Space Engineers

Space Engineers

[OBSOLETE] Planetary Installations
 This topic has been pinned, so it's probably important
Meridius_IX / Lucas  [developer] 8 Oct, 2017 @ 2:28pm
Spawn Group Territories
It is now possible to have SpawnGroups only appear within a certain radius of a set of coordinates, allowing you to have different encounters on different parts of a planet. This is done by setting up a dummy SpawnGroup that defines the territory rules. Here's an example of a Territory SpawnGroup:

<SpawnGroup> <Id> <TypeId>SpawnGroupDefinition</TypeId> <SubtypeId>Territory Name</SubtypeId> </Id> <Icon>Textures\GUI\Icons\Fake.dds</Icon> <Frequency>0.1</Frequency> <IsPirate>true</IsPirate> <Prefabs> <Prefab SubtypeId="TerritoryPlaceholder"> <Position> <X>12550.0</X> <Y>-59635.0</Y> <Z>6937.0</Z> </Position> <BeaconText>TTAG</BeaconText> <Speed>15000.0</Speed> </Prefab> </Prefabs> </SpawnGroup>

There are 5 fields in the SpawnGroup Definition that we're focusing on:

  • <SubtypeId> - This is the unique name of the territory

  • <Prefab SubtypeId="TerritoryPlaceholder"> - The prefab should be set to "TerritoryPlaceholder". This is how the mod recognizes the SpawnGroup dummy as a territory. You do not need to create a TerritoryPlaceholder prefab, as one is already included in this mod.

  • <Position> - This should be set to the coordinates of the territory center.

  • <BeaconText> - This should be set to a short tag that you'll use for your other SpawnGroups. It can be unique or you can also use an exisiting NPC faction tag. You should not put the tag in brackets.

  • <Speed> - This field is used to determine the max radius of the territory.

To set a SpawnGroup to use a territory, simply add the tag you specified in the <BeaconText> field to the SpawnGroup SubtypeId. The tag should be put in brackets.