Is Universe AI Simulation broken again? +difficulty

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    As the title says, on our server just seems to be no random fleets spawning in at all.

    Only way to get AI seems to be attack a station or shop.

    Got waves set up, (1 for Pirates 1 for TG, as more than those seems to not work.) got blueprints set to enemy usable and nothing, last time any one on the server can recall seeing a random fleet in the game was a couple of patches ago. Even upped the amount of 'concurrent simulations' and nada. :(

    Also can someone point me to somewhere that clearly states AI wave difficulty settings. e.g is 1 hardest or 10? What are the number ranges for difficulty 1 to 4, 1 to 1million?

    Man, I swear it can be a hard task to search for such basic info with this game some times.

    As always, thanks in advance.
     
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    Well,dont know what exactly are the server confighs on that server,but on my SP server I was attacked by 20 pirates couple of times while building.
    I would guess its the configs
    Check these server.cfg lines (the only ones that I see that would impact this problem):
    ENEMY_SPAWNING = true
    CONCURRENT_SIMULATION = 256
    ENABLE_SIMULATION = true
    DEFAULT_BLUEPRINT_ENEMY_USE = true //Default option for blueprints not in catalog yet
     
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    SkylordLuke thanks for replying mate. ;)

    Our settings are this:
    CONCURRENT_SIMULATION = 512 (turned up from 256 after not seeing spawns.)
    ENEMY_SPAWNING = true
    CONCURRENT_SIMULATION = 512 //How many simulation groups may be in the universe simultaniously (performance)
    ENABLE_SIMULATION = true
    DEFAULT_BLUEPRINT_ENEMY_USE = false.......... o_O Okay was pretty sure that was set to true (maybe someone else screwed with the settings), just seen it wasn't, okay will set it to true, reboot the server and see what happens and report back. Thanks, not sure how I overlooked that one. :rolleyes:

    Related: Default option for blueprints not in catalog yet? That sounds confusing, if the blueprints not in the catalog how can the AI use them? lol
    So with this on, do you know if the AI will only use the blueprints marked as 'useable'?

    Also any idea on the difficulty settings and their numbers? :confused:
     
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    SkylordLuke thanks for replying mate. ;)

    Our settings are this:
    CONCURRENT_SIMULATION = 512 (turned up from 256 after not seeing spawns.)
    ENEMY_SPAWNING = true
    CONCURRENT_SIMULATION = 512 //How many simulation groups may be in the universe simultaniously (performance)
    ENABLE_SIMULATION = true
    DEFAULT_BLUEPRINT_ENEMY_USE = false.......... o_O Okay was pretty sure that was set to true (maybe someone else screwed with the settings), just seen it wasn't, okay will set it to true, reboot the server and see what happens and report back. Thanks, not sure how I overlooked that one. :rolleyes:

    Related: Default option for blueprints not in catalog yet? That sounds confusing, if the blueprints not in the catalog how can the AI use them? lol
    So with this on, do you know if the AI will only use the blueprints marked as 'useable'?

    Also any idea on the difficulty settings and their numbers? :confused:
    if a user doesnt specifically set certain blueprints as "use" or "dont use",all blueprints are fair game and will be used as pirate ships I believe,
    also once we get the factions update,and each faction gets their own folder for custom ships,I assume we will get more cool config options for his.
     
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    if a user doesnt specifically set certain blueprints as "use" or "dont use",all blueprints are fair game and will be used as pirate ships I believe,
    also once we get the factions update,and each faction gets their own folder for custom ships,I assume we will get more cool config options for his.
    Yeah those folders are sorely over due and will be much welcomed. I was concerned about the game just spawning in junk blueprints as I've seen people even just save BP's of ship cores on the server. But as we do have BP's for the AI to use hopefully this won;t be an issue, again thanks for the input SL.
     

    StormWing0

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    DEFAULT_BLUEPRINT_ENEMY_USE = false this is for new blueprints or when a world is reset if I remember right and it'll automatically set AI Usable to True.

    If I remember right a blueprint has to have AI Usable set to true for the AI to use it. As for wave manager waves I don't think this is the case but normal spawns outside of it still do need this true.

