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00
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build changers in00.txt
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Text File
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2001-05-14
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50KB
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377 lines
BUILD MODIFIER DATA
Version 1
BUILD SLONGS:
AI_PLAYER1_RACE what species is buddy # 1? 7
AI_PLAYER2_RACE what species is buddy # 2? 8
AI_PLAYER3_RACE what species is buddy # 3? 9
AI_PLAYERS how many synthetic gaming buddies in this level 3
CARGO_ROT_TIMER The number of seconds that pass before CARGO_ROT_RATE is applied. 5
FURNITURE_DETERIORATION_FIX_RATE Amount per game turn scutters fix a room 10
FURNITURE_DETERIORATION_FIXIT Point when scutters will fix the room 16000
FURNITURE_DETERIORATION_RATE Rate rooms become damaged, this value is added everytime a peep uses the room 2
FURNITURE_DETERIORATION_START Point when rooms show damage (Damage range: 0-65535) 16000
PEEP_CRIMINAL_PROBABILITY 10
PEEP_CRIMINAL_PROFIT energy criminals steal 100
PEEP_LASER_ACCURACY_SKILLED Range to target divided by this equals deviation for maximum skill level peep 10
PEEP_LASER_ACCURACY_UNSKILLED Range to target divided by this equals deviation for minimum skill level peep 2
ROOM_DETERIORATION_FIX_RATE Amount per game turn scutters fix a room 4
ROOM_DETERIORATION_FIXIT Point when scutters will fix the room 16000
ROOM_DETERIORATION_RATE Rate rooms become damaged, this value is added everytime a peep uses the room 10
ROOM_DETERIORATION_START Point when rooms show damage (Damage range: 0-65535) 16000
ROOM_MAX_SIZE Largest a room is allowed to be 16
ROOM_MIN_SIZE Smallest a room is allowed to be 3
SCUTTER_BATTERY_SIZE How much energy a scutter's battery holds 10000
SCUZZER_BEAMING_gives_them_charge 100
VENDOR_MAX_ENERGY_LEVEL How many servings a Dine-o-Mat can store (0-255) 50
VENDOR_MAX_ORE_LEVEL How many servings a Dine-o-Mat can store (0-255) 50
VENDOR_MAX_STOCK_LEVEL How many servings a Dine-o-Mat can store (0-255) 50
UNLOCK_ALL_SEGS Replacement for the script one 1
PLAYER_1_SEGMENT where player 1 starts 0
PLAYER_2_SEGMENT where player 2 starts 4
PLAYER_3_SEGMENT where player 2 starts 8
PLAYER_4_SEGMENT where player 2 starts 12
ENERGY_HEALTHY_POINT 90000
SCUTTER_FIDDLE_SEG_LOCK_TIME 60
VENDOR_DELAY 5
SHOP_MAX_STOCK_LEVEL_MUSIC 40
SHOP_MAX_STOCK_LEVEL_POOTER 20
SHOP_MAX_STOCK_LEVEL_CURIO 40
SHOP_MAX_STOCK_LEVEL_SPORT 40
SHOP_MAX_STOCK_LEVEL_ARMY 40
SHOP_MAX_STOCK_LEVEL_GENERAL 20
SHOP_STOCK_RECHARGE_COST_MUSIC 1000
SHOP_STOCK_RECHARGE_COST_POOTER 500
