Modrules.lua
Location
modrules.lua is a file in the Gamedata/ directory of a Spring game.
Purpose
This file controls various global parameters of the game, for example how fast units gain experience, what unit types can be transported, how fine grained the LOS system is, etc.
Source
The engine source code which parses the data from this file is viewable here:rts/Sim/Misc/ModInfo.cpp
Details
Modrules.lua is divided into several sub-tables containing tags specific to each section, as follows:
movement
bool allowAirPlanesToLeaveMap default: true
- Are aircraft allowed to fly outside the bounds of the map?
bool allowPushingEnemyUnits default: false New in version 83.0
- Can enemy units push each other out of the way?
bool allowCrushingAlliedUnits default: false New in version 85.0
- Can allied units crush each other? Units still have to be explicitly set as crushable using the
crushable parameter of Spring.SetUnitBlocking.
bool allowUnitCollisionDamage default: false New in version 85.0
- Do unit-unit collisions cause damage?
nanospray
bool allow_team_colors default: true
- Are players allowed to use teamcolour nanospray? Set by the
TeamNanoSpray key in the config file.
construction
bool constructionDecay default: true
- Do uncompleted building frames begin to decay if no builder is working on them?
float constructionDecayTime default: 6.66
- The time in seconds before abandoned building frames begin to decay.
float constructionDecaySpeed default: 0.03
- How fast build progress decays for abandoned building frames. Note that the rate is inversely proportional to the
buildtime i.e. a building with a larger buildtime will decay more slowly for a given constructionDecaySpeed than a building with a shorter buildtime.
reclaim
int multiReclaim default: 0
- Can multiple units reclaim a feature or only one?
0 implies the latter, all other values the former.
int reclaimMethod default: 1
- Controls how features are reclaimed. Can be
0 - gradual reclaim, 1 - all reclaimed at end, any other positive value n - reclaim in n chunks.
int unitMethod default: 1
- Controls how units are reclaimed. Can be
0 - gradual reclaim, 1 - all reclaimed at end, any other positive value n - reclaim in n chunks.
float featureEnergyCostFactor default: 0.0
- How much energy should reclaiming a feature cost? Multiplier against the fraction of the features'
metal content reclaimed. (See Units-FeatureDefs#Reclaim_&_Resources)
float unitEnergyCostFactor default: 0.0
- How much energy should reclaiming a unit cost? Multiplier against the fraction of the unit's
buildCostEnergy reclaimed. (See Units-UnitDefs#General)
float unitEfficiency default: 1.0
- How much metal should reclaiming a unit return? Multiplier against the unit's
buildCostMetal. (See Units-UnitDefs#General)
bool allowEnemies default: true
- Can enemy units be reclaimed?
bool allowAllies default: true
- Can allied units be reclaimed?
repair
float energyCostFactor default: 0.0
- How much of the original cost it requires to repair something.
resurrect
float energyCostFactor default: 0.5
- How much of the original cost it requires to resurrect something.
capture
float energyCostFactor default: 0.0
- How much of the original cost it requires to capture something.
paralyze
bool paralyzeOnMaxHealth default: true
- Are units paralyzed when the level of emp is greater than their current health or their maximum health?
fireAtDead
bool fireAtKilled default: false
- Will units continue to target and fire on enemies which are running their
Killed() animation? (See Animation-LuaCallins#Generic)
bool fireAtCrashing default: false
- Will units continue to target and fire on enemy aircraft which are in the 'crashing' state? (See Lua_SyncedCtrl#Unit_Control)
transportability
bool transportAir default: false
- Can aircraft be transported?
bool transportShip default: false
- Can ships be transported?
bool transportHover default: false
- Can hovercraft be transported?
bool transportGround default: true
- Can ground units be transported?
experience
float experienceMult default: 1.0
- Controls the amount of experience gained by units engaging in combat. The formulae used are:
XP gain for damaging a unit = 0.1 * experienceMult * damage / target's HP * target's power / attacker's power and XP gain for killing a unit = 0.1 * experienceMult * target's power / attacker's power. Where power can be set by the UnitDef tag (See Units-UnitDefs#Other).
float powerScale default: 1.0
- Controls how gaining experience changes the relative
power of the unit (See Units-UnitDefs#Other). The formula used is Power multiplier = powerScale * (1 + xp / (xp + 1)).
float healthScale default: 0.7
- Controls how gaining experience increases the
maxDamage (total hitpoints) of the unit (See Units-UnitDefs#General). The formula used is Health multiplier = healthScale * (1 + xp / (xp + 1)).
float reloadScale default: 0.4
- Controls how gaining experience decreases the
reloadTime of the unit's weapons (See Units-WeaponDefs). The formula used is Rate of fire multiplier = reloadScale * (1 + xp / (xp + 1)).
