1. Im building my own resources management plugin to set up trees, minerals & animals.

    The problem is the Oxide server initialisation kicks in at the beginning and says things like
    "field-arctic (spawn population) has 22 objects, but max allowed is 13 - deleting 9 objects"

    Then my own code sees theres X trees missing and adds them again at random positions.

    Its not a bigproblem gameplay-wise but for my plugin it could lead to future problems, longer server load times and less importantly players could be led to believe someone farmed an area when no one was arround.

    So, any ways to avoid that automatic cleanup ?

    Ive already set up "spawn.max/min_density" to 5000 but it didnt seem to change much (note that I have spawn_max/min_rate set to 0 because Im managing the respawn myself)
     
  2. Wulf

    Wulf Community Admin

    Oxide alone doesn't control trees or anything related to map generation or entity spawning. Any automatic cleanup is done by Rust itself.
     
  3. Thank you for the information. I guess ill go with saving all the trees information to restore them. :)
     
  4. You could try go through all SpawnPopulations of the SpawnHandler and set the desired EnforcePopulationLimits to false.
    Code:
    // SpawnHandler
    public SpawnPopulation[] SpawnPopulations;// SpawnPopulation
    public bool EnforcePopulationLimits = true;
    
     
  5. How long do you think until your plugin is released Yatta? As this is a major one I've seen various people ask about. On official at least in the past the most miserable thing was extremely little hemp, and very limited nodes, so an easier/clean way to control where and how much they spawn would be wonderful. Same with animals, those were impossible to find, had to resort to cutting up humans to try and save fat for little furnace.
     
  6. Its hard to tell. Ive started working on it after we got unhappy with how admins managed a server we were on and we decided to make our own. Since we were going to have our own server, we might have well have some custom mods - and since Oxide is so powerfull I went ambitious :)

    So far here's what's working / mostly working :

    - Define a set number of trees for the whole map, or a "ratio" which will let the plugin decide the number depending on the map size (so more like density).
    - Define a value making trees more or less grouped together
    - Same thing for ores (quantity/density/group)
    - Resources respawn instantly when collected BUT away (customisable value) from all awake players. We decided on this rule to fight against clans with too many players : they'll farm their area a lot and hence will have to walk farther and farther to find stuff. Also since asleep players dont prevent respawn, smaller clans / solo with less player 'uptime' have more chances of having resources arround them when they reconnect.

    - Animals : spawn in various sized group (min, max, chance curce (to make large or small group more exceptionnal), wandering arround with a group leader (wip), awareness / fear / runAway system (wip). Basically the specifics of the animals are redefined (speed, acceleration, reaction time, view range & fov) to give them a specific place in the player progression : no ranged weapon and dont know how to hunt ? catch chicken. Can sneak up a bit ? boars. Light ranged weapon and can sneak a bit ? Stag. Good ranged weapon and good at sneaking ? Horses.

    - Night : clearer night (the lock time in the evening trick)

    I have many other things and idea planned for this plugin (so its more of a mod tbh), the goal being making it more fair for new players vs established players and small clans vs large clans, making hunting / scavenging for food much more important (food becoming actually an important raid-worthy resource), making home invasion more fair for offline players, making homes attack/defense less about building a thousand walls and more about fighting and overall trying to make players do something more than build a fort and raid out of boredom once they're done.


    So all in all, the resources part is done for minerals & trees, the whole resource set (resources + animals) should be done next week.
     
  7. Awesome! I look forward to its release and to check it out. Also this is semi-unrelated but taps into what you were saying about balance. A clan member mentioned to me how massive clans will just farm up 1 guy(using his created tools, eating his cooked foot, etc...) and then they'll be able to raid extremely fast and have access to all items. I was thinking of ways to lessen this abuse, I could give little to no xp for using others items but that kind of takes the fun away, and I saw an XP balance plugin released that gives new users the average amount of xp, but that is forcing others to work for their xp and newbies get it freely, so I don't really like that idea. I don't know just something to think about.