Spawn Assetsď
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 1â1000 are reserved for official content.
Tablesď
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.
Rootsď
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.
Exporting Legacy Spawn Tablesď
Legacy spawn tables can be created within the level editor. For the most, using the legacy spawn system is probably fine for most modded maps. But if you would like to take advantage of automatically keeping up-to-date with new official contentâalong with better supporting modded content on your mapâthen you should create spawn assets instead.
You might have already created some legacy spawn tables within the level editor. Fortunately, it is fairly straightforward to export those tables as spawn assets!
Open your map in the level editor. When you are ready to export, open the pause menu. Next to the button called âLegacy Spawnsâ, enter a number above 1000
that should be used as the starting ID for your converted tables. Clicking the âLegacy Spawnsâ button will now generate spawn assets based on your legacy spawn tables.
This process will usually only take a couple seconds. As part of this process, all of the legacy spawn tables on your map will be automatically updated to point to your newly-created spawn assets instead. You should save the game before exiting.
These files will appear within a subfolder named âExported_Legacy_Spawn_Tablesâ, located within your mapâs folder. Root tables are prefixed with the mapâs name, while the converted tiers have been prefixed with the tableâs name. To start using your converted tables, create a folder named âBundlesâ within your map folder, and move the contents of the âExported_Legacy_Spawn_Tablesâ folder into it.
Tip
You can use the âProxy Tablesâ button to generate empty spawn asset files instead! This is a quick way to get started with creating spawn assets on a newly-created map, where you do not have any legacy spawn tables that need to be converted.
Along with converting the mapâs legacy spawn tables, the game will generate a spreadsheet named âIDs.csvâ. This spreadsheet can be used to more easily keep track of the IDs of each of your spawn assets.