Mind to metamorphose into a Mind Girl. |
enableAIEnable Mind AI | Controls whether the Mind uses AI for conversation and actions. |
costSummonEnchanterEnchanter Helper Cost | Nutrients required to summon the helper used for enchanting or potion support. |
costEnchantPerLevelEnchantment Cost per Level | Additional nutrients consumed for each enchantment level. |
weakNutrientsEnemy nutrient threshold | Autonomous raids require enemy nutrients at or below this value; explicit player raids bypass this threshold. |
weakStrengthEnemy strength threshold | Requires complete deduplicated enemy strength at or below this value; unknown is not zero. |
ENEMY_WAR_ASSETS_ONLY | Enemy War Assets Only |
warEscalationMinSecondsEscalation Minimum Time (seconds) | Minimum time in escalation before the war can move to Calamity. |
warRegressionEscalationPressureEscalation Regression Pressure | Below this pressure, escalation can regress to battle. |
warEscalationPromotionPressureEscalation to Calamity Pressure | War pressure required to move from escalation to Calamity. |
enableWarAIStrategyExternal AI War Strategy | Allow 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 Radius | Horizontal farming radius in blocks captured when Plant or Harvest is selected. Default: 12; range: 1-32. |
humanizationNutrientCostFirst reshaping nutrient cost | Hive 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 Multiplier | Sets 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_DAMAGE | Full War Damage |
costItemMultiplierGenerated Item Cost Multiplier | Adjusts nutrient cost when generating and delivering items. |
GOLD | Gold |
GOOGLE_GEMINI | Google Gemini |
GREEN | Green |
helperFollowDistanceGuard Follow Distance (blocks) | Friendly guards that fall too far behind will catch up or teleport back. |
hideSporeMountInFirstPersonHide Large Mount in First Person | Hides your current large Calamity mount while using first-person view. |
HiveHive and Lifecycle | Adjust initial Mind creation, Mind count, reconstruction, cooldowns, rescue, and world rebirth. |
enableHomeProtectionHome Protection | Prevents 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 Affection | Allows a Mind Girl to become hostile to her favored player when affection is too low. |
enableHostileBorderDefenseHostile Border Defense | Allows hostile Minds to defend the edges of their territory. |
mindGirlSporeDamageMultiplierHostile Spore Damage Multiplier | Adjusts normal hostile Spore damage dealt to a Mind Girl during conflict. |
mindGirlSporeDirectDamageCapHostile Spore Direct-Damage Cap | Limits how much of the Mind Girl's maximum health one special direct-damage attack may remove. |
conflictHostileThresholdHostile Tension Threshold | Tension 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 Position | Sets the Mind HUD position from the left edge of the screen. |
uiPosYHUD Vertical Position | Sets the Mind HUD position from the top edge of the screen. |
HumanizationHumanization | Adjust 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_UIInterface | Adjust the position of the Mind HUD on screen. |
items | Item List |
enableMindJealousyJealousy Relationship Changes | Allows 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 Threshold | At 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 Cost | Nutrients consumed when lethal rescue succeeds. |
lethalRescueModeLethal Rescue Method | Choose to rescue with the dormant totem or teleport the player near the Mind Girl. |
LIGHT_PURPLE | Light purple |
logDirtBlock | Log Dirt Block |
huntingCycleSecondsLow-Affection Hunting Interval (seconds) | Time between active hunting deployments when affection is low. |
magicNumber | Magic Number |
magicNumberIntroduction | Magic Number Text |
warMaxActiveFrontsPerCampaignMax Active Fronts Per Campaign | Maximum simultaneous active fronts in one campaign. |
backgroundWarMaxCampaignsPerTickMax Background Campaigns Per Tick | Maximum background campaigns processed during one server tick. |
warMaxLoadedUnitsPerSidePerFrontMax Loaded Units Per Side Per Front | Maximum loaded detachment entities per side on one front. |
maxAffectionMaximum Affection | Highest value affection can reach. |
mind_girl_max_healthMaximum Health | Sets the Mind Girl's maximum health. |