SHOP_STOCK_RECHARGE_COST_CURIO 2000
SHOP_STOCK_RECHARGE_COST_SPORT 1000
SHOP_STOCK_RECHARGE_COST_ARMY 1000
SHOP_STOCK_RECHARGE_COST_GENERAL 250
AI_FIGHT_1_HUMANS should AI buddy 1 pick fights with humans? 1
AI_FIGHT_2_HUMANS should AI buddy 2 pick fights with humans? 1
AI_FIGHT_3_HUMANS should AI buddy 3 pick fights with humans? 1
AI_FIGHT_1_2 should buddies 1 & 2 pick fights with each other? 1
AI_FIGHT_1_3 should buddies 1 & 3 pick fights with each other? 1
AI_FIGHT_2_3 should buddies 2 & 3 pick fights with each other? 1
DISABLE_WAR 0
GEMSLUG_ANAL_RETENTIVENESS 500
GEMSLUG_CONTENTED_POOPINESS 1
END OF SLONGS:
BUILD FLOATS:
AI_HANDOUT_PER_MINUTE 0
AI_DITHERY be a bit slow about traders for realism 4
AI_THINKS_PER_TURN 8
AI_SPEND_PLACE_DISCOVERED_ROOM 20000
AI_TOO_POOR_HANDOUT 0
AI_hire_spend_per_minute 10000
AI_CRAMPED 0.5
ALT_SCALER Scaler for terraform Y 70
BUILD_SUN_AMBIENT_B Colour of ambient light outside biodeck 0.140000
BUILD_SUN_AMBIENT_G Colour of ambient light outside biodeck 0.100000
BUILD_SUN_AMBIENT_R Colour of ambient light outside biodeck 0.300000
BUILD_SUN_B Colour of sun 1.000000
BUILD_SUN_G Colour of sun 1.000000
BUILD_SUN_R Colour of sun 1.000000
BUILD_SUN_X Position of sun 1.000000
BUILD_SUN_Y Position of sun 1.000000
BUILD_SUN_Z Position of sun 1.000000
CARGO_ROT_RATE How much rot is applied every CARGO_ROT_TIMER seconds. 0.010000
DISEASE_DOCKING_CHANCE Percentage chance of a peep arriving on the station already having a disease 4.000000
DISEASE_VERMIN_CHANCE Percentage chance of vermin giving a peep a disease 100.000000
ROOM_DIRTINESS_CLEAN_RATE Amount per game turn scutters clean a room 0.001000
ROOM_DIRTINESS_FIXIT Point when scutters will clean a dirty room 0.300000
ROOM_DIRTINESS_RATE Rate rooms become dirty, this value is added everytime a peep uses the room 0.010000
ROOM_DIRTINESS_START Point when rooms start showing dirtiness 0.300000
FURNITURE_DIRTINESS_CLEAN_RATE Amount per game turn scutters clean a room 0.001000
FURNITURE_DIRTINESS_FIXIT Point when scutters will clean a dirty room 0.300000
FURNITURE_DIRTINESS_RATE Rate rooms become dirty, this value is added everytime a peep uses the room 0.001000
FURNITURE_DIRTINESS_START Point when rooms start showing dirtiness 0.300000
VENDOR_ENERGY_COST How much energy it costs to fill the energy bar back up 250.000000
BLAST_AMT_BOMB How powerful cargo bombs are relative to laser beams 50
BLAST_AMT_GUNNER How much more powerful a gunner is than a laser 2
BLAST_HIT_JIGGLE_TIME How long they jiggle when hit by a blast of any sort 2
BLAST_AMT_QUAKE 2
CARGO_BASIC_RRP_0001 500
CARGO_BASIC_RRP_0002 1000
CARGO_BASIC_RRP_0003 250
CARGO_BASIC_RRP_0004 500
CARGO_BASIC_RRP_0005 1000
