Files
7d2dXG/Mods/zzzzZZTong-Prefabs/Config/rwgmixer.xml
Nathaniel Cosford e06f2bd282 Add All Mods
2025-05-29 23:33:28 +09:30

172 lines
8.2 KiB
XML

<rwgmixer>
<!-- **************************************************************
These are Tiles that should be considered unique.
A maxdensity of 120 means 12 million vertices of POI budget.
****************************************************************-->
<!-- **************************************************************
A mundane tile that adds 25x25 commercial POI support.
It is okay to have a number of these. It only appears here
because Commercial maxdensity has been an issue...
****************************************************************-->
<append xpath="/rwgmixer">
<streettile name="rwg_tile_commercial_cap_zztong_01">
<property name="mintiles" value="1"/>
<property name="maxtiles" value="4"/>
<property name="maxdensity" value="250"/>
</streettile>
<streettile name="rwg_tile_commercial_intersection_zztong_01">
<property name="mintiles" value="1"/>
<property name="maxtiles" value="4"/>
<property name="maxdensity" value="250"/>
</streettile>
<streettile name="rwg_tile_commercial_t_zztong_01">
<property name="mintiles" value="1"/>
<property name="maxtiles" value="4"/>
<property name="maxdensity" value="250"/>
</streettile>
</append>
<!-- **************************************************************
These downtown tiles support a set of heavy-weight (vertices)
and high tier POIs so we don't want to have a lot of them in
the game for fear of tanking downtown performance.
****************************************************************-->
<append xpath="/rwgmixer">
<streettile name="rwg_tile_downtown_intersection_zztong_01">
<property name="mintiles" value="1"/>
<property name="maxtiles" value="1"/>
<property name="maxdensity" value="150"/>
</streettile>
<streettile name="rwg_tile_downtown_intersection_zztong_02">
<property name="mintiles" value="1"/>
<property name="maxtiles" value="1"/>
<property name="maxdensity" value="150"/>
</streettile>
<streettile name="rwg_tile_downtown_intersection_zztong_03">
<property name="mintiles" value="1"/>
<property name="maxtiles" value="1"/>
<property name="maxdensity" value="150"/>
</streettile>
<streettile name="rwg_tile_downtown_intersection_zztong_04">
<property name="mintiles" value="1"/>
<property name="maxtiles" value="1"/>
<property name="maxdensity" value="150"/>
</streettile>
</append>
<!-- **************************************************************
These Tiles do not offer any places for a Trader, so they
should only appear once max, otherwise small maps might
not get all of their traders.
****************************************************************-->
<append xpath="/rwgmixer">
<streettile name="rwg_tile_gateway_intersection_zztong_01">
<property name="mintiles" value="0"/>
<property name="maxtiles" value="1"/>
</streettile>
<streettile name="rwg_tile_gateway_straight_zztong_01">
<property name="mintiles" value="0"/>
<property name="maxtiles" value="1"/>
</streettile>
<streettile name="rwg_tile_gateway_straight_zztong_02">
<property name="mintiles" value="0"/>
<property name="maxtiles" value="1"/>
</streettile>
</append>
<!-- **************************************************************
This is the bartertown tile. It is a distictive landmark so
we don't want a bunch of them on the map. Also included are
the bartertown fallen traders to make them match up with TFP's
biome restricted traders. Min_Count, Max_Count, and Bias are
unlikely to be relevant since the supporting Tile is limited.
****************************************************************-->
<append xpath="/rwgmixer">
<streettile name="rwg_tile_gateway_intersection_zztong_03">
<property name="mintiles" value="0"/>
<property name="maxtiles" value="1"/>
</streettile>
<prefab_spawn_adjust partial_name="zztong_bartertown_rektx" biomeTags="forest" bias="0" min_count="2" max_count="4"/>
<prefab_spawn_adjust partial_name="zztong_bartertown_jenx" biomeTags="burntforest" bias="0" min_count="2" max_count="4"/>
<prefab_spawn_adjust partial_name="zztong_bartertown_bobx" biomeTags="desert" bias="0" min_count="2" max_count="4"/>
<prefab_spawn_adjust partial_name="zztong_bartertown_hughx" biomeTags="snow" bias="0" min_count="2" max_count="4"/>
<prefab_spawn_adjust partial_name="zztong_bartertown_joelx" biomeTags="wasteland" bias="0" min_count="2" max_count="4"/>
</append>
<!-- **************************************************************
This Tile supports a Tunnel through a mountain. It is a
distictive landmark so you probably don't want many of them.
There are only three variations of the tunnel. It is also
a Tile that doesn't support a Trader, so it needs to be
limited to once appearance for small maps.
****************************************************************-->
<append xpath="/rwgmixer">
<streettile name="rwg_tile_gateway_straight_zztong_03">
<property name="mintiles" value="0"/>
<property name="maxtiles" value="1"/>
</streettile>
</append>
<!-- **************************************************************
This Tile supports a Reservoir. It is a distictive landmark
so you probably don't want many of them. There are only two
variations of the docks. It does not support a Trader so
it should only appear once.
****************************************************************-->
<append xpath="/rwgmixer">
<streettile name="rwg_tile_gateway_t_zztong_02">
<property name="mintiles" value="0"/>
<property name="maxtiles" value="1"/>
</streettile>
</append>
<!-- **************************************************************
Various biome-restricted POIs for thematic reasons.
****************************************************************-->
<append xpath="/rwgmixer">
<prefab_spawn_adjust partial_name="zztong_balloon_safari_01" biomeTags="desert"/>
<prefab_spawn_adjust partial_name="zztong_cave_01" biomeTags="forest,burntforest,desert"/>
<prefab_spawn_adjust partial_name="zztong_farmers_market_01" biomeTags="forest"/>
<prefab_spawn_adjust partial_name="zztong_field_aloe_01" biomeTags="desert"/>
<prefab_spawn_adjust partial_name="zztong_field_blueberry_01" biomeTags="snow"/>
<prefab_spawn_adjust partial_name="zztong_field_coffee_01" biomeTags="forest"/>
<prefab_spawn_adjust partial_name="zztong_field_corn_01" biomeTags="forest"/>
<prefab_spawn_adjust partial_name="zztong_field_cotton_01" biomeTags="forest"/>
<prefab_spawn_adjust partial_name="zztong_field_hop_01" biomeTags="forest"/>
<prefab_spawn_adjust partial_name="zztong_field_potato_01" biomeTags="forest"/>
<prefab_spawn_adjust partial_name="zztong_field_pumpkin_01" biomeTags="forest"/>
<prefab_spawn_adjust partial_name="zztong_field_yucca_01" biomeTags="desert"/>
<prefab_spawn_adjust partial_name="zztong_gyroport_01" biomeTags="desert"/>
<prefab_spawn_adjust partial_name="zztong_motocross_01" biomeTags="forest"/>
<prefab_spawn_adjust partial_name="zztong_survivor_base_ruin_01" biomeTags="snow,wasteland"/>
</append>
<!-- **************************************************************
This should make sure a POI under development ends up all over
the map. This setting is harmless outside of my development
environment, so don't worry if you find it active as no POIs
should be tagged this way.
****************************************************************-->
<append xpath="/rwgmixer">
<prefab_spawn_adjust tags="zztest" bias="20" min_count="5"/>
</append>
</rwgmixer>