SpawnConfig

Change SpawnHandler behaviour of SpawnPopulations

Total Downloads: 4,589 - First Release: Sep 18, 2015 - Last Update: Nov 26, 2017

5/5, 14 likes
  1. 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.
     
  2. The config renaming is no "Issue", its forced/wanted.
    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.
     
  3. Ok, but it happens throughout the wipe cycle. Same seed. Just bugs out and resets.
     
  4. I have no animals. Used to work.
     
  5. My settings reset every restart, how can I make it so they don't reset?
     
  6. Hey Fuji! Just with what you were saying here, this actually happens every single time the server restarts daily. Is there a way to only wipe the config on a server wipe?
     
  7. It would only reset=recreate the file when the seed/size or plugin config version changed. On all other cases it must take the current one.
    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 :)
     
  8. Yep perfect! I just realised (all me for not looking) at the top of the file is the world map and seed which I was copying over from a previous backup. Seems to be working well now :) Thanks for the reply Fuji!
     
  9. how to reduce the number of barrels and crates on the server?
     
  10. Though i edit the config after a reset, (has worked many times), this time i don't have any animals.
     
  11. anyone know why these barricades respawn all the time? Unable to break it respawn immediately. Its not a problem with this plugin?
     

    Attached Files:

  12. (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
     
  13. can anybody explain, why i have the same amount of entities, while there are zero animals?
     
  14. 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
     
  15. I'm alone with this problem?? Almost sure the problem come frome this plugin. Any idea @Wulf ?

     
  16. I don't have this problem. Unload each plugin one-by-one and destroy the barricade. When or IF it stops, that's the plugin that is causing the problem. It might be a bug for you or two plugins might be incompatible with each other.

    Unload via an RCON tool like RustyAdmin using: oxide.unload PluginOne

    (That is if you don't know how to unload plugins).
     
  17. -__-' really..
     
  18. 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,
     
  19. nvm :p
     
    Last edited by a moderator: Nov 7, 2016