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latestrwgmixerltmod

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Jul 20th, 2015
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  1. <?xml version="1.0" encoding="utf-8"?>
  2. <rwgmixer>
  3.     <!-- ****************Random World Mixer - Early Documentation by LT. Disclaimer: This is based on very early testing and some aspects may be wrong assumptions. Please contribute by posting your findings on the 7 days
  4.     forums.**************** -->
  5.  
  6.     <!-- Area Number 1 - World Rulesets: A world rule set defines the highest level of the random gen structure, each time a player enters a new region the game asks this rule set - What cell rules should I use to generate POIs?
  7.     This is not about selecting Biomes - That is based on the algorithm which converts your world seed into random elevations and land features. -->
  8.     <world ruleset="vanilla" />
  9.  
  10.     <rulesets>
  11.         <ruleset name="vanilla" cell_cache_size="32" cell_size="1600" cell_offset="0.4" generation_distance="10000">
  12.  
  13.             <!-- Some behaviour is being noted that setting a position using position= contributes to forced repeated distribution of that cell rule per every cell. -->
  14.             <!-- <cell_rule name="zeroZero" position="0,0" prob="0.1"/> Question - would a max count work here to keep a true 0,0? LT. to test -->
  15.             <cell_rule name="zeroZero" position="0,0" prob="0.1"/>
  16.             <!-- <cell_rule name="lowDensity" position="0,0" prob="0.1"/> -->
  17.             <!-- Removing position from wasteland hub so it relies on probability. With the wide spawn area for new players in A12 there is perhaps no real need for a true 0,0 -->
  18.  
  19.             <!-- Define all your rulesets for Cells, and make them add up to 100%, note how each of the below probabilities adds up to 100% - does 7 Days obey this? Yet to be proven like most of the code it seems
  20.             like voodoo sometimes. -->
  21.             <cell_rule name="wastelandHub" prob="0.01"/> <!-- These cities can have either a fixed size or a range, these will be the major wasteland cities that can be encountered. -->
  22.  
  23.             <!-- High density is a chance for a larger town, or smaller city, low density will take care of smaller towns and rural outposts and possibly some small custom POI layouts -->
  24.             <cell_rule name="highDensity" prob="0.3"/>
  25.             <cell_rule name="lowDensity" prob="0.69"/>
  26.             <!-- <cell_rule name="wastelandHub" prob="0.05"/> -->
  27.  
  28. <!-- Here is an example of having a standardised pattern generated within the below positions in EACH Cell (previously known as biomes), Not the positions don't seem to mean 0,0 in the whole world, but 0,0
  29. per each cell in the world. Each cell being defined by the cell_size="" above. So in my example, for each 3200 of space, the below rules will be selected at the position coordinates, and then per
  30. each rule it will calculate probability of the city, small town, rural etc and place that there.  -->
  31. <!-- Behaviour Note: It has been noted that there is no real concept of 0,0 anymore. Every rule here will repeat in every cell around the world, meaning if you define WasteLandHub, or in my example "zeroZero"
  32. then that will have a chance of appearing in every Cell rather than just at the true 0,0 of the world. -->
  33.             <!-- <cell_rule name="highDensity" position="0,1" prob="1.0"/>
  34.             <cell_rule name="lowDensity" position="0,-1" prob="1.0"/>
  35.             <cell_rule name="highDensity" position="1,1" prob="1.0"/>
  36.             <cell_rule name="highDensity" position="1,0" prob="1.0"/>
  37.             <cell_rule name="lowDensity" position="-1,0" prob="1.0"/>
  38.             <cell_rule name="lowDensity" position="-1,1" prob="1.0"/>
  39.             <cell_rule name="lowDensity" position="-1,-1" prob="1.0"/>
  40.             <cell_rule name="highDensity" position="1,-1" prob="1.0"/> -->
  41.  
  42. <!-- Here is where you can call that specific hub layout right at the bottom of this file -->
  43.             <!--<cell_rule name="customHubTest" position="0,1" prob="0"/>-->
  44.         </ruleset>
  45.     </rulesets>
  46.  
  47.     <!-- Area Number 2 - Cell Rules - Ok above we know the engine decides which cell rule it is about to call when generating POIs, now here is where we start to define what those rules mean. -->
  48.  
  49.     <!-- First we define some details for each cell Rule - things like how many caves, what the roads are made of, how wide are the roads, then it moves on and specifies which prefab rulesets to check,
  50.     and lastly it decides what the wilderness rulesets are. -->
  51.     <cell_rules>
  52.         <cell_rule name="customHubTest">
  53.             <cave_count value="1,4"/>
  54.             <path_material value="asphalt" />
  55.             <path_radius value="7" />
  56.  
  57.             <hub_rule name="customHubTest"/>
  58.  
  59.             <wilderness_rule name="wildernessDefault"/>
  60.         </cell_rule>
  61.  
  62.         <cell_rule name="lowDensity">
  63.             <cave_count value="4,8"/>
  64.             <path_material value="asphalt" />
  65.             <path_radius value="5" />
  66.             <!-- Disabling this, we'll let High Density provide small cities -->
  67.             <!-- <hub_rule name="citySmall" prob="0.1"/> -->
  68.             <!-- <hub_rule name="ruralSmall" prob="0.3"/> -->
  69.             <hub_rule name="townSmall" prob="1"/>
  70.  
  71.             <wilderness_rule name="wildernessDefault"/>
  72.         </cell_rule>
  73.  
  74.         <cell_rule name="highDensity">
  75.             <cave_count value="1,3"/>
  76.             <path_material value="asphalt" />
  77.             <path_radius value="7" />
  78.             <!-- As above, high density will be in charge of making a small city appear, Wasteland hub will be in charge of the more rare larger cities -->
  79.             <hub_rule name="ruralSmall" prob="0.2"/>
  80.             <hub_rule name="citySmall" prob="0.2"/>
  81.             <hub_rule name="townSmall" prob="0.6"/>
  82.  
  83.             <wilderness_rule name="wildernessDefault" prob="1"/>
  84.         </cell_rule>
  85.  
  86.  
  87.         <cell_rule name="wastelandHub">
  88.             <!-- Big cities have no caves, there are enough PC resources being consumed here as it is -->
  89.             <cave_count value="1,3"/>
  90.  
  91.             <path_material value="asphalt" />
  92.             <path_radius value="7" />
  93.  
  94.             <hub_rule name="zeroCity" />
  95.  
  96.             <wilderness_rule name="wildernessDefault" prob="1"/>
  97.         </cell_rule>
  98.  
  99.         <!-- Custom ruleset created by LT. to try rules specific to 0,0, before discovering that there is no real spoon.. 0,0 anymore. -->
  100.         <cell_rule name="zeroZero">
  101.             <cave_count value="0,0"/>
  102.  
  103.             <path_material value="asphalt" />
  104.             <path_radius value="7" />
  105.  
  106.             <hub_rule name="zeroCity" />
  107.  
  108.             <wilderness_rule name="wildernessDefault" prob="1"/>
  109.         </cell_rule>
  110.  
  111.         <cell_rule name="greenCity">
  112.             <cave_count value="0,0"/>
  113.  
  114.             <path_material value="asphalt" />
  115.             <path_radius value="7" />
  116.  
  117.             <hub_rule name="greenHub" />
  118.  
  119.             <wilderness_rule name="wildernessDefault" prob="1"/>
  120.         </cell_rule>
  121.  
  122. </cell_rules>
  123.     <!-- Area Number 3 - Ok so the game now knows which Cell rule it has randomly or not so randomly chosen, it knows what roads, caves and wilderness POIs to set up, now we must define what the hub rules
  124.     mean as far as setting up the POI area. -->
  125.  
  126.     <!-- In this example below it is creating a small rural outpost, with a fixed area of 96 x 96, so basically enough for maybe 4 buildings. The road is asphalt, and the POI mix it'll select is "townSmall" which
  127.     is defined further down as far as what that really means for prefabs that will be selected. -->
  128.     <hub_rules>
  129.         <hub_rule name="ruralSmall">
  130.             <hub_type value="rural"/>
  131.             <width value="96, 96" />
  132.             <height value="96, 96" />
  133.             <path_material value="asphalt" />
  134.             <path_radius value="7" />
  135.  
  136.             <prefab_rule name="townSmall" prob="0.5"/>
  137.             <prefab_rule name="ruralMixed1" prob="0.5"/>
  138.         </hub_rule>
  139.  
  140.         <hub_rule name="townSmall">
  141.             <hub_type value="town"/>
  142.             <width value="246, 246" />
  143.             <height value="246, 246" />
  144.             <path_material value="asphalt" />
  145.             <path_radius value="5" />
  146.  
  147.             <prefab_rule name="townSmall" prob="1"/>
  148.         </hub_rule>
  149.  
  150.         <!-- Town large is not currently called anywhere but could be added up at high density -->
  151.  
  152.         <hub_rule name="townLarge">
  153.             <hub_type value="town"/>
  154.             <width value="220, 220" />
  155.             <height value="184, 220" />
  156.             <path_material value="asphalt" />
  157.             <path_radius value="7" />
  158.  
  159.             <prefab_rule name="townLarge2" prob="0.5"/>
  160.             <prefab_rule name="townLarge" prob="0.5"/>
  161.         </hub_rule>
  162.         <!-- This is our ranged size, smaller city -->
  163.         <hub_rule name="citySmall">
  164.             <hub_type value="city"/>
  165.             <width value="206, 414" />
  166.             <height value="206, 414" />
  167.             <path_material value="asphalt" />
  168.             <path_radius value="7" />
  169.  
