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We've noticed that it's easier to manage percent chances if we use the name group functionality (room_1, room_2). These sets of schematics can get long; can we add the same functionality as loot & spawntables to ignore anything after a "#", to better organize these long sets?
The text was updated successfully, but these errors were encountered:
What would be the purpose of this? I guess I'm not seeing what problem this addresses.
For Loot and Spawn tables, this functionality exists because map keys must be unique, and it can be desirable to define the same item/mob multiple times in a loot/spawn table. The '#______' simply makes the key unique.
If you double the amount of rooms, you throw off all of the weighting for rooms. The solution we currently have is to submap rooms under the same names (for instance, in the egypt dungeon we have like... 11 entries right now under "default_hall", which is working well as we expand the rooms). The problem is I don't remember which one is the one with columns, and which one is the one filled with sand. So I have to pull out rooms until I find the one I want.
Adding this to the file name would be potentially messy, as the file name is already parsed out in a number of different places. Instead it might be possible and more appropriate to add a Description property to sections, and have that description available as a on_hover text when selecting a section to paste.
We've noticed that it's easier to manage percent chances if we use the name group functionality (room_1, room_2). These sets of schematics can get long; can we add the same functionality as loot & spawntables to ignore anything after a "#", to better organize these long sets?
The text was updated successfully, but these errors were encountered: