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# Factorio Runtime Docs Version 2.0.7

## Class LuaAISettings

Collection of settings for overriding default ai behavior.

## Members

allow_destroy_when_commands_fail | :: RW boolean | If enabled, units that repeatedly fail to succeed at commands will be destroyed.
If enabled, units that repeatedly fail to succeed at commands will be destroyed.
allow_try_return_to_spawner | :: RW boolean | If enabled, units that have nothing else to do will attempt to return to a spawner.
If enabled, units that have nothing else to do will attempt to return to a spawner.
do_separation | :: RW boolean | If enabled, units will try to separate themselves from nearby friendly units.
If enabled, units will try to separate themselves from nearby friendly units.
path_resolution_modifier | :: RW int8 | Defines how coarse the pathfinder's grid is, where smaller values mean a coarser grid. [...]
Defines how coarse the pathfinder's grid is, where smaller values mean a coarser grid. [...]
valid | :: R boolean | Is this object valid? [...]
Is this object valid? [...]
object_name | :: R string | The class name of this object. [...]
The class name of this object. [...]

## Attributes

### allow_destroy_when_commands_fail :: Read|Write boolean

If enabled, units that repeatedly fail to succeed at commands will be destroyed.

### allow_try_return_to_spawner :: Read|Write boolean

If enabled, units that have nothing else to do will attempt to return to a spawner.

### do_separation :: Read|Write boolean

If enabled, units will try to separate themselves from nearby friendly units.

### path_resolution_modifier :: Read|Write int8

Defines how coarse the pathfinder's grid is, where smaller values mean a coarser grid. Defaults to `0`, which equals a resolution of `1x1` tiles, centered on tile centers. Values range from `-8` to `8` inclusive, where each integer increment doubles/halves the resolution. So, a resolution of `-8` equals a grid of `256x256` tiles, and a resolution of `8` equals `1/256` of a tile.

### valid :: Read boolean

Is this object valid? This Lua object holds a reference to an object within the game engine. It is possible that the game-engine object is removed whilst a mod still holds the corresponding Lua object. If that happens, the object becomes invalid, i.e. this attribute will be `false`. Mods are advised to check for object validity if any change to the game state might have occurred between the creation of the Lua object and its access.

### object_name :: Read string

The class name of this object. Available even when `valid` is false. For LuaStruct objects it may also be suffixed with a dotted path to a member of the struct.