Royal Deluxe
New member
Is the rwgmixer.xml currently hard coded in 17.2 ?
It simply cant be that these changes (direct in the rwgmixer.xml) have ZERO effect
86 waterworks
with 320 of
<prefab name="utility_celltower_02" prob="0.19"/>
<prefab name="utility_celltower_01" prob="0.2"/>
It simply cant be that these changes (direct in the rwgmixer.xml) have ZERO effect
Code:
<prefab_rule name="industrial_Bldgs"> <!-- Industrial Zone Groups -->
<prefab name="installation_red_mesa" prob="0.18"/>
<prefab name="sawmill_01_snow" prob="0.18"/>
<prefab name="utility_waterworks_01" prob="0.25"/>
<prefab name="utility_electric_co_01" prob="0.25"/>
<prefab name="utility_refinery_01" prob="0.25"/>
<prefab name="factory_lg_01" prob="0.3"/>
<prefab name="factory_lg_02" prob="0.3"/>
<prefab name="settlement_01" />
[color="#FF0000"] <prefab name="0_CityTrader" /> [/color]
</prefab_rule>
Code:
<prefab_rule name="industrial_JunkyardsLots">
[color="#FF0000"] <prefab name="0_CityTrader" /> [/color]
<prefab name="vacant_lot_01" prob="0.18"/>
<prefab name="vacant_lot_02" prob="0.18"/>
<prefab name="vacant_lot_03" prob="0.18"/>
<prefab name="vacant_lot_04" prob="0.18"/>
<prefab name="mp_waste_sewer_hole_1" prob="0.18"/>
<prefab name="utility_celltower_02" prob="0.19"/>
<prefab name="utility_celltower_01" prob="0.2"/>
<prefab name="army_barracks_01" prob="0.25"/>
<prefab name="junkyard_lg_01" prob="0.3"/>
<prefab name="junkyard_med_01" count="1"/>
[color="#FF0000"] <prefab name="0_CityTrader" /> [/color]
</prefab_rule>
<prefab name="utility_celltower_02" prob="0.19"/>
<prefab name="utility_celltower_01" prob="0.2"/>