Thank you, I do not have any day/night cycle altering plugins. I'll keep going down the list and see if anything else could possible affect them.

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
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Hello guys! I have one little question: "Is it possible to add control for spawnables/collectibles?". I'm asking because of their quite enough huge quantity (total about 12k) on my 5k map.
Will be appreciate for any help or suggestions on "how to" and "where" to edit to make it work.
One more time thank you! -
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Great plugin @Deicide666ra and thanks for all the work keeping it up and operating. Was fun getting my start with you and Friction over on Just Rust; hope shit's still brutal over there =)
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Is there any way to set this plugin up so that all the crates and barrels remain around the monuments and only the animal spawning is controlled by the Cornucopia? I just want to up the animals on my map, but leave all of the other resources unchanged and controlled by the native server method.
Last edited by a moderator: Mar 6, 2016 -
is it compatible with lootconfig
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so on the download page do i copy and overwrite the code into config.json ? when i do /cdump all my min is not met
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hello guys, thx for plugin
how to add?
assets/bundled/prefabs/autospawn/collectable/hemp/hemp.prefab
assets/bundled/prefabs/autospawn/collectable/mushrooms/mushroom-cluster-1.prefab
assets/bundled/prefabs/autospawn/collectable/mushrooms/mushroom-cluster-2.prefab
assets/bundled/prefabs/autospawn/collectable/mushrooms/mushroom-cluster-3.prefab
assets/bundled/prefabs/autospawn/collectable/mushrooms/mushroom-cluster-4.prefab
assets/bundled/prefabs/autospawn/collectable/mushrooms/mushroom-cluster-5.prefab
assets/bundled/prefabs/autospawn/collectable/mushrooms/mushroom-cluster-6.prefab
assets/bundled/prefabs/autospawn/collectable/stone/metalore-2.prefab
assets/bundled/prefabs/autospawn/collectable/stone/stone-1.prefab
assets/bundled/prefabs/autospawn/collectable/stone/sulfurore-3.prefab
assets/bundled/prefabs/autospawn/collectable/stone/wood.prefabLast edited by a moderator: Apr 27, 2016 -
this seems complicated
i just want to add more nodes in some locations maybe palm trees -
For some reason, I noticed that boars and chickens aren't spawning in? I can confirm this when dumping the currently spawned nodes/animals.
Could this be a bug from cornucopia? -
the Developer said Feb 17 "I have stopped development on plugins and don't plan on restarting so someone else would have to do it." hopfully someone with the smarts can take this great plugin and update it soon i loved this one!
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I was wondering about the right amount of animals on different map sizes and couldn't find any helpful information about it. Could you provide some good settings? Would it be possible to add a function, where the plugin reads the map size and autoload a good amount of ressources, would that be a thing?
Thanks in advance -
Code:"Animals": [ { "DeleteEmtpy": false, "IgnoreIrridiated": true, "Max": 200, "Min": 150, "Prefab": "assets/bundled/prefabs/autospawn/animals/chicken.prefab" }, { "DeleteEmtpy": false, "IgnoreIrridiated": true, "Max": 175, "Min": 150, "Prefab": "assets/bundled/prefabs/autospawn/animals/horse.prefab" }, { "DeleteEmtpy": false, "IgnoreIrridiated": true, "Max": 200, "Min": 175, "Prefab": "assets/bundled/prefabs/autospawn/animals/boar.prefab" }, { "DeleteEmtpy": false, "IgnoreIrridiated": true, "Max": 175, "Min": 150, "Prefab": "assets/bundled/prefabs/autospawn/animals/stag.prefab" }, { "DeleteEmtpy": false, "IgnoreIrridiated": true, "Max": 100, "Min": 95, "Prefab": "assets/bundled/prefabs/autospawn/animals/wolf.prefab" }, { "DeleteEmtpy": false, "IgnoreIrridiated": true, "Max": 100, "Min": 95, "Prefab": "assets/bundled/prefabs/autospawn/animals/bear.prefab" } ],
Last edited by a moderator: Apr 17, 2016 -
i've managed in a first stable draft to play around with the complete spawn-groups.
First: you can view a report off all Spawngroups with their current count and the desired maximum given from map.
For that, typ in spawn.report.
The Output looks very ugly, with a bit sorting it will present you something like that (Stats with runnnig modded Cornucopia):
NOTE: before i had x-times to much of everything!!
