Szablon miasta

elk

elk

Brak powiązań z innymi pojęciami.

default_variables = {
contributor = raw_resource:wild_game
scale = 0.05
mesh_list = elk_mesh_list
size = small
can_build_over = yes
}
code
"raw_resource = { order = 7 size = @size contributors = { @@contributor = @scale } required_contributors = {climate:arctic = 0.5 continent:europe = 0.5} mesh_list = @mesh_list filter_func = seed_neighborhood_filter weight_func = next_to_same_mesh_list_weights allow_demote = yes # Other buildings can be placed on raw resources allow_promote = no allow_first_pass_replacement = @can_build_over # usually we only demote/promote if there's no good spot to put the new mesh. This enables promotion/demotion always can_grow_neighborhood = no #prevents buildings from counting this as a good "neighbor" permanent_replacement = yes #prevents this module from re-spawning a mesh after it has been demoted/promoted. E.g if we first spawn 10 "iron deposit" meshes, the rgo-module replaces 2 of them, it will still count as if 10 iron deposits exist }"

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