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ASharpPen

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ASharpPen123

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  1. ASharpPen123
    ASharpPen123
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    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)
    • In the future, more lists will also be available at the valheim modding wiki
    The config files are empty?

    • All configs but spawn_that.cfg and spawn_that.simple.cfg are intended empty initially. You need to fill in the sections yourself.
    • Enable any of the "WriteX" in spawn_that.cfg, and files containing the default values will be created in the plugins folder.


    You can also find me and a lot of others using a combination of mods involving Spawn That at this discord:
  2. foxisacat
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    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
  3. darkpalse
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    When generating the world spawners template, I get a lot of entries with "LevelChance=-1", such as below:

    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
    1. Beefclip
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      From my limited knowledge of this stuff, I'd say yes... It would be cool if you can verify.
  4. namepilou
    namepilou
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    i understand nothing.
    Even with "help" and traductor...

    four hours for nothing, this mod dosen't work 23/02/2024
  5. GTech1
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    Cross-posting from the forum section:

    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)
  6. Vonny1412
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    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
  7. adomorph000
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    The mod start with all local, world, spawnarea configs or only with 1?
  8. adomorph000
    adomorph000
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    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.
  9. yasin95s
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    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.
    1. djskagnetti
      djskagnetti
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      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.
  10. foxxys856
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    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
  11. adomorph000
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    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.
  12. Nibelung44
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    Either there is a bug, or the implementation is not what I expected ... 

    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