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Describe the solution you'd like
The following should be documented. I have heard of some of them before and took a quick look at the code. Just need confirming and clarifying some details and I'll add these to the doc.
"is_animal": Different spawn densities for wild animals (?)
"override": (default false) When set to true will override already existing group of same name.
"cost_multiplier": Mislabeled as multiplier in the doc?
"starts": This entry becomes active at this time (time unit?)
"ends": This entry becomes inactive at this time (time unit?)
"replace_monster_group": (bool) Evolve this monster group
"new_monster_group_id": Evolve this group into this group
"replacement_time": Evolve this monster group at (time unit?)
"is_safe": ?
"freq_total": Change from x/1000 to x/freq_total probablitiy
"auto_total": Set chance to 1/total of frequencies. So always spawns a monster from the list and never the default monster.
Describe alternatives you've considered
Additional context
The text was updated successfully, but these errors were encountered:
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions.
Is your feature request related to a problem? Please describe.
There are multiple undocumented features in the monstergroups.json
https://github.com/CleverRaven/Cataclysm-DDA/blob/master/doc/JSON_INFO.md#monster-groups
Describe the solution you'd like
The following should be documented. I have heard of some of them before and took a quick look at the code. Just need confirming and clarifying some details and I'll add these to the doc.
"is_animal"
: Different spawn densities for wild animals (?)"override"
: (default false) When set to true will override already existing group of same name."cost_multiplier"
: Mislabeled asmultiplier
in the doc?"starts"
: This entry becomes active at this time (time unit?)"ends"
: This entry becomes inactive at this time (time unit?)"replace_monster_group"
: (bool) Evolve this monster group"new_monster_group_id"
: Evolve this group into this group"replacement_time"
: Evolve this monster group at (time unit?)"is_safe"
: ?"freq_total"
: Change from x/1000 to x/freq_total
probablitiy"auto_total"
: Set chance to 1/total of frequencies. So always spawns a monster from the list and never the default monster.Describe alternatives you've considered
Additional context
The text was updated successfully, but these errors were encountered: