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AltitudeData (filled)
Altitude data defines the desired height of the zone. Only 3 height values exist by default in the game.
Allowed altitudes for this zone.
The chance for the altitude to change in applicable situations (when it is not forced and can happen, e.g. allowed is "LowMid" and current is "Low").
Nested types refer to classes defined by the game and referenced in datablocks. Each type has its own page to reduce clutter.
ActiveEnemyWaveData (filled)
Blood door settings.
You should always make sure the group type you're spawning is set to "Hunter", otherwise the enemies will not spawn aggressive.
Whether the gate to the zone is a blood door.
Enemy group to spawn right in front of the door.
Enemy group to spawn anywhere in the area.
By the time the door opens, most enemies will have reached the door.
Count of EnemyGroupInArea instances to spawn.
BuildLayerFromData
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CustomTerminalCommand (filled)
Defines custom terminal commands.
Name of the command.
Description of the command.
List of output returned after terminal command is posted.
List of events to execute when command is executed.
Note 1: if you want to set a Chained Puzzle to this command, only 1 chained puzzle can be set at once (otherwise, upon command execution, there will be 2 chained puzzle being activated at the same time).
Note 2: basing on Note 1, if you set a Chained Puzzle to the command, for example, let's say that you set the 4th event in the event list with a chained puzzle; by doing so, upon command execution, all events prior to the 4th event will be executed, whereas the 4th event and the events lies after it would be executed after Chained Puzzle Completion.
Note 3: for command set with a Chained Puzzle, you should set the SpecialCommandRule to either OnlyOnce
or OnlyOnceDeleted
. Otherwise, executing the command multiple times leads to some bugs (for example, the command events not being executed, the enemy wave for the Chained Puzzle not stopping).
Specifies what happens to the terminal command after executing it.
DescriptiveData
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DialogActorSettings
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DimensionData
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DialogLine
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DimensionInExpeditionData
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DumbwaiterPlacementData
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DialogStructureHolder
DialogStructure
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EnemyGroupCompositionData (filled)
Defines entries in EnemyGroup, each matching one EnemyPopulation entry when selected.
The role match of this entry.
Note that roles have special values, see more information in EnemySpawningData.
Multiplier for MaxScore, setting how much score this role will get. Affects how many enemies spawn.
E.g. Rel_50 and MaxScore 10 will give this role 5 score. Assuming selected EnemyPopulation entry has a cost of 1.0, 5 enemies will spawn.
Force_One will spawn exactly one enemy.
ESA_Lights
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EnemyRoleData (filled)
Maps Role/Difficulty matches to enemies using persistentIDs from EnemyDataBlock.
Role match of this entry.
Note that roles have special values, see more information in EnemySpawningData.
Difficulty match of this entry.
Enemy persistentID of this entry.
Cost of this entry. Affects how many enemies spawn when this entry is selected.
Relative weight of this entry. Affects how likely it is to be selected when several are matched.
EventSequenceActionListComponent
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ExpeditionData
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EnemySpawningData (filled)
Defines sleeper spawns.
Type of enemy group to match in EnemyGroupDataBlock.
Hunter is made for blood doors.
Patrol is broken.
Rest of valid values result in hibernate, and invalid values result in no spawns.
Difficulty of enemy group (and further along - role) to match in EnemyGroupDataBlock and EnemyPopulationDataBlock.
Distribution mode.
Force_One will always spawn exactly one group.
Rel_Value will use score system.
When Distribution is set to Rel_Value, the score multiplier for the value set in ExpeditionBalance.
Enemy spawns in this system are quite roundabout. The system for picking what enemy to spawn can be visualized like this:
There are several layers of randomization present here. The process for each EnemySpawningData entry is as follows:
Select an EnemyGroup entry matching GroupType and Difficulty settings randomly (using weights);
Deduct MaxScore from remaining distribution for this EnemySpawningData entry (if not forced);
For each role, match an EnemyPopulation entry using Difficulty and Role settings randomly (using weights);
Spawn selected population entry's Enemy matching EnemyDataBlock PersistentID. Number of enemies spawned is MaxScore * RoleDistribution / Cost (e.g. using settings seen in picture - 12 * 1 / 1 = 12
. Function used for rounding is RoundToInt;
Repeat the process until remaining population score is equal to or below 3.
