Click or drag to resize
EngineSettings Class

EngineSettings contains all of the various constants that affect the game world, creature attributes, and computed values for the Terrarium. Creatures may use these values in order to decisions or calculate new values of their own. These should be thought of as the laws of physics and biology for the Terrarium.

Inheritance Hierarchy
SystemObject
  Terrarium.Sdk.Classes.EngineEngineSettings

Namespace: Terrarium.Sdk.Classes.Engine
Assembly: Terrarium.Sdk (in Terrarium.Sdk.dll) Version: 1.1.0.0 (1.1.0.0)
Syntax
public class EngineSettings

The EngineSettings type exposes the following members.

Constructors
  NameDescription
Public methodEngineSettings
Initializes a new instance of the EngineSettings class
Top
Methods
  NameDescription
Public methodStatic memberEngineSettingsAsserts
Public methodEquals
Determines whether the specified Object is equal to the current Object.
(Inherited from Object.)
Protected methodFinalize
Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection.
(Inherited from Object.)
Public methodGetHashCode
Serves as a hash function for a particular type.
(Inherited from Object.)
Public methodGetType
Gets the Type of the current instance.
(Inherited from Object.)
Protected methodMemberwiseClone
Creates a shallow copy of the current Object.
(Inherited from Object.)
Public methodToString
Returns a string that represents the current object.
(Inherited from Object.)
Top
Fields
  NameDescription
Public fieldStatic memberAnimalIncubationEnergyMultiplier
Public fieldStatic memberAnimalIncubationEnergyPerUnitOfRadius

The amount of energy required per tick in order to incubate an offspring. This is multiplied by the creature's Radius so larger creatures require more energy to incubate than smaller creatures.

Public fieldStatic memberAnimalLifeSpanPerUnitMaximumRadius

The amount of time in game ticks that a creature can stay alive. This number is multiplied by the creature's MatureSize so smaller creatures will not live as long as larger creatures.

Public fieldStatic memberAnimalMatureSizeProvidedEnergyPerUnitRadius
Public fieldStatic memberAnimalMaxHealingPerTickPerRadius

The maximum number of healing points a creature can heal per tick. This is multiplied by the Radius of the creature and so larger creatures can heal many more points than smaller creatures.

Public fieldStatic memberAnimalReproductionWaitPerUnitRadius

The amount of time in game ticks that a creature must wait before being able to reproduce. This number is multiplied by the creature's Radius and so larger creatures take longer between reproductions than smaller creatures.

Public fieldStatic memberAnimalRequiredEnergyPerUnitOfHealing

The amount of energy required to heal a creature by a single health unit.

Public fieldStatic memberAnimalRequiredEnergyPerUnitOfRadiusGrowth

The amount of energy burned by a creature in order to grow a single unit of radius. For smaller creatures this amount of energy will be quite taxing, but as the creature grows larger the amount of energy taken doesn't affect the creature as much.

Public fieldStatic memberBaseAnimalEnergyPerUnitOfRadius

The amount of energy burned by a creature each tick just for being alive in the game. This constant is multiplied by the creature's radius so smaller creatures been less energy per tick than larger creatures.

Public fieldStatic memberBaseDefendedDamagePerUnitOfRadius

Represents the base amount of damage that can be absorbed by a creature that places 0 points into the DefendDamagePointsAttribute. The amount of damage absorption taken from this constant is multiplied by the current radius of the creature. This means both MatureSize and the DefendDamagePointsAttribute can increase the amount of damage your creature can take.

Public fieldStatic memberBaseEatingSpeedPerUnitOfRadius

Represents the base food chunks per bite granted to a creature that puts 0 points into the EatingSpeedPointsAttribute. The number of food chunks taken from this constant is multiplied by the current radius of the creature. This means both MatureSize and the EatingSpeedPointsAttribute can increase the number of food chunks taken per bite.

Public fieldStatic memberBaseEyesightRadius

Represents the base distance a creature can see if they place 0 points into the EyesightPointsAttribute.

This distance is in Terrarium Cells, so you have to multiply by 8 to get the actual distance in Terrarium Units (pixels).

