Settings

Mission Control is designed from the very beginning to be entirely configurable for every feature. Due to this, there's a large level of control the player or modder has over the settings.

{
"DebugMode": true,
"VersionCheck": true,
"DebugSkirmishMode": true,
"EnableFlashpointOverrides": false,
"EnableAdditionalPlayerMechsForFlashpoints": false,
"RandomSpawns": {
"Enable": true,
"EnableForFlashpoints": true,
"ExcludeContractTypes": ["SoloDuel", "DuoDuel"]
},
"HotDropProtection": {
"Enable": true,
"EnableForFlashpoints": true,
"ExcludeContractTypes": ["SoloDuel", "DuoDuel"],
"GuardOnHotDrop": false,
"EvasionPipsOnHotDrop": 6,
"IncludeEnemies": true,
"IncludeAllyTurrets": false,
"IncludeEnemyTurrets": false
},
"AdditionalLances": {
"Enable": true,
"EnableForFlashpoints": true,
"ExcludeContractTypes": ["SoloDuel", "DuoDuel"],
"IsPrimaryObjectiveIn": ["SimpleBattle", "CaptureBase"],
"ExcludeFromAutocomplete": ["DefendBase", "FireMission"],
"HideObjective": true,
"ShowObjectiveOnLanceDetected": true,
"AlwaysDisplayHiddenObjectiveIfPrimary": false,
"UseElites": true,
"UseDialogue": true,
"SkullValueMatters": true,
"BasedOnVisibleSkullValue": true,
"UseGeneralProfileForSkirmish": true,
"DisableWhenMaxTonnage": {
"Enable": true,
"Limited": false,
"LimitedToUnder": 300
},
"MatchAllyLanceCountToEnemy": false,
"DropWeightInfluence": {
"Enable": false,
"EnemySpawnInfluencePerHalfSkullAbove": 0.1,
"AllySpawnInfluencePerHalfSkullAbove": -0.1,
"EnemySpawnInfluencePerHalfSkullBelow": -0.1,
"AllySpawnInfluencePerHalfSkullBelow": 0.1
},
"DisableAllies": false,
"DisableEnemies": false
},
"ExtendedLances": {
"Enable": true,
"EnableForFlashpoints": true,
"Autofill": true,
"ExcludeContractTypes": ["SoloDuel", "DuoDuel"],
"SkipWhenTaggedWithAny": ["lance_type_solo"],
"SkipWhenTaggedWithAll": [],
"SkipWhenExcludeTagsContain": ["no_extended_lance"],
"LanceSizes": {
"5": [],
"6": []
}
},
"ExtendedBoundaries": {
"Enable": true,
"EnableForFlashpoints": true,
"ExcludeContractTypes": ["SoloDuel", "DuoDuel"],
"IncreaseBoundarySizeByPercentage": 0.3,
"Overrides": [
{
"MapId": "mapGeneral_frigidSteppes_iTnd",
"ContractTypeName": "CaptureBase",
"IncreaseBoundarySizeByPercentage": 0.75
},
{
"MapId": "mapGeneral_icyOutpost_iGlc",
"ContractTypeName": "CaptureBase",
"IncreaseBoundarySizeByPercentage": 0.75
},
{
"MapId": "mapGeneral_highPeak_iGlc",
"ContractTypeName": "SimpleBattle",
"IncreaseBoundarySizeByPercentage": 0.75
},
{
"ContractTypeName": "FireMission",
"IncreaseBoundarySizeByPercentage": 0.5
},
{
"MapId": "mapGeneral_desertDam_aDes",
"ContractTypeName": "SimpleBattle",
"IncreaseBoundarySizeByPercentage": 0.55
}
]
},
"DynamicWithdraw": {
"Enable": true,
"EnableForFlashpoints": true,
"ExcludeContractTypes": ["SoloDuel", "DuoDuel"],
"MinDistanceForZone": 50,
"MaxDistanceForZone": 288,
"DisorderlyWithdrawalCompatibility": false
},
"AI": {
"FollowPlayer": {
"Pathfinding": "Alternative",
"Target": "LanceOrder",
"StopWhen": "OnEnemyDetected",
"MaxDistanceFromTargetBeforeSprinting": 120,
"TargetZoneRadius": 120,
"TimeToWaitForPathfinding": 60,
"TicksToWaitForPathfinding": 20
}
},
"Spawners": {
"SpawnLanceAtEdgeBoundary": {
"MinBuffer": 100,
"MaxBuffer": 200
}
}
}

