public override void SpawnSetup(Map map, bool respawningAfterLoad)
        {
            base.SpawnSetup(map, respawningAfterLoad);
            this.CurrentMap = map;

            if (settings == null)
            {
                base.settings = new StorageSettings(this);
                base.settings.CopyFrom(this.def.building.defaultStorageSettings);
                base.settings.filter.SetDisallowAll();
            }
            this.UpdatePreviousStorageFilter();
            WorldComp.Add(this);

            foreach (Building_RepairWeaponStorage r in BuildingUtil.FindThingsOfTypeNextTo <Building_RepairWeaponStorage>(base.Map, base.Position, Settings.RepairAttachmentDistance))
            {
#if DEBUG_REPAIR
                Log.Warning("Adding Dresser " + this.Label + " to " + r.Label);
#endif
                r.Add(this);
            }

            WorldComp.InitializeAssignedWeapons();
        }