Spawn Assets

The spawn asset type represents the weighted chances of an individual item, vehicle, or animal spawning at an any given spawn point. Create custom spawn tables that can be used on custom, curated, and official maps.

GUID 32-digit hexadecimal: Refer to GUID documentation.

Type enum (Spawn)

ID uint16: Must be a unique identifier. IDs 1‒1000 are reserved for official content.

Tables

Tables are the assets spawned from the spawner, referenced by ID. These could be additional spawn tables; or individual assets like items, vehicles, and animals.

Tables: list of dictionaries. Each dictionary entry can contain these properties:

Guid GUID: GUID of an asset to spawn or a spawn table to recursively spawn a child from. Used if LegacySpawnId and LegacyAssetId are both unset or zero.

LegacySpawnId uint16: ID of a spawn table to recursively spawn a child from. Use of Guid is encouraged instead to prevent ID conflicts between mods.

LegacyAssetId uint16: ID of asset to spawn. Use of Guid is encouraged instead to prevent ID conflicts between mods.

Weight int32: Weight of this entry in the table.

For example, this configuration has a 90% chance of spawning a Military Magazine and a 10% chance of spawning an Eaglefire:

Tables
[
    {
        // Military Magazine
        Guid dbfb1d0d11ca438e9dffb95f76e61274
        Weight 180
    }
    {
        // Eaglefire
        Guid b03d581a5c1a490f995f8deba57b0f17
        Weight 20
    }
]

Note

This older format is used by most spawn assets. The newer format is recommended because it is more user-friendly, but the older format will continue to be supported.

Tables int32: Total number of children.

Table_#_Spawn_ID uint16: ID of a spawn table to recursively spawn a child from.

Table_#_Asset_ID uint16: ID of asset to spawn.

Table_#_Weight int32: Weight of this child in the table.

Table_#_GUID GUID: GUID of an asset to spawn or a spawn table to recursively spawn a child from. Used if Spawn_ID and Asset_ID are both unset or zero.

Roots

Roots are the spawners that your spawn table will attach itself to. This is useful when adding new spawn tables to preexisting spawn tables, such as those used by official maps. Tables are the things that will get spawned by your spawner. A spawner at the bottom of the chain will be entirely assetIDs, whereas one near the top will likely be entirely spawnIDs.

Roots: list of dictionaries. Each dictionary entry can contain these properties:

Guid GUID: GUID of parent spawn table. Used if LegacySpawnId is unset or zero.

LegacySpawnId uint16: ID of parent spawn table. Use of Guid is encouraged instead to prevent ID conflicts between mods.

IsOverride bool: If true, zeroes the weight of default spawns in the parent spawn table. Useful for mods intended to replace official content, such as with total conversions.

Weight int32: Weight of this entry in the parent spawn table.

Note

This older format is used by most spawn assets. The newer format is recommended because it is more user-friendly, but the older format will continue to be supported.

Roots int32: Total number of parents.

Root_#_Spawn_ID uint16: ID of parent spawn table.

Root_#_Override flag: Zeroes the weight of default spawns in the parent spawn table. Useful for mods intended to replace official content, such as with total conversions.

Root_#_Weight int32: Weight of this entry in the parent spawn table.

Root_#_GUID GUID: GUID of parent spawn table. Used if Spawn_ID is unset or zero.