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Unit Steering Settings

Posted: Thu Jun 25, 2026 2:22 am
by heyqule
https://lua-api.factorio.com/latest/typ ... tings.html

How does steering affect units? What's its use case and purpose?

https://lua-api.factorio.com/latest/typ ... tings.html

what do separation_factor and separation_force control?

I tried on a small unit with {move = { radius = 2}, stay = { radius = 3} and a big unit with {move = { radius = 24}, stay = { radius = 32}}. Their behavior seems indistinguishable. But then I was controlling it with unit control. Maybe not applicable there?

Re: [2.1.7] Unit Steering Settings

Posted: Thu Jun 25, 2026 2:52 am
by eugenekay
It is used in enemies.lua and varies per-unit-type (increasing with the size of the creature?).

According to the 2.1.7 Changelog it is a replacement for MapSettings::steering which were defined per-save, but at least seem to be the same Type.
  • Removed MapSettings::steering. Added UnitPrototype::steering, SpiderUnitPrototype::steering.
  • Removed StateSteeringSettings::force_unit_fuzzy_goto_behavior.
  • Removed SteeringSettings::moving, default.
It is not clear what those properties did there either. At a guess, it is used in Pathing for the "idle walk" and "moving to attack" states that Biters (and other creatures) do.


Good Luck!

Re: Unit Steering Settings

Posted: Thu Jun 25, 2026 3:37 am
by heyqule
I have seen the code where they used it. It's an unique case where I tried to use it and it seems made no difference. Hence a proper explanation from the devs would be appreciated.

I searched forum and discord, they returned no result. This seems to be an unknown territory to modders.