MaxBlockCount
Parsed retry count that decides nothing.
The engine accepts and loads it, but no gameplay code uses the stored value.
- Applies to
- levitation controls
- File
rules.ini- Section
[LEVITATION]- Value
- integer
- When omitted
4- Used by the game
- No — loaded but not used
A levitating unit that cannot enter the cell it is moving into tries once more at a point nudged by a single lepton, and where that also fails it spends one of these tries. The figure refills the count when the tries run out and again on every successful move, so a running tally of consecutive blocked frames is genuinely kept.
Nothing turns on the tally. Running out clears the unit’s destination, but only on the condition that it has neither a live target nor a live destination — and reaching that condition is itself what clears the destination, so the step has nothing left to do. The behavior is the same at every value: a blocked unit drifts back to the middle of its own cell at IntentionalDriftVelocity and departs again in a fresh direction, however long the obstruction has held it.
A newly created unit starts on four tries whatever the figure says, and picks the figure up from its first successful move onward.
Drag covers which objects read this section and the [General] section a file must carry for any of it to be read at all.
IntentionalDriftVelocity, ProximityDistance