  170.             <prefab_rule name="cityMixed1" prob="0.5"/>
  171.             <prefab_rule name="wastelandHub" prob="0.5"/>
  172.         </hub_rule>
  173.  
  174.         <!-- This is our fixed size, big city, gauranteed to make a survivor pee themself. -->
  175.         <hub_rule name="zeroCity">
  176.             <hub_type value="city"/>
  177.             <width value="414, 414" />
  178.             <height value="414, 414" />
  179.             <path_material value="asphalt" />
  180.             <path_radius value="7" />
  181.  
  182.             <prefab_rule name="wastelandHub" prob="1"/>
  183.         </hub_rule>
  184.  
  185.         <!-- This is our attempt at overcoming town POI placement issues buy modding towns using the Cityblocks method -->
  186.         <!-- Hub type needs to be city or else it'll default to the normal road creation for towns instead of using Cityblocks -->
  187.         <hub_rule name="greenHub">
  188.             <hub_type value="city"/>
  189.             <width value="414, 414" />
  190.             <height value="414, 414" />
  191.             <path_material value="asphalt" />
  192.             <path_radius value="7" />
  193.  
  194.             <prefab_rule name="townHub" prob="1"/>
  195.         </hub_rule>
  196.  
  197.         <hub_rule name="none">
  198.             <hub_type value="default_hub"/>
  199.             <path_material value="asphalt" />
  200.             <path_radius value="7" />
  201.  
  202.             <prefab_rule name="none"/>
  203.         </hub_rule>
  204.  
  205.         <hub_rule name="customHubTest">
  206.             <hub_type value="town"/>
  207.             <hub_layout name="customHubTest"/>
  208.  
  209.             <prefab_rule name="townSmall"/>
  210.         </hub_rule>
  211.     </hub_rules>
  212.  
  213.     <!-- Wilderness rules for all Cell rules above is defined just here. Now spawn_min_max would make sense to be per cell, rather than the whole world. So for each 3200 (or your cell size) there can be
  214.     between 25 and 30 wilderness type POIs.
  215.     We define what road block type for the smaller paths, how wide they are, and the prefab rule set to call that defines the list of POIs that can be selected -->
  216.     <wilderness_rules>
  217.         <wilderness_rule name="wildernessDefault" spawn_min_max="25,30">
  218.             <path_material value="gravel" />
  219.             <path_radius value="2" />
  220.             <prefab_rule name="wildernessPOIs" prob="1"/>
  221.         </wilderness_rule>
  222.     </wilderness_rules>
  223.  
  224.     <prefab_rules>
  225.         <prefab_rule name="none"/>
  226.  
  227.         <prefab_rule name="wastelandHub">
  228.             <prefab rule="cityBlocks" lot_type="CityBlock"/>
  229.             <!-- <prefab rule="townBlocks" lot_type="CityBlock"/> -->
  230.             <!-- <prefab rule="cityBuildingsCommon" /> -->
  231.             <!-- <prefab rule="cityBuildingsUncommon" min_count="5" max_count="10" /> -->
  232.             <!-- <prefab rule="cityBuildingsRare" min_count="5" max_count="10" /> -->
  233.             <prefab rule="cityHousing" max_count="6"/>
  234.             <prefab rule="gasStations" max_count="3"/>
  235.             <prefab rule="hardwareStores" max_count="2" />
  236.             <prefab rule="bookStores" max_count="2" />
  237.             <prefab rule="parking" max_count="3"/>
  238.             <prefab rule="groceryStores" max_count="3" />
  239.             <prefab rule="cityMixed1" max_count="3"/>
  240.             <prefab rule="rubbleBuildingsWaste" max_count="2"/>
  241.             <prefab rule="cityMixed3" max_count="3"/>
  242.             <prefab rule="cityMixed2" max_count="3"/>
  243.             <prefab rule="cityMixed1" max_count="3"/>
  244.             <prefab rule="rubbleBuildingsGrey" max_count="2"/>
  245.             <prefab rule="cityMixed3" max_count="3"/>
  246.             <prefab rule="cityMixed2" max_count="3"/>
  247.             <prefab rule="cityMixed3" max_count="3"/>
  248.             <prefab rule="cityMixed2" max_count="3"/>
  249.             <prefab rule="cityMixed1" max_count="3"/>
  250.             <prefab rule="governmentOffices" max_count="3"/>
  251.             <!-- Buildings from towns to fill out cities -->
  252.             <prefab rule="upperClassHousing" max_count="6"/>
  253.             <prefab rule="cityHousing2" max_count="6"/>
  254.             <prefab rule="rubbleBuildingsWhite" max_count="3"/>
  255.             <prefab rule="gunStores" max_count="2" />
  256.             <prefab rule="rubbleBuildingsRed" max_count="4"/>
  257.             <prefab rule="apartments" max_count="4"/>
  258.             <prefab rule="entertainment" max_count="2"/>
  259.             <prefab rule="rubbleBuildingsTan" max_count="2"/>
  260.             <prefab rule="cityMixed2" max_count="3"/>
  261.             <prefab rule="cityMixed1" max_count="3"/>
  262.             <prefab rule="apartments" max_count="4"/>
  263.             <prefab rule="parking" max_count="3"/>
  264.             <prefab rule="cityMixed3" max_count="3"/>
  265.  
  266.         </prefab_rule>
  267.  
  268.         <prefab_rule name="townHub">
  269.             <prefab rule="cityBlocks" lot_type="CityBlock"/>
  270.             <!-- <prefab rule="cityBuildingsCommon" /> -->
  271.             <!-- <prefab rule="cityBuildingsUncommon" min_count="5" max_count="10" /> -->
  272.             <!-- <prefab rule="cityBuildingsRare" min_count="5" max_count="10" /> -->
  273.             <prefab rule="cityHousing" max_count="6"/>
  274.             <prefab rule="gasStations" max_count="3"/>
  275.             <prefab rule="hardwareStores" max_count="2" />
  276.             <prefab rule="bookStores" max_count="2" />
  277.             <prefab rule="parking" max_count="3"/>
  278.             <prefab rule="groceryStores" max_count="3" />
  279.             <prefab rule="cityMixed1" max_count="3"/>
  280.             <prefab rule="rubbleBuildingsWaste" max_count="2"/>
  281.             <prefab rule="cityMixed3" max_count="3"/>
  282.             <prefab rule="cityMixed2" max_count="3"/>
  283.             <prefab rule="cityMixed1" max_count="3"/>
  284.             <prefab rule="rubbleBuildingsGrey" max_count="2"/>
  285.             <prefab rule="cityMixed3" max_count="3"/>
  286.             <prefab rule="cityMixed2" max_count="3"/>
  287.             <prefab rule="cityMixed3" max_count="3"/>
  288.             <prefab rule="cityMixed2" max_count="3"/>
  289.             <prefab rule="cityMixed1" max_count="3"/>
  290.             <prefab rule="governmentOffices" max_count="3"/>
  291.             <!-- Buildings from towns to fill out cities -->
  292.             <prefab rule="upperClassHousing" max_count="6"/>
  293.             <prefab rule="cityHousing2" max_count="6"/>
  294.             <prefab rule="rubbleBuildingsWhite" max_count="3"/>
  295.             <prefab rule="gunStores" max_count="2" />
  296.             <prefab rule="rubbleBuildingsRed" max_count="4"/>
  297.             <prefab rule="apartments" max_count="4"/>
  298.             <prefab rule="entertainment" max_count="2"/>
  299.             <prefab rule="rubbleBuildingsTan" max_count="2"/>
  300.             <prefab rule="cityMixed2" max_count="3"/>
  301.             <prefab rule="cityMixed1" max_count="3"/>
  302.             <prefab rule="apartments" max_count="4"/>
  303.             <prefab rule="parking" max_count="3"/>
  304.             <prefab rule="cityMixed3" max_count="3"/>
  305.  
  306.         </prefab_rule>
  307.  
  308.         <!-- Prefab rules are how the game knows what to place in the world, once the conditions above are met.
  309.         These can be a "prefab rule=" which is basically defining a group, or they can directly refer to a prefab file e.g prefab name=
  310.         It is helpful understand how things like max_count work at this level, have a look at apartments for example
  311.  
  312.         I want the basic ugly looking vanilla apartments to only appear once, so I put max_count="1" for each, for Laz Man's awesome prefab I allow it to be called twice
  313.         <prefab_rule name="apartments">
  314.             <prefab name="apartment_adobe_red_5_flr" max_count="1" /> Vanilla, big and resource intensive, don't want too many
  315.             <prefab name="apartment_brick_6_flr" max_count="1" /> Vanilla, big and resource intensive, don't want too many
  316.             <prefab name="xcostum_brownstones_house(by_Lazman)a12_v1" max_count="2" /> Laz Man's work can appear twice.
  317.         </prefab_rule>
  318.  
  319.         Now this works by having the overall "Apartments" group called above with a max count of 4, 1 count each for vanilla, 2 for the brownstone. -->
  320.  
  321.         <prefab_rule name="townLarge">
  322.             <prefab rule="townBlocks" lot_type="CityBlock"/>
  323.             <prefab rule="gunStores" min_count="2" max_count="3" prob="0.9"/>
  324.             <prefab rule="pharmacies" min_count="2" max_count="3" prob="0.9"/>
  325.             <prefab rule="hardwareStores" min_count="2" max_count="3" prob="0.9"/>
  326.             <prefab rule="bookStores" mmin_count="2" max_count="3" prob="0.9"/>
  327.             <prefab rule="groceryStores" min_count="2" max_count="3" prob="0.9"/>
  328.             <prefab rule="middleClassHousing" max_count="5" />
  329.             <prefab rule="countryHousing" max_count="5" />
  330.             <prefab rule="townBuildings" max_count="20" />
  331.         </prefab_rule>
  332.  
