# Random Spawners > [!NOTE] > > This guide was originally written by developer timothymtorres for /tg/, and > has been adapted for Paradise. Random spawners are an organized tool primarily for mapping to enhance replayability. The spawners can create objects, effects, and structures with different tweakable settings to get the desired outcome. You can make a spawner determine direction, rarity, number of items to spawn, pixel spacing between items, and even spread it over a large tile radius. This lets you control the atmosphere of a location. You could for instance spawn different piles of trash in maint or spawn decoration items for a room to give it more randomized flavor. The choice is yours! ## Variables The following variables are defined in `code/game/objects/effects/spawners/random/random_spawner.dm` that control how a spawner works. | Var | Description | | ---------------------- | -------------------------------------------------------------------------------------------------------- | | `loot` | A list of possible items to spawn e.g. `list(/obj/item, /obj/structure, /obj/effect)` | | `loot_type_path` | This combines the subtypes **and** type list with the loot list. | | `loot_subtype_path` | This combines **only** the subtypes (excludes the `loot_subtype_path`) with the loot list. | | `spawn_loot_count` | How many items will be spawned. | | `spawn_loot_double` | If the same item can be spawned twice from the loot list. | | `spawn_loot_split` | Whether the items should have staggered pixel offsets. This overrides `pixel_x/y` on the spawner itself. | | `spawn_all_loot` | Whether the spawner should spawn all the loot in the list (ignores `spawn_loot_count`). | | `spawn_loot_chance` | The chance for the spawner to create loot (ignores `spawn_loot_count`). | | `spawn_scatter_radius` | Determines how big of a range (in tiles) we should scatter things in. | These variables are set to the following default values for the base object that all objects inherit from: ```dm /// these three loot values are all empty var/list/loot var/loot_type_path var/loot_subtype_path var/spawn_loot_count = 1 // by default one item will be selected from the loot list var/spawn_loot_double = TRUE // by default duplicate items CAN be spawned from the loot list var/spawn_loot_split = FALSE // by default items will NOT spread out on the same tile var/spawn_all_loot = FALSE // by default the spawner will only spawn the number of items set in spawn_loot_count var/spawn_loot_chance = 100 // by default the spawner has a 100% chance to spawn the item(s) var/spawn_scatter_radius = 0 // by default the spawner will spawn the items ONLY on the tile it is on ``` However there are some categories that overwrite these default values so pay attention to the folder or category you group your spawner in. For instance the `obj/effect/spawner/random/techstorage` category overwrites the `spawn_all_loot` and the `spawn_loot_split` variables. ```dm /obj/effect/spawner/random/research name = "generic research item spawner" spawn_loot_split = TRUE spawn_all_loot = TRUE ``` This means any spawner you create under the `tech_storage` subtype will also have those variables set to that by default. This can be overridden quite easily just be resetting the variables back to the normal state like so: ```dm /obj/effect/spawner/random/research/data_disk name = "data disk spawner" spawn_all_loot = FALSE // now our loot won't all be spawned loot = list( /obj/item/disk/data = 49, /obj/item/disk/nuclear/fake/obvious = 1, ) ``` ## Template All the random spawners follow the same template format to keep things consistent and unison. ```dm /obj/effect/spawner/random/INSERT_SPAWNER_GROUP/INSERT_SPAWNER_NAME name = "INSERT_SPAWNER_NAME spawner" loot = list( /obj/item/PATH/INSERT_OBJ_1, /obj/item/PATH/INSERT_OBJ_2, /obj/item/PATH/INSERT_OBJ_3, ) ``` All the capitalized code is the parts where you are supposed to swap out with your objects like so: ```dm /obj/effect/spawner/random/engineering/tools name = "Tool spawner" loot = list( /obj/item/wrench, /obj/item/wirecutters, /obj/item/crowbar, ) ``` Find the path to different objects and add them to the list but try to be consistent with the types of the object and the spawner. For example, a tool spawner shouldn't have a emag in the loot list! ## Probability Be aware that the `loot` list uses a _weighted chance_ formula to determine probability. So if there are no numbers set in the `loot` list then each object defaults to 1 and has the same probability to be