FAQ: I keep getting the warning "Unable to find find prefab"
This happens when Spawn That is trying to retrieve a prefab that it has been told to find, but the prefab has either not been properly loaded by whatever mod was responsible for it, or it is mistyped.
If you are only seeing the warning server-side, don't worry unless you have a mod that forces the server to be in charge of spawning. By default, the clients will be in charge of spawning.
Where do I find the prefab names?
Multiple pages have long lists, you can check out this one here, or the valheim wiki (thanks foxisacat)
For people who want to increase mob spawn frequency for their world.
The config here basically change the default lines into these. This means that every 5 seconds, there is a 100 chance to spawn mobs around you SpawnInterval=5 SpawnChance=100
For the links below, I have removed Deer, Boars, Birds, and Fishes so you will notice some missing indexes.
Here is the link of a sample. Copy paste them into your spawn_that.world_spawners_advanced.cfg. Please remember to make a backup of your original config files. World Spawners + Global Keys
Same as above config, but excluding spawns tied with GlobalKeys (eg. spawns that starts to appear after you fight one boss after another) Spawners w/o Global Keys
Would it be possible to add a World spawner config option for "SpawnInPlayerBase" (like you currently have for Local spawners)?
I believe the data point would be: m_insidePlayerBase (bool)
Overall use case: I would like my players to be able to have fish spawn in player created pools of water inside their bases, while still maintaining mob spawn prevention.
Focused (narrow) use case: I have a fishing lure clackable that I've created using Wackys database, and I've tied it in with Spawn_That, allowing biome dependent fish to spawn nearby. I'd like to also have it be a workbench (an option through wackys) for fishing supplies. Everything works, but the workbench disables the fish spawns.
Thank you so much for all of your awesome mods, ASharpPen! :D (I use Spawn_That, Drop_That, Custom_Raids, and Fall damage for creatures. All are fricken GOLD, man! :D)
If I just want to lower the spawn frequency of greylings and lower mobs like necks and boars without touching anything else.. what do I need to do? Do I have to create such a huge config like in "World Spawners + Global Keys" too? :O
Hello, someone can help me? im put in my configs no graydwarf at night in meadows but not work, in the configs i put the world spawner 17 and 30 how false.
In the area where I set up my base, it still spawns things like branches, mushrooms, dandelions, stones. How do I prevent this? If it is prevented in the original game, it could be because of an add-on I installed.
If you mean like through the floor of your base, raise your base up off the ground a bit. Make the foundation 2 logs high and then build on top of that. Yes it's a lot more work, but you won't see that stuff anymore, or ground poking through. You could also mine out the ground with a pickaxe until it's a deep hole underneath your base, anything spawning would not show up.
question, every time i use this mod it makes mobs like the death mosquito and wolves and such spawn in the starting biomes i personally don't understand the settings myself ( total noob to mods) i was wondering which setting do i need to change to put the locations back to normal those mobs are way to powerful for me to fight esp when they insta kill
Hello, is a legendary great mod, i have question... how generate the original default template of spawns? is for edit greydwarfbrute and shaman not spawn at night when defeated the elder.
I would expect that there is a 3% every 5 mn to get a NPC (it's friendly NPCs), and as I set a max of 150, it should never end basically ... Low chance, slowly, to get new NPCs, for my new RP playthrough.
Except it does not behave like this, I have many NPCs, as if the MaxSpawned makes 150 tests at 3% basically. When I reduce MaxSpawned, the number I see is also reduced. So either it's a bug, or a weird implementation where MaxSpawned triggers parallel rolls!
EDIT EDIT EDIT - Using tykobray remark from July and my own experience I now confirm that each MaxSpawned is "independent" and will generate a roll, but that's not all, you need also to tweak other variables. Here are my current notes:
spawn_that.world_spawners.friendlies.cfg CHANGES example: [WorldSpawner.103] RequiredNotGlobalKey = // remove or change condition RequiredGlobalKey = // remove or change condition SetTry Despawn OnConditions Invalid = false // never set it to true, even tamed will despawn (had to add spaces for Nexus or the post looks weird) PrefabName = RRRN_Friendly05 // Not clear why it works whereas the json call the prefab RRR_NPC plus Friendly05 ... MaxSpawned = 100 // Each entity will make a roll, so 100 would be 100 parallel rolls! So you need to change further SpawnInterval = 60 // Interval in seconds SpawnChance = 20 // D100 roll SpawnDistance = 150 // Prevent spawning even if the ones within this distance are tamed. Necessary if MaxSpawned > 1 SpawnRadiusMin = 150 & SpawnRadiusMax = 150 // The mod generates "spawning areas/spheres" of this radius, it must be combined with SpawnDistance though as these two alones won't fix the issue of spam-spawning if MaxSpawned is > 1 GroupSizeMin / GroupSizeMax conditional to MaxSpawned > 1 also
332 comments
I keep getting the warning "Unable to find find prefab"
- This happens when Spawn That is trying to retrieve a prefab that it has been told to find, but the prefab has either not been properly loaded by whatever mod was responsible for it, or it is mistyped.
