Bro this mod is insane, thanks for this!! I had to tone it down so it's still possible to venture out at night (but really dangerous!!) I bumped the spawn-range up and reduced group numbers.. provides a good way to get bone in beginning if no caves on your island.. but then I got stuck in Dark Forest at night, first had an invasion then ghosts destroyed my camp and chased me until morning.. amazing mod, definitely do the other zones too if you can.. I like the idea that nighttime its the creatures from the next-level zone.. idk what you would do for Swamps though (we need more undead creatures in general like zombies).. anyway well done!!
Very cool mod, thanks :) When starting game I get spammed with this in the log, hundreds of them.
[Warning:Spawn That!] Overlapping world spawner configs for WorldSpawner.6901, overriding existing. [Warning:Spawn That!] Overlapping world spawner configs for WorldSpawner.6902, overriding existing. [Warning:Spawn That!] Overlapping world spawner configs for WorldSpawner.6903, overriding existing.
It means either another mod is using spawner IDs 6901-6904 and conflicting with this one, or if you're getting hundreds of them then maybe you copied and pasted the worldspawner entries in the config to make your own but did not change the numbers. Each worldspawner needs a separate ID in spawn_that.world_spawners.whatever.cfg, looks like [WorldSpawner.6901].
This is for all mods so if you have multiple "Spawn that config files for xyz" mods and any of those mods use the same IDs then they will conflict. Last in the load order wins (I think).
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When starting game I get spammed with this in the log, hundreds of them.
[Warning:Spawn That!] Overlapping world spawner configs for WorldSpawner.6901, overriding existing.
[Warning:Spawn That!] Overlapping world spawner configs for WorldSpawner.6902, overriding existing.
[Warning:Spawn That!] Overlapping world spawner configs for WorldSpawner.6903, overriding existing.
Anyone have any idea what this is?
This is for all mods so if you have multiple "Spawn that config files for xyz" mods and any of those mods use the same IDs then they will conflict. Last in the load order wins (I think).