Tuning settings reference
You can find these settings under Tools → Tuning. Every row changes something shared by every token, or by every return, which is what makes Tuning different from a rule. This page lists each label, what it changes, and when you’d move it. Tuning basics walks through the one curve most players start with.
The Red-hive group only appears when the profile’s Hive is Red, and only affects that layer.
Gathering and waiting
Section titled “Gathering and waiting”| Setting | What it changes | Change it when |
|---|---|---|
| Sprinkler radius | Sprinkler radius is how far from the sprinkler still counts as standing at it for distance scoring. Default is 8 studs. | Widen if short steps away should still count as at the sprinkler. |
| Sprinkler wait before rescan | Seconds spent at the sprinkler before the macro clears stale token detections and rescans the field. Default is 12s. | Lower clears stale detections sooner. Higher waits longer before the rescan. |
| Uninterruptible patrol laps | Every N completed idle-square laps, the macro finishes one lap before changing targets. | Higher lets the macro complete more patrol laps before it changes targets. |
| Idle patrol size | Side length of the square patrol path around the sprinkler while an idle Red-hive profile waits. | Lower keeps the patrol closer to the sprinkler. |
To change when the macro may leave its current token pick or wait, edit an Interrupt rule instead of Tuning. The shipped rules include ordinary score advantage and wait-sighting checks.
Token choice
Section titled “Token choice”| Setting | What it changes | Change it when |
|---|---|---|
| Cluster bonus curve | The cluster bonus curve raises a token’s score when other tokens are within Cluster radius. | Default is about ×1.2 per neighboring token, capped at ×2.5. |
| Cluster radius | How far another token can be from a token and still count as its neighbor for cluster scoring. | A larger radius includes more tokens. A smaller radius requires a tighter group. |
| New-token caution | New-token caution temporarily lowers the score of a newly detected token until it has been visible longer. | Raise Floor to give new detections more score sooner. Lower Floor when new detections are often incorrect. |
| Sprinkler reach curve | The sprinkler reach curve applies a penalty to tokens that sit far from the sprinkler while the player is away from it. Past Cutoff, ordinary tokens score zero. | Beyond-cutoff taper can soften far tokens while standing at the sprinkler. |
| Beyond-cutoff taper at sprinkler | Beyond-cutoff taper is the minimum score multiplier for tokens past sprinkler-reach Cutoff while standing at the sprinkler. | Zero disables taper for far tokens. |
| Stale-token decay | Stale-token decay lowers score when a token has not been seen recently, because it may no longer be on the field. | A lower curve value deprioritizes stale tokens faster. |
| Match confidence | Match confidence scales score by how many times vision has matched the token. It is separate from the confirmed flag used for High Value collection. | Tokens with zero matches receive a large penalty. Two or more matches receive full confidence. |
| Assumed move speed | Walking speed in studs per second used to estimate whether a token can be reached before it expires. | Higher assumes more distant tokens can still be reached. Lower is more conservative. |
| Travel safety margin | Extra seconds added to diagonal travel estimates before a token is considered reachable. | Higher avoids tokens that the macro may not reach in time. Lower allows more aggressive routes. |
| Walk distance curve | The walk distance curve applies a distance multiplier to token scores. Nearby tokens receive a higher multiplier, and farther tokens move toward the lower multiplier. | A steeper falloff makes distance matter more. |
| Urgency weight gate | Urgency weight gate requires base token weight to reach this value before expiring-token urgency can boost the score. | Higher limits urgency to already-important tokens. |
| Expiring-token urgency | Expiring-token urgency raises score when a token is close to expiring and has little time left. | Widen Cutoff to start urgency earlier. Raise the high end to give expiring tokens more score. |
Returns
Section titled “Returns”| Setting | What it changes | Change it when |
|---|---|---|
| Return cooldown | Return cooldown is how long to wait after returning to the sprinkler before the next token pick. Default is 1.5s. | Longer reduces repeated returns. |
| Movement threshold | In Eco Mode, the minimum pick score required before the macro leaves the sprinkler for a token. | Higher waits for stronger picks. Lower allows weaker picks. Set it to 0 to disable it. This is used when no movement threshold curve is set. |
| Movement threshold curve | An optional curve that sets Eco Mode’s movement threshold from a live value, such as idle time. | It replaces the static movement threshold. Its output is the minimum score required before the macro leaves the sprinkler. Set its minimum to 0 to turn the threshold off. |
| Return score | The return score curve adds a Return to Sprinkler score that is compared with token scores as you move farther from the sprinkler. | Default: ×50 near the hub, rising to ×400 at 40 studs. |
Movement feel
Section titled “Movement feel”| Setting | What it changes | Change it when |
|---|---|---|
| Collection range | How close the macro walks to a token before attempting collection. | A smaller range walks closer and is slower. A larger range collects from farther away and is faster. |
Red-hive tuning
Section titled “Red-hive tuning”| Setting | What it changes | Change it when |
|---|---|---|
| Flame heat full threshold | Flame heat full threshold is the heat level treated as full for dark-flame conversion decisions. | Lower triggers full-heat behavior sooner. |
| Flame heat low cut | Heat level below which flame conversion winds down or exits. | Raise it to exit conversion earlier. Lower it to keep flame mode at lower heat. |
| Sprinkler reach (red) | Red-hive override for the sprinkler reach curve that lowers score for tokens far from the sprinkler. | Leave it unchanged to use the shared curve. |
| Sightings before chasing | Minimum vision matches before the macro can choose a token during a Red-hive gather. | Higher reduces false picks. Lower reacts faster to new tokens. |
| Skip return cooldown | When enabled, Red hive skips the full sprinkler cooldown after aligning, so token picks resume faster after returning. | Disable it to use the Blue-hive pacing. |
| Return eagerness scale | Multiplies how strongly the macro prefers returning during a Red-hive gather. | Higher makes the macro return sooner. Lower keeps it away from the sprinkler longer. |
| Return score override | Optional red-hive override for the shared return score curve. Leave untouched to use the standard return score. | Same default as the shared return score (50→400 at 40 studs). Scale with Return eagerness. |
Related
Section titled “Related” Tuning basics Change walk distance first, then check one result in Simulator.
How scoring works See where curves sit in the score chain.
Use Simulator and scenarios Test one tuning change on a controlled field.