- If you are only seeing the warning server-side, don't worry unless you have a mod that forces the server to be in charge of spawning. By default, the clients will be in charge of spawning.
Where do I find the prefab names?
- Multiple pages have long lists, you can check out this one here, or the valheim wiki (thanks foxisacat)
- In the future, more lists will also be available at the valheim modding wiki
The config files are empty?You can also find me and a lot of others using a combination of mods involving Spawn That at this discord:
The config here basically change the default lines into these. This means that every 5 seconds, there is a 100 chance to spawn mobs around you
SpawnInterval=5
SpawnChance=100
For the links below, I have removed Deer, Boars, Birds, and Fishes so you will notice some missing indexes.
Here is the link of a sample. Copy paste them into your spawn_that.world_spawners_advanced.cfg.
Please remember to make a backup of your original config files.
World Spawners + Global Keys
Same as above config, but excluding spawns tied with GlobalKeys (eg. spawns that starts to appear after you fight one boss after another)
Spawners w/o Global Keys
Is this normal? Does -1 mean the creatures never level up?
[WorldSpawner.62]
Name=Seeker Brute
Enabled=True
Biomes=Mistlands,
PrefabName=SeekerBrute
HuntPlayer=False
MaxSpawned=1
SpawnInterval=4000
SpawnChance=10
LevelMin=1
LevelMax=3
LevelUpChance=-1
LevelUpMinCenterDistance=0
SpawnDistance=40
SpawnRadiusMin=0
SpawnRadiusMax=0
RequiredGlobalKey=
RequiredEnvironments=
GroupSizeMin=1
GroupSizeMax=1
GroupRadius=12
GroundOffset=0.5
SpawnDuringDay=True
SpawnDuringNight=True
ConditionAltitudeMin=0
ConditionAltitudeMax=1000
ConditionTiltMin=0
ConditionTiltMax=35
SpawnInForest=True
SpawnOutsideForest=True
OceanDepthMin=0
OceanDepthMax=0
BiomeArea=Median
SetFaction=MistlandsMonsters
Even with "help" and traductor...
four hours for nothing, this mod dosen't work 23/02/2024
Would it be possible to add a World spawner config option for "SpawnInPlayerBase" (like you currently have for Local spawners)?
I believe the data point would be: m_insidePlayerBase (bool)
Overall use case: I would like my players to be able to have fish spawn in player created pools of water inside their bases, while still maintaining mob spawn prevention.
Focused (narrow) use case: I have a fishing lure clackable that I've created using Wackys database, and I've tied it in with Spawn_That, allowing biome dependent fish to spawn nearby. I'd like to also have it be a workbench (an option through wackys) for fishing supplies. Everything works, but the workbench disables the fish spawns.
Thank you so much for all of your awesome mods, ASharpPen! :D
(I use Spawn_That, Drop_That, Custom_Raids, and Fall damage for creatures. All are fricken GOLD, man! :D)
Do I have to create such a huge config like in "World Spawners + Global Keys" too? :O
SpawnChance = 3
SpawnInterval = 300
MaxSpawned = 150
I would expect that there is a 3% every 5 mn to get a NPC (it's friendly NPCs), and as I set a max of 150, it should never end basically ... Low chance, slowly, to get new NPCs, for my new RP playthrough.
Except it does not behave like this, I have many NPCs, as if the MaxSpawned makes 150 tests at 3% basically. When I reduce MaxSpawned, the number I see is also reduced. So either it's a bug, or a weird implementation where MaxSpawned triggers parallel rolls!
EDIT EDIT EDIT - Using tykobray remark from July and my own experience I now confirm that each MaxSpawned is "independent" and will generate a roll, but that's not all, you need also to tweak other variables. Here are my current notes:
spawn_that.world_spawners.friendlies.cfg CHANGES
example:
[WorldSpawner.103]
RequiredNotGlobalKey = // remove or change condition
RequiredGlobalKey = // remove or change condition
SetTry Despawn OnConditions Invalid = false // never set it to true, even tamed will despawn (had to add spaces for Nexus or the post looks weird)
PrefabName = RRRN_Friendly05 // Not clear why it works whereas the json call the prefab RRR_NPC plus Friendly05 ...
MaxSpawned = 100 // Each entity will make a roll, so 100 would be 100 parallel rolls! So you need to change further
SpawnInterval = 60 // Interval in seconds
SpawnChance = 20 // D100 roll
SpawnDistance = 150 // Prevent spawning even if the ones within this distance are tamed. Necessary if MaxSpawned > 1
SpawnRadiusMin = 150 & SpawnRadiusMax = 150 // The mod generates "spawning areas/spheres" of this radius, it must be combined with SpawnDistance though as these two alones won't fix the issue of spam-spawning if MaxSpawned is > 1
GroupSizeMin / GroupSizeMax conditional to MaxSpawned > 1 also