Can spawn entities. Used for biter/spitter nests.
EntityWithOwnerPrototypeEnemySpawnerGraphicsSetfalsefalseuint32falsefalseCount of enemies this spawner can sustain.
uint32truefalseCount of defensive enemies this spawner can sustain. Defensive units are units with UnitAISettings::join_attacks set to false. If set below EnemySpawnerPrototype::max_count_of_owned_units, the difference will be the space reserved for non-defensive units.
uint32falsefalseHow many friendly units are required within the EnemySpawnerPrototype::spawning_radius of this spawner for it to stop producing more units.
uint32truefalseHow many friendly defensive units are required within the EnemySpawnerPrototype::spawning_radius of this spawner for it to stop producing more units. Defensive units are units with UnitAISettings::join_attacks set to false. If set below EnemySpawnerPrototype::max_friends_around_to_spawn, the difference will be the space reserved for non-defensive units.
Tuple<double, double>falsefalseTicks for cooldown after unit is spawned. The first member of the tuple is min, the second member of the tuple is max.
doublefalsefalseHow far from the spawner can the units be spawned.
doublefalsefalseWhat spaces should be between the spawned units.
doublefalsefalseMax richness to determine spawn shift. Spawn shift is linear interpolation between 0 and max_spawn_shift.
doublefalsefalseCaps how much richness can be added on top of evolution when spawning units. See also
doublefalsefalseuint32truefalseArray<UnitSpawnDefinition>falsefalseArray of the entities that this spawner can spawn and their spawn probabilities. The sum of probabilities is expected to be 1.0. The array must not be empty.
SoundtruefalseDict<AirbornePollutantID, EnemySpawnerAbsorption>truefalsefloattruefalsefloattruefalsebooleantruefalseWhether spawn_decoration should be spawned when enemies expand.
Array<CreateDecorativesTriggerEffectItem>truefalseDecoratives to be created when the spawner is created by the map generator. Placed when enemies expand if spawn_decorations_on_expansion is set to true.
EntityIDtruefalsetruetruetrueWhether this prototype should be a high priority target for enemy forces. See Military units and structures.
falsetruetrueIf this is true, this entities is_military_target property can be changed runtime (on the entity, not on the prototype itself).