Code:animals (autospawn/animals) Population: 455/320 loot (autospawn/resource/loot) Population: 421/400 ores (autospawn/resource/ores) Population: 1593/1600 forest-temperate (autospawn/resource/forest-temperate) Population: 2310/2311 forest-tundra (autospawn/resource/forest-tundra) Population: 900/855 field-tundra (autospawn/resource/field-tundra) Population: 1151/1151 forest-arctic (autospawn/resource/forest-arctic) Population: 24/17 beachside-deadtrees (autospawn/resource/beachside-deadtrees) Population: 135/100 beachside-palms (autospawn/resource/beachside-palms) Population: 342/344 roadside (autospawn/resource/roadside) Population: 170/122 forest-arid (autospawn/resource/forest-arid) Population: 723/723 collectable-food-mushroom (autospawn/collectable/Mushrooms) Population: 764/811 collectable-resource-stone (autospawn/collectable/Stone) Population: 2872/3246 collectable-resource-hemp (autospawn/collectable/Hemp) Population: 868/1623 plant-pumpkin Population: 167/162 plant-corn Population: 175/162 beachside-trees (autospawn/resource/beachside-trees) Population: 214/216 field-temperate (autospawn/resource/field-temperate) Population: 2188/2189 field-arid (autospawn/resource/field-arid) Population: 2410/2412 field-arctic (autospawn/resource/field-arctic) Population: 25/19
The files were:
- Physics.Colliders.Objects.txt
- GameObject.Hierarchy.Components.txt
Code:// Collectibles Collectibles.Add(new CornuConfigItem { Prefab = "assets/bundled/prefabs/autospawn/collectable/stone/wood.prefab", Min = -1, Max = -1, IgnoreIrridiated = true }); Collectibles.Add(new CornuConfigItem { Prefab = "assets/bundled/prefabs/autospawn/collectable/stone/stone-1.prefab", Min = -1, Max = -1, IgnoreIrridiated = true }); Collectibles.Add(new CornuConfigItem { Prefab = "assets/bundled/prefabs/autospawn/collectable/stone/metalore-2.prefab", Min = -1, Max = -1, IgnoreIrridiated = true }); Collectibles.Add(new CornuConfigItem { Prefab = "assets/bundled/prefabs/autospawn/collectable/stone/sulfurore-3.prefab", Min = -1, Max = -1, IgnoreIrridiated = true }); Collectibles.Add(new CornuConfigItem { Prefab = "assets/bundled/prefabs/autospawn/collectable/hemp/hemp.prefab", Min = -1, Max = -1, IgnoreIrridiated = true }); Collectibles.Add(new CornuConfigItem { Prefab = "assets/bundled/prefabs/autospawn/collectable/mushrooms/mushroom-cluster-1.prefab", Min = -1, Max = -1, IgnoreIrridiated = true }); Collectibles.Add(new CornuConfigItem { Prefab = "assets/bundled/prefabs/autospawn/collectable/mushrooms/mushroom-cluster-3.prefab", Min = -1, Max = -1, IgnoreIrridiated = true }); Collectibles.Add(new CornuConfigItem { Prefab = "assets/bundled/prefabs/autospawn/collectable/mushrooms/mushroom-cluster-6.prefab", Min = -1, Max = -1, IgnoreIrridiated = true }); Collectibles.Add(new CornuConfigItem { Prefab = "assets/bundled/prefabs/autospawn/collectable/mushrooms/mushroom-cluster-5.prefab", Min = -1, Max = -1, IgnoreIrridiated = true }); Collectibles.Add(new CornuConfigItem { Prefab = "assets/bundled/prefabs/autospawn/collectable/mushrooms/mushroom-cluster-4.prefab", Min = -1, Max = -1, IgnoreIrridiated = true }); Collectibles.Add(new CornuConfigItem { Prefab = "assets/bundled/prefabs/autospawn/collectable/mushrooms/mushroom-cluster-2.prefab", Min = -1, Max = -1, IgnoreIrridiated = true });
Code://Trees Trees.Add(new CornuConfigItem { Prefab = "assets/bundled/prefabs/autospawn/resource/forest-temperate/oak-1.prefab", Min = -1, Max = -1, IgnoreIrridiated = true }); Trees.Add(new CornuConfigItem { Prefab = "assets/bundled/prefabs/autospawn/resource/forest-temperate/oak-2.prefab", Min = -1, Max = -1, IgnoreIrridiated = true }); ....
Atm it's not in any way optimized, and on low power servers it could be really laggy, for sure it will be!!
So i think there is some more need for short breaks between the routines, to give the CPU some more TimeBut..i think it will save some admin's day
I will try to get it workin better as it needs to be: to manage all how often I WANT it to spawn^^
I've Changed the file-version from 1.1.4 to 1.2.0 (UNOFFICIAL)Last edited by a moderator: Jan 26, 2017 - Physics.Colliders.Objects.txt
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Is this not being supported anymore?
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When I changed my ore spawns to all be equal at 9000, when they spawn they're all sulfur ore nodes. How could I make the nodes different?
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@Fujikura
assets/prefabs/plants/pumpkin/pumpkin.entity.prefab
i added that on plugin but didnt change anything about pumpkin entity number in game -
prefab for High Quality Metal ores?
