Edible Coal Posted July 10, 2025 Share Posted July 10, 2025 local function Petrify(inst) inst.components.petrifiable:Petrify(true) end local function AdjustSetOnIgniteFn(inst) if not GLOBAL.TheWorld.ismastersim then return end inst.components.burnable:SetOnIgniteFn(Petrify) end local evergreens = { "evergreen", "evergreen_normal", "evergreen_tall", "evergreen_short", } for i, prefab in ipairs(evergreens) do AddPrefabPostInit(prefab, AdjustSetOnIgniteFn) end this works only if i manually spawn in a ever green tree, but not the ones natually appear in the world Link to comment https://forums.kleientertainment.com/forums/topic/166904-prefab-changes-does-not-apply-to-ones-that-are-spawn-by-the-world/ Share on other sites More sharing options...
KiiroNeko Posted August 11, 2025 Share Posted August 11, 2025 to everything that already spawn you need to doing like this AddSimPostInit(function() local nests = GLOBAL.TheSim:FindEntities(0, 0, 0, 10000, { "tallbirdnest" }) for _, inst in ipairs(nests) do if inst.components and inst.components.childspawner then inst.components.childspawner:SetRegenPeriod(60) end end end) for exampe i change tallbird respawn in tallbirdnest about 60 seconds Link to comment https://forums.kleientertainment.com/forums/topic/166904-prefab-changes-does-not-apply-to-ones-that-are-spawn-by-the-world/#findComment-1831511 Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now