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CorpusValheim

Conditional spawning

World

Conditional objects compare their world key against the disable flag and may delay appearance; spring/drop branches affect later hiding. Random-spawn instances combine a percentage roll with authored theme, biome, lava and elevation gates. One-shot prefab spawners remember a per-object spawn flag. Trigger spawners require elapsed network minutes, chance and population capacity, then roll levels sequentially. Spawn abilities can begin on authored awake activation or explicit setup; they choose count with an exclusive integer upper bound (equal bounds return that count), resolve target/path/height and optional global caps, then can inherit level, tame command and attack data. Damage callbacks and range triggers initiate their specific spawners. Event zones select the local overlapping event name. Ragdolls save the already-rolled CharacterDrop list at setup when dropItems is enabled, then release that saved list on owner-authoritative removal; they do not reroll loot at removal.

Conditional Object configuration 25

Rows 8–8 of 8

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Conditional Object configuration 26

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Conditional Object configuration 27

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Conditional Object configuration 28

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Conditional Object configuration 29

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Conditional Object configuration 30

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Conditional Object configuration 31

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Conditional Object configuration 32

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Conditional Object configuration 33

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Conditional Object configuration 34

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Conditional Object configuration 35

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Conditional Object configuration 36

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Conditional Object configuration 37

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Conditional Object configuration 38

Rows 1–3 of 8

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

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Game version 1.0.12Version, artwork & sources