selected. For our above example for the `/obj/effect/spawner/random/engineering/tools` spawner, each item has a 1/3 chance to be spawned. But if we rearranged the values to this: ```dm /obj/effect/spawner/random/engineering/tools name = "Tool spawner" loot = list( /obj/item/wrench = 2, /obj/item/wirecutters = 1, /obj/item/crowbar = 1, ) ``` Then now `wrench` has a 50% chance of being spawned (2/4), `wirecutters` has a 25% chance of being spawned (1/4), and `crowbar` also has a 25% chance of being spawned (1/4). If we add another item into the mix then we get the following: ```dm /obj/effect/spawner/random/engineering/tools name = "Tool spawner" loot = list( /obj/item/wrench = 2, /obj/item/wirecutters = 1, /obj/item/crowbar = 1, /obj/item/weldingtool = 1, ) ``` `wrench` is 40% (2/5), `wirecutters` is 20% (1/5), `crowbar` is 20% (1/5), and `weldingtool` is 20% (1/5). A weighted list has the advantage of not needing to update every item in the list when adding a new item. If the list was based on a straight percent values, then each new item would require to manually go and edit _all_ the items in the list. For big lists that would become very tedious. This is why we use weighted lists to determine probability! ## Style Here are some simple guidelines that you should stick to when making a new spawner: ### If all items have the same chance, do not specify weights Do not put `/obj/item = 1` unless other items have different spawn chances. !!! success "Good" ```dm /obj/effect/spawner/random/engineering/tools name = "Tool spawner" loot = list( /obj/item/wrench = 2, /obj/item/wirecutters = 1, /obj/item/crowbar = 1, /obj/item/weldingtool = 1, ) ``` or: ```dm /obj/effect/spawner/random/engineering/tools name = "Tool spawner" loot = list( /obj/item/wrench, /obj/item/wirecutters, /obj/item/crowbar, /obj/item/weldingtool, ) ``` !!! failure "Bad" ```dm /obj/effect/spawner/random/engineering/tools name = "Tool spawner" loot = list( /obj/item/wrench = 1, /obj/item/wirecutters = 1, /obj/item/crowbar = 1, /obj/item/weldingtool = 1, ) ``` ### Sort the list from highest probability to lowest Sort from top to bottom. The rarest items for your spawner should be at the bottom of the list. !!! success "Good" ```dm /obj/effect/spawner/random/contraband/armory name = "armory loot spawner" loot = list( /obj/item/gun/ballistic/automatic/pistol = 8, /obj/item/gun/ballistic/shotgun/automatic/combat = 5, /obj/item/storage/box/syndie_kit/throwing_weapons = 3, /obj/item/grenade/clusterbuster/teargas = 2, /obj/item/grenade/clusterbuster = 2, /obj/item/gun/ballistic/automatic/pistol/deagle = 1, /obj/item/gun/ballistic/revolver/mateba = 1, ) ``` !!! failure "Bad" ```dm /obj/effect/spawner/random/contraband/armory name = "armory loot spawner" loot = list( /obj/item/storage/box/syndie_kit/throwing_weapons = 3, /obj/item/gun/ballistic/automatic/pistol = 8, /obj/item/gun/ballistic/revolver/mateba = 1, /obj/item/grenade/clusterbuster/teargas = 2, /obj/item/gun/ballistic/automatic/pistol/deagle = 1, /obj/item/grenade/clusterbuster = 2, /obj/item/gun/ballistic/shotgun/automatic/combat = 5, ) ``` ### Always put the `loot` list at the bottom of your spawner This is just to keep things organized. !!! success "Good" ```dm /obj/effect/spawner/random/food_or_drink/donkpockets name = "donk pocket box spawner" spawn_loot_double = FALSE loot = list( /obj/item/storage/box/donkpockets/donkpocketspicy, /obj/item/storage/box/donkpockets/donkpocketteriyaki, /obj/item/storage/box/donkpockets/donkpocketpizza, /obj/item/storage/box/donkpockets/donkpocketberry, /obj/item/storage/box/donkpockets/donkpockethonk, ) ``` !!! failure "Bad" ```dm /obj/effect/spawner/random/food_or_drink/donkpockets name = "donk pocket box spawner" loot = list( /obj/item/storage/box/donkpockets/donkpocketspicy, /obj/item/storage/box/donkpockets/donkpocketteriyaki, /obj/item/storage/box/donkpockets/donkpocketpizza, /obj/item/storage/box/donkpockets/donkpocketberry, /obj/item/storage/box/donkpockets/donkpockethonk, ) spawn_loot_double = FALSE ``` ### Always put a comma at the last item in the `loot` list This will make it easier for people to add items to your spawner later without getting frustrating code errors. !!! success "Good" ```dm /obj/effect/spawner/random/engineering/tools name = "Tool spawner" loot = list( /obj/item/wrench, /obj/item/wirecutters, /obj/item/crowbar, ) ``` !!! failure "Bad" ```dm /obj/effect/spawner/random/engineering/tools name = "Tool spawner" loot = list( /obj/item/wrench, /obj/item/wirecutters, /obj/item/crowbar // <-- missing comma ) ``` ### Keep the same tab formatting for the `loot` list (unless there is only one item) Again, this is just good code organization. If there is only one item, then encase that item in `loot = list(item)`. !!! success "Good" ```dm /obj/effect/spawner/random/engineering/tools name = "Tool spawner" loot = list( /obj/item/wrench, /obj/item/wirecutters, /obj/item/crowbar, ) ``` or ```dm /obj/effect/spawner/random/structure/crate_abandoned icon = 'icons/effects/landmarks_static.dmi' icon_state = "loot_site" spawn_loot_chance = 20 loot = list(/obj/structure/closet/crate/secure/loot) ``` !!! failure "Bad" ```dm /obj/effect/spawner/random/engineering/tools name = "Tool spawner" loot = list( /obj/item/wrench, /obj/item/wirecutters, /obj/item/crowbar, ) ``` or ```dm /obj/effect/spawner/random/engineering/tools name = "Tool spawner" loot = list(/obj/item/wrench, /obj/item/wirecutters, /obj/item/crowbar, ) ``` ### Try to keep the total combined weight of your `loot` list to sane values (Aim for 5, 10, 20, 50, or 100) This makes the math probability easier for people to calculate (this is recommended, but not always possible). !!! success "Good" ```dm /obj/effect/spawner/random/trash/cigbutt name = "cigarette butt spawner" loot = list( /obj/item/cigbutt = 65, /obj/item/cigbutt/roach = 20, /obj/item/cigbutt/cigarbutt = 15, ) ``` Also good: ```dm /obj/effect/spawner/random/trash/botanical_waste name = "botanical waste spawner" loot = list( /obj/item/grown/bananapeel = 6, /obj/item/grown/corncob = 3, /obj/item/food/grown/bungopit = 1, ) ``` !!! failure "Bad" ```dm /obj/effect/spawner/random/entertainment/money_large name = "large money spawner" loot = list( /obj/item/stack/spacecash/c1 = 521, /obj/item/stack/spacecash/c10 = 378, /obj/item/stack/spacecash/c20 = 212, /obj/item/stack/spacecash/c50 = 205, /obj/item/stack/spacecash/c100 = 71, /obj/item/stack/spacecash/c200 = 60, /obj/item/stack/spacecash/c500 = 57, /obj/item/stack/spacecash/c1000 = 41, /obj/item/stack/spacecash/c10000 = 12, ) ``` ### Do not put empty items in the loot list Instead use the `spawn_loot_chance` var to control the chance for the spawner to spawn nothing. !!! success "Good" ```dm /obj/effect/spawner/random/structure/crate_abandoned name = "locked crate spawner" spawn_loot_chance = 20 loot = list(/obj/structure/closet/crate/secure/loot) ``` !!! failure "Bad" ```dm /obj/effect/spawner/lootdrop/crate_spawner name = "lootcrate spawner" loot = list( "" = 80 /obj/structure/closet/crate/secure/loot = 20, ) ``` ### Avoid making a spawner that is a duplicate We don't want copy-cat spawners that are almost identical. Instead merge spawners together if possible. !!! success "Good" ```dm /obj/effect/spawner/random/contraband/armory name = "armory loot spawner" icon_state = "pistol" loot = list( /obj/item/gun/ballistic/automatic/pistol = 8, /obj/item/gun/ballistic/shotgun/automatic/combat = 5, /obj/item/storage/box/syndie_kit/throwing_weapons = 3, /obj/item/grenade/clusterbuster/teargas = 2, /obj/item/grenade/clusterbuster = 2, /obj/item/gun/ballistic/automatic/pistol/deagle, /obj/item/gun/ballistic/revolver/mateba, ) ``` !!! failure "Bad" ```dm /obj/effect/spawner/lootdrop/armory_contraband loot = list( /obj/item/gun/ballistic/automatic/pistol = 8, /obj/item/gun/ballistic/shotgun/automatic/combat = 5, /obj/item/gun/ballistic/automatic/pistol/deagle, /obj/item/gun/ballistic/revolver/mateba ) /obj/effect/spawner/lootdrop/armory_contraband/metastation loot = list( /obj/item/gun/ballistic/automatic/pistol = 8, /obj/item/gun/ballistic/shotgun/automatic/combat = 5, /obj/item/storage/box/syndie_kit/throwing_weapons = 3, /obj/item/gun/ballistic/automatic/pistol/deagle, /obj/item/gun/ballistic/revolver/mateba ) ``` ### Do not use prefabs in loot lists _Prefabs_ refer to raw typepaths with variable edits attached. Types declared in this way do not have easily identifiable reflection information, so they cannot be logged in a useful manner. !!! success "Good" ```dm /obj/item/stack/ore/plasma/ten amount = 10 /obj/item/stack/ore/gold/fifty amount = 50 /obj/effect/spawner/random/minerals name = "mineral spawner" icon_state = "rock" loot = list( /obj/item/stack/ore/diamond, /obj/item/stack/ore/plasma/ten, /obj/item/stack/ore/gold/fifty, ) ``` !!! failure "Bad" ```dm /obj/effect/spawner/random/minerals name = "mineral spawner" icon_state = "rock" loot = list( /obj/item/stack/ore/diamond{amount = 1}, /obj/item/stack/ore/plasma{amount = 10}, /obj/item/stack/ore/gold{amount = 50}, ) ```