Cornucopia

The horn of plenty! Spawn extra crates, barrels, nodes, animals, etc. randomly on the map

Total Downloads: 6,716 - First Release: Jul 28, 2015 - Last Update: Jun 1, 2017

5/5, 26 likes
  1. Hey, how to increase the trees? Can't find anything in the config file
     
  2. It doesn't support trees sorry.
     
  3. I thought the plugin did not delete any crates ?
    Oxide] 11:58 AM [Info] [BetterLoot] BetterLoot: Refreshed 10 containers (0 destroyed)
    [Oxide] 11:59 AM [Info] [BetterLoot] BetterLoot: Refreshed 4 containers (0 destroyed)
    [Oxide] 11:57 AM [Info] [BetterLoot] BetterLoot: Refreshed 16 containers (0 destroyed)
    [Oxide] 11:59 AM [Info] [Cornucopia] Deleted 5 stacked loot boxes (out of 102)
    [Oxide] 12:00 PM [Info] [BetterLoot] BetterLoot: Refreshed 2 containers (0 destroyed)
    [Oxide] 12:01 PM [Info] [BetterLoot] BetterLoot: Refreshed 2 containers (1 destroyed)
    [Oxide] 12:02 PM [Info] [BetterLoot] BetterLoot: Refreshed 16 containers (0 destroyed)
    [Oxide] 12:04 PM [Info] [BetterLoot] BetterLoot: Refreshed 3 containers (0 destroyed)
    [Oxide] 11:49 AM [Info] [BetterLoot] BetterLoot: Refreshed 3 containers (0 destroyed)
    [Oxide] 12:06 PM [Info] [BetterLoot] BetterLoot: Refreshed 5 containers (0 destroyed)
    [Oxide] 12:07 PM [Info] [BetterLoot] BetterLoot: Refreshed 5 containers (2 destroyed)
    Saved 74,306 ents, serialization(0.01), write(0.02), disk(0.00) totalstall(0.04).
    Saving complete
    [Oxide] 12:08 PM [Info] [BetterLoot] BetterLoot: Refreshed 11 containers (2 destroyed)
    [Oxide] 12:09 PM [Info] [BetterLoot] BetterLoot: Refreshed 9 containers (0 destroyed)
    [Oxide] 12:10 PM [Info] [BetterLoot] BetterLoot: Refreshed 7 containers (0 destroyed)
    [Oxide] 12:10 PM [Warning] CallHook 'OnEntityTakeDamage' on plugin 'm-Teleportation v1.4.23' took: 1523ms
    [Oxide] 12:11 PM [Info] [BetterLoot] BetterLoot: Refreshed 12 containers (0 destroyed)
    [Oxide] 12:12 PM [Info] [BetterLoot] BetterLoot: Refreshed 16 containers (0 destroyed)
    [Oxide] 12:13 PM [Info] [BetterLoot] BetterLoot: Refreshed 10 containers (0 destroyed)
    [Oxide] 12:14 PM [Info] [BetterLoot] BetterLoot: Refreshed 4 containers (0 destroyed)
    [Oxide] 12:15 PM [Info] [BetterLoot] BetterLoot: Refreshed 2 containers (0 destroyed)
    [Oxide] 12:16 PM [Info] [BetterLoot] BetterLoot: Refreshed 2 containers (0 destroyed)
    [Oxide] 12:17 PM [Info] [BetterLoot] BetterLoot: Refreshed 16 containers (0 destroyed)
    [Oxide] 12:17 PM [Info] acebaby12 has successfully joined the server
    Saved 74,418 ents, serialization(0.01), write(0.02), disk(0.00) totalstall(0.04).
    Saving complete
    [Oxide] 12:18 PM [Info] [BetterLoot] BetterLoot: Refreshed 4 containers (0 destroyed)
    [Oxide] 12:19 PM [Info] [BetterLoot] BetterLoot: Refreshed 3 containers (0 destroyed)
    [Oxide] 12:19 PM [Info] [Cornucopia] Deleted 16 stacked loot boxes (out of 102)
     
  4. Can you add trees? No plugin can add trees. and trees are really rare respawning.
     
  5. I'm currently taking a break from dev & Rust. As I answered before to the same question, handling trees is hard on performance if done the same way I do other resources. It would be simple and quick to make it the same way, but you'd get a few seconds lag spike each time the cycle runs.
    [DOUBLEPOST=1450710616][/DOUBLEPOST]
    Set the fixLoot config param to false. The plugin removes boxes that spawn on top of each other in rad towns if this setting is set to true. Imho FP needs to fix that.
     