[DOUBLEPOST=1463422110][/DOUBLEPOST]have the problem that some animals run slowly or simply standing. I've to set high
Code:"Animals": [ { "DeleteEmtpy": false, "IgnoreIrridiated": true, "Max": -1, "Min": 700, "Prefab": "assets/bundled/prefabs/autospawn/animals/chicken.prefab" }, { "DeleteEmtpy": false, "IgnoreIrridiated": true, "Max": -1, "Min": 700, "Prefab": "assets/bundled/prefabs/autospawn/animals/horse.prefab" }, { "DeleteEmtpy": false, "IgnoreIrridiated": true, "Max": -1, "Min": 700, "Prefab": "assets/bundled/prefabs/autospawn/animals/boar.prefab" }, { "DeleteEmtpy": false, "IgnoreIrridiated": true, "Max": -1, "Min": 700, "Prefab": "assets/bundled/prefabs/autospawn/animals/stag.prefab" }, { "DeleteEmtpy": false, "IgnoreIrridiated": true, "Max": -1, "Min": 700, "Prefab": "assets/bundled/prefabs/autospawn/animals/wolf.prefab" }, { "DeleteEmtpy": false, "IgnoreIrridiated": true, "Max": -1, "Min": 700, "Prefab": "assets/bundled/prefabs/autospawn/animals/bear.prefab" } ],
Last edited by a moderator: Jan 26, 2017 -
My server crashes a lot and it's initiated in Cornucopia code:
Code:0x00007FF78FC26923 (RustDedicated) [c:\buildslave\unity\build\runtime\scripting\scripting.cpp:198] Scripting::BroadcastScriptingMessage 0x00007FF78FD84210 (RustDedicated) [c:\buildslave\unity\build\artifacts\generated\common\runtime\unityenginecomponentbindings.gen.cpp:134] Component_CUSTOM_BroadcastMessage 0x000000002E012207 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.Component:BroadcastMessage (string,object,UnityEngine.SendMessageOptions) 0x000000002E012150 (Mono JIT Code) UnityEngine.Component:BroadcastMessage (string,UnityEngine.SendMessageOptions) 0x000000002E01207F (Mono JIT Code) BaseNetworkable:Kill (BaseNetworkable/DestroyMode) 0x00000000240E76D8 (Mono JIT Code) Oxide.Plugins.Cornucopia:ReplaceCollectibleWithSomething (string,System.Collections.Generic.List`1<CollectibleEntity>) 0x00000000240E7573 (Mono JIT Code) Oxide.Plugins.Cornucopia:BatchSpawn (int,int,string,System.Collections.Generic.List`1<CollectibleEntity>,bool&) 0x0000000023FF42F8 (Mono JIT Code) Oxide.Plugins.Cornucopia:SubCycle (System.Collections.Generic.IEnumerable`1<BaseEntity>,System.Collections.Generic.IEnumerable`1<Oxide.Plugins.Cornucopia/CornuConfigItem>,System.Collections.Generic.List`1<CollectibleEntity>,bool&) 0x0000000023FF34D0 (Mono JIT Code) Oxide.Plugins.Cornucopia:MainSpawnCycle () 0x0000000023FF3069 (Mono JIT Code) Oxide.Plugins.Cornucopia:OnTimer () 0x000000001EB0904C (Mono JIT Code) Oxide.Core.Libraries.Timer/TimerInstance:Update () 0x0000000010558049 (Mono JIT Code) Oxide.Core.Libraries.Timer:Update (single) 0x000000000F45D66D (Mono JIT Code) Oxide.Core.OxideMod:OnFrame (single) 0x000000001EAE7E83 (Mono JIT Code) Oxide.Ext.Unity.UnityScript:Update () 0x00000000040A807B (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr) 0x00007FFE7B724E7F (mono) mono_set_defaults 0x00007FFE7B6784B5 (mono) mono_runtime_invoke 0x00007FF78FCB9E33 (RustDedicated) [c:\buildslave\unity\build\runtime\scripting\backend\scriptinginvocationnoargs.cpp:120] ScriptingInvocationNoArgs::Invoke 0x00007FF78FCB9B77 (RustDedicated) [c:\buildslave\unity\build\runtime\scripting\backend\scriptinginvocationnoargs.cpp:96] ScriptingInvocationNoArgs::Invoke 0x00007FF78FC11450 (RustDedicated) [c:\buildslave\unity\build\runtime\mono\monobehaviour.cpp:457] MonoBehaviour::CallMethodIfAvailable 0x00007FF78FC13B9A (RustDedicated) [c:\buildslave\unity\build\runtime\mono\monobehaviour.cpp:545] MonoBehaviour::Update 0x00007FF78FADA19F (RustDedicated) [c:\buildslave\unity\build\runtime\gamecode\behaviour.cpp:154] BaseBehaviourManager::CommonUpdate<BehaviourManager> 0x00007FF78FC74041 (RustDedicated) [c:\buildslave\unity\build\runtime\misc\player.cpp:1721] PlayerLoop 0x00007FF78FD3EB85 (RustDedicated) [c:\buildslave\unity\build\platformdependent\winplayer\winmain.cpp:546] MainMessageLoop 0x00007FF78FD417DD (RustDedicated) [c:\buildslave\unity\build\platformdependent\winplayer\winmain.cpp:953] PlayerWinMain 0x00007FF79019CC08 (RustDedicated) [f:\dd\vctools\crt_bld\self_64_amd64\crt\src\crt0.c:275] __tmainCRTStartup 0x00007FFE920613D2 (KERNEL32) BaseThreadInitThunk