# The way monster groups are structured differently from item groups

**URL:** <https://discourse.cataclysmdda.org/t/the-way-monster-groups-are-structured-differently-from-item-groups/16533>\
**Category:** The Toolbox\
**Created:** [September 10, 2018, 10:35am UTC](https://discourse.cataclysmdda.org/t/the-way-monster-groups-are-structured-differently-from-item-groups/16533 "2018-09-10T10:35:33Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![Hirmuolio](https://avatars.discourse-cdn.com/v4/letter/h/dc4da7/32.png) [@Hirmuolio](https://discourse.cataclysmdda.org/u/Hirmuolio)\
**Post date:** [September 10, 2018, 10:35am UTC](https://discourse.cataclysmdda.org/t/the-way-monster-groups-are-structured-differently-from-item-groups/16533/1 "2018-09-10T10:35:33Z")

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Why are mosnter groups so different from item groups and would monster groups work better if they were more like item grouops.

The item groups are often nested. For example  
ammo\_pistol\_common, ammo\_smg\_common, ammo\_rifle\_common and ammo\_shotgun\_common all contain items in them. But then there is ammo\_common that instead of containing the items contains the four groups instead.

None of the monster groups do this. They all are really long lists of monsters.

For example there are four separate lab monster groups that are almost identical. Wouldn’t it be better if there was one base lab monster group and then the three other lab monster groups would take the base group and just add their flavor monsters.

Fewer unique monster groups would make it easier to mod the groups. Instead of needing to change all the groups you would only need to change few fundamendal groups that are used in other groups.

And also some mapgen buildings define their own monster gorups in the building json (animal pound) while others have their group in the monstergroups.json (labs).

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**Author:** ![pingpong](https://avatars.discourse-cdn.com/v4/letter/p/4bbf92/32.png) [@pingpong](https://discourse.cataclysmdda.org/u/pingpong)\
**Post date:** [September 10, 2018, 4:24pm UTC](https://discourse.cataclysmdda.org/t/the-way-monster-groups-are-structured-differently-from-item-groups/16533/2 "2018-09-10T16:24:32Z")

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It would make sense to me if monsters were spawned in fixed-arrangements (quantity and type) or by selecting from an infinite/finite pool.

select\_from\_infinite\_monster\_pool(lab\_pool\_icy\_infinite()) -----\> lab\_generic\_infinite + lab\_specific\_infinite\_icy; return pool;

Selected scientist\_in\_a\_parka

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**Author:** ![mlangsdorf](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/mlangsdorf/32/2462_2.png) [@mlangsdorf](https://discourse.cataclysmdda.org/u/mlangsdorf)\
**Post date:** [September 10, 2018, 6:35pm UTC](https://discourse.cataclysmdda.org/t/the-way-monster-groups-are-structured-differently-from-item-groups/16533/3 "2018-09-10T18:35:42Z")

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I think all groups (item groups, vehicle groups, monsters groups, whatever else) should be structured with the item\_groups collection/distribution model. It’s fairly easy to understand and super flexible.
