# AI Spawner placement

One of the popular requests I had was the ability to add enemies per biome. Creating a full AI spawner system would have been out of scope for Massive World but I have added the spawning logic on a separate graph so you can use Massive World to do the placement and make it spawn your own spawner system.

Look for the PCG\_BiomeWithAISpawner graph and duplicate it. It is meant to be added to your copy of the DT\_Biome (your biome database). The content of that graph is mostly the same as the PCG\_Biome with only the added spawners.

<figure><img src="/files/XMekYuPcjsyBUddjJeDx" alt=""><figcaption></figcaption></figure>

The added portion of the graph looks like this and I have added a few notes in it. The first one allows you to control the density of points where the spawner will appear, while the Density Filter will randomly remove a few ones.

Finally, your AI Spawner goes into the "Spawn Actor" node.

<figure><img src="/files/8MM1BQm2E9j1MiMzblXM" alt=""><figcaption></figcaption></figure>

You can also hit "D" on the "Density Filter" node, this will put the filter on debug mode and show you an example of where the spawner will appear.

<figure><img src="/files/6bWBuhnY16CDroGw0BYg" alt=""><figcaption></figcaption></figure>

The debug will look like those small cubes from black to white.

<figure><img src="/files/hL2b4CV7Ieg5C3rC77DE" alt=""><figcaption></figcaption></figure>


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