  333.         <prefab_rule name="townLarge2">
  334.             <prefab rule="townBlocks" lot_type="CityBlock"/>
  335.             <prefab rule="gunStores" min_count="2" max_count="3" prob="0.9"/>
  336.             <prefab rule="pharmacies" min_count="2" max_count="3" prob="0.9"/>
  337.             <prefab rule="hardwareStores" min_count="2" max_count="3" prob="0.9"/>
  338.             <prefab rule="bookStores" mmin_count="2" max_count="3" prob="0.9"/>
  339.             <prefab rule="groceryStores" min_count="2" max_count="3" prob="0.9"/>
  340.             <prefab rule="middleClassHousing" max_count="5" />
  341.             <prefab rule="countryHousing" max_count="5" />
  342.             <prefab rule="townMixed1" max_count="20" />
  343.         </prefab_rule>
  344.  
  345.         <prefab_rule name="townSmall">
  346.             <!-- <prefab rule="cityBlocks" lot_type="CityBlock"/> -->
  347.             <prefab name="store_book_sm_01" prob="0.6" />
  348.             <prefab name="houseranchwhite1"/>
  349.             <prefab name="houseranchtan1"/>
  350.             <prefab name="houseranchtan2"/>
  351.             <prefab name="houseranchblue1"/>
  352.             <prefab rule="pharmacies" max_count="1"/>
  353.             <prefab rule="bookStores" max_count="1"/>
  354.             <prefab rule="groceryStores" max_count="1"/>
  355.             <prefab rule="garages" max_count="6"/>
  356.             <!-- mod content -->
  357.             <prefab name="xcostum_med_clinic_small(by_magoli)a12_v1" max_count="1" prob="0.9" />
  358.             <prefab name="xcostum_Restaurant(by_Gertle)a12_v1" max_count="1" prob="0.9"  />
  359.             <prefab name="xcostum_kwikemart(by_magoli)a12_v1" max_count="1" prob="0.9"  />
  360.             <prefab name="xcostum_Firedepartment(by_Guppycur)a12_v1" max_count="1" prob="0.9"  />
  361.             <prefab name="xcostum_House(by_ShoNuff)a12_v1"  max_count="2" prob="0.9" />
  362.             <prefab name="xcostum_Dealership(by_P1ut0nium)a12_v1" max_count="1" prob="0.9"  />
  363.             <prefab name="xcostum_swimmingbath(by_magoli)a12_v1" max_count="1" prob="0.9"  />
  364.             <prefab name="xcostum_simpsonshouse(by_magoli)a12_v1" max_count="1" prob="0.9"  />
  365.             <prefab name="xcostum_Nicehouse(by_BigC90210)a12_v1" max_count="1" prob="0.5"/>
  366.             <prefab name="store_pharmacy_sm_01" max_count="1" prob="0.9" />
  367.             <prefab rule="signsAndLights"/>
  368.             <prefab rule="countryHousing" max_count="2"/>
  369.             <prefab rule="lowerClassHousing" max_count="2" />
  370.             <prefab rule="middleClassHousing" max_count="2"/>
  371.             <prefab rule="upperClassHousing" max_count="2"/>
  372.             <prefab rule="businessBrick" max_count="2"/>
  373.             <prefab rule="businessTan" max_count="2"/>
  374.             <!-- <prefab rule="townBuildings" prob="0.8"/>
  375.             <prefab rule="townBuildings2" prob="0.2"/> -->
  376.         </prefab_rule>
  377.  
  378.         <prefab_rule name="wildernessPOIs">
  379.             <path_material value="gravel" />
  380.             <path_radius value="2" />
  381.             <!-- <prefab rule="wildernessMixed1" prob="0.4"/> -->
  382.             <prefab name="xcostum_Science_lab(by_kinklade)a12_v1" max_count="3" prob="0.03" />
  383.             <prefab name="xcostum_stayouthouse(by_magoli)a12_v1" max_count="3" prob="0.03" />
  384.             <prefab name="xcostum_Bunker3(by_LazMan)a12_v1" max_count="3" prob="0.03"/>
  385.             <prefab name="xcostum_AsylumCity(by_Wsiegel)a12_v1" max_count="3" prob="0.03" />
  386.             <prefab name="xcostum_CrashedAirplane(by_LazMan)a12_v1" max_count="3" prob="0.03" />
  387.             <prefab name="xcostum_RocketLaunchPad(by_Saeid)a12_v1"  max_count="3" prob="0.03"/>
  388.             <prefab name="xcostum_strandresort(by_magoli)a12_v1" max_count="3" prob="0.03"/>
  389.             <prefab name="xcostum_strange_cornfield(by_magoli)a12_v1" max_count="3" prob="0.03" />
  390.             <prefab name="xcostum_LumberMill(by_IceJudge)a12_v1" max_count="3" prob="0.03" />
  391.             <prefab name="xcostum_MayaPyramide(by_Curbolt)a12_v1" max_count="3" prob="0.03"/>
  392.             <prefab name="xcostum_H0bbit(by_Limodor)a12_v1" max_count="3" prob="0.03"/>
  393.             <prefab name="indian_burial_grounds_01" prob="0.03"/>
  394.             <prefab name="xcostum_Cabin(by_Sudo)a12_v1" prob="0.3"/>
  395.             <prefab rule="militaryCamps" prob="0.03"/>
  396.             <prefab rule="wildernessMisc" prob="0.14"/>
  397.             <prefab rule="waterPOIs" prob="0.2"/>
  398.             <prefab rule="campsites" prob="0.2"/>
  399.             <prefab rule="cabins" prob="0.2"/>
  400.             <prefab rule="barnsAndSheds" prob="0.2"/>
  401.         </prefab_rule>
  402.  
  403. <!-- Moved rare first so that it reads the probabilities of these then moves on to boring stuff -->
  404.     <!-- Set a minimum for these so that there are at least 2, even though this seems to be able to be ignored -->
  405.  
  406.         <prefab_rule name="cityBuildingsRare">
  407.             <prefab rule="gunStores" max_count="2" />
  408.             <prefab rule="pharmacies" max_count="3" />
  409.             <prefab rule="hardwareStores" max_count="3" />
  410.             <prefab rule="bookStores" max_count="2" />
  411.             <prefab rule="groceryStores" max_count="3" />
  412.         </prefab_rule>
  413.  
  414.         <!-- Added some town buildings in to the mix -->
  415.  
  416.         <prefab_rule name="cityBuildingsUncommon">
  417.                 <prefab rule="parking" max_count="3"/>
  418.                 <prefab rule="apartments" max_count="3"/>
  419.                 <prefab rule="governmentOffices" max_count="2"/>
  420.                 <prefab rule="entertainment" max_count="1"/>
  421.                 <prefab rule="gasStations" max_count="3"/>
  422.                 <prefab rule="businessBrick" max_count="2"/>
  423.                 <prefab rule="businessTan" max_count="2"/>
  424.             </prefab_rule>
  425.  
  426.             <!-- Set a max for these rubble buildings, they suck and are just filler -->
  427.  
  428.         <prefab_rule name="cityBuildingsCommon">
  429.             <prefab rule="rubbleBuildingsWhite" max_count="2"/>
  430.             <prefab rule="rubbleBuildingsRed" max_count="2"/>
  431.             <prefab rule="rubbleBuildingsTan" max_count="2"/>
  432.             <prefab rule="rubbleBuildingsGrey" max_count="2"/>
  433.             <prefab rule="rubbleBuildingsWaste" max_count="2"/>
  434.             <prefab rule="middleClassHousing" max_count="15"/>
  435.         </prefab_rule>
  436.  
  437.         <!-- By setting max counts here we can achieve a preferred mix based on town size. -->
  438.         <!-- We then have a higher number allowance for buildings we want to act as filler once we've exhausted the supply of more unique stores etc -->
  439.  
  440.         <prefab_rule name="townBuildings">
  441.             <prefab rule="gunStores" max_count="2"/>
  442.             <prefab rule="pharmacies" max_count="2"/>
  443.             <prefab rule="hardwareStores" max_count="2"/>
  444.             <prefab rule="bookStores" max_count="2"/>
  445.             <prefab rule="groceryStores" max_count="2"/>
  446.             <prefab rule="governmentOffices" max_count="2"/>
  447.             <prefab rule="gasStations" max_count="2"/>
  448.             <prefab rule="oldWest" max_count="1"/>
  449.             <prefab rule="countryHousing" max_count="6"/>
  450.             <prefab rule="lowerClassHousing" max_count="6" />
  451.             <prefab rule="middleClassHousing" max_count="5"/>
  452.             <prefab rule="upperClassHousing" max_count="5"/>
  453.             <prefab rule="businessBrick" max_count="5"/>
  454.             <prefab rule="businessTan" max_count="5"/>
  455.             <prefab rule="townMixed1"/>
  456.             <prefab rule="garages" max_count="10"/>
  457.             <prefab rule="signsAndLights"/>
  458.  
  459.             <prefab name="oldwest_watertower" max_count="1"/>
  460.             <prefab name="bombshelter_lg_01"/>
  461.  
  462.             <prefab rule="burntHousing"/>
  463.         </prefab_rule>
  464.  