  6. Am i missing something? this plugin should spawn barrels and crates everywhere on the map but on my server they only spawn at radtowns? what do i do wrong?
     
  7. Your param is probably too low... post config
     
  8. the ore nodes are spawning well cant complain about that and the animals too. I also noticed increased spawnrates of barrels in radtowns which is also fine. but, cornucopia should spawn barrels and crates all over across the map and this doesnt happen on my server only in radtowns. i wonder why :/

    here is my config
    Code:
    {
      "Animals": [
        {
          "DeleteEmtpy": false,
          "IgnoreIrridiated": true,
          "Max": -80,
          "Min": -50,
          "Prefab": "assets/bundled/prefabs/autospawn/animals/chicken.prefab"
        },
        {
          "DeleteEmtpy": false,
          "IgnoreIrridiated": true,
          "Max": -50,
          "Min": -30,
          "Prefab": "assets/bundled/prefabs/autospawn/animals/horse.prefab"
        },
        {
          "DeleteEmtpy": false,
          "IgnoreIrridiated": true,
          "Max": -80,
          "Min": -50,
          "Prefab": "assets/bundled/prefabs/autospawn/animals/boar.prefab"
        },
        {
          "DeleteEmtpy": false,
          "IgnoreIrridiated": true,
          "Max": -60,
          "Min": -40,
          "Prefab": "assets/bundled/prefabs/autospawn/animals/stag.prefab"
        },
        {
          "DeleteEmtpy": false,
          "IgnoreIrridiated": true,
          "Max": -40,
          "Min": -20,
          "Prefab": "assets/bundled/prefabs/autospawn/animals/wolf.prefab"
        },
        {
          "DeleteEmtpy": false,
          "IgnoreIrridiated": true,
          "Max": -80,
          "Min": -50,
          "Prefab": "assets/bundled/prefabs/autospawn/animals/bear.prefab"
        }
      ],
      "ApplyLootFix": true,
      "Loots": [
        {
          "DeleteEmtpy": false,
          "IgnoreIrridiated": true,
          "Max": -1000,
          "Min": -800,
          "Prefab": "assets/bundled/prefabs/radtown/loot_barrel_1.prefab"
        },
        {
          "DeleteEmtpy": false,
          "IgnoreIrridiated": true,
          "Max": -1000,
          "Min": -800,
          "Prefab": "assets/bundled/prefabs/radtown/loot_barrel_2.prefab"
        },
        {
          "DeleteEmtpy": false,
          "IgnoreIrridiated": true,
          "Max": -1000,
          "Min": -800,
          "Prefab": "assets/bundled/prefabs/radtown/oil_barrel.prefab"
        },
        {
          "DeleteEmtpy": false,
          "IgnoreIrridiated": true,
          "Max": -1000,
          "Min": -800,
          "Prefab": "assets/bundled/prefabs/radtown/loot_trash.prefab"
        },
        {
          "DeleteEmtpy": false,
          "IgnoreIrridiated": true,
          "Max": -1000,
          "Min": -800,
          "Prefab": "assets/bundled/prefabs/autospawn/resource/loot/trash-pile-1.prefab"
        },
        {
          "DeleteEmtpy": false,
          "IgnoreIrridiated": true,
          "Max": -1000,
          "Min": -800,
          "Prefab": "assets/bundled/prefabs/radtown/crate_normal.prefab"
        },
        {
          "DeleteEmtpy": false,
          "IgnoreIrridiated": true,
          "Max": -1000,
          "Min": -800,
          "Prefab": "assets/bundled/prefabs/radtown/crate_normal_2.prefab"
        }
      ],
      "Ores": [
        {
          "DeleteEmtpy": false,
          "IgnoreIrridiated": true,
          "Max": -800,
          "Min": -500,
          "Prefab": "assets/bundled/prefabs/autospawn/resource/ores/stone-ore.prefab"
        },
        {
          "DeleteEmtpy": false,
          "IgnoreIrridiated": true,
          "Max": -800,
          "Min": -500,
          "Prefab": "assets/bundled/prefabs/autospawn/resource/ores/metal-ore.prefab"
        },
        {
          "DeleteEmtpy": false,
          "IgnoreIrridiated": true,
          "Max": -800,
          "Min": -500,
          "Prefab": "assets/bundled/prefabs/autospawn/resource/ores/sulfur-ore.prefab"
        }
      ],
      "RefreshMinutes": 15,
      "RefreshOnStart": true
    }
     
