That makes more sense... Okay, based on those 2 things you've told me and what everyone else is reporting too is that the update itself has broken a thing or two. We might have to wait for Facpunch to fix this rather than the plugin devs or possibly a workaround. :/
Thank goodness I haven't updated my server yet. xD Sometimes it's more trouble than it's worth!
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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Code:
//Reference: Rust.Global
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Code://Reference: Rust.Global
Last edited by a moderator: Nov 12, 2016 -
Wulf Community Admin
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The plugin compil again but it did not seem to work, no change to spawn since this :
Code://Reference: Rust.Global using System; using System.Collections.Generic; using System.ComponentModel; using System.Linq; using System.Reflection; using System.Text;using Newtonsoft.Json; using Newtonsoft.Json.Converters; using Newtonsoft.Json.Linq; using Newtonsoft.Json.Serialization;using Oxide.Core;using Rust;using UnityEngine;namespace Oxide.Plugins { [Info("SpawnConfig", "Nogrod", "1.0.10")] internal class SpawnConfig : RustPlugin {
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after the reboot, works with Ores, but not with animals, yet my settings have always worked. Dunno why.
Code:"animals": { "TargetDensity": 200.0, "SpawnRate": 3.0, "ClusterSizeMin": 1, "ClusterSizeMax": 1, "ClusterDithering": 1, "EnforcePopulationLimits": true, "ScaleWithServerPopulation": false, "AlignToNormal": false, "Prefabs": [ { "Prefab": "assets/bundled/prefabs/autospawn/animals/bear.prefab", "Weight": 10 }, { "Prefab": "assets/bundled/prefabs/autospawn/animals/boar.prefab", "Weight": 50 }, { "Prefab": "assets/bundled/prefabs/autospawn/animals/chicken.prefab", "Weight": 0 }, { "Prefab": "assets/bundled/prefabs/autospawn/animals/horse.prefab", "Weight": 50 }, { "Prefab": "assets/bundled/prefabs/autospawn/animals/stag.prefab", "Weight": 50 }, { "Prefab": "assets/bundled/prefabs/autospawn/animals/wolf.prefab", "Weight": 40 } ],
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spawn.max_density 2
spawn.min_density 0.6
spawn.min_rate 0.8
spawn.max_rate 2 -
Max 50 beasts on the server, what i have on my server less SpawnConfig plugin with this parameters:
spawn.min_rate 0.6
spawn.min_density 0.6
spawn.max_rate 1
spawn.max_density 1
[DOUBLEPOST=1479058506][/DOUBLEPOST]The max spawn of animals is really more than 200 beasts with my spawn.rate, like i said, i always used theses numbers of animals in SpawnConfig and spawn.rate (and plugin always spawned moooore animals than 200 (sometimes more than 500)).
That why i think plugin have problem. Can you test for me @A Sweaty Womble and see with AdminRadar for animals?
(do 4000 meters distance in json with animals).Attached Files:
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The screenshot attached is what comes up for me on JUST animals as you requested.
There are so many that I got 5 FPS until I could eventually shut it off so I hope the screenshot does it justice! :/
EDIT: I have attached my config file for you to take a look at. Please make sure that the config file is up to date. Delete the current one (making a backup first) and then changing the values again. The plugin will only work properly if you have the correct world size and seed for your server.Attached Files:
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That's precisely what I said, the plugin is totally bugged, look at your settings, they are totally exaggerated and incoherent. You put a total of 1400 animals, but bear in 1000, 600 boars, 200 chickens, 480 horses ... etc. Pretty sure it's your spawn.rate which increased your animals and not the plugin.