  465.         <prefab_rule name="townBuildings2">
  466.             <prefab name="store_book_sm_01" prob="0.6" />
  467.             <prefab name="houseranchwhite1"/>
  468.             <prefab name="houseranchtan1"/>
  469.             <prefab name="houseranchtan2"/>
  470.             <prefab name="houseranchblue1"/>
  471.             <prefab rule="pharmacies" max_count="1"/>
  472.             <prefab rule="bookStores" max_count="1"/>
  473.             <prefab rule="groceryStores" max_count="1"/>
  474.             <prefab rule="garages" max_count="6"/>
  475.             <!-- mod content -->
  476.             <prefab name="xcostum_med_clinic_small(by_magoli)a12_v1" max_count="1" prob="0.9" />
  477.             <prefab name="xcostum_Restaurant(by_Gertle)a12_v1" max_count="1" prob="0.9"  />
  478.             <prefab name="xcostum_kwikemart(by_magoli)a12_v1" max_count="1" prob="0.9"  />
  479.             <prefab name="xcostum_Firedepartment(by_Guppycur)a12_v1" max_count="1" prob="0.9"  />
  480.             <prefab name="xcostum_House(by_ShoNuff)a12_v1"  max_count="2" prob="0.9" />
  481.             <prefab name="xcostum_Dealership(by_P1ut0nium)a12_v1" max_count="1" prob="0.9"  />
  482.             <prefab name="xcostum_swimmingbath(by_magoli)a12_v1" max_count="1" prob="0.9"  />
  483.             <prefab name="xcostum_simpsonshouse(by_magoli)a12_v1" max_count="1" prob="0.9"  />
  484.             <prefab name="xcostum_Nicehouse(by_BigC90210)a12_v1" max_count="1" prob="0.5"/>
  485.             <prefab name="store_pharmacy_sm_01" max_count="1" prob="0.9" />
  486.             <prefab rule="signsAndLights"/>
  487.             <prefab rule="countryHousing" max_count="2"/>
  488.             <prefab rule="lowerClassHousing" max_count="2" />
  489.             <prefab rule="middleClassHousing" max_count="2"/>
  490.             <prefab rule="upperClassHousing" max_count="2"/>
  491.             <prefab rule="businessBrick" max_count="2"/>
  492.             <prefab rule="businessTan" max_count="2"/>
  493.         </prefab_rule>
  494.  
  495.         <!--
  496.  
  497.         Working POI list
  498.  
  499.         City
  500.         <prefab name="xcostum_Citymix_01(grtown-strclub-burnth-h-gar)a12_v1" />         Working 8/7/15 Good city POI
  501.         <prefab name="xcostum_Citymix_02(gunst_sm-kuldlargeh-bunk)a12_v1" />            Working 8/7/15 Good city POI, Contains Shotgun messiah!!
  502.         <prefab name="xcostum_Citymix_03(wareh-pistol-moes-bunker2)a12_v1" />           Working 8/7/15 Good city POI  Not Got POI Gun building not good fit for world.
  503.         <prefab name="xcostum_Citymix_04(firedep-bookstore_sm_01)a12_v1" />             Working 8/7/15 Good city POI, Contains Shotgun Book store!!
  504.         <prefab name="xcostum_Citymix_05(niceh-businesstanh-garage)a12_v1" />           Working 8/7/15 Good city POI
  505.         <prefab name="xcostum_Citymix_06(simpsonh-gravey-brickh-camp-gar)a12_v1" />             Working 8/7/15 Good city POI, Stairs always face one direction in simpson house.
  506.         <prefab name="xcostum_Citymix_07(guildh-restaurant-firest-xxxclub)a12_v1" />            Working 8/7/15 Good city POI
  507.         <prefab name="xcostum_Citymix_08(myh-crema-gupchurch-farmsh1)a12_v1" />         Working 8/7/15 Good city POI
  508.         <prefab name="xcostum_Citymix_09(grocery_sm-barn01-medclinic_sm)a12_v1" />      Working 8/7/15 Good Town POI due to farm also has food store and clinic
  509.         <prefab name="xcostum_Firewatchtower(by_SciFiFlippa)a12_v1" />          Working 7/7/15 Not sure where this mix fits as a POI, fire tower
  510.         <prefab name="xcostum_Citymix_11(mpwaste08-mpwaste04grey)a12_v1" />             Working 7/7/15 Good city POI Ruin Buildings
  511.         <prefab name="xcostum_Apartments(by_Batman)a12_v1" min_count="1" max_count="1" /> Fixed by Magoli v6
  512.  
  513.         City2
  514.         <prefab name="xcostum_McDonalds(by_BigC90210)a12_v1" max_count="1" prob="0.3"/> Working 8/7/15 Could be rural, or city or town POI.
  515.         <prefab name="xcostum_Alms_house(ex_vanilla_ornate03)a12_v1" max_count="1" prob="1"/> Working 8/7/15 - Suits city maybe rural. Bit overbearing for town.
  516.         <prefab name="xcostum_StripClub(by_Wsiegel)a12_v1"  max_count="1" prob="1"/> Working 8/7/15 - Suits city, rural or a dodgey town.
  517.         <prefab name="xcostum_bowlingcenter(by_magoli)a12_v1"  max_count="1" prob="0.2"/> Working 8/7/15 - Suits city or town.
  518.         <prefab name="xcostum_House(by_LastI)a12_v1"  min_count="1" max_count="1" /> Working 8/7/15 - Suits city or town.
  519.         <prefab name="xcostum_kwikemartcity(by_magoli)a12_v1" min_count="1" max_count="1" /> Working 8/7/15 - Suits city.
  520.         <prefab name="xcostum_Skycpraper(by_Peppino)a12_v1" min_count="1" max_count="1" /> Working 8/7/15 - City, not lit.
  521.         <prefab name="xcostum_shootingrange(by_magoli)a12_v1" min_count="1" max_count="1" /> Working 8/7/15 - Working - suits city or town or rural.
  522.         <prefab name="xcostum_minigolf(by_magoli)a12_v1" /> Working 8/7/15 - Good for city, town or rural
  523.         <prefab name="xcostum_rollerskatedisco(by_magoli)a12_v1" min_count="1" max_count="1" /> Fixed by Magoli v6
  524.         <prefab name="xcostum_Bank(by_Guppycur)a12_v1" min_count="1" max_count="1" /> Fixed by Magoli v6
  525.  
  526.         City3
  527.         <prefab name="xcostum_3BlockStores(by_Leo_Liuos)a12_v1" />  Working 8/7/15 Unexplored interior, Good city POI
  528.         <prefab name="xcostum_Orphanage(ex_vanilla_ornate02)a12_v1" max_count="1" prob="1"/> Working 8/7/15 - Suits town or city or possibly rural.
  529.         <prefab name="xcostum_ArtGallery(by_Wsiegel)a12_v1"  max_count="1" prob="1"/> Working 8/7/15 - Suits city or town or rural.
  530.         <prefab name="xcostum_Firehouse(by_Warsaken)a12_v1" max_count="1" prob="1"/> Working 8/7/15 - Suits city
  531.         <prefab name="xcostum_stripclub(by_magoli)a12_v1"  max_count="1" prob="1"/> Working 8/7/15 - Suits city, rural or a dodgey town.
  532.         <prefab name="xcostum_House(by_ShoNuff)a12_v1"  min_count="1" max_count="1" /> Working 8/7/15 - Suits city or town.
  533.         <prefab name="xcostum_Manorhouse(by_WereWulfen)a12_v1" max_count="1" /> Working 8/7/15 - Suits city or town or rural.
  534.         <prefab name="xcostum_swimmingbath(by_magoli)a12_v1" min_count="1" max_count="1" /> Working 8/7/15 - Suit town or rural or even city. Nice house.
  535.         <prefab name="xcostum_myhouse(by_magoli)a12_v1" max_count="1"  /> Working 8/7/15 - Good for city town or rurcal - Stairs are not rotated correctly.
  536.         <prefab name="xcostum_Guildhall(ex_vanilla_ornate01)a12_v1" max_count="1" prob="0.2"/> - Good for city town or rurcal
  537.  
  538.         Town
  539.         <prefab name="xcostum_Church(by_Guppycur)a12_v1" />         Working 8/7/15 Stairs rotated wrong, Good city,town,rural
  540.         <prefab name="xcostum_crematory(by_magoli)a12_v1" />        Working 8/7/15 Stairs rotated wrong, Good city,town
  541.         <prefab name="xcostum_kuldlargehouse(by_Kuldiin)a12_v1" max_count="1" prob="1"/> Working 8/7/15 Better suited to rural or town due to style.
  542.         <prefab name="xcostum_med_clinic_small(by_magoli)a12_v1" max_count="1" prob="1"/> Working 8/7/15 town / rural - could be for small city. Set for town right now.
  543.         <prefab name="xcostum_Restaurant(by_Gertle)a12_v1" max_count="1" prob="1"/> Working 8/7/15 Better suited for town or rural, on the smaller side.
  544.         <prefab name="xcostum_kwikemart(by_magoli)a12_v1" max_count="1" prob="1"/> Working 8/7/15 - Suits city or town or rural.
  545.         <prefab name="xcostum_Firedepartment(by_Guppycur)a12_v1" max_count="1" prob="1"/> Working 8/7/15 - Suits town
  546.         <prefab name="xcostum_House(by_ShoNuff)a12_v1"  min_count="1" max_count="1" /> Working 8/7/15 - Suits city or town.
  547.         <prefab name="xcostum_FuneralHome(by_Wsiegel)a12_v1" min_count="1" max_count="1" /> Working 8/7/15 - Good for city, town, rural.
  548.         <prefab name="xcostum_Dealership(by_P1ut0nium)a12_v1" min_count="1" max_count="1" /> Working 8/7/15 - Good for rural or city or town.
  549.         <prefab name="xcostum_Bunker2(by_LazMan)a12_v1" min_count="1" max_count="1" /> Working 8/7/15 - Working, suitable for rural or town.