    Last edited by a moderator: Jan 26, 2017
  9. Ok 2 issues here. First do not put a minus sign for things you want to change.. -1 means don't process, you want 0 or higher for any changed value. Second, never put a minimum and a maximum (one should be -1).
     
  10. so should i set all the maximum values back to -1, and leave the minimum values as they are in my config?
     
  11. Yeah the max value is used when you want to cap a resource bellow natural limits. Make sure you put a positive number for your minimums (unless -1)
     
  12. what if i want the minimum number of bears to be 200 and the maximum 300 ? would that work ?
    is this config ok.without the - before the amount ?
    Code:
    {
      "Animals": [
      {
      "DeleteEmtpy": false,
      "IgnoreIrridiated": true,
      "Max": 60,
      "Min": 40,
      "Prefab": "assets/bundled/prefabs/autospawn/animals/chicken.prefab"
      },
      {
      "DeleteEmtpy": false,
      "IgnoreIrridiated": true,
      "Max": 80,
      "Min": 60,
      "Prefab": "assets/bundled/prefabs/autospawn/animals/horse.prefab"
      },
      {
      "DeleteEmtpy": false,
      "IgnoreIrridiated": true,
      "Max": 60,
      "Min": 40,
      "Prefab": "assets/bundled/prefabs/autospawn/animals/boar.prefab"
      },
      {
      "DeleteEmtpy": false,
      "IgnoreIrridiated": true,
      "Max": 60,
      "Min": 40,
      "Prefab": "assets/bundled/prefabs/autospawn/animals/stag.prefab"
      },
      {
      "DeleteEmtpy": false,
      "IgnoreIrridiated": true,
      "Max": 250,
      "Min": 150,
      "Prefab": "assets/bundled/prefabs/autospawn/animals/wolf.prefab"
      },
      {
      "DeleteEmtpy": false,
      "IgnoreIrridiated": true,
      "Max": 250,
      "Min": 150,
      "Prefab": "assets/bundled/prefabs/autospawn/animals/bear.prefab"
      }
      ],
      "ApplyLootFix": false,
      "Loots": [
      {
      "DeleteEmtpy": false,
      "IgnoreIrridiated": true,
      "Max": 120,
      "Min": 60,
      "Prefab": "assets/bundled/prefabs/radtown/loot_barrel_1.prefab"
      },
      {
      "DeleteEmtpy": false,
      "IgnoreIrridiated": true,
      "Max": 120,
      "Min": 60,
      "Prefab": "assets/bundled/prefabs/radtown/loot_barrel_2.prefab"
      },
      {
      "DeleteEmtpy": false,
      "IgnoreIrridiated": true,
      "Max": 50,
      "Min": 30,
      "Prefab": "assets/bundled/prefabs/radtown/oil_barrel.prefab"
      },
      {
      "DeleteEmtpy": false,
      "IgnoreIrridiated": true,
      "Max": 40,
      "Min": 15,
      "Prefab": "assets/bundled/prefabs/radtown/loot_trash.prefab"
      },
      {
      "DeleteEmtpy": false,
      "IgnoreIrridiated": true,
      "Max": 40,
      "Min": 15,
      "Prefab": "assets/bundled/prefabs/autospawn/resource/loot/trash-pile-1.prefab"
      },
      {
      "DeleteEmtpy": false,
      "IgnoreIrridiated": true,
      "Max": 200,
      "Min": 100,
      "Prefab": "assets/bundled/prefabs/radtown/crate_normal.prefab"
      },
      {
      "DeleteEmtpy": false,
      "IgnoreIrridiated": true,
      "Max": 200,
      "Min": 100,
      "Prefab": "assets/bundled/prefabs/radtown/crate_normal_2.prefab"
      }
      ],
      "Ores": [
      {
      "DeleteEmtpy": false,
      "IgnoreIrridiated": true,
      "Max": -1,
      "Min": -1,
      "Prefab": "assets/bundled/prefabs/autospawn/resource/ores/stone-ore.prefab"
      },
      {
      "DeleteEmtpy": false,
      "IgnoreIrridiated": true,
      "Max": -1,
      "Min": -1,
      "Prefab": "assets/bundled/prefabs/autospawn/resource/ores/metal-ore.prefab"
      },
      {
      "DeleteEmtpy": false,
      "IgnoreIrridiated": true,
      "Max": -1,
      "Min": -1,
      "Prefab": "assets/bundled/prefabs/autospawn/resource/ores/sulfur-ore.prefab"
      }
      ],
      "RefreshMinutes": 20,
      "RefreshOnStart": true
    }
    and by the way . have a very merry Christmas
     
