This page was last updated on 27 March 2024, 7:09AM
Changelogs
Version 1.54
Fixes another runaway spawner occurrence issue due to a casting error when accounting for dead critters, thanks to wSkeever for the debugging. Safe to update.
Version 1.5
Reduced Respawns as the main version
Respawns only occur at 75% of max spawn distance, with a 1% chance each distance check to respawn if off camera
Respawn Batches only produce a single spawn per cooldown
Both Respawn and whether reduced or not is controlled by properties
Added optional files with different defaults
Version 1.4
Using vanilla CritterMoth.pex no longer leads to Butterflies disappearing on spawn. (still recommend Butterflies Unchained)
Spawners attached at distant cells with no loaded 3D get an additional delay on next checks instead of shutting down.
Added a dummy function that you can override with your custom conditions in extending scripts without having worrying about future updates.
bool Function CustomCheck()
Simply create a new script that extends CritterSpawn and only declare new Properties and this Function . - Returning false will prevent spawning until next check - Setting shouldTryAgain to false in this function will kill the spawner until next loaded - Setting extraWaitTime to a positive value will add extra seconds until the next recheck happens (handy if your function is a bit slow)
Version 1.3
Added measures to prevent runaway spawners when installed one saves with active critterspawn stacks.
Version 1.2
Fixed an issue where in beeeg interior cells some fish spawners might stop spawning
Increased respawn delay for bugs to 6 : every 10 bugs you catch from a spawner increase the delay to the next respawn by 1 minute
Increased respawn delay for fish to 10 : every 6 fish you catch from a spawner increase the delay to the next respawn by 1 minute . Note that all spawners are reset on Cell Reload
Version 1.1
Extended support to the CC Fishing Spawner Script
Increased the respawn delay for loaded spawners to 2 seconds per spawned critter and 5 per fish
Added a cap to the spawning on a loaded spawner equal to 10 times the max concurrent spawns it is set to
Fixed an issue where spawn counters weren't reset on reattach possibly causing the spawner to overrun