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Biter Spawner Questions
Posted: Wed Jun 17, 2015 2:10 am
by TheSAguy
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.
Re: Bitter Spawner Questions
Posted: Sun Jun 21, 2015 2:35 pm
by TheSAguy
Not asking for a lot here....Just would like to know what these variables do.
Thanks.
Re: Bitter Spawner Questions
Posted: Mon Jun 22, 2015 12:32 am
by ssilk
Moved from general.
Re: Bitter Spawner Questions
Posted: Mon Jun 22, 2015 3:06 am
by daniel34
Actually, it looks like it belongs to
Modding help
Related (very old) topic:
https://forums.factorio.com/forum/vie ... =25&t=1658
Re: Bitter Spawner Questions
Posted: Mon Jun 22, 2015 1:12 pm
by ssilk
Moved from Gameplay Help.
Re: Biter Spawner Questions
Posted: Wed Jun 24, 2015 1:34 pm
by cube
Spawn shift determines how strong monsters are born from the spawner -- when the spawner is placed:
Code: Select all
spawnShift = prototype.maxSpawnShift * std::min(prototype.maxRichnessForSpawnShift, double(entityCreationParameters.richness)) / prototype.maxRichnessForSpawnShift;
And when spawning a monster:
Code: Select all
EntityID spawnedID = prototype.selectUnitToSpawn(this->spawnShift + this->getMap().getEvolutionFactor(), randomValue);
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.
Re: Biter Spawner Questions
Posted: Wed Jun 24, 2015 5:14 pm
by TheSAguy
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.