In practice, MaxScore has a hardcoded random multiplier of 1-1.2. In the above example, you might end up with up to 14 strikers (score deducted from remaining distribution is also adjusted). If you want exact counts of enemies, you'll have to use Force_One settings.
EnemyGroup Type "Hunter" is special - always spawns aggressive enemies. Use it only for blood doors.
EnemyPopulation Role "Scout" is special - it spawns enemies in scout mode. Use it only for scouts.
EnemyPopulation Role "Patroller" is special but broken - don't use it.
The enemy selections are randomized by both enemy group and enemy population. This can be considered overkill, and some modders simplify selection by sticking to specific rules they set for themselves.
For example, you can set rules for EnemyGroup Type:
Use "Hunter" type for blood doors (naturally, since this is required for blood doors);
Always use type 0 when randomizing spawns, only relying on difficulty to filter;
Use type 1 and difficulty matching enemy persistentID when forcing specific enemies to spawn.
The reason we don't just use type and difficulty both matching enemy persistentID is because the game is hardcoded to check for specific types and not spawn anything if it doesn't match. Difficulty has no checks to it.
FeedbackAudioCompData
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FeedbackEffectCompData
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ExpeditionIndex
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GameplayTrailerDirectorAction
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GearCategoryFilterData
GearPartAlignData
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ExpeditionZoneData (filled)
The level layout data of a single zone.
The value range of all Subseeds is 0-1022.
When changing the seeds of a zone (SubSeed, MarkerSubSeed, etc) keep in mind that there is a high chance subsequent zones will also have their layout affected. It's a good idea to change zone seeds in the order they appear in to avoid unwanted changes.
Local index is an identifier, used to refer to this zone from elsewhere. While the enum values are limited, going over the max using underlying int type works fine for most features.
Sets the zone alias to this value instead of using the default "ZoneAliasStart" + "LocalIndex".
Whether to use AliasPrefix overrides instead of the default "Z" or "Zone" text.
The prefix text when OverrideAliasPrefix is set to true.
The short prefix ("Z") text when OverrideAliasPrefix is set to true.
Rerolls the layout of this zone specifically.
Rerolls the markers of this zone while keeping the layout of the zone unchanged.
Markers can affect a lot of things, from entire parts of rooms, to large objects, to terminals, resources, random artifact/consumable spawns on the floor etc.
Rerolls the lights of this zone.
If set, will make the scan static.
This setting might be currently broken.
The subcomplex of this zone. Sets which values from resource set are taken.
Note that all complexes have their set of subcomplexes and not all values will work.
If set, will generate only this geomorph in the zone (sometimes tiles from the previous zone can carry over).
Required for exit elevator and certain objectives like reactor and generator cluster.
Sometimes you have to change seeds or zone sizes for this to generate correctly.
Only values set as custom geomorphs in complex resource set can be specified here.
No description provided.
Min-max size of the zone. For predictable zone size these values should be the same.
The coverage of the zone is added up from its areas. Coverage of each area only has specific values assigned:
The size of an area is set in prefabs, meaning every area has its size predefined and never changes.
The source zone to build this from. Does not matter for the first zone in the list.
Where in the source zone to try to make the entrance to this zone.
Note that a valid gate may not generate around the set source position/area.
Calculates the source area depending on a value from 0 to 1. With 5 areas, 0.4 should set it to area B (though you might want to set it a little higher thanks to how floats work).
Only used when StartPosition is set to "From_IndexWeight".
Towards which direction should the source gate to this zone be.
This direction is not dependent on the source zone, it's global. Forward is forward looking from elevator etc.
How should the zone expand.
Directions are not dependent on the source zone. Forward is forward looking from elevator etc.
Collapsed tries to take as little space as possible, expansional does the opposite.
Light settings for this zone. If set, overrides the value set in rundown datablock.
