![]() ![]() They use some rather extreme settings but, to me, using a smaller map is about urban areas being close to each other and the default settings just didn't give me that. So if you have Plains 10, Hills 0, Mountains 0 and Random 10 you could have a map that is 100% plains, or 50% plains, 25% hills, 25% mountains, or any other weird result but at least 50% would be plains. The "random" slider will produce plains, mountains and hills in a random proportion. By the way, because terrain is generated before all other features of the map expect biomes, changing any slider will change the whole map. If you want to know exactly how much, the percentage is X*100/(P+H+M+R), where X is the number of the slider and P, H, M and R as the numbers for plains, Hills, Mountains and Random, respectively. Increasing the slider for any terrain type will increase the percentage of the map that is occupied by that terrain type. doesn't exist and modders often have to guess. I realize a lot of information on this game and especially from "TFP" who are notorious for being completely silent on any meaningful details. What's the specific difference between leaving it at 1 vs 10? What do each of the sliders actually do? For example, Mountains. but it really needs to be included in a true Wiki: I assume no one has answers to the following. Is anyone else able to use these exact settings here and get the exact same results? Ui_display.xml utilityai.xml vehicles.xml weathersurvival.xml worldglobal.xml XML.Can anyone help here? I'm running these EXACT same settings and getting a completely different map/world. Also defines objects sold in vending machines. Spawning.xml Stealth.txt traders.xml ĭefines what items traders will sell you. Random World Generator presets and definitions.ĭefines sounds related to in-game events, and how they affect the game. Physicsbodies.xml progression.xml qualityinfo.xml quests.xml recipes.xml ĭefinitions for how things are crafted by the player. ![]() This is where the textures for use with the paintbrush and paint items are defined! Loot.xml materials.xml misc.xml music.xml nav_objects.xml npc.xml painting.xml The definitions in this file are what appear as the names of objects crafted by the player for example. This file defines the sets of background images to cycle through, as well as the loading tips that you can cycle through when starting the game or reloading from death.Īnother very important file, this contains every description line for each item in the game. Individual items, and their associated attributes. This file defines the stuff that you can pick up in the game. This file defines how the game scales the number and types of zombies based on your player's gamestage. ![]() So a male player avatar has a specific defined set of attributes:ĭefines groups of entities ("living" things) so that attributes can be assigned to the entire group. This is the conversations you have with the traders.ĭefines classes of entities )"living" things) to apply sets of attributes for any in-game entity based on that class. Includes special things like godmode, and debuffs in addition to buffs from food and drugs. One of the most important files, this defines the actual blocks used in the world.ĭefines effects that can be placed on the player. ![]() For example, a street has just a scattering of blocks called "Street Random Loot Helper" but when the game renders them, it will choose an actual block from this list:īlocksA16PrefabConversion.xml blocks.xml So when creating a prefab, you can have a sort of random junk block, and the game will create a random type of garbage from the list of possible objects to spawn in for that block. They stand for "some random block of type ". Settings related to Biomes that appear in the game.īlock Placeholders are special blocks used in the creation of prefabs. This file contains attributes for building the player's avatar List of XML files included in Alpha 19 archetypes.xml 1 List of XML files included in Alpha 19. ![]()
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