locations (List<string>, no default, example "0", "0")
A list of codes representing locations the creature can spawn in, again this shouldn’t ever be only one location, repeat a location if needed (0,0)
Location codes:
0-All outdoor locations,
1-Forest Locations Includes "SecretWoods", "Forest", "Backwoods", "Woods", "Mountain", "Farm_Forest", "NIVOuterInsec" and anywhere with >60 trees
2-Beachy / water locations Includes "Beach", "BeachNightMarket", "IslandWest", "IslandSouth", "IslandSouthEast", "IslandSouthEastCave", "Farm_Beach" and anywhere with over 40% water),
3-Cave locations Includes "FarmCave", "Mine", "UndergroundMine", "BugLand", "WitchWarpCave", "SkullCave", "WitchSwamp", "MasteryCave", "IslandSoutheastCave" and floors in the mines divisible by 5,
4-Desert locations Includes "Desert", "SkullCave", "DesertFestival"
You can also just put the name of a specific location (Like “SeedShop” in the example mod)
Location Custom Fields (Add these to custom fields in locations for unique effects):
"Nature.NIV.OnlyExplicit": Creatures will only spawn in location if location name is explicitly used in the locations list, not "0" or such.
"Nature.NIV.Forest": Location counts as a forest location for "1".
"Nature.NIV.NotForest": Location never counts as a forest regardless of tree count.
"Nature.NIV.Desert": Location counts as a desert location for "4".
"Nature.NIV.Underground": Location counts as a cave location for "3".
"Nature.NIV.Outside": Location counts as outside for "0" even if not an outdoors location.
"Nature.NIV.Beach": Location counts as a beach for "2".
"Nature.NIV.NotBeach": Location never counts as a beach for "2" regardless of water amount.