Settings Breakdown

PathDefaultExampleDetails
DebugModefalseN/AEnable debug logging and debug skirmish mode, if it's enabled
VersionChecktrueN/AControls if the MC version checker runs and displays a 'You should update' popup when github MC updates
DebugSkirmishModefalseN/AEnables the 'Quick Skirmish' feature
EnableFlashpointOverridesfalseN/AEnables MC for Flashpoints if true
EnableAdditionalPlayerMechsForFlashpointsfalseN/AEnables 'Bigger Drops' support for Flashpoints if true without the other MC features being turned on
RandomSpawnsObjectN/ARandom spawn settings
HotDropProtectionObjectN/AHot drop protection protects you with extra evasion and brace/guard if dropped close to enemies
AdditionalLancesObjectN/ASettings for dropping extra support lances into maps (allies and enemies)
ExtendedLancesObjectN/ASettings for controlled extra lance spawns for AI lances (e.g. clan stars)
ExtendedBoundariesObjectN/ASettings for increasing the boundaries of the encounters / maps
DynamicWithdrawObjectN/ASettings for having a real withdraw. A extraction point appears and you must get there
AIObjectN/ASettings for AI
SpawnersObjectN/ASettings for the spawn system

Random Spawns

See Random Spawn Docs.

Hot Drop Protection

IMPORTANT - This controls the PROTECTION when a hot drop happens and not like the property suggests - hot drops

PathDefaultExampleDetails
EnabletrueN/AEnables the feature of hot drop protection
EnableForFlashpointstrueN/AEnable feature for Flashpoints if EnableFlashpointOverrides is true
ExcludeContractTypesOptionalNo contract types["Assasinate", "CaptureBase"] would remove these two contract types from the entire list of available contract types.

[] would fallback to default
GuardOnHotDropfalseN/AEnables guard/brace protection bonus in a hot drop
EvasionPipsOnHotDrop6N/ASets evasion to 6 in a hot drop
IncludeEnemiestrueN/ASets if the enemy lances should also get the protection
IncludeAllyTurretsfalseN/ASets if ally turrets should get the protection
IncludeEnemyTurretsfalseN/ASets if enemy turrets should get the protection

Additional Lances

PathDefaultExampleDetails
EnabletrueN/AEnables the feature of Additional Lances
EnableForFlashpointstrueN/AEnable feature for Flashpoints if EnableFlashpointOverrides is true
ExcludeContractTypesOptionalNo contract types["Assasinate", "CaptureBase"] would remove these two contract types from the entire list of available contract types.

[] would fallback to default
IsPrimaryObjectiveIn[]["SimpleBattle"]Sets contract types where the additional lances are classed as primary objectives so they would need to be destroyed to end a mission
HideObjectivetrueN/AHides the 'Destroy Support Lance' objective
ShowObjectiveOnLanceDetectedtrueN/AIf HideObjective is true then once an Additional Lance is detected in the map the objective will appear
AlwaysDisplayHiddenObjectiveIfPrimaryfalseN/AIf the Additional Lance is a primary objective, then always show the objective regardless of HideObjective and ShowObjectiveOnLanceDetected
UseElitestrueN/AIf true, then in the AL configs the EliteLances section of the DifficultyX.json files will be taken into account
UseDialoguetrueN/AControls if the ally dialogue appears when you get ally Additional Lances
SkullValueMatterstrueN/AIf true, then the skull value of the contract will determine which of the DifficultyX.json files are used for the AL drops in a contract. Otherwise if false, the General.json is used.
BasedOnVisibleSkullValuetrueN/AVanilla contract difficulty has a 'real' value and 'visible' to simulate bad intel conditions in contracts. If true, this uses the DifficultyX.json file for the visible skull/difficulty of a contract while false uses the 'real' skull/difficulty value.
UseGeneralProfileForSkirmishtrueN/AUses the General.json difficulty AL config for Skirmish. Otherwise, it uses tries to use a difficulty profile
DisableWhenMaxTonnageObjectN/ASettings for disabling AL if tonnage restrictions in contracts are active and set
MatchAllyLanceCountToEnemyfalseN/AWhen true, whatever enemy lance count is selected for a contract, then the allies will have that same number of lances
DropWeightInfluenceObjectN/AAlternative lance drop calculation system. Drops lances based on the player's skull rating of mechs they take into combat. Higher rating means less chance of allies and more chance of enemies. Still uses the AL configs for everything else
DisableAlliesfalseN/ADisables AL allies from dropping regardless of other settings
DisableEnemiesfalseN/ADisables AL enemies from dropping regardless of other settings

