Allow rot_spawn
to define a monster ID directly instead of needing a monstergroup
#73858
Labels
[C++]
Changes (can be) made in C++. Previously named `Code`
Help Wanted
Not particularly urgent or easy (see Good First Issue for this), but help is appreciated with this!
(P4 - Low)
Low priority issues: things which are e.g exotic, minor and/or hard to encounter
Spawn
Creatures, items, vehicles, locations appearing on map
<Suggestion / Discussion>
Talk it out before implementing
Is your feature request related to a problem? Please describe.
rot_spawn
only takes monstergroups. This is evil, because it means for every egg-laying animal that we allow to reproduce we need a custom monstergroup with just one entry for the baby version. This is annoying as hell.Solution you would like.
Allow
rot_spawn
to take monster IDs directly to cut out the middle manDescribe alternatives you have considered.
No response
Additional context
It's important to note that it should still be allowed to take monstergroups as well, since some of our eggs do rely on that. I am asking for a new possibility, not to replace the existing one with another.
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