  550.         <prefab name="xcostum_swimmingbath(by_magoli)a12_v1" min_count="1" max_count="1" /> Working 8/7/15 - Suit town or rural or even city. Nice house.
  551.         <prefab name="xcostum_simpsonshouse(by_magoli)a12_v1" min_count="1" max_count="1" /> Working 8/7/15 - Working - suits city or town.
  552.         <prefab name="xcostum_Nicehouse(by_BigC90210)a12_v1" max_count="1" prob="0.5"/> Fixed by magoli packv6
  553.  
  554.         Rural
  555.         <prefab name="xcostum_timbershop(by_magoli)a12_v1" />       Working 8/7/15  Good Rural POI
  556.         <prefab name="xcostum_moestaverne(by_magoli)a12_v1" max_count="1" prob="1"/> Working 8/7/15 Better as rural / town - on the smaller side.
  557.         <prefab name="xcostum_AsylumCity(by_Wsiegel)a12_v1" max_count="1" prob="1"/> Working 8/7/15 town / rural / wilderness -could be for small city, not set for wasteland hub right now.
  558.         <prefab name="xcostum_kuldbrickhouse(by_Kuldiin)a12_v1" max_count="1"/> Working 8/7/15 Better suited to town or rural, smallish house.
  559.         <prefab name="xcostum_tv_store(by_magoli)a12_v1" max_count="1" prob="1"/> Working 8/7/15 Better suited to small city, rural. Has working stiffs signs but is TV store?
  560.         <prefab name="xcostum_pistol_gunshop(by_magoli)a12_v1" max_count="1" prob="1"/> Working 8/7/15 Going to assume it is meant to be sunk into ground like a bunker (gun nuts would love it) Better suited to rural, has a small footprint (above ground) for city.
  561.         <prefab name="xcostum_School(by_LazMan)a12_v1" max_count="1" prob="1"/> Working 8/7/15 - Suits town or rural or city.
  562.         <prefab name="xcostum_circus(by_magoli)a12_v1"  max_count="1" prob="1"/> Working 8/7/15 - Suits rural better, outskirts of town.
  563.         <prefab name="xcostum_Firestation(by_Slick50)a12_v1" max_count="1" prob="1"/> Working 8/7/15 - Suits town or rural.
  564.         <prefab name="xcostum_Plant(by_Wsiegel)a12_v1" min_count="1" max_count="1" /> Working 8/7/15 - Suits rural or maybe wilderness.
  565.         <prefab name="xcostum_GasStation(by_Warsaken)a12_v1" min_count="1" max_count="1" /> Working 8/7/15 - Suits town or rural, Really good for rural.
  566.         <prefab name="xcostum_WulftownA(by_WereWulfen)a12_v1" min_count="1" max_count="1" /> Working 8/7/15 - Better suited for rural.
  567.         <prefab name="xcostum_Dealership(by_P1ut0nium)a12_v1" min_count="1" max_count="1" /> Working 8/7/15 - Good for rural or city or town.
  568.         <prefab name="xcostum_Farm(by_BigC90210)a12_v1"  min_count="1" max_count="1" /> Working 8/7/15 - Working, suitable for rural or town.
  569.         <prefab name="xcostum_Bunker1(by_LazMan)a12_v1" min_count="1" max_count="1" /> Working 8/7/15 - Working, suitable for rural or town.
  570.         <prefab name="xcostum_Warehouse(by_Batman)a12_v1" min_count="1" max_count="1" /> Working 8/7/15 - Stairs inside are rotated the wrong way. Suit town or Rural.
  571.         <prefab name="xcostum_Hospital(by_Wsiegel)a12_v1" /> Working 8/7/15 - rural suited because it is big.
  572.         <prefab name="xcostum_WulftownCD(by_WereWulfen)a12_v1" prob="0.2" /> Fixed by magoli packv6
  573.         <prefab name="xcostum_TheEstate(by_Ekk0)a12_v1" max_count="1" prob="0.2" /> Fixed by magoli packv6
  574.         <prefab name="xcostum_Supermarket(by_Sudo)a12_v1" max_count="1" prob="0.2" /> Fixed by magoli packv6
  575.         <prefab name="xcostum_Storage(by_ShoNuff)a12_v1" max_count="1" prob="0.2" /> Fixed by magoli packv6
  576.         <prefab name="xcostum_Safehouse(by_Limodor)a12_v1" max_count="1" prob="0.2" /> Fixed by magoli packv6
  577.         <prefab name="xcostum_Public_Pool(by_Warsaken)a12_v1" max_count="1" prob="0.2" /> Fixed by magoli packv6
  578.         <prefab name="xcostum_Office(by_Wsiegel)a12_v1" max_count="1" prob="0.2" /> Fixed by magoli packv6
  579.         <prefab name="xcostum_Nuket0wn(by_Limodor)a12_v1" max_count="1" prob="0.2" /> Fixed by magoli packv6
  580.         <prefab name="xcostum_Nicehouse(by_BigC90210)a12_v1" max_count="1" prob="0.2" /> Fixed by magoli packv6
  581.         <prefab name="xcostum_Motel(by_Limodor)a12_v1" max_count="1" prob="0.2" /> Fixed by magoli packv6
  582.         <prefab name="xcostum_minigolf(by_magoli)a12_v1" max_count="1" prob="0.2" /> Fixed by magoli packv6
  583.         <prefab name="xcostum_McDonalds(by_BigC90210)a12_v1" max_count="1" prob="0.2" /> Fixed by magoli packv6
  584.         <prefab name="xcostum_Manorhouse(by_WereWulfen)a12_v1" max_count="1" prob="0.2" /> Fixed by magoli packv6
  585.         <prefab name="xcostum_icestadium(by_magoli)a12_v1" max_count="1" prob="0.2" /> Fixed by magoli packv6
  586.         <prefab name="xcostum_Hightop(by_Curbolt)a12_v1" max_count="1" prob="0.2" /> Fixed by magoli packv6
  587.         <prefab name="xcostum_FuneralParlor(by_Zombieman)a12_v1" max_count="1" prob="0.2" /> Fixed by magoli packv6
  588.         <prefab name="xcostum_DriveIn(by_Wsiegel)a12_v1" max_count="1" prob="0.2" /> Fixed by magoli packv6
  589.         <prefab name="xcostum_Cabin(by_Sudo)a12_v1" max_count="1" prob="0.2" /> Fixed by magoli packv6
  590.         <prefab name="xcostum_Bank(by_Limodor)a12_v1" max_count="1" prob="0.2" /> Fixed by magoli packv6
  591.  
  592.         Wilderness
  593.         <prefab name="xcostum_Science_lab(by_kinklade)a12_v1" max_count="1" prob="1"/> Working 8/7/15 Could really be in city, rural, or wilderness. Doesn't suit town. Needs .xml changes to make it city.
  594.         <prefab name="xcostum_stayouthouse(by_magoli)a12_v1" max_count="1"/> Working 8/7/15 Wilderness POI for sure, maybe town, too crazy for city and quite small. Set for town right now.
  595.         <prefab name="xcostum_Bunker3(by_LazMan)a12_v1" min_count="1" max_count="1" /> Working 8/7/15 - Working, suitable for rural or town.
  596.         <prefab name="xcostum_CrashedAirplane(by_LazMan)a12_v1" min_count="1" max_count="1" /> Working 8/7/15 Wilderness only.
  597.       <prefab name="xcostum_RocketLaunchPad(by_Saeid)a12_v1" min_count="1" max_count="1" />  Wilderness only POI rare find
  598.       <prefab name="xcostum_strandresort(by_magoli)a12_v1" min_count="1" max_count="1" />  Wilderness, but could be rural poi
  599.       <prefab name="xcostum_strange_cornfield(by_magoli)a12_v1" min_count="1" max_count="1" />  Wilderness, plains only poi
  600.       <prefab name="xcostum_LumberMill(by_IceJudge)a12_v1" />  Good wilderness POI forest and pine forest only
  601.       <prefab name="xcostum_MayaPyramide(by_Curbolt)a12_v1" max_count="1"  />  Cool unique poi
  602.       <prefab name="xcostum_H0bbit(by_Limodor)a12_v1" max_count="1"  />  Cool wilderness poi
  603.         <prefab name="xcostum_icestadium(by_magoli)a12_v1" prob="0.3"/> Fixed by magoli packv6
  604.         <prefab name="xcostum_Nuket0wn(by_Limodor)a12_v1" prob="0.3"/> Fixed by magoli packv6
  605.         <prefab name="xcostum_Public_Pool(by_Warsaken)a12_v1" prob="0.3"/> Fixed by magoli packv6
  606.         <prefab name="xcostum_Safehouse(by_Limodor)a12_v1" prob="0.3"/> Fixed by magoli packv6
  607.         <prefab name="xcostum_Tavern(by_Limodor)a12_v1" prob="0.3"/> Fixed by magoli packv6
  608.         <prefab name="xcostum_Villa(by_Limodor)a12_v1" prob="0.3"/> Fixed by magoli packv6
  609.         <prefab name="xcostum_WWHouse(by_IceJudge)a12_v1" prob="0.3"/> Fixed by magoli packv6
  610.         <prefab name="xcostum_ZombieZoo(by_Wsiegel)a12_v1" prob="0.3"/> Fixed by magoli packv6
  611.         <prefab name="xcostum_Asylum(by_Wsiegel)a12_v1" prob="0.2"/> Fixed by magoli packv6
  612.  
  613.  
  614.         -->
  615.  
