Place Random Mobs Step: Difference between revisions

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Created page with "The '''Place Random Mobs Step''' is a floor generation step. As it defines '''spawns''', its typical priority is '''6'''. This step spawns the initial mobs present when the floor is loaded. == Fields == The following fields are present in PlaceRandomMobsStep. === Filters === This defines where mobs are allowed to spawn. The typical default filter is <code>RoomFilterConnectivity: Main</code>, to allow mobs to spawn in main rooms. The '''Include Halls''' option can be..."
 
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The '''Place Random Mobs Step''' is a floor generation step. As it defines '''spawns''', its typical priority is '''6'''.
The '''Place Random Mobs Step''' is a [[floor generation step]]. Its typical priority is '''6'''.


== Usage ==
This step spawns the initial mobs present when the floor is loaded.
This step spawns the initial mobs present when the floor is loaded.


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=== Spawn ===
=== Spawn ===
To spawn mobs, see [[Spawn Methods|spawn methods]] for each different method of how mobs can be spawned.
To spawn mobs, see [[spawn tables]] for each different method of how mobs can be spawned.


The '''Ally''' option can be selected if all mobs spawned should be an ally to the player.
The '''Ally''' option can be selected if all mobs spawned should be an ally to the player.

Revision as of 03:56, 17 August 2025

The Place Random Mobs Step is a floor generation step. Its typical priority is 6.

Usage

This step spawns the initial mobs present when the floor is loaded.

Fields

The following fields are present in PlaceRandomMobsStep.

Filters

This defines where mobs are allowed to spawn. The typical default filter is RoomFilterConnectivity: Main, to allow mobs to spawn in main rooms.

The Include Halls option can be selected if mobs should also be allowed to spawn in hallways.

Spawn

To spawn mobs, see spawn tables for each different method of how mobs can be spawned.

The Ally option can be selected if all mobs spawned should be an ally to the player.

Clump Factor

How closely each spawn should be clumped. Lower values cause mobs to spread out, while higher numbers cause them to spawn in larger groups.