flankingBonus
For a deeper explanation of the flanking system, see Units:FlankingBonus.
int defaultMode default: 1
- The default
flankingBonusMode for units. Can be 0 - No flanking bonus. Mode 1 builds up the ability to move over time, and swings to face attacks, but does not respect the way the unit is facing. Mode 2 also can swing, but moves with the unit as it turns. Mode 3 stays with the unit as it turns and otherwise doesn't move, the ideal mode to simulate something such as tank armour. (See also Units-UnitDefs#Flanking)
featureLOS
int featureVisibility default: 3
- Controls the visibility of features. Can be
0 - no default LOS for features, 1 - Gaia features always visible, 2 - allyteam & Gaia features always visible, or 3 - all features always visible.
sensors
bool requireSonarUnderWater default: true
- If
true then when underwater, units only get LOS if they also have sonar.
los
int losMipLevel default: 1
- Controls the resolution of the LOS calculations. A higher
losMipLevel means lower resolution but increased performance. An increase by one level means half the resolution of the LOS map in both x and y direction. Must be between 0 and 6 inclusive.
float losMul default: 1.0
- Multiplies all unit's
sightDistance (See Units-UnitDefs#Sensors) by this value. Generally speaking you should always use the default.
int airMipLevel default: 2
- Controls the resolution of the LOS vs. aircraft calculations. A higher
airMipLevel means lower resolution but increased performance. An increase by one level means half the resolution of the air-LOS map in both x and y direction. Must be between 0 and 30 inclusive.
float airLosMul default: 1.0
- Multiplies all unit's
airSightDistance (See Units-UnitDefs#Sensors) by this value. Generally speaking you should always use the default.
system
Examples
Empty
modrules.lua can simply return an empty table like this:
return {}
if you do this, Spring will use its hardcoded default values.
Complete
This is the full modrules.lua of the zeroK game:
local modrules = {
construction = {
constructionDecay = false; -- defaults to true
constructionDecayTime = 6.66; -- defaults to 6.66
constructionDecaySpeed = 0.03; -- defaults to 0.03
},
reclaim = {
multiReclaim = 1; -- defaults to 0
reclaimMethod = 0; -- defaults to 1
unitMethod = 0; -- defaults to 1
unitEnergyCostFactor = 0; -- defaults to 0
unitEfficiency = 0.5; -- defaults to 1
featureEnergyCostFactor = 0; -- defaults to 0
allowEnemies = false; -- defaults to true
allowAllies = false; -- defaults to true
},
repair = {
energyCostFactor = 1/3, -- defaults to 0
},
resurrect = {
energyCostFactor = 1.2, -- defaults to 0.5
},
capture = {
energyCostFactor = 1, -- defaults to 0
},
paralyze = {
paralyzeOnMaxHealth = true, -- defaults to true
},
sensors = {
requireSonarUnderWater = true, -- defaults to true
los = {
losMipLevel = 3, -- defaults to 1
losMul = 1, -- defaults to 1
airMipLevel = 4, -- defaults to 2
airMul = 1, -- defaults to 1
},
},
transportability = {
transportGround = 1; -- defaults to 1
transportHover = 1; -- defaults to 0
transportShip = 0; -- defaults to 0
transportAir = 0; -- defaults to 0
},
flankingBonus = {
-- defaults to 1
-- 0: no flanking bonus
-- 1: global coords, mobile
-- 2: unit coords, mobile
-- 3: unit coords, locked
defaultMode=0;
},
experience = {
experienceMult = 1.0; -- defaults to 1.0
-- these are all used in the following form:
-- value = defValue * (1 + (scale * (exp / (exp + 1))))
powerScale = 0.7; -- defaults to 1.0
healthScale = 0; -- defaults to 0.7
reloadScale = 0.5; -- defaults to 0.4
},
fireAtDead = {
fireAtKilled = false; -- defaults to false
fireAtCrashing = false; -- defaults to false
},
nanospray = {
allow_team_colors = true; -- defaults to true
},
featureLOS = {
-- 0 - no default LOS for features
-- 1 - gaia features always visible
-- 2 - allyteam/gaia features always visible
-- 3 - all features always visible
-- default 3
featureVisibility = 1;
},
-- new in >84.0
movement = {
allowAirPlanesToLeaveMap = true; -- defaults to true
allowPushingEnemyUnits = false; -- defaults to false
allowCrushingAlliedUnits = false; -- defaults to false
allowUnitCollisionDamage = false; -- defaults to false
},
-- new in >84.0
system = {
luaThreadingModel = 2;
pathFinderSystem = 0;
},
}
return modrules