CARGO_BASIC_RRP_0006 1000
CARGO_BASIC_RRP_0007 250
CARGO_BASIC_RRP_0008 1000
CARGO_BASIC_RRP_0009 1000
CARGO_BASIC_RRP_0010 2000
CARGO_BASIC_RRP_0013 10000
CARGO_BASIC_RRP_0014 1000
CARGO_PEEP_RRP_0001 1000
CARGO_PEEP_RRP_0002 2000
CARGO_PEEP_RRP_0003 3000
CARGO_PEEP_RRP_0004 3000
CARGO_PEEP_RRP_0016 1000
CARGO_PEEP_RRP_0017 1000
CARGO_PEEP_RRP_0018 1000
CARGO_PEEP_RRP_0020 1000
CARGO_PEEP_RRP_0021 1000
PEEP_LASER_POWER_SKILLED 1.2
PEEP_LASER_POWER_UNSKILLED 0.5
ROOM_AVERAGE_USE_COUNT_0005 100
ROOM_AVERAGE_USE_COUNT_0006 4
ROOM_AVERAGE_USE_COUNT_0013 1
ROOM_AVERAGE_USE_COUNT_0016 50
ROOM_AVERAGE_USE_COUNT_0017 1.5
ROOM_AVERAGE_USE_COUNT_0018 1.5
ROOM_AVERAGE_USE_COUNT_0019 5
ROOM_AVERAGE_USE_COUNT_0020 5
ROOM_AVERAGE_USE_COUNT_0021 100
ROOM_AVERAGE_USE_COUNT_0022 100
ROOM_AVERAGE_USE_COUNT_0023 100
ROOM_AVERAGE_USE_COUNT_0024 15
ROOM_AVERAGE_USE_COUNT_0025 400
ROOM_AVERAGE_USE_COUNT_0026 1
ROOM_AVERAGE_USE_COUNT_0027 1
ROOM_AVERAGE_USE_COUNT_0028 1
ROOM_AVERAGE_USE_COUNT_0029 1
ROOM_AVERAGE_USE_COUNT_0030 1
ROOM_AVERAGE_USE_COUNT_0031 1
ROOM_AVERAGE_USE_COUNT_0032 40
ROOM_AVERAGE_USE_COUNT_0033 40
ROOM_AVERAGE_USE_COUNT_0034 40
ROOM_AVERAGE_USE_COUNT_0035 50
ROOM_AVERAGE_USE_COUNT_0036 1
ROOM_AVERAGE_USE_COUNT_0039 1
ROOM_AVERAGE_USE_COUNT_0040 1
BIODECK_SCORE_SCALEUP 15
COLLECTOR_CAN_STORE_THIS_MUCH How many ergs a working collector can conserve 100000
COLLECTOR_NODE_SPEND How much energy the CN takes when it needs it. 25
COLLECTOR_NODE_STORE How many seconds before the CN takes energy. 30
CRIMINALS_ARMOUR Bullets hurt spies and crims less using this factor 0.75
ENERGY_YELLOW exceed this frac of energy requirements to be yellow 5
FONT_THROW_AWAY_SUBPIXELS 1 if you want to, 0 if you don't 1
FURNITURE_ENERGY_USE_COST_0001 100
FURNITURE_ENERGY_USE_COST_0002 50
FURNITURE_ENERGY_USE_COST_0003 40
FURNITURE_ENERGY_USE_COST_0004 60
FURNITURE_ENERGY_USE_COST_0005 70
FURNITURE_ENERGY_USE_COST_0006 10
FURNITURE_ENERGY_USE_COST_0007 0
FURNITURE_ENERGY_USE_COST_0008 10
FURNITURE_ENERGY_USE_COST_0009 20
FURNITURE_ENERGY_USE_COST_0010 10
FURNITURE_ENERGY_USE_COST_0011 10
FURNITURE_ENERGY_USE_COST_0012 0
FURNITURE_ENERGY_USE_COST_0013 20
FURNITURE_ENERGY_USE_COST_0014 100
FURNITURE_ENERGY_USE_COST_0015 0
FURNITURE_ENERGY_USE_COST_0016 0
FURNITURE_ENERGY_USE_COST_0017 10
FURNITURE_ENERGY_USE_COST_0018 0
FURNITURE_ENERGY_USE_COST_0019 0
FURNITURE_ENERGY_USE_COST_0020 0
FURNITURE_ENERGY_USE_COST_0021 0
FURNITURE_ENERGY_USE_COST_0022 0
FURNITURE_ENERGY_USE_COST_0023 0
FURNITURE_ENERGY_USE_COST_0024 0
FURNITURE_ENERGY_USE_COST_0025 0
FURNITURE_ENERGY_USE_COST_0026 0
FURNITURE_ENERGY_USE_COST_0027 0
FURNITURE_ENERGY_USE_COST_0028 100