Altitude data defines the desired height of the zone. Only 3 height values exist by default in the game.
Does not make a difference for starting areas of the level/dimension.
Events to trigger when the door to this zone is opened.
It's worth noting that the "Event" here is different from WardenObjectiveEvent
. The 'Event' here are typically used to wake up the hibernating enemies in the zone (which cannot be achieved by using WardenObjectiveEvent
).
This feature had been used in R6C3 Overload, the second zone (in which there's only a tank), to wake up the tank right behind the sec-door upon the door being opened.
Events to trigger when the portal scan is complete (this is for the source zone, not destination). It's hardcoded to be used with the portal geomorph (that's been used in R6B1 and R6D1).
Events to trigger when a player gets close to the door. This is typically used to give players Warden Intel.
Events to trigger when door is unlocked. By 'unlock', it means:
The keycard for the sec-door is inserted. The power generator for the sec-door is powered up. The door is locked with no key but is unlocked via an WardenObjectiveEvent (Not pretty sure about this one).
Events to trigger when the door to this zone is opened.
If you're wondering what the difference is between this and EventsOnEnter, it's the type. As aforementioned, EventsOnEnter doesn't use the same type of events as most other events.
Events to trigger when the chained puzzle of this zone starts.
Events to trigger when the chained puzzle of this zone ends.
Called when an enemy considered a "boss" dies in this zone. Unfortunately it seems like boss is specific to squidBoss (R6D1) at the moment, making it unusable when only editing datablocks.
New in R6.5, used in R6.5DX. Can be used to trigger events when a player approaches an object in a level. Unfortunately what objects act as triggers is defined in the prefabs, making them uneditable from datablocks.
Sets the puzzle to enter this zone, e.g. keycard, powercell, or requires a WardenObjectiveEvent.
Sets the chained puzzle (scan) to enter this zone.
Whether to put a checkpoint scan here.
Whether to play the generic "please enter the bioscan" voicelines.
No description provided.
What type of gate should generate to this zone.
Whether to use the bioscan points defined in prefabs for the scans.
Whether the alarm (typically an ://ERROR! Alarm) of this zone is turned off on a terminal.
Terminal data used when TurnOffAlarmOnTerminal is set to true.
Events to trigger when disable alarm terminal command is called.
Blood door settings.
No description provided.
Sleepers in this zone.
Whether enemy respawning is enabled in this zone.
Whether the players need to be in another zone for enemies to respawn here.
How many areas away does the closest player need to be for enemies to respawn here. 0 means they can respawn in areas that players are in.
How often the respawn check is run. Does not depend on enemies getting killed or player locations, this runs from level start.
Multiplier for how many enemies respawn.
Does not change progressively. E.g. 0.5 and 20 initially should respawn enemies up to 10 whenever it falls below that number. Above 1 will just most likely cause more enemies to spawn before you even enter the zone for the first time.
List enemy IDs that should not be respawned. In base game typically used to prevent scouts from respawning.
Number of HSU clusters in zone.
Number of corpse clusters in zone.
Number of resource container clusters in zone.
Not required for resources to spawn.
Might be unused.
Number of generator clusters in zone. Usually set to 1 for the zone in which you'd like to place your Central Power Generator Cluster (don't forget to use the right geomorph to make it spawn, and it may still require marker seed rerolls).
Number of corpses in zone.
Number of ground spawners (spots for consumables to spawn on the ground, on shelves etc. anywhere that's not in resource containers).
Number of HSUs in zone.
Might be unused.
Does not prevent anything from spawning, only affects LG. Should be set to true
where consumables are spawned to prevent marker offsetting between drops.
Does not prevent anything from spawning, only affects LG. However, if you are going to distribute resource packs in a zone, set this field to true
to prevent marker offsetting between drops.
Affects LG. If you are going to place any Big Pickup items (e.g. powercell for the objective/sec-door, Datasphere, Fog Turbine), set this field to true
to prevent marker offsetting between drops.
Consumable distribution in zone.
BigPickup distribution in zone.
No description provided.
Teminals in zone.
