Category
Categories contain the source resource paths and appearances that will be replaced by a variant from any Variant Pool targeting it.
Just like Variant Pools they must contain only one resource type to be valid and also carry a .json extension and are located in bin\x64\plugins\cyber_engine_tweaks\mods\InfiniteRandomizerFramework\data\categories.
The Root Object has the following properties:
name
Unique Identifying Name
Yes
entries
List Of Resources To Be Replaced
Yes, Must Contain At Least 1 Entry
The Entry Object has the following structure:
resourcePath
Resource Path To Be Replaced
Yes
appearance
Appearance To Filter For
No, Defaults To Any
Appearances are ignored for worldTerrainMeshNode and worldStaticDecalNode.
The resource path has to match before the appearance is checked and the appearance simply acts as an additional filter to narrow down replacement.
When adding entities to a category don't forget to add the "default" value as well if you are filtering by appearance.
An example snippet:
{
  "name": "VendingMachine-A",
  "entries": [  
    {
      "appearance": "vending_machines_a_orgiatic",
      "resourcePath": "base\\gameplay\\devices\\vending_machines\\vending_machine_1.ent"
    },
    {
      "appearance": "vending_machines_vending_machine_a",
      "resourcePath": "base\\gameplay\\devices\\vending_machines\\vending_machine_1.ent"
    }
  ]
}Last updated
