Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Nice to see a response from you, have seen a lot of your posts over time when researching custom code for spawns.
To answer your question I am not adding anything else to "DinoSpawnEntries_Volcano_LostIsland_C". I have just tested as you suggested by adding a Spino to the Volcano and confirmed that it worked.
To reiterate my previous point, I also tested X-Rex's by adding an Override to the entire spawn container for the volcano, the results are what's confusing me. The entire volcano was filled with Rex, so the game is recognising the code but instead of spawning X-Rex it chooses to spawn Rex's instead. (see the following line I used)
ConfigOverrideNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString="DinoSpawnEntries_Volcano_LostIsland_C",NPCSpawnEntries=((AnEntryName="XRex",EntryWeight=1.0,NPCsToSpawnStrings=("Volcano_Rex_Character_BP_C"))),NPCSpawnLimits=((NPCClassString="Volcano_Rex_Character_BP_C",MaxPercentageOfDesiredNumToAllow=1.0)))
So I can confirm the following; I can add dinos to the spawn container, but for some reason it simply refuses to spawn in X-Rex and defaults to Rex instead.
However in this case I fear I may be of less use. It's very odd that it shouldn't be working if the code is correct, which it looked like it was and you've confirmed with your tests, and I'm very confused. The only other thing I can thing of is perhaps a mod is causing some issues somewhere, are you using mods in your game?
Perhaps another experiment to try - will the game spawn the X rex if you tell it to replace all normal rexes with them? Just as an experiment, perhaps try removing the SpawnEntriesContainer config and replace it with this instead:
NPCReplacements=(FromClassName="Rex_Character_BP_C",ToClassName="Volcano_Rex_Character_BP_C")
That should replace every rex on the map (barring tek ones) with the X variant. It would at least tell us whether the issue was with the SpawnEntriesContainer config or whether it was an issue with the X rex overall.
If that is indeed the case then I'm afraid I don't know what to suggest, I don't know of any way to fix it using the config settings. However if you are willing to use mods in your game, there may be another solution:
https://steamcommunity.com/sharedfiles/filedetails/?id=1295978823
This mod allows you to set up invisible spawn beacons for creatures, placing them wherever you choose on the map. And as far as I'm aware X rexes work with this. You could use that to populate some of them onto the volcano area instead, if you wanted.
For example I added R-Giga with a 60% chance to spawn and a Tek-Giga with a 20% chance to spawn in the giga spawn container. Little things like that.
I'll look into using Simple Spawners, I have seen it before and it seems very customisable, I'm just conscientious of limiting the number of mods on my cluster, I'm already on 10 mods and some people already have difficulty joining (trying to convince them to get Ark on an SSD LOL)