Prototype/AutoplaceControl: Difference between revisions
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(order already defaults to empty string in PrototypeBase) |
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{{Prototype property|richness|[[Types/bool|bool]]|false|optional=true}} | {{Prototype property|richness|[[Types/bool|bool]]|false|optional=true}} | ||
Sets whether this control's richness can be set by the player or not. | Sets whether this control's richness can be set by the player or not,however it can only be adjusted in gui when category is "resource". | ||
for example,tree do have richness but its category is "terrain",as result you will not able to change it because gui wasn`t display it. | |||
If your autoplace control is used to generate ores, you probably want this to be true. | If your autoplace control is used to generate ores, you probably want this to be true. |
Revision as of 23:51, 14 January 2022
Prototype definitions » PrototypeBase » Prototype/AutoplaceControl
A setting in the map creation GUI. Used by the autoplace system. Only 255 instances of this prototype may be defined.
Prototype/AutoplaceControl — autoplace-control | ||
category | :: | string |
can_be_disabled | :: | bool (optional) |
richness | :: | bool (optional) |
Inherited from PrototypeBase | ||
name | :: | string |
type | :: | string |
localised_description | :: | LocalisedString (optional) |
localised_name | :: | LocalisedString (optional) |
order | :: | Order (optional) |
Mandatory properties
Inherits all properties from PrototypeBase.
category
Type: string
Either "resource", "terrain" or "enemy". Controls in what tab the autoplace is shown in the map generator GUI.
Optional properties
richness
Type: bool
Default: false
Sets whether this control's richness can be set by the player or not,however it can only be adjusted in gui when category is "resource".
for example,tree do have richness but its category is "terrain",as result you will not able to change it because gui wasn`t display it.
If your autoplace control is used to generate ores, you probably want this to be true.