    That said the AI spawning has been broken on and off for a while so it might be starmade derpping.
     
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    Yeah that's my concern StormWing0 that it's the AI derping out again. Waves are working, well at least one for each faction anyways, and yes, they just need BP's assigned to them and they will spawn in and are working fine, it's the universe simulation that is being stupid this time around.

    So now just a case of seeing if enabling that will make AI spawn at random as they should and used to, and then trying to find a clear cut answer on AI difficulty numbers. Then I shall attempt to get more than one wave type working, heard a rumour making all the ships in a wave similar masses may make them work, but yeah not having a clear idea on the difficulty settings it's hard to know what to set the numbers to.
     
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    Well alrighty, several hours later after setting "DEFAULT_BLUEPRINT_ENEMY_USE = true" still no sign of any AI Simulation activity on the server, no players have encountered any pirates except those that spawn from attacking stations/shops :(

    Here's our server config if anyone feels like a read and to maybe help us determine what is wrong if AI simulation is indeed meant to be working in the latest version.
    Any suggestions to get AI active in the Universe would be greatly appreciated.

    WORLD = world0 //set world to use (set 'old' for using the old world). if no world exists a new one will be set automatically
    PROTECT_STARTING_SECTOR = true //Protects the starting sector
    ENABLE_SIMULATION = true //Universe AI simulation
    CONCURRENT_SIMULATION = 512 //How many simulation groups may be in the universe simultaniously (performance)
    ENEMY_SPAWNING = true //Enables enemy spawing
    SECTOR_SIZE = 5000 //Sets the size of sectors in the universe **WARNING** scaling the size of an existing universe down may cause issues
    BLUEPRINT_DEFAULT_PRIVATE = true //If true, set blueprints private as default (else they are public)
    FLOATING_ITEM_LIFETIME_SECS = 240 //How much seconds items floating in space should be alive
    SIMULATION_SPAWN_DELAY = 420 //How much seconds between simulation spawn ticks
    SIMULATION_TRADING_FILLS_SHOPS = true //Trading guild will deliver stock to shops
    SECTOR_INACTIVE_TIMEOUT = 20 //Time in secs after which sectors go inactive (-1 = off)
    SECTOR_INACTIVE_CLEANUP_TIMEOUT = 10 //Time in secs after which inactive sectors are completely removed from memory (-1 = off)
    USE_STARMADE_AUTHENTICATION = true //allow star-made.org authentication
    REQUIRE_STARMADE_AUTHENTICATION = true //require star-made.org authentication (USE_STARMADE_AUTHENTICATION must be true)
    PROTECTED_NAMES_BY_ACCOUNT = 1 //How many player names a player may protect with his account (if exceeded, the player name, that was logged in the longest time ago gets unprotected)
    DEFAULT_BLUEPRINT_ENEMY_USE = true //Default option for blueprints not in catalog yet
    DEFAULT_BLUEPRINT_FACTION_BUY = true //Default option for blueprints not in catalog yet
    DEFAULT_BLUEPRINT_OTHERS_BUY = false //Default option for blueprints not in catalog yet
    DEFAULT_BLUEPRINT_HOME_BASE_BUY = false //Default option for blueprints not in catalog yet
    LOCK_FACTION_SHIPS = true //If true, ships of other factions cant be edited, activated, or entered
    DEBUG_FSM_STATE = false //transfer debug FSM state. Turning this on may slow down network
    PHYSICS_SHAPE_CASTING_TUNNELING_PREVENTION = false //Makes a convex cast for hight speed object to prevent clipping. High Cost. (Bugged right now, so dont turn it on)
