Semi-automatically generated modding documentation for Barotrauma

LevelGenerationParameters

Relevant files: [Shared:LevelGenerationParametersFile.cs] [Shared:LevelGenerationParams.cs]

This page was generated automatically.

  • Required by core package: No

Child elements

  • background
  • backgroundtop
  • wall
  • walledge
  • destructiblewall
  • destructiblewalledge
  • walldestroyed
  • waterparticles

Attributes

Attribute Type Default value Description
Type LevelData.LevelType LevelData.LevelType.LocationConnection  
Commonness float 100.0 If there are multiple level generation parameters available for a level in a given biome, their commonness determines how likely it is for one to get selected.
MinLevelDifficulty float 0.0 The difficulty of the level has to be above or equal to this for these parameters to get chosen for the level.
MaxLevelDifficulty float 100.0 The difficulty of the level has to be below or equal to this for these parameters to get chosen for the level.
AmbientLightColor Color “27,30,36”  
BackgroundTextureColor Color “20,40,50”  
BackgroundColor Color “20,40,50”  
WallColor Color “255,255,255”  
WaterParticleColor Color “255,255,255”  
StartPosition Vector2 “0,0” Start position of the level (relative to the size of the level. 0,0 = top left corner, 1,1 = bottom right corner)
EndPosition Vector2 “1,0” End position of the level (relative to the size of the level. 0,0 = top left corner, 1,1 = bottom right corner)
ForceOutpostPosition Vector2 “0,0” Position of the outpost (relative to the size of the level. 0,0 = top left corner, 1,1 = bottom right corner). If set to 0,0, the outpost is placed in a suitable position automatically.
CreateHoleNextToEnd bool true Should there be a hole in the wall next to the end outpost (can be used to prevent players from having to backtrack if they approach the outpost from the wrong side of the main path’s walls).
CreateHoleToAbyss bool true Should the generator force a hole to the bottom of the level to ensure there’s a way to the abyss.
NoLevelGeometry bool false If enabled, no walls generate in the level. Can be useful for e.g. levels that are just supposed to consist of a pre-built outpost.
LevelObjectAmount int 1000 The total number of level objects (vegetation, vents, etc) in the level.
BackgroundCreatureAmount int 80 The total number of decorative background creatures.
MinWidth int 100000  
MaxWidth int 100000  
Height int 50000  
InitialDepthMin int 80000 Minimum depth at the top of the level (100 corresponds to 1 meter).
InitialDepthMax int 80000 Maximum depth at the top of the level (100 corresponds to 1 meter).
MinTunnelRadius int 6500 Minimum width of the main tunnel going through the level, in pixels. Can be automatically increased by the level editor if the submarine is larger than this.
SideTunnelCount Point “0,1” Amount of side tunnels in the level (min,max).
SideTunnelVariance float 0.5 How much the side tunnels can “zigzag”. 0 = completely straight tunnel, 1 = can go all the way from the top of the level to the bottom.
MinSideTunnelRadius Point “2000,6000” Minimum width of the side tunnels, in pixels. Unlike the main tunnel, does not get adjusted based on the size of the submarine.
VoronoiSiteInterval Point “3000, 3000” How far from each other voronoi sites are placed. Sites determine shape of the voronoi graph which the level walls are generated from. (Decreasing this value causes the number of sites, and the complexity of the level, to increase exponentially - be careful when adjusting)
VoronoiSiteVariance Point “700,700” How much random variation to apply to the positions of the voronoi sites on each axis. Small values produce roughly rectangular level walls. The larger the values are, the less uniform the shapes get.
CellSubdivisionLength int 5000 The edges of the individual wall cells are subdivided into edges of this size. Can be used in conjunction with the rounding values to make the cells rounder. Smaller values will make the cells look smoother, but make the level more performance-intensive as the number of polygons used in rendering and physics calculations increases.
CellRoundingAmount float 0.5 How much the individual wall cells are rounded. Note that the final shape of the cells is also affected by the CellSubdivisionLength parameter.
CellIrregularity float 0.1 How much random variance is applied to the edges of the cells. Note that the final shape of the cells is also affected by the CellSubdivisionLength parameter.
