SymKensaki Posted April 2, 2016 Share Posted April 2, 2016 With such a powerful tool as the prefabdata room tables and the properties tables in static layouts, it is a wonder why there aren't onsave and onload options for just about everything. Being able to, say, augment loot tables, remaining work, withering, etc. as part of choosing your prefabs would not only strengthen the versatility of baseline prefabs, but also negate having to create extra definitions for them if you want to do something like the variable flint-less rock work levels in a rock lobster biome. And of course having more basic information saved would help rollbacks be more true to their snapshots. ------------------------------- To tell you the truth, I care about this enough that I would gladly comb the prefab list and include this functionality myself as long as I could be assured that there was any chance that it would go into the base game. There is so much intuitive worldgen power to be had with being able to assign extra prefab information catered to the rooms and set pieces you are placing them in--We can do better than just being able to decide that trees are burnt/stumps, or if a spider nest starts big or small. Link to comment https://forums.kleientertainment.com/forums/topic/66000-all-prefabs-should-have-more-onsave-and-onload-support/ Share on other sites More sharing options...
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