Spoofing Limits
This is the core of Asteroid. The spoofing section decides how many fake players are online and how they come and go.
spoofing:
multiplier: 1.2
min: 2
max: 5.0
lifespan: '{random[3600,14400]}'
joinDelay: '{random[30,90]}'
disconnectDelay: '{random[300,900]}'
has-played-before-chance: 90The target formula
Every cycle, Asteroid works out a target number of total players (real plus fake), then adds or removes fake players to move toward it.
target_total = real_players * multiplierThe number of fake players it wants is the target minus the real players, then clamped so it never goes below min or above max.
Worked example
Settings: multiplier: 2.0, min: 2, max: 20.
5 real players online. Target is 5 times 2.0, which is 10. Asteroid aims for 5 fake players so the total shows 10.
0 real players online. The formula gives 0, but
minis 2, so Asteroid keeps 2 fake players online. This stops the server from ever looking dead.15 real players online. Target is 30, so it wants 15 fake players. If
maxwere 10, it would stop at 10.
The settings
multiplier
How aggressively to spoof. real_players * multiplier sets the target total.
min
The lowest fake player count, even with zero real players.
max
The absolute cap. Asteroid never spawns more fake players than this.
lifespan
How long each fake player stays online before leaving on its own, in seconds.
joinDelay
Wait time before spawning the next fake player.
disconnectDelay
Wait time between disconnecting fake players when there are too many.
has-played-before-chance
Chance a fake player is flagged as a returning player rather than a first-timer.
Choosing a multiplier
1.1 to 1.5
Subtle and natural. Recommended for most servers.
1.5 to 2.0
Noticeable boost, still believable.
2.0 and up
Aggressive. The player count looks inflated to observant players.
The multiplier here is a fixed value. If you enable Fluctuation, the multiplier can change over time on its own.
Lifespan and delays
These three settings are what make the activity look human. Randomize them with {random[x,y]}.
Lifespan
'{random[3600,14400]}': each fake stays online for a random 1 to 4 hours, then leaves. Because each rolls its own lifespan, they leave at different times.Join delay
'{random[30,90]}': the wait before spawning the next fake. A staggered stream of joins looks natural.Disconnect delay
'{random[300,900]}': when there are too many fakes, they are removed one at a time with this gap, avoiding a mass logout.
Has played before chance
Each time a fake spawns, this is the percent chance the server treats it as a returning player rather than new.
90means about 9 in 10 fakes look like returners, and 1 in 10 looks new.100means fakes are never treated as new.Lower values add more first-time joins for variety.