    Last edited by a moderator: Jan 26, 2017
  13. There is no reason whatsoever to put both a maximum and a minimum, only use one because with certain types of resources or values it can cause big issues. You either set a minimum or a maximum.
     
  14. thank you for your support Deicide666ra, merry christmas to you! :)
     
  15. Is there any kind of hook for when the server adds a new tree (or upgrades a sapling)? Perhaps if that was hooked and logged, you could have some idea of what's on the server at any given moment.

    Also, it's probably already been reported (I checked the last couple of pages), but your configs use DeleteEmtpy instead of DeleteEmpty. This kind of thing is a good reason to use 'ConfigVersion's - so you can have a simple check on Config Load to see if a server is running an old version of the config (with that typo), and go ahead and correct it, saving the new config (with updated ConfigVersion value). The server admin doesn't have to do anything extra, they don't lose any saved information or configuration, they just update the plugin as usual and the rest silently gets fixed/updated too ;)

    Of course it's not just for typos, there can be useful advantages to a ConfigVersion value, like when you add a new parameter or setting and need to set sane defaults without having to have a lot of extra variable checking/substituting within your code.

    Thank you for your work :)
     
  16. Yeah not saying its not possible, I could certainly track the number of trees using other hooks, just saying the method I used for other entities would be very taxing on performance and requires a very different approach.

    As for the typo good catch.. Not gonna fix it, it doesn't matter.
     
  17. Makes sense. What about a routine which serially checks grids of the map, counting the trees in each? Wouldn't have to spike CPU that way, and it's not like the number of trees will change much even if it takes ~30secs to run through the whole map... If you don't want to spend time on that I will probably try something similar (for another purpose) in a week or two, and will let you know ;)

    Computationally it doesn't matter, but it is an example of when ConfigVersions can come in handy, and it's never too late to add one (you can start at ConfigVersion 2.0, knowing that anything without a ConfigVersion will be from before you added it). The Config file name change a couple of mod versions back also could have been automated if you had a CV in there to easily establish what kind of data you had to work with.

    I'll quit bugging you now though, just trying to save you work down the track :)

    By the way, do you have any more plugins in the works coming soon? I like what you've put out so far, just curious ;)
     
  18. I don't think shrinking down the result per grid would speed it up much. The problem is the size of the collection you need to read from. Could be wrong though. Anyways to answer this and your other question i'm taking a break from Rust and plugins right now,so nothing in the works. I do have several private plugins I might release...
     
  19. Hello I'd like to know how to change by 2 or 3 trees and stone, I must change the config file? Thank you
     
  20. Trees are not handled. Read recent posts to determine current rock amounts and double or tripple the associated MIN value for these in the config files.