FURNITURE_ENERGY_USE_COST_0029 0
FURNITURE_ENERGY_USE_COST_0030 10
FURNITURE_ENERGY_USE_COST_0031 0
FURNITURE_ENERGY_USE_COST_0032 10
FURNITURE_ENERGY_USE_COST_0033 100
FURNITURE_ENERGY_USE_COST_0034 0
FURNITURE_ENERGY_USE_COST_0035 10
FURNITURE_ENERGY_USE_COST_0036 0
HIDE_OLD_STATUS_PANEL make the status panel invisible but still there really in release build 0
LAND_VIOLENCE_MOIST How fast the temperature can be changed 2.011003
LAND_VIOLENCE_TEMP How fast the temperature can be changed 2.001260
PEEP_COST_HIRE_SCALER Scaler for hiring a peep 25
PEEP_USE_BIODECK_SCORE_NEEDED How much score the biodeck needs to be considered 3000
PEEP_USE_ROOM_SCORE_NEEDED threshold for how much you need a room before you use it 10000
PEEP_USE_ROOM_SCORE_NEEDED_PURE threshold but before any silly distance calcs ie purely based on mood score 3000
ROOM_ENERGY_USE_COST_0000 10
ROOM_ENERGY_USE_COST_0001 200
ROOM_ENERGY_USE_COST_0005 50
ROOM_ENERGY_USE_COST_0013 50
ROOM_ENERGY_USE_COST_0016 50
ROOM_ENERGY_USE_COST_0017 100
ROOM_ENERGY_USE_COST_0018 100
ROOM_ENERGY_USE_COST_0019 100
ROOM_ENERGY_USE_COST_0020 50
ROOM_ENERGY_USE_COST_0021 100
ROOM_ENERGY_USE_COST_0022 200
ROOM_ENERGY_USE_COST_0023 300
ROOM_ENERGY_USE_COST_0024 20
ROOM_ENERGY_USE_COST_0026 40
ROOM_ENERGY_USE_COST_0027 40
ROOM_ENERGY_USE_COST_0028 80
ROOM_ENERGY_USE_COST_0029 40
ROOM_ENERGY_USE_COST_0030 40
ROOM_ENERGY_USE_COST_0031 20
ROOM_ENERGY_USE_COST_0032 40
ROOM_ENERGY_USE_COST_0033 80
ROOM_ENERGY_USE_COST_0034 60
ROOM_ENERGY_USE_COST_0035 50
ROOM_ENERGY_USE_COST_0036 100
ROOM_ENERGY_USE_COST_0038 0
ROOM_ENERGY_USE_COST_0039 50
ROOM_ENERGY_USE_COST_0040 50
ROOM_ENERGY_USE_COST_0041 10
ROOM_SCORE_LOSS_PER_SQUARE How fraction of the score is lost per square's distance 0.015
SPAWN_ROOM_DAMAGE 1000
STATION_YUMNESS_AMOUNT_OF_LITTER_C _value @ which this doesn't contribute (per seg) 1.000000
STATION_YUMNESS_AMOUNT_OF_LITTER_M _desirability scaler -200.000000
STATION_YUMNESS_AV_QUEUE_SIZE_C _value @ which this doesn't contribute (0-) 0.000000
STATION_YUMNESS_AV_QUEUE_SIZE_M _desirability scaler -200.000000
STATION_YUMNESS_BASE_C _value if nothing contributes 500.000000
STATION_YUMNESS_CORPSE_COUNT_C _value @ which this doesn't contribute (per seg) 1.000000
STATION_YUMNESS_CORPSE_COUNT_M _desirability scaler -1000.000000
STATION_YUMNESS_ENTRY_FEE_C _value @ which this doesn't contribute (0-200?) 200.000000
STATION_YUMNESS_ENTRY_FEE_M _desirability scaler -50.000000
STATION_YUMNESS_EVERYONE_HAPPY_C _value @ which this doesn't contribute (0-10k) 6000.000000
STATION_YUMNESS_EVERYONE_HAPPY_M _desirability scaler 3.000000
STATION_YUMNESS_LIKE_OWNER_RACE_C _value @ which this doesn't contribute (0-9) 5.000000