Public fieldStatic memberBaseInflictedDamagePerUnitOfRadius

Represents the base amount of damage that can be dealt by a creature that places 0 points into the AttackDamagePointsAttribute. The amount of damage taken from this constant is multiplied by the current radius of the creature. This means both MatureSize and the AttackDamagePointsAttribute can increase the amount of damage your creature can dish out.

Public fieldStatic memberBasePlantEnergyPerUnitOfRadius

The amount of energy burned by a plant each tick just for being alive in the game. This constant is multiplied by the plant's radius so smaller plants been less energy per tick than larger plants.

Public fieldStatic memberCarnivoreAttackDefendMultiplier

Attack and Defense modifier applied to Carnivores. This gives Carnivores an advantage in both attacking and defending against Herbivores since they have to attack and expend extra energy to obtain food.

Public fieldStatic memberCarnivoreLifeSpanMultiplier

This multiplier is used to modify the life span for Carnivores. Since Carnivores have double the lifespan of Herbivores they get twice as many opportunities for reproduction

Public fieldStatic memberDamageToKillPerUnitOfRadius

The amount of damage required to before a creature is killed. This is multiplied by the Radius of the creature and so larger creatures can take many more hits than smaller creatures.

Public fieldStatic memberEnergyPerAnimalFoodChunk

The amount of energy given to a creature for one food chunk from a corpse.

Public fieldStatic memberEnergyPerPlantFoodChunk

The amount of energy given to a creature for one food chunk from a plant.

Public fieldStatic memberFoodChunksPerUnitOfRadius

The amount of food chunks a creature amounts to once they become a corpse. Larger creatures will have a larger amount of food chunks available to predators than smaller creatures.

Public fieldStatic memberGridCellHeight
Public fieldStatic memberGridCellWidth
Public fieldStatic memberGridHeightPowerOfTwo
Public fieldStatic memberGridWidthPowerOfTwo
Public fieldStatic memberInvisibleOddsBase

Represents the lowest attainable odds of appearing invisible in the Terrarium. In order to achieve this minimum available camouflage you must apply 0 points to the CamouflagePointsAttribute.

Public fieldStatic memberInvisibleOddsMaximum

Represents the highest attainable odds of appearing invisible in the Terrarium. In order to achieve this maximum camouflage MaxAvailableCharacteristicPoints must be applied to the CamouflagePointsAttribute.

Public fieldStatic memberMaxAvailableCharacteristicPoints

Represents the maximum number of characteristic points available for creature developers to assign to characteristic stats.

Public fieldStatic memberMaxEnergyBasePerUnitRadius

Represents the amount of energy storage per unit radius granted to a creature when 0 points have been placed into the MaximumEnergyPointsAttribute.

Even if 0 points are placed into the MaximumEnergyPointsAttribute a creature can still achieve higher energy storage by increasing MatureSize.

Public fieldStatic memberMaxEnergyFromLightPerTick

The maximum amount of energy a plant can gain per tick from the natural light of the EcoSystem.

Public fieldStatic memberMaxEnergyMaximumPerUnitRadius

Represents the highest attainable energy storage per unit radius. In order to achieve this maximum available energy you must apply MaxAvailableCharacteristicPoints to the MaximumEnergyPointsAttribute.

Please note that this value multiplied by your current radius is your actual total energy storage. This means that putting points into the MaximumEnergyPointsAttribute or increasing the MatureSize of your creature will both increase the total energy storage.

Public fieldStatic memberMaxGridRadius
Public fieldStatic memberMaximumDefendedDamagePerUnitOfRadius

Represents the maximum amount of damage that can be absorbed by a creature that places MaxAvailableCharacteristicPoints into the DefendDamagePointsAttribute. The amount of damage absorption taken from this constant is multiplied by the current radius of the creature. This means both MatureSize and the DefendDamagePointsAttribute can increase the amount of damage your creature can take.

Public fieldStatic memberMaximumEatingSpeedPerUnitOfRadius

Represents the maximum number of food chunks per bite that can be taken by a creature that places MaxAvailableCharacteristicPoints into the EatingSpeedPointsAttribute. The number of food chunks taken from this constant is multiplied by the current radius of the creature. This means both MatureSize and the EatingSpeedPointsAttribute can increase the number of food chunks taken per bite.

Public fieldStatic memberMaximumEyesightRadius

Represents the maximum distance a creature can see if they place MaxAvailableCharacteristicPoints into the EyesightPointsAttribute.