Additional Lances - Disable When Max Tonnage

PathDefaultExampleDetails
EnabletrueN/AEnables the feature of Disable When Max Tonnage
LimitedfalseN/AIf true and if a contract is limiting / restricting the player lance at all (number of mechs or drop tonnage allowance) then AL will auto-disable for that contract
LimitedToUnder300N/AIf the drop tonnage limit is restricted to under 300 tons, then AL will auto disable

Additional Lances - Drop Weight Influence

PathDefaultExampleDetails
EnablefalseN/AEnables the feature of Drop Weight Influence
EnemySpawnInfluencePerHalfSkullAbove0.1N/AThe modifier to apply to the normal enemy AL Chance for every 1/2 skull difference between player drop force drop skull rating/difficulty vs. contact skull rating/difficulty. This modifier is for when the player is stronger than the contract.
AllySpawnInfluencePerHalfSkullAbove-0.1N/AThe modifier to apply to the normal ally AL Chance for every 1/2 skull difference between player drop force drop skull rating/difficulty vs. contact skull rating/difficulty. This modifier is for when the player is stronger than the contract.
EnemySpawnInfluencePerHalfSkullBelow-0.1N/AThe modifier to apply to the normal enemy AL Chance for every 1/2 skull difference between player drop force drop skull rating/difficulty vs. contact skull rating/difficulty. This modifier is for when the player is weaker than the contract.
AllySpawnInfluencePerHalfSkullBelow0.1N/AThe modifier to apply to the normal ally AL Chance for every 1/2 skull difference between player drop force drop skull rating/difficulty vs. contact skull rating/difficulty. This modifier is for when the player is weaker than the contract.

Extended Lances

See Extended Lances Docs.

Extended Boundaries

See Extended Boundaries Docs.

Dynamic Withdraw

See Dynamic Withdraw Docs

AI

PathDefaultExampleDetails
FollowPlayerObjectN/ASettings for the 'Follow Player' AI

AI - Follow Player

PathDefaultExampleDetails
PathfindingAlternativeOriginal or AlternativePathfinder algorithm to use. Original is MC v0.4.6 version and earlier. Alternative might be better for longer range pathfinding
TargetHeaviestMechHeaviestMech or FirstLanceMemberWhich unit should be followed by the allies?
StopWhenOnEnemyDetectedOnEnemyDetected, OnEnemyVisible or WhenNotNeededThe Follow AI reverts to the vanilla AI system on one of these conditions. WhenNotNeeded always follows the player unless the ally is within the target zone radius
MaxDistanceFromTargetBeforeSprinting200N/AIf an ally is beyond this distance the unit its following - it will sprint to catch up
TargetZoneRadius120N/AA zone is created around the unit being followed of radius specified. This is used to determine if the following unit is 'close enough'. If close enough, it will do other actions instead of movement
TimeToWaitForPathfinding60N/AMaximum time in seconds for a unit to wait for pathfinding to be ready. If this limit is reached, the pathfinding is used in whatever state it is in
TicksToWaitForPathfinding20N/AMaximum time in ticks for a unit to wait for pathfinding to be ready. If this limit is reached, the pathfinding is used in whatever state it is in

Spawners - Spawn Lance At Edge Boundary

PathDefaultExampleDetails
MinBuffer100N/AThe distance that a lance must spawn beyond / away from the encounter boundary
MaxBuffer200N/AThe distance that a lance must spawn within / close to the encounter boundary