Xenoborg autonomous combat drones now spawn as rare hostile encounters in deep space (beyond 5.5K distance from spawn).
Located in Resources/Prototypes/_HL/Maps/drones/:
- lbit.yml - 34 entities, 1 AIWeaponLaserTurretApollo (smallest)
- lbyte.yml - 68 entities, 2 AIWeaponTurretSunder
- lgbyte.yml - 100 entities, 4 AIWeaponLaserTurretL1Phalanx, 2 AIWeaponTurretType35
- mbyte.yml - 100 entities, 2 AIWeaponLaserTurretFlayer, 1 AIWeaponTurretCharonette
- mgbyte.yml - 108 entities, 3 AIWeaponTurretCharonette
- mtbyte.yml - 212 entities, loot spawners, 1 AIWeaponTurretAdderScattercannon, 1 AIWeaponTurretCharonette, 3 AIWeaponTurretType35 (largest, rare)
- sgbyte.yml - 104 entities, 4 AIWeaponLaserTurretL1Phalanx, 2 AIWeaponTurretAdderScattercannon
File: Resources/Prototypes/_HL/Entities/World/Debris/xenoborg_drones.yml
Base components:
- GridSpawner - Loads map file when spawned
- IFF (Red #ff4444) - Marks as hostile
- SpaceDebris - Tracks for cleanup
File: Resources/Prototypes/_NF/World/Biomes/basic.yml
Biome: NFAsteroidsFar (5K+ distance, no upper limit)
Spawn probabilities in NoiseDrivenDebrisSelector:
- XenoborgDroneLbit: 0.5%
- XenoborgDroneLbyte: 0.5%
- XenoborgDroneLgbyte: 0.5%
- XenoborgDroneMbyte: 0.5%
- XenoborgDroneMgbyte: 0.5%
- XenoborgDroneMtbyte: 0.3% (larger/rare)
- XenoborgDroneSgbyte: 0.5%
Uses orGroup: wreck so only one wreck/drone spawns per noise point.
- World Generation: Beyond 5K, the NFAsteroidsFar biome controls spawning
- Noise Evaluation: NoiseDrivenDebrisSelector uses "Wreck" channel to determine spawn points
- Probability Roll: Each spawn point has ~3.3% total chance for Xenoborg drone vs regular wrecks
- Grid Loading: GridSpawnerComponent loads the .yml map file at the location
- HTN AI: All weapons have AIShipWeapon tag and ShipTargetingSystem handles combat
- Radar Visualization: Hitscan weapons show red fire lines on shuttle radar
All turrets use the ShipTargetingSystem HTN AI:
- Target Acquisition: Scans for ShuttleDeed grids within range
- Firing Pattern: Shoots forward periodically when targets detected
- Radar Signature: Red hitscan lines appear on victim's radar when fired
- Very Low Spawn Rate: 0.3-0.5% per wreck spawn point
- Distance Gated: Only spawns beyond 5K (5500 units)
- Variant Diversity: 7 different drone sizes/loadouts
- Predictable Threat: AI shoots forward, players can dodge
- Visual Warning: Hitscan radar shows incoming fire
To test in-game:
- Launch/purchase a shuttle
- Travel beyond 5.5K distance from spawn
- Use shuttle radar to scan for debris
- Red IFF markers indicate hostile Xenoborg drones
- Approach with caution - drones will open fire on detection
No drones spawning?
- Ensure you're beyond 5K distance
- Spawn rate is very low (0.3-0.5%) - may take exploration
- Check server logs for "Failed to place debris" errors
Drones not shooting?
- HTN AI requires ShipTargetingSystem to be loaded
- Weapons need AIShipWeapon tag (already configured)
- Check that shuttle has ShuttleDeed component
Build errors?
- Verify all 7 map files exist in
Resources/Prototypes/_HL/Maps/drones/ - Check prototype syntax in xenoborg_drones.yml
- Ensure SpaceDebrisComponent is defined in codebase
Resources/Prototypes/_HL/Entities/World/Debris/xenoborg_drones.ymlResources/Prototypes/_HL/Maps/drones/lbit.ymlResources/Prototypes/_HL/Maps/drones/lbyte.ymlResources/Prototypes/_HL/Maps/drones/lgbyte.ymlResources/Prototypes/_HL/Maps/drones/mbyte.ymlResources/Prototypes/_HL/Maps/drones/mgbyte.ymlResources/Prototypes/_HL/Maps/drones/mtbyte.ymlResources/Prototypes/_HL/Maps/drones/sgbyte.yml
Resources/Prototypes/_NF/World/Biomes/basic.yml(added 7 drone entries to NFAsteroidsFar)
World Generation (Beyond 5K)
↓
NFAsteroidsFar Biome
↓
NoiseDrivenDebrisSelector
↓
PrePlaceDebrisFeatureEvent (distance/noise filters)
↓
TryGetPlaceableDebrisFeatureEvent (selects XenoborgDrone*)
↓
GridSpawnerComponent (loads map .yml)
↓
ShipTargetingSystem HTN AI (engages targets)
↓
HitscanRadarVisualizationSystem (shows fire on radar)