Hierarchy

  • ITemplate

Properties

degrade?: number

A decimal value, 0 for no degradation, 1 for 100% degradation (basically as if there was no template).

doodad?: string[]
doodadSpawnChance?: number

A decimal value, 0 for no doodad spawn chance, 1 for 100% doodad spawn chance. Doodads that can spawn on each tile are set in the doodad description's "spawnOnWorldGen" property.

doodadTypes?: Record<string, DoodadType | ITemplateDoodad>
itemSpawnChance?: number

A decimal value, 0 for no item spawn chance, 1 for 100% item spawn chance. Items that can spawn on each tile are set in the item description's "spawnOnWorldGen" property.

mapTile?: MapTile
overlap?: boolean

Set to true to make sure this template overlaps any other template under it. Useful for glaciers in specific since we don't want them merging with rocks/mountain faces.

skeletalRemainsSpawnChance?: number

A decimal value, 0 for no skeletal remains spawn chance, 1 for 100% skeletal remains spawn chance. Skeletal remains will only spawn on flooring terrain types.

terrain: string[]
terrainTypes: Record<string, TerrainType>
tilled?: boolean

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