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Spawning things on new generated maps

Taranchuk edited this page Apr 29, 2022 · 4 revisions

With VEF you can make a code that will spawn things and pawns into maps after first time generation process. This can be used to spawn additional rocks, ruins, buildings, raiders, mechanoids in order to make the location more diverse than before if you wish. Example of usage:

<VFECore.ObjectSpawnsDef>
  <defName>RGW_AncientConcreteBarrier</defName> <!-- a defName of this specific def -->
  <thingDef>AncientConcreteBarrier</thingDef>   <!-- a defName of ThingDef to spawn it -->
  <pawnKindDef>RG_ArchoEntity_Conservator</pawnKindDef> <!-- an optional value that will spawn this pawn instead of thingDef -->
  <factionDef>RG_Archotech</RG_Archotech>       <!-- an optional value that will assign faction to spawned thing/pawn -->
  <allowOnWater>false</allowOnWater>            <!-- a boolean value to prevent spawning on water --->
  <numberToSpawn>10~18</numberToSpawn>          <!-- count to to spawn the thing. The range determines number to be picked randomly, ie 10, 11, 12 ... 18 -->
  <disallowedTerrainTags>                       <!-- a list of disallowed terrain tags in order to prevent things from spawning on terrains with following tags. For example, water tiles with <li>Water</li> tag -->
    <li>TONOTSPAWNTAG</li>
  </disallowedTerrainTags>
  <allowedTerrains>                             <!-- a list of terrain defNames that are allowed to place the thing on them -->
    <li>RG_DepletedSoil</li>
  </allowedTerrains>
  <allowedBiomes>                               <!-- a list of biome defNames that are allowed to generate the thing on them -->
    <li>RG-W_Wasteland</li>
  </allowedBiomes>
</VFECore.ObjectSpawnsDef>

VFE Core

General Comp classes

General DefModExtensions

Item Processor

PipeSystem

Custom Structure Generation

Multi Verb Combat Framework - MVCF

Animal Behaviours

Apparel

Cuisine

Furniture

Plants

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