    CATALOG_SLOTS_PER_PLAYER = 20 //How many slots per player for saved ships (-1 for unlimited)
    UNIVERSE_DAY_IN_MS = -1 //how long is a 'day' (stellar system rotation) in milliseconds (-1 to switch off system rotation)
    FORCE_DISK_WRITE_COMPLETION = false //forces writing operations of raw data to disk directly after operation. For some OS this prevents raw data corruption
    ASTEROIDS_ENABLE_DYNAMIC_PHYSICS = false //enables asteroids to be able to move in space
    ENABLE_BREAK_OFF = false //debug (don't activate unless you know what you're doing)
    COLLISION_DAMAGE = false //colliding into another object does damage
    COLLISION_DAMAGE_THRESHOLD = 2.0 //Threshold of Impulse that does damage (the lower, the less force is needed for damage)
    SKIN_ALLOW_UPLOAD = false //if off, skin uploading to server is deactivated
    CATALOG_NAME_COLLISION_HANDLING = false //if off, saving with an existing entry is denied, if on the name is automatically changed by adding numbers on the end
    SECTOR_AUTOSAVE_SEC = 300 //Time interval in secs the server will autosave (-1 for never)
    PHYSICS_SLOWDOWN_THRESHOLD = 10 //Milliseconds a collision test may take before anti-slowdown mode is activated
    THRUST_SPEED_LIMIT = 200 //How fast ships, etc. may go in m/s . Too high values may induce physics tunneling effects
    MAX_CLIENTS = 100 //Max number of clients allowed on this server
    SUPER_ADMIN_PASSWORD_USE = true //Enable super admin for this server
    SUPER_ADMIN_PASSWORD = //Super admin password for this server
    SERVER_LISTEN_IP = all //Enter specific ip for the server to listen to. use "all" to listen on every ip
    SOCKET_BUFFER_SIZE = 65536 //buffer size of incoming and outgoing data per socket
    PHYSICS_LINEAR_DAMPING = 0.05 //how much object slow down naturally (must be between 0 and 1): 0 is no slowdown
    PHYSICS_ROTATIONAL_DAMPING = 0.05 //how much object slow down naturally (must be between 0 and 1): 0 is no slowdown
    AI_DESTRUCTION_LOOT_COUNT_MULTIPLIER = 0.5 //multiply amount of items in a loot stack. use values smaller 1 for less and 0 for none
    AI_DESTRUCTION_LOOT_STACK_MULTIPLIER = 0.5 //multiply amount of items spawned after AI destruction. use values smaller 1 for less and 0 for none
    CHEST_LOOT_COUNT_MULTIPLIER = 0.9 //multiply amount of items in a loot stack. use values smaller 1 for less and 0 for none
    CHEST_LOOT_STACK_MULTIPLIER = 0.9 //multiply amount of items spawned in chests of generated chests. use values smaller 1 for less and 0 for none
    USE_WHITELIST = false //only names/ips from whitelist.txt are allowed
    FILTER_CONNECTION_MESSAGES = false //don't display join/disconnect messages
    USE_UDP = false //Use 'User Datagram Protocol' (UDP) instead of 'Transmission Control Protocol' (TCP) for connections
    AUTO_KICK_MODIFIED_BLUEPRINT_USE = true //Kick players that spawn modified blueprints
    AUTO_BAN_ID_MODIFIED_BLUEPRINT_USE = false //Ban player by name that spawn modified blueprints
    AUTO_BAN_IP_MODIFIED_BLUEPRINT_USE = false //Ban player by IP that spawn modified blueprints
    AUTO_BAN_TIME_IN_MINUTES = 60 //Time to ban in minutes (-1 for permanently)
    REMOVE_MODIFIED_BLUEPRINTS = false //Auto-removes a modified blueprint
    DEBUG_SEGMENT_WRITING = false //Debugs correctness of writing of segments (costs server performance)
    TCP_NODELAY = true //Naggles algorithm (WARNING: only change when you know what you're doing)
    PING_FLUSH = false //flushes ping/pong immediately (WARNING: only change when you know what you're doing)