maxMindCountMaximum Mind Count | Maximum 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 Pages | Maximum 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 Cranks | Maximum 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Metamorphosis | Adjust required affection, cocoon duration, and cocoon health. |
metamorphosisAffectionReqMetamorphosis Affection Requirement | Minimum affection required to start the metamorphosis route. |
warPressureCoreAttackMind Core Attack Pressure | War pressure added when an enemy Mind core is attacked. |
warPressureCoreDestroyedMind Core Destruction Pressure | War pressure added when an enemy Mind core is destroyed. |
enablePlayerDeathDropRecoveryMind Death-Item Recovery | When 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 Girl | Adjust Mind Girl health, following, teleporting, rescue, and healing. |
warPressureMindGirlAttackMind Girl Attack Pressure | War pressure added when an enemy Mind Girl is attacked. |
Mind_KineticsMind Kinetics | Adjust Mind Resonance Drive stress capacity derived from the bound Mind's nutrients. |
PersonalityMind Personality | Use a custom personality prompt to change how the Mind speaks. |
enableMindConflictSystemMind Relations and Conflict | Allows relationships, tension, and conflict between different Minds to change over time. Turning it off stops new changes but keeps existing relationship records. |
mindReplyColorMind reply color | Choose a readable color for Mind dialogue in chat; system messages keep their own colors. |
minAffectionMinimum Affection | Lowest 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 Pressure | War pressure required to move from mobilization to skirmish. |
modelModel Name | Sets the AI model used by the Mind. |
enableMultiplayerMultiplayer Mode | Lets 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 Mode | Choose 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. |
NONE | None |
mind_girl_auto_heal_costNutrient Cost per Health Point | Nutrients consumed to restore 1 health through auto-healing. |
mind_girl_auto_heal_enabledNutrient-Powered Auto-Healing | Allows an injured Mind Girl to spend nutrients on healing when she cannot eat. |
Economy_CostsNutrients and Costs | Adjust starting nutrients and the nutrient cost of different actions. |
WORLD_EMPTY_ONLY | Only When No Active Minds Remain |
OPENAI | OpenAI / ChatGPT |
HYBRID | Operators + Both Allowlists |
GLOBAL_ALLOWLIST | Operators + Global Allowlist |
PER_MIND_ALLOWLIST | Operators + Per-Mind Allowlist |
OP_ONLY | Operators Only |
unitBaseCostsPer-Unit Base Costs | Configure 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 Tracking | Adjust player tracking and low-affection hunting frequency. |
enablePlayerTrackingPlayer Tracking | Allows 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 Loss | Prevents affection from decreasing through normal penalties or decay. |
enableActiveChatProactive Chat | Allows the Mind to start conversations without a player-triggered event. |
thinkingEnabledProactive Thinking | Lets the Mind periodically assess the situation and decide whether to act. |
yandereAffectionThresholdProtection Affection Threshold | At this affection, owned fungal units stop treating the player as hostile and become protective. |
protoProvocationPursuitEnabledProto Provocation Retaliation | Allows 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 Threshold | Before 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 Limit | Maximum pursuit units maintained by each Proto Mind. Only that Mind's own nutrients are charged. |
protoPursuitUnitsProto Pursuit Unit Pool | Entity 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 Effort | Sets the reasoning effort requested from the selected model. |
RED | Red |
关系与冲突 (Mind Relations & Conflict)Relations and Conflict | Adjust tension, territory, hostility, truces, and border defense between Minds. |
conflictIntensityMultiplierRelationship Change Multiplier | Adjusts 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_PERMADEAD | Replace Permanent-Death Vacancies |
humanizationRequireCrisisRequire shared combat | Require one valid shared combat experience before reshaping becomes available. |
humanizationConversationsRequired conversations | Valid 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 cost | Hive nutrients consumed when the initial form successfully reshapes back into a stable humanoid. |
humanizationReturnNutrientCostReturn-to-initial-form nutrient cost | Hive nutrients consumed when a stable humanoid successfully reshapes back to the initial form. |
