say you have a min of 3 and a max of 8 it means anything between that is how many nodes will spawn in a cluster. I just have min min and max of 3 so people find clumps of 3 nodes together
[DOUBLEPOST=1477057829][/DOUBLEPOST]@Nogrod Any chance the issue of the config renaming itself to .old and a new default config file being created could be worked out? Have to re-apply my settings every time that happens.
SpawnConfig
Change SpawnHandler behaviour of SpawnPopulations
Total Downloads: 4,589 - First Release: Sep 18, 2015 - Last Update: Nov 26, 2017
- 5/5, 14 likes
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This reason for that is the fact, that every different map has differen SpawnGroup settings. This makes it impossible to use the same config with another map. -
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I have no animals. Used to work.
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My settings reset every restart, how can I make it so they don't reset?
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That was like it did/must work like all days...To say whats the trigger on your side then makes it difficult, as I dont believe you change the map after every reboot -
Thanks for the reply Fuji!
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how to reduce the number of barrels and crates on the server?
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Though i edit the config after a reset, (has worked many times), this time i don't have any animals.
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anyone know why these barricades respawn all the time? Unable to break it respawn immediately. Its not a problem with this plugin?
Attached Files:
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(08:09:18) | [Oxide] 08:09 [Error] Failed to call hook 'OnServerInitialized' on plugin 'SpawnConfig v1.0.8' (NullReferenceException: Object reference not set to an instance of an object)
(08:09:18) | [Oxide] 08:09 [Debug] at Oxide.Plugins.SpawnConfig.CreateDefaultConfig () [0x00000] in <filename unknown>:0
at Oxide.Plugins.SpawnConfig.CheckConfig () [0x00000] in <filename unknown>:0
at Oxide.Plugins.SpawnConfig.OnTerrainInitialized () [0x00000] in <filename unknown>:0
at Oxide.Plugins.SpawnConfig.OnServerInitialized () [0x00000] in <filename unknown>:0
at Oxide.Plugins.SpawnConfig.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00000] in <filename unknown>:0
at Oxide.Plugins.CSharpPlugin.InvokeMethod (HookMethod method, System.Object[] args) [0x00000] in <filename unknown>:0
at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x00000] in <filename unknown>:0
at Oxide.Core.Plugins.Plugin.CallHook (System.String name, System.Object[] args) [0x00000] in <filename unknown>:0
(08:09:18) | [Oxide] 08:09 [Warning] Calling 'OnServerInitialized' on 'SpawnConfig v1.0.8' took 212ms -
can anybody explain, why i have the same amount of entities, while there are zero animals?
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I'm having the same issue as a few other people... I only turned the values for other things like loot and ores up a small amount and the results are visible immediately. I have almost increased the animal population x10 from original config values and it's not helping the animals spawn... I only have a quiet server and going into noclip to zoom around the map I see 2 or 3 animals over like half the map. Why is it doing this?
All I want to do is have plenty of animals around, plenty of resources around, plenty of loot, pickups and trees.
I get the other, I just have very few animals... @Fujikura -
I'm alone with this problem?? Almost sure the problem come frome this plugin. Any idea @Wulf ?
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Unload via an RCON tool like RustyAdmin using: oxide.unload PluginOne
(That is if you don't know how to unload plugins). -
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It is definitely this plugin causing the barricades to freak out. I just turned down the settings to the following on all barricades in the config and once I destroyed all the barricades they don't come back. I'd rather have none than 50 on each doorway.
Code:"MaxPopulation": 1, "NumToSpawnPerTickMin": 0, "NumToSpawnPerTickMax": 0,