  616.         <!-- Custom Prefabs start here -->
  617.         <prefab_rule name="cityMixed1">
  618.             <prefab name="xcostum_McDonalds(by_BigC90210)a12_v1" max_count="2" prob="0.3"/>
  619.             <prefab name="xcostum_Alms_house(ex_vanilla_ornate03)a12_v1" max_count="1" prob="0.3"/>
  620.             <prefab name="xcostum_StripClub(by_Wsiegel)a12_v1"  max_count="1" prob="0.3"/>
  621.             <prefab name="xcostum_bowlingcenter(by_magoli)a12_v1"  max_count="1" prob="0.2"/>
  622.             <prefab name="xcostum_House(by_LastI)a12_v1"  max_count="2" prob="0.3" />
  623.             <prefab name="xcostum_kwikemartcity(by_magoli)a12_v1" max_count="2" prob="0.3" />
  624.             <prefab name="xcostum_Skycpraper(by_Peppino)a12_v1" mmax_count="2" prob="0.3"/>
  625.             <prefab name="xcostum_shootingrange(by_magoli)a12_v1" max_count="1" prob="0.3"/>
  626.             <prefab name="xcostum_minigolf(by_magoli)a12_v1" max_count="1" prob="0.3"/>
  627.         </prefab_rule>
  628.  
  629.         <prefab_rule name="cityMixed2">
  630.             <prefab name="xcostum_3BlockStores(by_Leo_Liuos)a12_v1" max_count="2" prob="0.3"/>
  631.             <prefab name="xcostum_Orphanage(ex_vanilla_ornate02)a12_v1" max_count="1" prob="0.3"/>
  632.             <prefab name="xcostum_ArtGallery(by_Wsiegel)a12_v1"  max_count="1" prob="0.3"/>
  633.             <prefab name="xcostum_Firehouse(by_Warsaken)a12_v1" max_count="1" prob="0.3"/>
  634.             <prefab name="xcostum_stripclub(by_magoli)a12_v1"  max_count="1" prob="0.3"/>
  635.             <prefab name="xcostum_House(by_ShoNuff)a12_v1"  max_count="2" prob="0.3"/>
  636.             <prefab name="xcostum_Manorhouse(by_WereWulfen)a12_v1" max_count="2" prob="0.3"/>
  637.             <prefab name="xcostum_swimmingbath(by_magoli)a12_v1" max_count="1" prob="0.3"/>
  638.             <prefab name="xcostum_myhouse(by_magoli)a12_v1" max_count="1"  prob="0.3"/>
  639.         </prefab_rule>
  640.  
  641.         <prefab_rule name="cityMixed3">
  642.             <prefab name="xcostum_Citymix_01(grtown-strclub-burnth-h-gar)a12_v1" max_count="1" prob="0.3"/>
  643.             <prefab name="xcostum_Citymix_02(gunst_sm-kuldlargeh-bunk)a12_v1" max_count="1" prob="0.3"/>
  644.             <prefab name="xcostum_Citymix_04(firedep-bookstore_sm_01)a12_v1" max_count="1" prob="0.3"/>
  645.             <prefab name="xcostum_Citymix_05(niceh-businesstanh-garage)a12_v1" max_count="1" prob="0.3"/>
  646.             <prefab name="xcostum_Citymix_06(simpsonh-gravey-brickh-camp-gar)a12_v1" max_count="1" prob="0.3"/>
  647.             <prefab name="xcostum_Citymix_07(guildh-restaurant-firest-xxxclub)a12_v1" max_count="1" prob="0.3"/>
  648.             <prefab name="xcostum_Citymix_08(myh-crema-gupchurch-farmsh1)a12_v1" max_count="1" prob="0.3"/>
  649.             <prefab name="xcostum_Citymix_09(grocery_sm-barn01-medclinic_sm)a12_v1" max_count="1" prob="0.3"/>
  650.             <prefab name="xcostum_Citymix_11(mpwaste08-mpwaste04grey)a12_v1" max_count="1" prob="0.3"/>
  651.         </prefab_rule>
  652.  
  653.         <prefab_rule name="ruralMixed1">
  654.             <prefab name="xcostum_timbershop(by_magoli)a12_v1" max_count="1" prob="0.2" />
  655.             <prefab name="xcostum_moestaverne(by_magoli)a12_v1" max_count="1" prob="0.2"/>
  656.             <prefab name="xcostum_AsylumCity(by_Wsiegel)a12_v1" max_count="1" prob="0.2"/>
  657.             <prefab name="xcostum_kuldbrickhouse(by_Kuldiin)a12_v1" max_count="1" prob="0.2" />
  658.             <prefab name="xcostum_tv_store(by_magoli)a12_v1" max_count="1" prob="0.2" />
  659.             <prefab name="xcostum_pistol_gunshop(by_magoli)a12_v1" max_count="1" prob="0.2"/>
  660.             <prefab name="xcostum_School(by_LazMan)a12_v1" max_count="1" prob="0.2"/>
  661.             <prefab name="xcostum_circus(by_magoli)a12_v1"  max_count="1" prob="0.2"/>
  662.             <prefab name="xcostum_Firestation(by_Slick50)a12_v1" max_count="1" prob="0.2"/>
  663.             <prefab name="xcostum_Plant(by_Wsiegel)a12_v1" max_count="1" prob="0.2" />
  664.             <prefab name="xcostum_GasStation(by_Warsaken)a12_v1" max_count="1" prob="0.2" />
  665.             <prefab name="xcostum_WulftownA(by_WereWulfen)a12_v1" max_count="1" prob="0.2" />
  666.             <prefab name="xcostum_Dealership(by_P1ut0nium)a12_v1" max_count="1" prob="0.2" />
  667.             <prefab name="xcostum_Farm(by_BigC90210)a12_v1"  max_count="1" prob="0.2" />
  668.             <prefab name="xcostum_Bunker1(by_LazMan)a12_v1" max_count="1" prob="0.2" />
  669.             <prefab name="xcostum_Warehouse(by_Batman)a12_v1" max_count="2" prob="0.2" />
  670.             <prefab name="xcostum_Hospital(by_Wsiegel)a12_v1" max_count="1" prob="0.2" />
  671.             <prefab name="xcostum_WulftownCD(by_WereWulfen)a12_v1" max_count="1" prob="0.2" />
  672.             <prefab name="xcostum_TheEstate(by_Ekk0)a12_v1" max_count="1" prob="0.2" />
  673.             <prefab name="xcostum_Supermarket(by_Sudo)a12_v1" max_count="1" prob="0.2" />
  674.             <prefab name="xcostum_Storage(by_ShoNuff)a12_v1" max_count="1" prob="0.2" />
  675.             <prefab name="xcostum_Safehouse(by_Limodor)a12_v1" max_count="1" prob="0.2" />
  676.             <prefab name="xcostum_Public_Pool(by_Warsaken)a12_v1" max_count="1" prob="0.2" />
  677.             <prefab name="xcostum_Office(by_Wsiegel)a12_v1" max_count="1" prob="0.2" />
  678.             <prefab name="xcostum_Nuket0wn(by_Limodor)a12_v1" max_count="1" prob="0.2" />
  679.             <prefab name="xcostum_Nicehouse(by_BigC90210)a12_v1" max_count="1" prob="0.2" />
  680.             <prefab name="xcostum_Motel(by_Limodor)a12_v1" max_count="1" prob="0.2" />
  681.             <prefab name="xcostum_minigolf(by_magoli)a12_v1" max_count="1" prob="0.2" />
  682.             <prefab name="xcostum_McDonalds(by_BigC90210)a12_v1" max_count="1" prob="0.2" />
  683.             <prefab name="xcostum_Manorhouse(by_WereWulfen)a12_v1" max_count="1" prob="0.2" />
  684.             <prefab name="xcostum_icestadium(by_magoli)a12_v1" max_count="1" prob="0.2" />
  685.             <prefab name="xcostum_Hightop(by_Curbolt)a12_v1" max_count="1" prob="0.2" />
  686.             <prefab name="xcostum_FuneralParlor(by_Zombieman)a12_v1" max_count="1" prob="0.2" />
  687.             <prefab name="xcostum_DriveIn(by_Wsiegel)a12_v1" max_count="1" prob="0.2" />
  688.             <prefab name="xcostum_Cabin(by_Sudo)a12_v1" max_count="1" prob="0.2" />
  689.             <prefab name="xcostum_Bank(by_Limodor)a12_v1" max_count="1" prob="0.2" />
  690.         </prefab_rule>
  691.  
  692.         <prefab_rule name="townMixed1">
  693.             <prefab name="xcostum_Church(by_Guppycur)a12_v1" max_count="1" prob="0.2" />
  694.             <prefab name="xcostum_crematory(by_magoli)a12_v1" max_count="1" prob="0.2"  />
  695.             <prefab name="xcostum_kuldlargehouse(by_Kuldiin)a12_v1" max_count="2" prob="0.2" />
  696.             <prefab name="xcostum_med_clinic_small(by_magoli)a12_v1" max_count="1" prob="0.2" />
  697.             <prefab name="xcostum_Restaurant(by_Gertle)a12_v1" max_count="1" prob="0.2"  />
  698.             <prefab name="xcostum_kwikemart(by_magoli)a12_v1" max_count="1" prob="0.2"  />
  699.             <prefab name="xcostum_Firedepartment(by_Guppycur)a12_v1" max_count="1" prob="0.2"  />
  700.             <prefab name="xcostum_House(by_ShoNuff)a12_v1"  max_count="2" prob="0.2" />
  701.             <prefab name="xcostum_FuneralHome(by_Wsiegel)a12_v1" max_count="1" prob="0.2"  />
  702.             <prefab name="xcostum_Dealership(by_P1ut0nium)a12_v1" max_count="1" prob="0.2"  />
  703.             <prefab name="xcostum_Bunker2(by_LazMan)a12_v1" max_count="1" prob="0.2"  />
  704.             <prefab name="xcostum_swimmingbath(by_magoli)a12_v1" max_count="1" prob="0.2"  />
  705.             <prefab name="xcostum_simpsonshouse(by_magoli)a12_v1" max_count="1" prob="0.2"  />
  706.         </prefab_rule>
  707.  