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If set to true, terminals can't spawn here.
Generators in zone. If your WardenObjective is "DistributePowercell", you'll need to spawn the generators for the objective via this field.
Disinfection stations in zone.
Newly added but currently unused.
Multiplier for health resources in this zone. Relative to ExpeditionBalance.
Health locations in zone.
Multiplier for ammo resources in this zone. Relative to ExpeditionBalance.
Ammo locations in zone.
Multiplier for tool resources in this zone. Relative to ExpeditionBalance.
Tool locations in zone.
Multiplier for disinfection resources in this zone. Relative to ExpeditionBalance.
Disinfection locations in zone.
Used for static spawns (e.g. spitters).
GearPartGeneralData
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FunctionPlacementData (filled)
GearPartAlignPriority
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GenericEnemyWaveData
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HealthData
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LayerData
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LightCategorySetting
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ExpeditionInTierData
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MarkerComposition
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LevelGenConfig
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LinkedSlaveModelData
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MarkerDataCommon
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MeleeAttackData
Object that determines timings and animation for some melee attacks.
The side the melee attack uses.
The animation to use for the attack.
The length of time it blends the previous animation with this attack's before fully assuming the animation of this attack.
The time that the attack is active for. Once finished, the weapon transitions to the idle state.
Only affects Hit animations. Determines the time in seconds that the animation starts from.
Time in seconds at which the weapon starts checking for collisions with its model hitbox.
Time in seconds at which the weapon stops checking for collisions with its model hitbox.
Time in seconds at which the attack hits the target directly in view. While a target is directly in view and this time has not been reached, the model hitbox will be inactive.
Time in seconds at which the next melee attack can be triggered.
All matching fields are ignored in datablocks.
In plugins, if set to a value, sets the corresponding Time field to FrameTime/30.
MusicEventDataConditional
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ReactorWaveData
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ModelData
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MusicSwitchDataTimed
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MusicSwitchDataOnCustomCue
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ProgressionPuzzleData (filled)
Defines puzzles required to open security doors.
The type of the puzzle.
Custom text for the door.
Only used for Locked_No_Key type.
Number of cells to place.
Only used for PowerGenerator_And_PowerCell type.
Note that cells can also be spawned by big pickup distribution, arguably with better random placement results.
Alternative placement locations. Picked randomly from the list.
ReactorWaveEnemyData
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RundownStorytellingVisualData
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RundownStorytellingData (filled)
Data for title, visuals, and description of the rundown.
The title of the rundown.
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ResourceData
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SpecificTerminalSpawnData
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StaticSpawnDataContainer (filled)
Defines static spawn placements.
Count to spawn.
Defines random distribution type.
Weight_is_zeroToOne_startToEnd - scales DistributionWeight from zero to one by area.
Weight_is_exact_node_index - clamps DistributionWeight to area index.
Weight value for distribution.
How much (0-1) session seed is allowed to affect weight.
Raises distribution result to this power.
Static spawn ID.
Defines fixed seed. Used when static spawn RandomType is set to fixed seed.
SpecialExpeditionOverridesData
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StaticEnemyData
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RundownTierProgressionData (filled)
A nested type used to set the sector completion requirements to unlock a tier in a .
The amount of completed main sectors required to reach this tier.
The amount of completed secondary sectors required to reach this tier.
The amount of completed third sectors required to reach this tier.
The amount of "all clear" sectors required to reach this tier.
TerminalPlacementData (filled)
Used for specifying terminal placements.
Terminal placement weights.
Seed offset for area selection.
Seed offset for marker selection within selected area.
List of logs in this terminal.
List of unique commands in this terminal.
Specified the starting state of the terminal (audio playing, password-protected).
TerminalLogFileData (filled)
Defines terminal logs.
Name of the log.
Text content of the log.
No description provided.
Audio ID attached to the log.
Terminals display log file size. This is the "size" of the audio file attached.
PlayerDialog to trigger after audio log finishes.
TerminalOutput (filled)
Custom terminal command output.
Visual type of output to display.
Output text.
Time when to display this output.