ARK: Survival Evolved

ARK: Survival Evolved

Simple Spawners
GMBot Jul 10, 2018 @ 5:14am
Need help keeping Spawns under control.
Can you explain the spawn rates a little more closely?

I thought that if I set spawn rate to every 30 mins, and force despawn rate to 29 mins, that prevent there from being more than 1 Sarco in this cave I have in mind. But when I revisited the area, I'm now at x3 Lvl 120 Sarcos! I tried using the "max # creatures in radius" fuction to limit it to 1 but this does not seem to work how I imagine it would. :P Maybe I'm misinterpretting what it does?

I really love this mod; even with it not fully working how I want it to, it's a great addition. Hopefuly, you can shed some light on what I'm missing.
Last edited by GMBot; Jul 10, 2018 @ 5:15am
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Showing 1-15 of 24 comments
darklore  [developer] Jul 10, 2018 @ 5:37am 
If those settings are correct then there should only be 1 lvl 120 sarco, maybe something with the despawn timer got broken in the latest update, I'll look into it.
GMBot Jul 10, 2018 @ 6:34am 
thanks, i appreciate it.

Did some more testing, I think you are right about the despawn code not working.

I set Spawns to 5 mins and Despawns to 5 mins witha 1 creature max within radius; but when I came back to check I had no less than 4 Sarcos in the cave.

Does the Despawn function only affect creatures still inside the radius or does it affect all creatures specifically created by the spawner? I tried maxing out the radius to the room thinking some had escaped outside the radius and were missed by the despawn timer, but does radius not factor into that?

Also, is there a way to ensure despawning of ALL creatures created by the spawner even if they are outside the radius? I find this particularly important for flyers who tend to wander quite a bit; had 80 Onyc in a cave that should have had only 16! :P If the force despawn timer only affects stuff in range, might be a good idea to include an option that triggers "Destroy Creatures" regardless of how far away they are.

I guess this is a bug report, but hope you can shed some light on these. Thanks again for the fast response.

So to recap:
>Despawn function does not appear to work.
>Max creature limit function does not appear to work.
>Recommending a setting that forces despawn after timer regardless of how far target is away (assuming standard Despawner timer doesn't do this already). This is to prevent an explosion of creature population on the server.
Last edited by GMBot; Jul 10, 2018 @ 6:37am
darklore  [developer] Jul 10, 2018 @ 6:51am 
The despawn timer should be destroying ALL creatures spawned, even if they are outside of the radius (unless they are tamed, taming, unconcious, etc.).
GMBot Jul 10, 2018 @ 7:03am 
Ok cool. Thats what I was hoping for. Yeah, seems like the despawn is just not triggering when it should.
Last edited by GMBot; Jul 10, 2018 @ 7:06am
GMBot Jul 11, 2018 @ 9:46am 
Wanted to confirm that the "max spawns" function is also not working.

But there may be another factor at play here too:

I've been testing the mod on the Ragnarok map, but a friend of mine reported that the map does not play nice with spawn mods. At this time, I cannot confirm if this is the issue, but I will test your mod on the Island and see if I'm still getting the same results.
darklore  [developer] Jul 11, 2018 @ 10:15am 
I did some tests last night and could not reproduce the issues you were having, but I did find a completely unrelated bug I'll be fixing next update. I'll try it on ragnarok tonight. Which cave did you have it in?
darklore  [developer] Jul 11, 2018 @ 10:17am 
Maybe your server's mod download got corrupted, try a reinstall of the mod and see if that fixes it.
GMBot Jul 11, 2018 @ 5:22pm 
I have the spawners in pretty much every cave in the NW of the map, but the same thing was happening outside the caves too.

It certainly is a possibility the mod got corrupted. I will try a reinstall and let you know.
GMBot Jul 13, 2018 @ 5:21pm 
I have an update for you:

Unsubscribed and deleted all previous mods.
Started fresh new map on Center.
Spawns worked perfectly: set spawner to spawn 4 dodos with max of 4 over 1 minute timer and it did exactly that.

Subscribed to all previous mods.
Started up my current Ragnarok map.
Setup spawn to spawn 1 Sarco with 1 at max over 1 minute timer and worked perfectly.

In same session, I then proceeded to my next spawn and tried to test the same thing, but this time, the max spawn number was ignored. Population numbers, again, exceeded max.

In same session, I then went back to my sarco spawn. Theoretically, since it worked before, there should still only be 1 Sarco there... but now there were 4-5.

So from what I can gather, spawner works great right up until I leave the area it was placed... and then everything spins out of control.

Also, might be worth mentioning I'm using your custom simple spawners to test this.
Last edited by GMBot; Jul 13, 2018 @ 5:26pm
GMBot Jul 13, 2018 @ 5:24pm 
Also, for the sake of science (and eliminating all variables) here's the mod list I've been using:
https://steamcommunity.com/sharedfiles/filedetails/?id=1099817379

I don't think the mods are the culprit, but if you want to try testing them out with yours and see if you can produce the same results with them active, I'd appreciate it.

But it's very likely the other mods I'm using have nothing to do with the problem.
Last edited by GMBot; Jul 13, 2018 @ 6:41pm
GMBot Jul 13, 2018 @ 5:40pm 
Yep, just managed to confirm it: mods have nothing to do with it.

Just tried it again with only your mod.
Loaded up the center again.
Same spawner: 4 spawn/4 max dodos over a 1 minute timer.
Worked just like before when I was there watching it.
But then I walked far away for a few minutes.
Came back to find 9-10 dodos at spawn now.

So apparently the issue is that the spawner forgets to stop spawning past max when outside rendering distance.

I have no idea how to fix this, but hopefully this was helpful to you.

The only stop-gap measure I've found (but doesn't work very well) is to set the respawn rate to highest time (24 hrs) and the lowest number spawn # (1-2). It's really not a great long-term solution, but its better than nothing for now :(
Last edited by GMBot; Jul 13, 2018 @ 6:40pm
darklore  [developer] Jul 15, 2018 @ 2:26pm 
I will look into the issue, were you using the custom spawner to spawn the sarcos and the dodos or the base spawner?
Last edited by darklore; Jul 15, 2018 @ 2:27pm
darklore  [developer] Jul 15, 2018 @ 3:33pm 
Are you playing on single player, player hosted, or a dedicated server?
Last edited by darklore; Jul 15, 2018 @ 3:34pm
Steel2522 Jul 17, 2018 @ 2:36pm 
Hey, while we're on this topic I noticed a few too, I had my settings with one Reaper King and Queen, (1 of each) ended up with five or six on the server, I didn't set a despawn timer, set the max allowed to 1 though.
GMBot Jul 20, 2018 @ 8:40pm 
Sorry for the late reply.

Sounds like you are getting the same issue as me, Steelblade.

To answer your question, darklore, I was using exclusively the custom spawners. I didn't think to check the base spawners. I will try the base spawner and see if I get the same results.

And I've been testing in single player.
Last edited by GMBot; Jul 20, 2018 @ 8:44pm
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