MainPathNodeIntervalRange Point “5000, 10000” The distance between the nodes that are used to generate the main path through the level (min, max). Larger values produce a straighter path.
MainPathVariance float 0.5 How much the side tunnels can “zigzag”. 0 = completely straight tunnel, 1 = can go all the way from the top of the level to the bottom.
CaveCount int 5 The number of caves placed along the main path.
ItemCount int 100 The maximum number of level resources in the level.
ResourceIntervalRange Point “19200,38400” The minimum and maximum distance between two resource spawn points on a path.
CaveResourceIntervalRange Point “9600,19200” The minimum and maximum distance between two resource spawn points on a cave path.
ResourceClusterSizeRange Point “3,6” The minimum and maximum amount of resources in a single cluster. In addition to this, resource commonness affects the cluster size. Less common resources spawn in smaller clusters.
ResourceSpawnChance float 0.3 How likely a resource spawn point on a path is to contain resources.
CaveResourceSpawnChance float 1.0 How likely a resource spawn point on a cave path is to contain resources.
FloatingIceChunkCount int 0 Number of floating, destructible ice chunks in the level.
IslandCount int 0 Number of islands (static wall chunks along the main path) in the level.
IceSpireCount int 0 Number of ice spires in the level.
AbyssIslandCount int 5 Number of abyss islands in the level.
AbyssIslandSizeMin Point “4000,7000”  
AbyssIslandSizeMax Point “8000,10000”  
AbyssIslandCaveProbability float 0.5 The probability of an abyss island having a cave. There is always a cave in at least one of the islands regardless of this setting.
AbyssResourceClustersMin int 10 Minimum number of resource clusters in the abyss (the actual number is picked between min and max according to the level difficulty)
AbyssResourceClustersMax int 40 Maximum number of resource clusters in the abyss (the actual number is picked between min and max according to the level difficulty)
SeaFloorDepth int -300000 How far below the level the sea floor is placed.
SeaFloorVariance int 1000 Variance of the depth of the sea floor. Smaller values produce a smoother sea floor.
MountainCountMin int 0 The minimum number of mountains on the sea floor.
MountainCountMax int 0 The maximum number of mountains on the sea floor.
MountainHeightMin int 1000 The minimum height of the mountains on the sea floor.
MountainHeightMax int 5000 The maximum height of the mountains on the sea floor.
RuinCount int 1 The number of alien ruins in the level.
MinWreckCount int 1 The minimum number of wrecks in the level. Note that this value cannot be higher than the amount of wreck prefabs (subs).
MaxWreckCount int 1 The maximum number of wrecks in the level. Note that this value cannot be higher than the amount of wreck prefabs (subs).
MinCorpseCount int 1 The minimum number of corpses per wreck.
MaxCorpseCount int 5 The maximum number of corpses per wreck.
ThalamusProbability float 0.0 How likely is it that a Thalamus inhabits a wreck. Percentage from 0 to 1 per wreck.
WreckHullFloodingChance float 0.5 How likely the water level of a hull inside a wreck is randomly set.
WreckFloodingHullMinWaterPercentage float 0.1 The min water percentage of randomly flooding hulls in wrecks.
WreckFloodingHullMaxWaterPercentage float 1.0 The min water percentage of randomly flooding hulls in wrecks.
ForceBeaconStation string ”” Should a beacon station always spawn in this type of level?
BottomHoleProbability float 0.4 The probability for wall cells to be removed from the bottom of the map. A value of 0 will produce a completely enclosed tunnel and 1 will make the entire bottom of the level completely open.
WaterParticleScale float 1.0 Scale of the water particle texture.
WaterParticleVelocity Vector2 “0,10” How fast the water particle texture scrolls.
WallTextureSize float 2048.0 Size of the level wall texture.
WallEdgeTextureWidth float 2048.0  
FlashInterval Vector2 “0,0” Interval of lightning-like flashes of light in the level.
FlashColor Color “0,0,0,0” Color of lightning-like flashes of light in the level.
PlayNoiseLoopInOutpostLevel bool false Should the “ambient noise” of the biome play in this level if it’s an outpost level.
WaterAmbienceVolume float 1.0  
WallEdgeExpandOutwardsAmount float 120.0 How far the level walls’ edge texture portrudes outside the actual, “physical” edge of the cell.
WallEdgeExpandInwardsAmount float 1000.0 How far inside the level walls the edge texture continues.