  708.         <prefab_rule name="wildernessMixed1">
  709.             <prefab name="xcostum_Science_lab(by_kinklade)a12_v1" max_count="1" />
  710.             <prefab name="xcostum_stayouthouse(by_magoli)a12_v1" max_count="1"/>
  711.             <prefab name="xcostum_Bunker3(by_LazMan)a12_v1" max_count="2" />
  712.             <prefab name="xcostum_AsylumCity(by_Wsiegel)a12_v1" max_count="1" />
  713.             <prefab name="xcostum_CrashedAirplane(by_LazMan)a12_v1" max_count="1" />
  714.             <prefab name="xcostum_RocketLaunchPad(by_Saeid)a12_v1" max_count="1" />
  715.             <prefab name="xcostum_strandresort(by_magoli)a12_v1" max_count="1" />
  716.             <prefab name="xcostum_strange_cornfield(by_magoli)a12_v1" max_count="1" />
  717.             <prefab name="xcostum_LumberMill(by_IceJudge)a12_v1" max_count="1" prob="0.3"/>
  718.             <prefab name="xcostum_MayaPyramide(by_Curbolt)a12_v1" max_count="1"/>
  719.             <prefab name="xcostum_H0bbit(by_Limodor)a12_v1" max_count="1"/>
  720.             <prefab name="xcostum_icestadium(by_magoli)a12_v1" prob="0.3"/>
  721.             <prefab name="xcostum_Nuket0wn(by_Limodor)a12_v1" prob="0.3"/>
  722.             <prefab name="xcostum_Public_Pool(by_Warsaken)a12_v1" prob="0.3"/>
  723.             <prefab name="xcostum_Safehouse(by_Limodor)a12_v1" prob="0.3"/>
  724.             <prefab name="xcostum_Tavern(by_Limodor)a12_v1" prob="0.3"/>
  725.             <prefab name="xcostum_Villa(by_Limodor)a12_v1" prob="0.3"/>
  726.             <prefab name="xcostum_WWHouse(by_IceJudge)a12_v1" prob="0.3"/>
  727.             <prefab name="xcostum_ZombieZoo(by_Wsiegel)a12_v1" prob="0.3"/>
  728.             <prefab name="xcostum_Asylum(by_Wsiegel)a12_v1" prob="0.2"/>
  729.         </prefab_rule>
  730.  
  731.         <!-- Custom Prefabs End here and start mostly vanilla -->
  732.  
  733.         <prefab_rule name="countryHousing">
  734.             <prefab name="church_graveyard1"/>
  735.             <prefab name="houseranchwhite1"/>
  736.             <prefab name="houseranchtan1"/>
  737.             <prefab name="houseranchtan2"/>
  738.             <prefab name="houseranchblue1"/>
  739.         </prefab_rule>
  740.  
  741.         <prefab_rule name="burntHousing">
  742.             <prefab name="houseburnt1"/>
  743.             <prefab name="houseburnt2"/>
  744.             <prefab name="houseburnt3"/>
  745.             <prefab name="houseburnt3b"/>
  746.             <prefab name="houseburnt4"/>
  747.             <prefab name="houseburnt5"/>
  748.         </prefab_rule>
  749.  
  750.         <prefab_rule name="lowerClassHousing">
  751.             <prefab name="housewhite1basement"/>
  752.             <prefab name="housewhitepyramid3"/>
  753.             <prefab name="houseyellowpyramid3"/>
  754.             <prefab name="housetanpyramid2"/>
  755.             <prefab name="housewhitepyramid1"/>
  756.             <prefab name="housewhitepyramid2"/>
  757.         </prefab_rule>
  758.  
  759.         <prefab_rule name="middleClassHousing">
  760.             <prefab name="houseyellow1"/>
  761.             <prefab name="housegreen1"/>
  762.             <prefab name="houseblue1"/>
  763.             <prefab name="housestucco1"/>
  764.             <prefab name="housestucco2"/>
  765.             <prefab name="housebrick1"/>
  766.             <prefab name="housewhite1"/>
  767.             <prefab name="housewhite2"/>
  768.             <prefab name="housetan2"/>
  769.         </prefab_rule>
  770.  
  771.         <prefab_rule name="cityHousing">
  772.             <prefab name="houseyellow1"/>
  773.             <prefab name="housegreen1"/>
  774.             <prefab name="houseblue1"/>
  775.             <prefab name="housestucco1"/>
  776.             <prefab name="housestucco2"/>
  777.         </prefab_rule>
  778.  
  779.         <prefab_rule name="cityHousing2">
  780.             <prefab name="housebrick1"/>
  781.             <prefab name="housewhite1"/>
  782.             <prefab name="housewhite2"/>
  783.             <prefab name="housetan2"/>
  784.         </prefab_rule>
  785.  
  786.         <prefab_rule name="upperClassHousing">
  787.             <prefab name="house_new_mansion_01"/>
  788.             <prefab name="house_new_mansion_02"/>
  789.             <prefab name="house_new_mansion_03"/>
  790.         </prefab_rule>
  791.  
  792.         <prefab_rule name="businessBrick">
  793.             <prefab name="business_red_brick_01"/>
  794.             <prefab name="business_red_brick_02"/>
  795.             <prefab name="business_red_brick_03"/>
  796.             <prefab name="business_red_brick_04"/>
  797.             <prefab name="business_red_brick_05"/>
  798.             <prefab name="business_red_brick_06"/>
  799.             <prefab name="business_red_brick_07"/>
  800.         </prefab_rule>
  801.  
  802.         <prefab_rule name="businessTan">
  803.             <prefab name="business_tan_brick_01"/>
  804.             <prefab name="business_tan_brick_02"/>
  805.             <prefab name="business_tan_brick_03"/>
  806.             <prefab name="business_tan_brick_04"/>
  807.             <prefab name="business_tan_brick_05"/>
  808.         </prefab_rule>
  809.  
  810.         <prefab_rule name="garages">
  811.             <prefab name="garagebrick"/>
  812.             <prefab name="garageblue1"/>
  813.             <prefab name="garageyellow1"/>
  814.             <prefab name="garagewhite1"/>
  815.             <prefab name="garagetan1"/>
  816.             <prefab name="garagestucco1"/>
  817.             <prefab name="garagegreen1"/>
  818.             <prefab name="garageburnt1"/>
  819.             <prefab name="farm_shed1"/>
  820.             <prefab name="farm_shed2"/>
  821.             <prefab name="farm_shed3"/>
  822.             <prefab name="farm_shed4"/>
  823.         </prefab_rule>
  824.  
  825.         <prefab_rule name="signsAndLights">
  826.             <prefab name="sign_slow"/>
  827.             <prefab name="sign_speed_25"/>
  828.             <prefab name="street_light_02"/>
  829.         </prefab_rule>
  830.  
  831.         <prefab_rule name="entertainment">
  832.             <prefab name="theater_01"  max_count="1"/>
  833.         </prefab_rule>
  834.  
  835.         <prefab_rule name="apartments">
  836.             <prefab name="apartment_adobe_red_5_flr" max_count="1" />
  837.             <prefab name="apartment_brick_6_flr" max_count="1" />
  838.             <!-- Laz Man's mod here, grouped because the buildings look good together -->
  839.             <prefab name="xcostum_brownstones_house(by_Lazman)a12_v1" max_count="2" />
  840.             <prefab name="xcostum_Apartments(by_Batman)a12_v1" max_count="1" />
  841.         </prefab_rule>
  842.  
  843.         <prefab_rule name="governmentOffices">
  844.             <prefab name="mp_waste_bldg_governer_08" max_count="1"/>
  845.             <prefab name="police_station1" max_count="1"/>
  846.         </prefab_rule>
  847.  
  848.         <prefab_rule name="parking">
  849.             <prefab name="parking_lot_01" max_count="1" />
  850.             <prefab name="parking_lot_02" max_count="1" />
  851.             <prefab name="parking_garage_01" max_count="2" />
  852.         </prefab_rule>
  853.  
  854.         <prefab_rule name="gunStores">
  855.             <prefab name="store_gun_sm_01" prob="0.6"/>
  856.             <prefab name="store_gun_lg_01" prob="0.4"/>
  857.         </prefab_rule>
  858.  
  859.         <prefab_rule name="pharmacies">
  860.             <prefab name="store_pharmacy_sm_01" prob="1" />
  861.         </prefab_rule>
  862.  
  863.         <prefab_rule name="hardwareStores">
  864.             <prefab name="store_hardware_sm_01" prob="0.6"/>
  865.             <prefab name="store_hardware_lg_01" prob="0.4"/>
  866.         </prefab_rule>
  867.  
  868.         <prefab_rule name="bookStores">
  869.             <prefab name="store_book_sm_01" prob="0.6" />
  870.             <prefab name="store_book_lg_01" prob="0.4" />
  871.         </prefab_rule>
  872.  
  873.         <prefab_rule name="groceryStores">
  874.             <prefab name="store_grocery_lg_01" prob="0.4"/>
  875.             <prefab name="store_grocery_sm_01" prob="0.6"/>
  876.         </prefab_rule>
  877.  
  878.         <!-- City blocks are what the random gen engine draws first at 0,0 before it puts the mix of POIs on time.
  879.         The rule set runs through each type, and puts a mix of blocks with different street types, e.g a t intersection or even quartered streets. -->
  880.  