    RECIPE_BLOCK_COST = 5000 //How much blocks have to be invested to create a recipe (min 0)
    SHOP_SPAWNING_PROBABILITY = 0.04 //(must be between 0 and 1): 0 is no shops spawned in asteroid sectors, 1 is shop spawned in everyone (default: 8% -> 0.08)
    RECIPE_REFUND_MULT = 0.5 //how much blocks are refunded from selling a recipe (must be between 0 and 1): 0 no refund, 1 full refund
    RECIPE_LEVEL_AMOUNT = 4000 //On how much created blocks will a recipe level up (base value) (min 0)
    DEFAULT_SPAWN_SECTOR_X = 2 //DEFAULT Spawn Sector X Coordinate
    DEFAULT_SPAWN_SECTOR_Y = 2 //DEFAULT Spawn Sector Y Coordinate
    DEFAULT_SPAWN_SECTOR_Z = 2 //DEFAULT Spawn Sector Z Coordinate
    MODIFIED_BLUEPRINT_TOLERANCE = 0.1 //Tolerance of modified blueprint trigger (default = 10%)
    TURNING_DIMENSION_SCALE = 1.1 //Scaling of tuning speed VS ship dimension (default = 1.1)
    DEFAULT_SPAWN_LOCALPOINT_X_1 = 0.0 //First Rotating Spawn: Local Pos X Coordinate
    DEFAULT_SPAWN_LOCALPOINT_Y_1 = -6.5 //First Rotating Spawn: Local Pos Y Coordinate
    DEFAULT_SPAWN_LOCALPOINT_Z_1 = -8.0 //First Rotating Spawn: Local Pos Z Coordinate
    DEFAULT_SPAWN_LOCALPOINT_X_2 = 7.0 //Second Rotating Spawn: Local Pos X Coordinate
    DEFAULT_SPAWN_LOCALPOINT_Y_2 = -6.5 //Second Rotating Spawn: Local Pos Y Coordinate
    DEFAULT_SPAWN_LOCALPOINT_Z_2 = 0.0 //Second Rotating Spawn: Local Pos Z Coordinate
    DEFAULT_SPAWN_LOCALPOINT_X_3 = 0.0 //Third Rotating Spawn: Local Pos X Coordinate
    DEFAULT_SPAWN_LOCALPOINT_Y_3 = -6.5 //Third Rotating Spawn: Local Pos Y Coordinate
    DEFAULT_SPAWN_LOCALPOINT_Z_3 = 7.0 //Third Rotating Spawn: Local Pos Z Coordinate
    DEFAULT_SPAWN_LOCALPOINT_X_4 = -8.0 //Forth Rotating Spawn: Local Pos X Coordinate
    DEFAULT_SPAWN_LOCALPOINT_Y_4 = -6.5 //Forth Rotating Spawn: Local Pos Y Coordinate
    DEFAULT_SPAWN_LOCALPOINT_Z_4 = 0.0 //Forth Rotating Spawn: Local Pos Z Coordinate
    PLAYER_DEATH_CREDIT_PUNISHMENT = 0.1 //players credits lost of total on death (must be between 0 and 1): 1 = lose all, 0 = keep all
    PLAYER_DEATH_CREDIT_DROP = true //drop credits lost on death into space instead
    PLAYER_DEATH_BLOCK_PUNISHMENT = false //player will drop all his blocks into space on death
    PLAYER_DEATH_PUNISHMENT_TIME = 300 //Time interval in seconds after death of a player in which the player is not punished
    PLAYER_DEATH_INVULNERABILITY_TIME = 30 //Time the player is invulnerable after death in sec
    PLAYER_HISTORY_BACKLOG = 30 //how many login history objects (with name, IP, account-name, and time) should be saved by player state
    PROJECTILES_ADDITIVE_VELOCITY = true //initial projectile speed depend on relative linear velocity of object fired from
    PROJECTILES_VELOCITY_MULTIPLIER = 1.0 //multiplicator for projectile velocity
    IGNORE_DOCKING_AREA = false //ignores docking area size
    ALLOW_UPLOAD_FROM_LOCAL_BLUEPRINTS = true //enables clients being able to upload their pre-build-blueprints to the server
    SHOP_NPC_STARTING_CREDITS = 10000000 //how much credits do shops start with
    SHOP_NPC_RECHARGE_CREDITS = 30000 //how much credits do shops gain about every 10 min
    AI_WEAPON_AIMING_ACCURACY = 500 //how accurate the AI aims (the higher the value the more accurate vs distance. 10 = about 99% accuracy at 10m)
    BROADCAST_SHIELD_PERCENTAGE = 5 //percent of shields changed for the server to broadcast a shield synch
    BROADCAST_POWER_PERCENTAGE = 50 //percent of power changed for the server to broadcast a power synch (not that critical)
    ADMINS_CIRCUMVENT_STRUCTURE_CONTROL = true //admins can enter ships of any faction
    STAR_DAMAGE = true //suns dealing damage to entities
