World-wide defaults for how mobs think, aggro, chase, attack and respawn.
Mob AI Settings
The Mob AI tab holds the world-wide defaults every mob and AI-driven NPC runs on: how often they think, how far they notice you, how far they chase, how fast they swing, and how soon they come back.
Where to author it#
Database → Tuning → Combat Config → Mob AI tab.
How the defaults combine with each mob#
Many of these settings are defaults, not overrides. The order is always:
- The creature's own value wins. A mob's Aggro Range and Leash Range (Mobs → a mob → Movement), an NPC's movement settings, and a spawn rule's Respawn (seconds) are used first.
- This tab fills the gap for any creature that leaves the value blank — NPC guards with no aggro range, event and scripted spawns, the built-in mob melee attack.
- The shipped default (the number shown when you reset the section) covers anything this tab leaves unset.
So if you raise Aggro Radius and a wolf still notices you at 5 tiles, check the wolf: every mob in the Mobs editor carries its own Aggro Range, and that one wins.
Setting it up#
- Open Database → Tuning → Combat Config and pick the Mob AI tab.
- Change the numbers you want. Hover a field for what it does.
- Click Save. If your game server is running, it picks the new values up straight away.
- For a hosted or managed server, Publish — the settings take effect on the live server once the publish lands. Nobody needs to reconnect and no mob needs to respawn.
The fields#
| Field | Default | What it does |
|---|---|---|
| AI Decision Interval (ms) | 500 | How often the mob AI thinks — picking targets, chasing, deciding to attack. Lower is snappier and costs more server time. Minimum 50 (one server tick). |
| Wander Radius (tiles) | 5 | How far a non-patrolling mob strolls from its spawn point. A creature with its own Wander Radius keeps that. |
| Patrol Radius (tiles) | 24 | Minimum roaming range for mobs with Patrol on. A patrolling mob covers at least this, or 1.5× its leash range if that is larger. |
| Aggro Radius (tiles) | 8 | Aggro range for any creature with no Aggro Range of its own. |
| Leash Radius (tiles) | 20 | Leash range for any creature with no Leash Range of its own, and how far a chasing mob will search for a path. |
| Attack Range (tiles) | 1.5 | Melee reach for a mob with no Primary Attack ability. A mob whose attack ability has a range uses that range instead. |
| Attack Cooldown (ms) | 2000 | Base time between a mob's swings at Attack Speed 1.0. Each mob's Attack Speed stat divides it (2.0 swings twice as often), and the global combat speed scales it too. |
| Respawn Delay (ms) | 15000 | Respawn time for a mob whose spawn rule has no Respawn (seconds) of its own, or whose rule was deleted while it was dead. |
| Corpse Linger (ms) | 0 | How long a slain mob's body stays on screen. 0 = the short default fade. |
| Min Spawn Distance (tiles) | 5 | Mobs won't spawn or respawn within this many tiles of a player. 0 = anywhere. |
| Territorial Aggro Dwell (ms) | 2000 | How long a player must linger inside a territorial mob's range before it attacks. |
| Wander Speed (tiles/s) | 1.5 | Walking pace for creatures with no Move Speed of their own. |
| Chase Speed (tiles/s) | 3.0 | Chasing pace for creatures with no Chase Speed of their own. |
| Run Animation Threshold (tiles/s) | 2.5 | At or above this speed a moving creature plays its run cycle instead of its walk. |
| Leash Speed (tiles/s) | 4.0 | How fast a mob runs home after giving up a chase. |
| Path Refresh (ms) | 1000 | How often a chasing mob re-plans its path to a moving target. |
| Collision Radius (tiles) | 0.6 | How close a moving mob may get to a resource node (tree, rock) before it counts as blocked. Mobs never block each other or players. |
| Far-Mob Throttle | On | Mobs in a busy map with no player near them think less often. They keep walking; bosses and engaged mobs are never throttled. |
| Far-Mob Think Divider | 4 | How many times slower a far-from-players mob thinks. |
| Far-Mob Near Ring (chunks) | 1 | How many 64-tile chunks around a mob count as "a player is near". |
| Offline Adventurer Think (ms) | 0 | 0 = adventurer NPCs sleep in maps with no players. Set e.g. 30000 to keep their goals moving every 30 seconds while nobody is around. |
Gotchas#
- Takes effect after publish. Saving updates your local server. A hosted or managed server only changes when you publish.
- A mob's own value always wins. Every mob in the Mobs editor has its own Aggro Range (default 5) and Leash Range (default 15), so Aggro Radius and Leash Radius here mostly affect NPCs and scripted spawns. To change every mob, edit the mobs.
- Spawn rules have their own respawn time. Respawn Delay here is only the fallback; change a rule's Respawn (seconds) to change that rule.
- Numbers out of range are ignored. A value below a field's minimum (or not a number) falls back to the default instead of breaking the AI. Very large radii are capped (aggro at 200 tiles) so a stray extra zero can't stall the server.
- Lower intervals cost server time. Halving the AI Decision Interval or Path Refresh roughly doubles that part of the mob AI's work.
- Two old fields were removed. Spawn Check Interval and Pet Damage Fallback never did anything, so they are no longer on the page. Mobs respawn on their spawn rule's schedule, and a pet's damage comes from its own Attack stat.
- There is no feature flag — these settings are always on.