This distance is in Terrarium Cells, so you have to multiply by 8 to get the actual distance in Terrarium Units (pixels).

Public fieldStatic memberMaximumInflictedDamagePerUnitOfRadius

Represents the maximum amount of damage that can be dealt by a creature that places MaxAvailableCharacteristicPoints into the AttackDamagePointsAttribute. The amount of damage taken from this constant is multiplied by the current radius of the creature. This means both MatureSize and the AttackDamagePointsAttribute can increase the amount of damage your creature can dish out.

Public fieldStatic memberMaxMatureSize

Represents the largest possible value that can be placed into the MatureSize attribute. No creature may grow to be larger than this constant.

Public fieldStatic memberMaxSeedSpreadDistance

The maximum distance that a plant can spread its seeds when reproducing.

Public fieldStatic memberMinMatureSize

Represents the smallest possible value that can be placed into the MatureSize attribute. No creature may grow to maturity and still be smaller than this constant.

Public fieldStatic memberMonitorModeHeight
Public fieldStatic memberMonitorModeWidth
Public fieldStatic memberNumberOfAnimalsPerTeleporter
Public fieldStatic memberOrganismSchedulingBlacklistOvertime
Public fieldStatic memberOrganismSchedulingMaximumOvertime
Public fieldStatic memberPlantFoodChunksPerUnitOfRadius

The amount of food chunks a plant amounts to. Larger plants will have a larger amount of food chunks available to herbivores than smaller plants.

Public fieldStatic memberPlantIncubationEnergyMultiplier
Public fieldStatic memberPlantIncubationEnergyPerUnitOfRadius

The amount of energy required per tick in order to incubate an offspring. This is multiplied by the plant's Radius so larger plants require more energy to incubate than smaller plants.

Public fieldStatic memberPlantLifeSpanPerUnitMaximumRadius

The amount of time in game ticks that a plant can stay alive. This number is multiplied by the plant's MatureSize so smaller plants will not live as long as larger plants.

Public fieldStatic memberPlantMatureSizeProvidedEnergyPerUnitRadius
Public fieldStatic memberPlantMaxHealingPerTickPerRadius

The maximum number of healing points a plant can heal per tick. This is multiplied by the Radius of the plant and so larger plants can heal many more points than smaller plants.

Public fieldStatic memberPlantReproductionWaitPerUnitRadius

The amount of time in game ticks that a plant must wait before being able to reproduce. This number is multiplied by the plant's Radius and so larger plants take longer between reproductions than smaller plants.

Public fieldStatic memberPlantRequiredEnergyPerUnitOfHealing

The amount of energy required to heal a plant by a single health unit.

Public fieldStatic memberPlantRequiredEnergyPerUnitOfRadiusGrowth

The amount of energy burned by a plant in order to grow a single unit of radius. For smaller plants this amount of energy will be quite taxing, but as the plant grows larger the amount of energy taken doesn't affect the plant as much.

Public fieldStatic memberRequiredEnergyPerUnitOfRadiusSpeedDistance

The amount of energy burned by a creature in order to move. If you take the speed the creature is moving, the radius, and the distance they are moving along with this constant you can judge how much energy will be expended.

Note that RadiusSpeedDistance is equal to Radius * Speed * Distance. This means that the faster a creature moves the more energy will be consumed for equal distances. A creature should make sure only to move as fast as necessary to conserve energy.

Public fieldStatic memberSpeedBase

Represents the base achievable speed granted to a creature that places 0 points into the MaximumSpeedAttribute.

Public fieldStatic memberSpeedMaximum

Represents the maximum achievable speed granted to a creature that places MaxAvailableCharacteristicPoints into the MaximumSpeedAttribute.

Public fieldStatic memberTicksToIncubate

The amount of time in game ticks that is required between a call to BeginReproduction and a new creature actually being born from the parent.

Public fieldStatic memberTimeToRot

The amount of time in game ticks that a creature's corpse stays in the EcoSystem before it rots away and is removed. Carnivores should make sure to quickly pounce on dead corpses as a food source before they rot.

Public fieldStatic memberViewPortHeight
Public fieldStatic memberViewPortWidth
Top
See Also