    SQL_NIO_FILE_SIZE = 256 //megabyte limit of .data file when to use NIO (faster) (must be power of 2)
    PLANET_SIZE_MEAN = 175.0 //Planet size mean (normal gaussian distribution) (min 50)
    PLANET_SIZE_DEVIATION = 100.0 //Planet size standard deviation. Note: normal gaussian distribution graph scaled horizontally by 1/3 (min 0)
    PLAYER_MAX_BUILD_AREA = 40 //max area a player may add/remove in adv. build mode
    NT_SPAM_PROTECT_TIME_MS = 5000 //period of spam protection
    ASTEROID_SECTOR_REPLENISH_TIME_SEC = -1 //seconds until a sector that is mined down to 0 asteroids is replenished (-1 = never)
    NT_SPAM_PROTECT_MAX_ATTEMPTS = 30 //max attempts before refusing connections in spam protect period (default is 1/sec for 30 sec)
    NT_SPAM_PROTECT_EXCEPTIONS = 127.0.0.1 //ips excepted from spam control (separate multiple with comma) (default is localhost)
    NT_SPAM_PROTECT_ACTIVE = true //enables connection spawn protection (flooding servers with login attempts)
    USE_PERSONAL_SECTORS = false //will spawn a player in a locked sector sandbox (warning, don't use unless you know what you do)
    BATTLE_MODE = false //turn on battlemode (warning, don't use unless you know what you're doing)
    BATTLE_MODE_CONFIG = battleSector=0,0,0,Physics.smsec;battleSector=15,15,15,Physics.smsec;countdownRound=300;countdownStart=30;maxMass=-1;maxDim=300;maxMassPerFaction=-1; //General config for battlemode
    BATTLE_MODE_FACTIONS = [TeamA, fighters, 500,500,500, 0.5,0.1,0.9];[TeamB, fighters, -500,-500,-500, 0.5,0.9,0.2];[TeamFFA,ffa, 0,0,-500, 0.2,0.9,0.9];[Spectators,spectators, 0,500,0,0.8,0.4,0.8] //Faction config for battlemode
    LEADERBOARD_BACKLOG = 24 //time in hours to keep leaderboard backlog (the more time, the more data has to be sent to client)
    ANNOUNCE_SERVER_TO_SERVERLIST = true //announces the server to the starmade server list so clients can find it. Hostname must be provided for HOST_NAME_TO_ANNOUNCE_TO_SERVER_LIST!
    HOST_NAME_TO_ANNOUNCE_TO_SERVER_LIST = starmade.com.au:4242 //this must be a valid hostname (either ip or host, e.g. play.star-made.org)
    SERVER_LIST_NAME = CraftAU - Starmade //max length 64 characters
    SERVER_LIST_DESCRIPTION = www.CraftAU.com.au //max length 128 characters
    MISSILE_DEFENSE_FRIENDLY_FIRE = false //can shoot down own or missiles from own faction
    USE_DYNAMIC_RECIPE_PRICES = true //use recipe based prices (the price is the price of the parts it is made out of in crafting)
    MAKE_HOMBASE_ATTACKABLE_ON_FP_DEFICIT = true //Home bases become attackable if a faction's Faction Points are in the minus and the faction doesn't own any territory
    PLANET_SPECIAL_REGION_PROPABILITY = 100 //one out of thisValue chance of a special region spawning per planet plate (cities, pyramids, etc) (changing this value migth change some plates, but won't change any plates that are already modified by a player)
    NT_BLOCKUPDATE_QUEUE_SIZE = 128 //how many blocks are sent per update. Huge placements will shot faster, but it will consume more bandwidth and is subject to spamming players
    CHUNK_REQUEST_THREAD_POOL_SIZE_TOTAL = 25 //Thead pool size for chunk requests (from disk and generated)
    CHUNK_REQUEST_THREAD_POOL_SIZE_CPU = 10 //Available threads of total for CPU generation. WARNING: too high can cause cpu spikes. About the amount of available cores minus one is best
    BUY_BLUEPRINTS_WITH_CREDITS = false //buy blueprints directly with credits
    SHOP_USE_STATIC_SELL_BUY_PRICES = false //shop buy and sell price change depending on stock (shop prices will always stay the same if true)
