/// <summary>
        /// Initializes a new <see cref="Spawnable"/>, the basic class needed for any item that can be spawned into the Subnautica game world.
        /// </summary>
        /// <param name="classId">The main internal identifier for this item. Your item's <see cref="TechType"/> will be created using this name.</param>
        /// <param name="friendlyName">The name displayed in-game for this item whether in the open world or in the inventory.</param>
        /// <param name="description">The description for this item; Typically seen in the PDA, inventory, or crafting screens.</param>
        protected Spawnable(string classId, string friendlyName, string description)
            : base(classId, $"{classId}Prefab")
        {
            if (string.IsNullOrEmpty(classId))
            {
                Logger.Log($"ClassID for Spawnables must be a non-empty value.", LogLevel.Error);
                throw new ArgumentException($"Error patching Spawnable");
            }

            FriendlyName = friendlyName;
            Description  = description;

            CorePatchEvents += () =>
            {
                PrefabHandler.RegisterPrefab(this);
                SpriteHandler.RegisterSprite(TechType, GetItemSprite());

                if (!SizeInInventory.Equals(defaultSize))
                {
                    CraftDataHandler.SetItemSize(TechType, SizeInInventory);
                }

                if (EntityInfo != null && BiomesToSpawnIn != null)
                {
                    LootDistributionHandler.AddLootDistributionData(this, BiomesToSpawnIn, EntityInfo);
                }
                else if (EntityInfo != null)
                {
                    WorldEntityDatabaseHandler.AddCustomInfo(ClassID, EntityInfo);
                }
            };
        }
        /// <summary>
        /// Initializes a new <see cref="Spawnable"/>, the basic class needed for any item that can be spawned into the Subnautica game world.
        /// </summary>
        /// <param name="classId">The main internal identifier for this item. Your item's <see cref="TechType"/> will be created using this name.</param>
        /// <param name="friendlyName">The name displayed in-game for this item whether in the open world or in the inventory.</param>
        /// <param name="description">The description for this item; Typically seen in the PDA, inventory, or crafting screens.</param>
        protected Spawnable(string classId, string friendlyName, string description)
            : base(classId, $"{classId}Prefab")
        {
            if (string.IsNullOrEmpty(classId))
            {
                Logger.Log($"ClassID for Spawnables must be a non-empty value.", LogLevel.Error);
                throw new ArgumentException($"Error patching Spawnable");
            }

            FriendlyName = friendlyName;
            Description  = description;

            CorePatchEvents += () =>
            {
                PrefabHandler.RegisterPrefab(this);

#if SUBNAUTICA
                SpriteHandler.RegisterSprite(TechType, GetItemSprite());
#elif BELOWZERO
                CoroutineHost.StartCoroutine(RegisterSpriteAsync());
#endif
                if (!SizeInInventory.Equals(defaultSize))
                {
                    CraftDataHandler.SetItemSize(TechType, SizeInInventory);
                }

                if (EntityInfo != null)
                {
                    if (BiomesToSpawnIn != null)
                    {
                        LootDistributionHandler.AddLootDistributionData(this, BiomesToSpawnIn, EntityInfo);
                    }
                    else
                    {
                        WorldEntityDatabaseHandler.AddCustomInfo(ClassID, EntityInfo);
                    }
                }

                if (CoordinatedSpawns != null)
                {
                    foreach (var(position, eulerAngles) in CoordinatedSpawns)
                    {
                        CoordinatedSpawnsHandler.RegisterCoordinatedSpawn(new SpawnInfo(TechType, position, eulerAngles));
                    }
                }
            };
        }