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---
what i was trying to figure out was how to specify a prefab from a mod.
it is a storage building that has a set amount of capacity specified by that prefab.
i wanted to modify that capacity amount.
irony is that there are 4 prefabs for the races the mod supports {whitepaws, ironteeth, emberpelts and folktails}
unfortunately, AssetRipper is a bit harder to find what you are looking for {unless i use data collected from UnityDataTools. i seem to get just slightly different information from AssetRipper though.
----
that aside, my question is how to use the "ComponentType" and "PrefabNames" for a mod/this mod.
from AssetRipper i get:
Main Asset - GigargantuanPileFT
GameObject - GigargantuanPileFT
Script - StockpileSpec
Assembly Name - Timberborn.Stockpiles.dll
Namespace - Timberborn.Stockpiles
Class Name - StockpileSpec
----
in UnityDataTools, the one of the prefab names {for folktail} is specified as {all one line}:
assets/mods/1x1x2 storage/assetbundles/resources/buildings/modularstorageprefabs/gigargantuanpileft.prefab
----
now putting that information together, i supposed the "ComponentType" would be specified as "Timberborn.Stockpiles.StockpileSpec"
however, i am unsure how the "PrefabNames" is specified from your example, unless, like yours, it is derived from the type of beaver, or just straight uses the asset name.