![]() ![]() again, but this time size and richness are multi_resource_size_factor ^2 and multi_resource_richness_factor ^2Ħ. Now funny thing happens, we roll for "multi_resource_chance" again, but this time it multiplied by "multi_resource_chance_diminish"^1, i.e. Size and richness come from "main" record for rolled multi resource.Ĥ. Find a chunk neighboring to the rolled primary and queue it there with size and richness multi_resource_size_factor and multiplied by multi_resource_richness_factor. If there are two resources, first having allotment of 4 and second having allotment of 1, than first will be rolled 80% of time, if we add another resource with allotment value of 5, than first resource would show up only 40% of time, second - 10% and 3rd - 50%.ģ. ^ 4 - is an allotment value, the higher the value the more common resource is. To use mixed spawning you have to set override_normal_spawn to false, this will remove restrictions original spawner.įor resources that you want to control through RSO config - set resource size to "None" in game's map generator settings when starting new game.įor resources that you want to control through game's map generator settings - set allotment to 0 in RSO config. Not recommended but If you want you can control part of the resources through game's map generator at start of a new game. Size controls number of entities to spawn, sub_spawns how should additional spawns are distributed. "entity" - controls spawn of a single entity.Size controls how many entites are spawned in chunk and richness are more precise, amount of each site sligtly vary. "resource-liquid" - single placed entity.Size and richness roughly control total amount of resource generated. "resource-ore" - procedurally shaped field, can span across 2-3 chunks. ![]() There are 3 types of entity that spawner can handle: All configuration is done by editing a in mod folder, most settings are self explainable.Īlmost all settings can be changed without restarting the game, just reload the save, but don't expect settings to apply on already generated part of map without manual map regeneration(see usage).Įvery resource record in config can have an "allotment" value which represents how common or rare this resource compared to all other resources, the higher the value the more common resource is.
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