Hi,
I’d like to better understand some of the Biter Spawner variables:
Unknown to me:
max_spawn_shift = 0, - ?
max_richness_for_spawn_shift = 100, - ?
spawning_radius = 10, - Radius around spawner that an enemy can appear? Or zone that a player enters and it starts to spawn?
spawning_spacing = 3, - space between spawned units?
Thanks.
Biter Spawner Questions
Biter Spawner Questions
Last edited by TheSAguy on Tue Jun 23, 2015 7:37 pm, edited 1 time in total.
Re: Bitter Spawner Questions
Not asking for a lot here....Just would like to know what these variables do.
Thanks.
Thanks.
Re: Bitter Spawner Questions
Moved from general.
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Re: Bitter Spawner Questions
Actually, it looks like it belongs to Modding help
Related (very old) topic: https://forums.factorio.com/forum/vie ... =25&t=1658
Related (very old) topic: https://forums.factorio.com/forum/vie ... =25&t=1658
Re: Bitter Spawner Questions
Moved from Gameplay Help.
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...
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I still like small signatures...
Re: Biter Spawner Questions
Spawn shift determines how strong monsters are born from the spawner -- when the spawner is placed:
And when spawning a monster:
Here richness is the map generation parameter that allows us to use the same mechanism for placing resources and enemy bases and selectUnitToSpawn, basically determines which biter is born next time -- the higher the values, the stronger enemy.
Spawning radius is the radius around the spawner where new enemies are created.
Before spawning we also check if inside of this radius is not too crowded. spawning_spacing determines what "too crowded" means.
Code: Select all
spawnShift = prototype.maxSpawnShift * std::min(prototype.maxRichnessForSpawnShift, double(entityCreationParameters.richness)) / prototype.maxRichnessForSpawnShift;
Code: Select all
EntityID spawnedID = prototype.selectUnitToSpawn(this->spawnShift + this->getMap().getEvolutionFactor(), randomValue);
Spawning radius is the radius around the spawner where new enemies are created.
Before spawning we also check if inside of this radius is not too crowded. spawning_spacing determines what "too crowded" means.
Re: Biter Spawner Questions
Thanks Bluecube for your response!!
Now, if someone could translate this for me
In Vanilla spawn shift would be 0 and maxRichnessForSpawnShift would have no effect, since you're multiplying that by 0
Using DyTech's Max Spawn Shift of 0.65, you'll get a value for spawnshift, so your spawned monster will have a chance of being bigger/stronger version in the table.
I guess the bottom line is that with a larger Max Spawn shift or a larger Max Richness you'll have a change of getting bigger monsters from the table when spawning a monster.
Now, if someone could translate this for me
In Vanilla spawn shift would be 0 and maxRichnessForSpawnShift would have no effect, since you're multiplying that by 0
Using DyTech's Max Spawn Shift of 0.65, you'll get a value for spawnshift, so your spawned monster will have a chance of being bigger/stronger version in the table.
I guess the bottom line is that with a larger Max Spawn shift or a larger Max Richness you'll have a change of getting bigger monsters from the table when spawning a monster.