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Class VegetationConfig

Configuration class for adding custom vegetation.
Use this in a constructor of CustomVegetation and
Inheritance
System.Object
VegetationConfig
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: Jotunn.Configs
Assembly: Jotunn.dll
Syntax
public class VegetationConfig

Constructors

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VegetationConfig()

Create a new VegetationConfig
Declaration
public VegetationConfig()
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VegetationConfig(ZoneSystem.ZoneVegetation)

Create a copy of the
Declaration
public VegetationConfig(ZoneSystem.ZoneVegetation zoneVegetation)
Parameters
Type Name Description
ZoneSystem.ZoneVegetation zoneVegetation ZoneVegetation to copy

Properties

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Biome

Biome to spawn in, can be bitwise or'ed toghether to allow multiple Biomes (Heightmap.Biome.Meadows | Heightmap.Biome.Forest)
Declaration
public Heightmap.Biome Biome { get; set; }
Property Value
Type Description
Heightmap.Biome
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BiomeArea

BiomeArea to spawn in, defaults to Everything
Declaration
public Heightmap.BiomeArea BiomeArea { get; set; }
Property Value
Type Description
Heightmap.BiomeArea
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BlockCheck

Do a check before placing that there is nothing already from layers: "Default", "static_solid", "Default_small", "piece"
Declaration
public bool BlockCheck { get; set; }
Property Value
Type Description
System.Boolean
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ForcePlacement

Unlike what the name suggets, Valheim will attempt 50 times the normal amount of placements, almost guaranteeing that everything will be placed
Declaration
public bool ForcePlacement { get; set; }
Property Value
Type Description
System.Boolean
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ForestThresholdMax

Maximum value of the forest fractal: 0 - 1: inside the forest 1: forest edge 1 - infinity: outside the forest
Declaration
public float ForestThresholdMax { get; set; }
Property Value
Type Description
System.Single
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ForestThresholdMin

Minimum value of the forest fractal: 0 - 1: inside the forest 1: forest edge 1 - infinity: outside the forest
Declaration
public float ForestThresholdMin { get; set; }
Property Value
Type Description
System.Single
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GroundOffset

Placement offset, use negatives to bury underground
Declaration
public float GroundOffset { get; set; }
Property Value
Type Description
System.Single
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GroupRadius

Radius of group
Declaration
public float GroupRadius { get; set; }
Property Value
Type Description
System.Single
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GroupSizeMax

Maximum amount in group
Declaration
public int GroupSizeMax { get; set; }
Property Value
Type Description
System.Int32
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GroupSizeMin

Minimum amount in group
Declaration
public int GroupSizeMin { get; set; }
Property Value
Type Description
System.Int32
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InForest

Enable to check forest thresholds against the forest fractal.
Declaration
public bool InForest { get; set; }
Property Value
Type Description
System.Boolean
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Max

Values between 0 - 1 are used as a chance to place Values above 1 are used as integer amount of maximum per zone
Declaration
public float Max { get; set; }
Property Value
Type Description
System.Single
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MaxAltitude

Maximum altitude of the vegetation
Declaration
public float MaxAltitude { get; set; }
Property Value
Type Description
System.Single
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MaxOceanDepth

Maximum ocean depth
Declaration
public float MaxOceanDepth { get; set; }
Property Value
Type Description
System.Single
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MaxTerrainDelta

Maximum terrain delta (difference between min and max height) in the circle defined by TerrainDeltaRadius
Declaration
public float MaxTerrainDelta { get; set; }
Property Value
Type Description
System.Single
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MaxTilt

Maximum tilt in degrees
Declaration
public float MaxTilt { get; set; }
Property Value
Type Description
System.Single
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Min

Minimum amount per zone
Declaration
public float Min { get; set; }
Property Value
Type Description
System.Single
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MinAltitude

Minimal altitude of the vegetation
Declaration
public float MinAltitude { get; set; }
Property Value
Type Description
System.Single
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MinOceanDepth

Minimum ocean depth
Declaration
public float MinOceanDepth { get; set; }
Property Value
Type Description
System.Single
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MinTerrainDelta

Minimum terrain delta (difference between min and max height) in the circle defined by TerrainDeltaRadius
Declaration
public float MinTerrainDelta { get; set; }
Property Value
Type Description
System.Single
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MinTilt

Minimum tilt in degrees
Declaration
public float MinTilt { get; set; }
Property Value
Type Description
System.Single
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ScaleMax

Maximum scale of place instances
Declaration
public float ScaleMax { get; set; }
Property Value
Type Description
System.Single
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ScaleMin

Minimum scale of placed instances
Declaration
public float ScaleMin { get; set; }
Property Value
Type Description
System.Single
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TerrainDeltaRadius

Size of the circle used to determine terrain delta
Declaration
public float TerrainDeltaRadius { get; set; }
Property Value
Type Description
System.Single

Extension Methods

PrefabExtension.FixReferences(Object)
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