  881. <!-- Quartered is just 4 equal quarters -->
  882. <!-- Half is just half half -->
  883. <!-- T is just 1 half and 2 quarters -->
  884. <!-- Full is just one big block -->
  885.         <prefab_rule name="cityBlocks">
  886.             <!-- Test code for special town blocks -->
  887.             <!-- <prefab name="rg_town_hub_blk_quartered"/>
  888.             <prefab name="rg_town_hub_blk_half"/>
  889.             <prefab name="rg_town_hub_blk_t"/>
  890.             <prefab name="rg_town_hub_blk_full"/> -->
  891.             <prefab name="rg_waste_hub_blk_quartered"/>
  892.             <prefab name="rg_waste_hub_blk_half"/>
  893.             <prefab name="rg_waste_hub_blk_t"/>
  894.             <prefab name="rg_waste_hub_blk_full"/>
  895.         </prefab_rule>
  896.  
  897.         <prefab_rule name="townBlocks">
  898.             <prefab name="rg_town_hub_blk_quartered"/>
  899.             <prefab name="rg_town_hub_blk_half"/>
  900.             <prefab name="rg_town_hub_blk_t"/>
  901.             <prefab name="rg_town_hub_blk_full"/>
  902.         </prefab_rule>
  903.  
  904.         <prefab_rule name="rubbleBuildingsWhite">
  905.             <prefab name="mp_waste_bldg_01_white" />
  906.             <prefab name="mp_waste_bldg_03_white" />
  907.             <prefab name="mp_waste_bldg_04_white" />
  908.         </prefab_rule>
  909.  
  910.         <prefab_rule name="rubbleBuildingsRed">
  911.             <prefab name="mp_waste_bldg_01_red" />
  912.             <prefab name="mp_waste_bldg_02_red" />
  913.             <prefab name="mp_waste_bldg_03_red" />
  914.             <prefab name="mp_waste_bldg_04_red" />
  915.         </prefab_rule>
  916.  
  917.         <prefab_rule name="rubbleBuildingsTan">
  918.             <prefab name="mp_waste_bldg_01_tan" />
  919.             <prefab name="mp_waste_bldg_02_tan" />
  920.             <prefab name="mp_waste_bldg_03_tan" />
  921.             <prefab name="mp_waste_bldg_04_tan" />
  922.         </prefab_rule>
  923.  
  924.         <prefab_rule name="rubbleBuildingsGrey">
  925.             <prefab name="mp_waste_bldg_05_grey" />
  926.             <prefab name="mp_waste_bldg_05_grey" />
  927.             <prefab name="mp_waste_bldg_06_grey" />
  928.         </prefab_rule>
  929.  
  930.         <prefab_rule name="rubbleBuildingsWaste">
  931.             <prefab name="waste_rubble_bldg_04" />
  932.             <prefab name="waste_rubble_bldg_05" />
  933.             <prefab name="waste_rubble_bldg_06" />
  934.             <prefab name="waste_rubble_bldg_07" />
  935.             <prefab name="waste_rubble_bldg_08" />
  936.         </prefab_rule>
  937.  
  938.         <prefab_rule name="oldWest">
  939.             <prefab name="oldwest_church"/>
  940.             <prefab name="oldwest_hotel_01"/>
  941.             <prefab name="oldwest_hotel_02"/>
  942.             <prefab name="oldwest_jail"/>
  943.             <prefab name="oldwest_md_shop_01"/>
  944.             <prefab name="oldwest_md_shop_02"/>
  945.             <prefab name="oldwest_md_shop_03"/>
  946.             <prefab name="oldwest_md_shop_04"/>
  947.             <prefab name="oldwest_sm_shop_01"/>
  948.             <prefab name="oldwest_sm_shop_02"/>
  949.             <prefab name="oldwest_sm_shop_03"/>
  950.             <prefab name="oldwest_watertower"/>
  951.         </prefab_rule>
  952.  
  953.         <prefab_rule name="gasStations">
  954.             <prefab name="gas_station1"/>
  955.             <prefab name="gas_station2"/>
  956.             <prefab name="gas_station3"/>
  957.             <prefab name="gas_station4"/>
  958.             <prefab name="gas_station5"/>
  959.         </prefab_rule>
  960.  
  961.         <prefab_rule name="factories">
  962.             <prefab name="factory_lg_01" />
  963.             <prefab name="factory_lg_02" />
  964.         </prefab_rule>
  965.  
  966.         <prefab_rule name="rural">
  967.             <prefab name="junkyard_lg_01" />
  968.             <prefab name="junkyard_med_01" />
  969.             <prefab name="snowy_ski_lodge" />
  970.             <prefab name="sawmill_01_snow" />
  971.         </prefab_rule>
  972.  
  973.         <prefab_rule name="barnsAndSheds">
  974.             <prefab name="barn_01" />
  975.             <prefab name="barn_02" />
  976.             <prefab name="barn_03" />
  977.  
  978.             <prefab name="farm_shed1" />
  979.             <prefab name="farm_shed2" />
  980.             <prefab name="farm_shed3" />
  981.             <prefab name="farm_shed4" />
  982.  
  983.             <prefab name="bombshelter_lg_01" />
  984.  
  985.             <prefab name="oldwest_stables" />
  986.         </prefab_rule>
  987.  
  988.         <prefab_rule name="campsites">
  989.             <prefab name="campsite_01" />
  990.             <prefab name="campsite_02" />
  991.             <prefab name="campsite_03" />
  992.             <prefab name="campsite_04" />
  993.             <prefab name="campsite_06" />
  994.             <prefab name="campsite_06a" />
  995.             <prefab name="campsite_07" />
  996.             <prefab name="campsite_07a" />
  997.         </prefab_rule>
  998.  
  999.         <prefab_rule name="cabins">
  1000.             <prefab name="cabin_01" />
  1001.             <prefab name="cabin_02_sm" />
  1002.             <prefab name="cabin_03_lg" />
  1003.             <prefab name="cabin_04_md" />
  1004.             <prefab name="cabin_05_lg" />
  1005.             <prefab name="cabin_06_lg" />
  1006.             <prefab name="cabin_snow_hidden_01"/>
  1007.         </prefab_rule>
  1008.  
  1009.         <prefab_rule name="waterPOIs">
  1010.             <prefab name="pond01"/>
  1011.             <prefab name="oldwest_watertower" />
  1012.         </prefab_rule>
  1013.  
  1014.         <prefab_rule name="militaryCamps">
  1015.             <prefab name="army_camp_01_snow" />
  1016.             <prefab name="army_camp_01_grass" />
  1017.             <prefab name="army_camp_01_burnt" />
  1018.         </prefab_rule>
  1019.  
  1020.         <prefab_rule name="wildernessMisc">
  1021.             <prefab name="houseburnt5"/>
  1022.             <prefab name="oldwest_graveyard"/>
  1023.             <prefab name="ranger_station1" />
  1024.         </prefab_rule>
  1025.     </prefab_rules>
  1026.  
  1027.     <!-- Note on Biome elevation settings - At this stage we cannot control the elevation of the world, the game reads the world seed - game name in serverconfig.xml - and the algorithm extracts world elevations
  1028.             based on that.
  1029.     These settings below determine at what random elevations we introduce the specific block types of each biome type, from level 0 to 20 is desert, once it reaches 20 it'll start to blend in plains.
  1030.     You can also then assume that many deserts can be found near plains. -->
  1031.  
  1032.     <biome_spawn_rules>
  1033.         <biome_spawn_rule name="desert">
  1034.             <elevation_range value="0, 20" />
  1035.         </biome_spawn_rule>
  1036.  
  1037.         <biome_spawn_rule name="plains">
  1038.             <elevation_range value="20, 50" />
  1039.         </biome_spawn_rule>
  1040.  
  1041.         <biome_spawn_rule name="forest">
  1042.             <elevation_range value="50, 80" />
  1043.         </biome_spawn_rule>
  1044.  
  1045.         <biome_spawn_rule name="pine_forest">
  1046.             <elevation_range value="80, 110" />
  1047.         </biome_spawn_rule>
  1048.  
  1049.         <biome_spawn_rule name="snow">
  1050.             <elevation_range value="110, 255" />
  1051.         </biome_spawn_rule>
  1052.  
  1053.         <!-- NOT CURRENTLY USED
  1054.         <biome_spawn_rule name="burnt_forest"/>
  1055.         <biome_spawn_rule name="wasteland_hub"/>
  1056.         <biome_spawn_rule name="wasteland" />
  1057.         <biome_spawn_rule name="radiated"/>
  1058.         <biome_spawn_rule name="water"/>
  1059.         -->
  1060.     </biome_spawn_rules>
  1061.  
  1062.     <!-- This appears to be a way of creating a pre-determined layout that can be called at the Cell Rule level.
  1063.     So by calling this, the cell will draw the exact prefabs in the grid of your choosing. To fully exploit this I imagine we want to have a tool that reads Prefabs, understands their size, and maps them
  1064.     into a grid with snap-in roads, which then can be exported in the format below. However, right now there exists an interesting possibility of creating small logical groupings of POIs. -->
  1065.  
  1066.     <hub_layouts>
  1067.         <hub_layout name="customHubTest">
  1068.             <township_type value="town"/>
  1069.             <street start_point="-64,0" end_point="64,0"/>
  1070.             <lot min_x_y="0, 8" size="60,60" rotation_to_road="2"/>
  1071.             <lot min_x_y="-32, 12" prefab="oldwest_jail" rotation_to_road="2"/>
  1072.         </hub_layout>
  1073.     </hub_layouts>
  1074. </rwgmixer>
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