enableMemoryPersistenceSave Long-Term Memory | Persists 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 Reasons | Shows a chat message when an AI action cannot be completed. |
playerCalamitySkipCultivationSkip cultivation for player calamity requests | Explicit 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 Pressure | Below this pressure, skirmish can regress to mobilization. |
warSkirmishPromotionPressureSkirmish to Battle Pressure | War pressure required to move from skirmish to battle. |
sporeImmunityAffectionThresholdSpore Immunity Affection Threshold | At this affection, the player gains protection from Spore-related negative effects and damage. |
costMultiplierSquad cost multiplier | Multiplies the existing unit cost and rounds up. |
maxUnitsSquad size limit | Maximum 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 Minutes | Minutes 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 Affection | Affection assigned when a player first meets a Mind. |
initialInfectionPointsStarting Hive Nutrients | Hive 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 Theater | Enable 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 Nutrient | Stress capacity (SU) contributed by each positive nutrient point of an eligible bound Mind. |
allowedSummonsSummon Allowlist | Entity IDs the Mind is allowed to summon. |
warSupplyLinkDistanceSupply Link Distance | Maximum block distance between candidate friendly supply nodes. |
warNutrientTier1T1 Nutrient Threshold | Minimum nutrients required to use T1 units in automatic war deployment. |
warNutrientTier2T2 Nutrient Threshold | Minimum nutrients required to use T2 units in automatic war deployment. |
warNutrientTier3T3 Nutrient Threshold | Minimum nutrients required to use T3 units in automatic war deployment. |
warNutrientTier4T4 Nutrient Threshold | Minimum nutrients required to use T4 units in automatic war deployment. |
warNutrientTier5T5 Nutrient Threshold | Minimum 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 Rescue | Adjust teleport destination, search radius, and post-rescue hibernation. |
lethalRescueTeleportDestTeleport Rescue Destination | Choose the Mind core, an area near the core, or the player spawn point. |
conflictTensionDecayPerMinuteTension Decay per Minute | Amount of tension removed each minute when no new conflict occurs. |
enableMindTerritorialConflictTerritorial Conflict | Allows overlapping territories to raise tension between Minds. |
warTerritorialVictoryHoldMinutesTerritorial Victory Hold Minutes | Minutes the required territorial share must be held continuously. |
warTerritorialVictoryShareTerritorial Victory Share | Supplied-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 Multiplier | Multiplier applied to relationship penalties when a truce is deliberately broken. |
warPressureUnitAttackUnit Attack Pressure | War pressure added when units from different Minds land an effective attack. |
warPressureUnitKillUnit Kill Pressure | War pressure added when a unit from one Mind kills a unit from another. |
costUnitMultiplierUnit Spawn Cost Multiplier | Adjusts nutrient cost for spawning standard combat units. |
unitTacticalRoleOverridesUnit Tactical Role Overrides | Optionally override deployable unit tactical roles as stable entityId=ROLE entries. Invalid entries are ignored and the last valid duplicate wins. |
VOLCENGINE_DOUBAO | Volcengine Ark / Doubao |
WarWar | Adjust 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 Hour | Maximum 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 Hour | Maximum 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 Mode | Block 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 Progression | Allows war to progress from mobilization toward Calamity as time and pressure increase. |
enableWarPhaseRegressionWar Phase Regression | Allows a long quiet period to move war back toward lower phases. |
warPressureDecayPerMinuteWar Pressure Decay per Minute | Amount of war pressure removed each quiet minute after the delay. |
conflictWarThresholdWar Tension Threshold | Tension required for war after a qualifying hostile event. |
WHITE | White |
enableWorldMindRebirthWorld Mind Rebirth | Allows the world to grow a new Mind after permanent death and the configured delay. |
YELLOW | Yellow |
ZHIPU_GLM | Zhipu GLM |