    SHOP_SELL_BUY_PRICES_UPPER_LIMIT = 1.2 //maximum of base price a shop will want depending on its stock (e.g. max 120 credits if the normal cost is 100)
    SHOP_SELL_BUY_PRICES_LOWER_LIMIT = 0.8 //minimum of base price a shop will want depending on its stock (e.g. max 80 credits if the normal cost is 100)
    MINING_BONUS = 2 //general multiplier on all mining
    MAX_COORDINATE_BOOKMARKS = 20 //coordinate bookmarks per player allowed
    ALLOWED_STATIONS_PER_SECTOR = 1 //how many stations are allowed per sector
    STATION_CREDIT_COST = 1000000 //how much does a station or station blueprint cost
    SKIN_SERVER_UPLOAD_BLOCK_SIZE = 2048 //how fast should skins be transferred from server to clients (too high might cause lag) [default 256 ~ 16kb/s]
    ALLOW_OLD_DOCKING_BEAM = false //enables old docking beam
    WEIGHTED_CENTER_OF_MASS = true //if on, the center of mass for each structured will be calculated based on block mass. On 'false', the center of mass is always the core position
    SECURE_UPLINK_ENABLED = false //dedicated servers can be registered on the StarMade registry
    SECURE_UPLINK_TOKEN = //uplink token, provided when registering a dedicated server
    USE_STRUCTURE_HP = true //ships and other structures use the hitpoint system. if off, a ship will overheat when the core gets taken out (old)
    SHOP_REBOOT_COST_PER_SECOND = 100.0 //Cost to reboot a ship at a shop (per second it would take to reboot in space)
    SHOP_ARMOR_REPAIR_COST_PER_HITPOINT = 1.0 //Cost to repair a ship's armor at a shop
    MAX_SIMULTANIOUS_EXPLOSIONS = 10 //the more the faster explosions at the same time are executed (costs in total about 20MB RAM each and of course CPU because it's all threaded) (10 is default for a medium powered singleplayer)
    REMOVE_ENTITIES_WITH_INCONSISTENT_BLOCKS = false //This will remove ships that have blocks that are normally disallowed (e.g. space station blocks on ships)
    OVERRIDE_INVALID_BLUEPRINT_TYPE = true //If a loaded blueprint is invalid, it's type will be overridden
    FACTION_FOUNDER_KICKABLE_AFTER_DAYS_INACTIVITY = 30 //Days of inactivity after which a founder may kick another founder
    DEBUG_BEAM_POWER_CONSUMPTION = false //server will send notifications on power consumed (not counting power given from supply) on server (costs performance, so only use for debugging)
    DEBUG_BEAM_TICKS_DONE = false //server will send notifications on ticks done on server (costs performance, so only use for debugging)
    DEBUG_BEAM_POWER_PER_TICK = false //server will send notifications on beam power per tick on server (costs performance, so only use for debugging)
    DEBUG_MISSILE_POWER_CONSUMPTION = false //server will send notifications on missiles on server (costs performance, so only use for debugging)
    BLUEPRINT_SPAWNABLE_SHIPS = true //enables or disables blueprint spawning from item
    BLUEPRINT_SPAWNABLE_STATIONS = true //enables or disables blueprint spawning from item
    USE_OLD_GENRATED_PIRATE_STATIONS = false //enables spawning of old style pirate stations
    CARGO_BLEED_AT_OVER_CAPACITY = false //cargo is ejected every minute if storage is at over capacity
    ALLOW_PERSONAL_INVENTORY_OVER_CAPACITY = false //Personal Inventory can go over capacity
    MAX_CHAIN_DOCKING = 25 //maximal deepness of docking chains (may cause glitches depending on OS (path and filename length) at high numbers)
    SHOP_RAILS_ON_ADV = true //Advanced shops will have 4 rails dockers that can be used like a neutral homebase (anything docked is safe)
    SHOP_RAILS_ON_NORMAL = false //Normal shops will have 4 rails dockers that can be used like a neutral homebase (anything docked is safe)