STATION_YUMNESS_LIKE_OWNER_RACE_M _desirability scaler 100.000000
STATION_YUMNESS_MY_RACE_HAPPY_C _value @ which this doesn't contribute (0-10k) 5000.000000
STATION_YUMNESS_MY_RACE_HAPPY_M _desirability scaler 1.000000
STATION_YUMNESS_ROOM_COUNT_C _value @ which this doesn't contribute (0-) 8.000000
STATION_YUMNESS_ROOM_COUNT_M _desirability scaler 100.000000
STATION_YUMNESS_ROOM_TYPE_COUNT_C _value @ which this doesn't contribute (0-40ish) 6.000000
STATION_YUMNESS_ROOM_TYPE_COUNT_M _desirability scaler 500.000000
STATION_YUMNESS_PLANT_COUNT_C 0.000000
STATION_YUMNESS_PLANT_COUNT_M 50.000000
STATION_YUMNESS_BIODIVERSITY_C 0.000000
STATION_YUMNESS_BIODIVERSITY_M 500.000000
STATION_YUMNESS_FURNITURE_COUNT_C 10.000000
STATION_YUMNESS_FURNITURE_COUNT_M 20.000000
STATION_YUMNESS_FURNODIVERSITY_C 6.000000
STATION_YUMNESS_FURNODIVERSITY_M 1000.000000
TRADER_DECODE_VALUE 100
TREE_GROW_LOWER_DECK 0.0003
TREE_GROW_MAX 0.00015
TREE_GROW_MIN -0.0001
TREE_GROW_SCALERS_0000 0.15
TREE_GROW_SCALERS_0001 0.25
TREE_GROW_SCALERS_0002 0.75
TREE_GROW_SCALERS_0003 2
TREE_GROW_SCALERS_0004 0.44
TREE_GROW_SCALERS_0005 0.38
TREE_GROW_SCALERS_0006 0.44
TREE_GROW_SCALERS_0007 0.5
TREE_GROW_SCALERS_0008 0.38
TREE_GROW_SCALERS_0009 0.5
TREE_GROW_SCALERS_0010 0.75
TREE_GROW_SCALERS_0011 0.5
TREE_GROW_SCALERS_0012 0.38
TREE_GROW_SCALERS_0013 0.5
TREE_GROW_SCALERS_0014 0.75
TREE_GROW_SCALERS_0015 0.5
TREE_GROW_SCALERS_0016 0.44
TREE_GROW_SCALERS_0017 2
TREE_GROW_SCALERS_0018 0.5
TREE_GROW_SCALERS_0019 0.5
TREE_GROW_SCALERS_0020 0.5
TREE_SPAWN_CHOICES How likely trees are to spawn when already forested 10
TREE_SPAWN_NEWPLACE How unlikely trees are to spawn when nowhere near another 30000
TREE_SPAWN_UNRATE How often trees spawn, 0 for not at all 100
WAVE_OFFSET Whether they go negative or not 30
SEGMENT_FROM_SCRATCH_COST How much it costs to open a previously unoccupied segment 10000
PENITENT_CHANCE_MAX_MIND you have a 1-in-this chance of becoming penitent if you have max mind -50
PENITENT_CHANCE_NO_MIND you have a 1-in-this chance of becoming penitent if you have 0 mind 100
CARGO_BUILD_ENERGY_TO_LABOUR Percentage of cash that becomes gameturns for crate to appear 25
CARGO_BUILD_GENERIC_PERCENT Tweak the cost of other crates 75
CARGO_BUILD_HARDPLAN_PERCENT Tweak the cost of hardplan crates 75
CARGO_BUILD_SCUTTER_PERCENT Tweak the cost of scutter crates 75
CARGO_BUILD_TECHNOLOGY_PERCENT Tweak the cost of technology crates 75
ROOM_DETERIORATIONS_LASER_0000 how damaging a laser blast is to a room, max 65536 0
ROOM_DETERIORATIONS_LASER_0001 200
ROOM_DETERIORATIONS_LASER_0002 0
ROOM_DETERIORATIONS_LASER_0003 400
ROOM_DETERIORATIONS_LASER_0004 1000