Code:"animals": { "TargetDensity": 1400.0, "SpawnRate": 174.0, "ClusterSizeMin": 1, "ClusterSizeMax": 1, "ClusterDithering": 1, "EnforcePopulationLimits": true, "ScaleWithServerPopulation": false, "AlignToNormal": false, "Prefabs": [ { "Prefab": "assets/bundled/prefabs/autospawn/animals/bear.prefab", "Weight": 1000 }, { "Prefab": "assets/bundled/prefabs/autospawn/animals/boar.prefab", "Weight": 600 }, { "Prefab": "assets/bundled/prefabs/autospawn/animals/chicken.prefab", "Weight": 200 }, { "Prefab": "assets/bundled/prefabs/autospawn/animals/horse.prefab", "Weight": 480 }, { "Prefab": "assets/bundled/prefabs/autospawn/animals/stag.prefab", "Weight": 480 }, { "Prefab": "assets/bundled/prefabs/autospawn/animals/wolf.prefab", "Weight": 800 } ],
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TargetDensity = max entity value ON MAP.
Spawn rate = amount of entities to spawn per tick.
Weight = How often the particular entity is added to the prefab pool.
I prefer more animals, ores and pickups on my map. These values are not exaggerated at all for the size of the map, I chose these values with the intent of having a lot of everything. In fact, I have too much on my map if anything. The weight values are high because I want more animals spawning CONSTANTLY and I'm unsure if higher is faster or lower is faster to be honest...
You have very few animals because your values are low. You chose to have 200 animals spawn at 3 per tick so naturally, you will have 200 animals MAX at any one time on your map. If you want more animals then turn it up. I don't know what you're expecting from 200 animals on your map. If you had 6 million in your config file and had 10 on your map I'd totally agree with you, but you're only asking for 200 animals on your map. It's giving you 200 animals so you can't complain because these aren't multipliers.
It's like me asking you to count to 4 and then calling you a retard and saying you're faulty because you didn't count to 60.
[DOUBLEPOST=1479133597][/DOUBLEPOST]
I deleted all of the animals on my map and used the values you're using on your config file and I get the same results as you. It's just your config file. You need to change the values to whatever you feel comfortable with on your server... I prefer lots of animals so I choose a high value. Also, the weight apparently plays a massive part in the amount of animals... I just put my 1000 Weight value(s) paired with your low TargetDensity/SpawnRate values resulting in almost the same amount of animals as my higher values. So try that too.
Also, on top of all that, use spawn.fill_populationsAttached Files:
Last edited by a moderator: Nov 14, 2016 -
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@A Sweaty Womble
TargetDensity does increase the amount based on calculations with map size and seed, and some other values. The default here on every map of every size is 25
And that does always produce different counts, and not only 25
SpawnRate is also not an direct "spawn per tick" changer...
And last but not least: the Weight is what it's name says.
It's sum (all weights together) is mainly used later to calculate them into overall chances (distribution) on each prefab. Settings of 1000, 10k or even 100k eould be exemplary nonsense
The result is always the same without all those ZERO's. -
"TargetDensity" - max amount to spawn (factor which also depends on Spawn.max_rate and world size)
"SpawnRate" - how much spawn at once per spawn tick
"ClusterSizeMin" & "ClusterSizeMax" - range between spawn at once
"EnforcePopulationLimits" - remove spawns if more than max
"ScaleWithServerPopulation" - scale with active players online
"AlignToNormal": false,
"Prefabs" - prefab pool to spawn
"Prefab" - asset name to spawn
"Weight" - count how often added to prefab pool
Long story short, there are no plugin problems.
EDIT: Experimenting with the config file it looks like weight IS just a probability modifier. The main ones to edit are the TargetDensity & SpawnRate. Unless like me you want more Bears and Wolves in which case higher weights are better to edit.Last edited by a moderator: Nov 14, 2016 -
This plugin need update, clearly.
And @A Sweaty Womble before to say something, try to use the plugin with less than 1300 animals, don't work.
The plugin start to spawn animals at 1300, less, don't work. -
@Fujikura - please, I cannot be bothered to even attempt to explain anything to this guy.
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And explaining SpawnHandler, SpawnPopulation, SpawnGroups and so on is'nt a thing with much success, as mostly also many Dev's do not fully understand that topic...