ROOM_DETERIORATIONS_LASER_0005 600
ROOM_DETERIORATIONS_LASER_0006 600
ROOM_DETERIORATIONS_LASER_0007 600
ROOM_DETERIORATIONS_LASER_0008 400
ROOM_DETERIORATIONS_LASER_0009 400
ROOM_DETERIORATIONS_LASER_0010 600
ROOM_DETERIORATIONS_LASER_0011 400
ROOM_DETERIORATIONS_LASER_0012 1000
ROOM_DETERIORATIONS_LASER_0013 800
ROOM_DETERIORATIONS_LASER_0014 1000
ROOM_DETERIORATIONS_LASER_0015 400
ROOM_DETERIORATIONS_LASER_0016 800
ROOM_DETERIORATIONS_LASER_0017 400
ROOM_DETERIORATIONS_LASER_0018 800
ROOM_DETERIORATIONS_LASER_0019 1000
ROOM_DETERIORATIONS_LASER_0020 1000
ROOM_DETERIORATIONS_LASER_0021 600
ROOM_DETERIORATIONS_LASER_0022 600
ROOM_DETERIORATIONS_LASER_0023 600
ROOM_DETERIORATIONS_LASER_0024 800
ROOM_DETERIORATIONS_LASER_0025 600
ROOM_DETERIORATIONS_LASER_0026 800
ROOM_DETERIORATIONS_LASER_0027 800
ROOM_DETERIORATIONS_LASER_0028 800
ROOM_DETERIORATIONS_LASER_0029 800
ROOM_DETERIORATIONS_LASER_0030 600
ROOM_DETERIORATIONS_LASER_0031 800
ROOM_DETERIORATIONS_LASER_0032 400
ROOM_DETERIORATIONS_LASER_0033 800
ROOM_DETERIORATIONS_LASER_0034 600
ROOM_DETERIORATIONS_LASER_0035 800
ROOM_DETERIORATIONS_LASER_0036 800
ROOM_DETERIORATIONS_LASER_0037 400
ROOM_DETERIORATIONS_LASER_0038 400
ROOM_DETERIORATIONS_LASER_0039 800
ROOM_DETERIORATIONS_LASER_0040 0
ROOM_DETERIORATIONS_LASER_0041 800
ROOM_DAMAGE_FIX_RATE_0000 0
ROOM_DAMAGE_FIX_RATE_0001 100
ROOM_DAMAGE_FIX_RATE_0002 100
ROOM_DAMAGE_FIX_RATE_0003 50
ROOM_DAMAGE_FIX_RATE_0004 200
ROOM_DAMAGE_FIX_RATE_0005 100
ROOM_DAMAGE_FIX_RATE_0006 100
ROOM_DAMAGE_FIX_RATE_0007 100
ROOM_DAMAGE_FIX_RATE_0008 50
ROOM_DAMAGE_FIX_RATE_0009 50
ROOM_DAMAGE_FIX_RATE_0010 100
ROOM_DAMAGE_FIX_RATE_0011 100
ROOM_DAMAGE_FIX_RATE_0012 200
ROOM_DAMAGE_FIX_RATE_0013 200
ROOM_DAMAGE_FIX_RATE_0014 200
ROOM_DAMAGE_FIX_RATE_0015 50
ROOM_DAMAGE_FIX_RATE_0016 100
ROOM_DAMAGE_FIX_RATE_0017 100
ROOM_DAMAGE_FIX_RATE_0018 100
ROOM_DAMAGE_FIX_RATE_0019 100
ROOM_DAMAGE_FIX_RATE_0020 100
ROOM_DAMAGE_FIX_RATE_0021 100
ROOM_DAMAGE_FIX_RATE_0022 150
ROOM_DAMAGE_FIX_RATE_0023 200
ROOM_DAMAGE_FIX_RATE_0024 200
ROOM_DAMAGE_FIX_RATE_0025 50
ROOM_DAMAGE_FIX_RATE_0026 200
ROOM_DAMAGE_FIX_RATE_0027 200
ROOM_DAMAGE_FIX_RATE_0028 200
ROOM_DAMAGE_FIX_RATE_0029 200
ROOM_DAMAGE_FIX_RATE_0030 200
ROOM_DAMAGE_FIX_RATE_0031 200
ROOM_DAMAGE_FIX_RATE_0032 100
ROOM_DAMAGE_FIX_RATE_0033 50
ROOM_DAMAGE_FIX_RATE_0034 100
ROOM_DAMAGE_FIX_RATE_0035 50
ROOM_DAMAGE_FIX_RATE_0036 50
ROOM_DAMAGE_FIX_RATE_0037 100
ROOM_DAMAGE_FIX_RATE_0038 100
ROOM_DAMAGE_FIX_RATE_0039 100
ROOM_DAMAGE_FIX_RATE_0040 100
ROOM_DAMAGE_FIX_RATE_0041 100
SCUTTER_BATTERY_LOW 0.5
SCUTTER_FIXEDNESS_LOW 0.3
END OF FLOATS:
END OF BUILDS (you must keep this marker in)