Leah Farstrider
New member
Hello. Is there a reason why none of the crops are spawning in the wild? I can pull them up in creative mode so i know they are there, but none are on the map. Any Idea why?
one thing i have noticed is if you use any increased zombie spawn mods that the bee / plants from here will not spawn unless you add them into the increased zombie spawn folder. also to see more spawns you can change the value of them in the spawning folders of the bees / plants, increase up from 1 to 6 really helps there ive found, however it is also possible to make/tweak a biome xml folder to force the plants to spawn on world creation to really get them to show up in the wild which as well stops the yellow text warnings and smooths out frames (in my experience) if thats something you know how to do. (ps. oak raven plz don't hate me, much love for everything here)So far this mod has been amazingly cute and brilliantly fleshed out. Thank you very much for creating and releasing!!
However, I cant seem to find any bee logs. the baby chicks are showing up no problem. Also havent found any of the new crops in the wild, despite finding them in creative menu. If I spawn a bee log manually I get the error
WRN Invalid Layer Index '1'
Chopping the hive seems to work just fine. I got honey from one but no bees yet (i only spawned one of each variety to test).
Have I missed something? This is a dedicated server with 2 very active players and 2 casuals. We have had the mod installed for a few days now.
It is possible that the old version and new version are seen as separate items and are not happy about being updated on the same existing World. I tested the new version on a completely new World as I change Worlds a lot with new Mods constantly being loaded in and out of the game.Good day!
I have installed most of these mods without any issues. However, I've been having difficulty with the Hydroponic Underground Farming Mod since the workstation table was fixed (I think around 2 or 3 updates ago?). I keep getting the following:
"EXC NullReferenceException: Object reference not set to an instance of an object"
It just keeps repeating until I force-quit the program. If I delete the mod, it works fine. If I reinstall the older version, not only is the error gone but my previously harvested crops remain in my inventory.
I deleted all other saved games and have verified the integrity but to no avail.
I'm hoping someone can help me with this problem because I'd really like to be able to use this mod. Thank you.![]()
This is a very experimental way of allowing things to spawn into the game. Things have a limited life span and are then spawned randomly elsewhere to keep the Biomes dynamic. However, if it is causing performance issues, then it may need to be set as static spawners so they do not have a limited lifespan. This will dramatically reduce this kind of warning as they will only be 'killed' when a player removes them.Hello, im wondering if there is anyway to stop this from happening so much on my end? its causing me stutter issues and not many plants spawning in i feel like, just curious.
View attachment 24085
For the wild plants, theHello. Is there a reason why none of the crops are spawning in the wild? I can pull them up in creative mode so i know they are there, but none are on the map. Any Idea why?
For the wild plants, theSo far this mod has been amazingly cute and brilliantly fleshed out. Thank you very much for creating and releasing!!
However, I cant seem to find any bee logs. the baby chicks are showing up no problem. Also havent found any of the new crops in the wild, despite finding them in creative menu. If I spawn a bee log manually I get the error
WRN Invalid Layer Index '1'
Chopping the hive seems to work just fine. I got honey from one but no bees yet (i only spawned one of each variety to test).
Have I missed something? This is a dedicated server with 2 very active players and 2 casuals. We have had the mod installed for a few days now.
excellent, I will have a look into this. I wont be generating a new world until CP goes live, but when I do this mod and MC mining will be added to my kit.one thing i have noticed is if you use any increased zombie spawn mods that the bee / plants from here will not spawn unless you add them into the increased zombie spawn folder. also to see more spawns you can change the value of them in the spawning folders of the bees / plants, increase up from 1 to 6 really helps there ive found, however it is also possible to make/tweak a biome xml folder to force the plants to spawn on world creation to really get them to show up in the wild which as well stops the yellow text warnings and smooths out frames (in my experience) if thats something you know how to do. (ps. oak raven plz don't hate me, much love for everything here)
Thank you for your quick response!For the wild plants, the
Jalapeno, Turnip, Eggplant, and Strawberry should only appear in the Pine Forest in the day time.
While the Pepper, Pineapple, and Tomato only appear in the desert for both day and night time.
And the mushrooms only appear in the Pine Forest at night time.
The warning WRN Invalid Layer Index '1' is caused by them spawning in as an animal and then changing to the log, plant, or mushroom. This is very experimental and if it causes performance issues, they may need to be changed to the same system the default tree logs use by being 'decoration' that is added on World generation.
As for the bees, there is a 30% chance of harvesting one from a log. This was to give a small challenge to players, since once they are added to hives they will have an infinite resource.
I havent personally noticed any frames reduction with the WRN, but it tends to happen regardless if the stump is killed. Not a big issue, just thought maybe it would help with troubleshooting. However, it sounds as if this WRN message is totally expected so I dont mind.
Are the entities classed as enemy animals or zombies? I do have a mod that changes the spawn rates of these in certain areas.
Also are the vegies spawning the same method as the hive logs? If so, they too could be suffering from an almost 0% chance to spawn
Edit: looking at your XMLs, specifically loot.xml - there doesnt seem to be queen bee in the loot for the stump? I am not an XML expert though so I could be totally wrong.
Yes I think maybe the server max animal limit may be interfering here. I have it set to default and don't have any mods that change animal spawns (even Dangerous Cities does not do that). So I have upped the max server limit on animals and we shall see if that makes a difference. I also tweaked the spawn rate of the logs, raising them to spawn 5 at once instead of 1. That way it would be pretty hard for me to miss them lol I've also made the drop on destroy chance for queen bee to be 100% (changed the value to 1) for testing purposes - just for the time being. I will report back my findings! I might also have a quick troll through the server logs to see what the entity spawner is up toThe warning is expected as the spawn method is rather unorthodox but we'll keep monitoring feedback to see how it goes. At present;
Something spawns, then kills itself after a certain amount of time, to then spawn elsewhere. This makes it so there is always something out there but players will never be sure where. The concept was a dynamic environment where many interactions could be kept quite random.
Ways to increase performance, should it cause issues are to:
1. Let them spawn in as they are now, but not allow them to self destruct and respawn. (This will keep them always appearing but locked to the same spot until a player finds them)
2. Place them in the decorations when the World is generated. (This will stop any warnings, but once they are gone, they are gone forever. At that stage, the hydroponic farming should be quite advanced though).
The bee stumps and plants are classed as animals (snakes to be exact ^^)
Since they are static once placed and do not need to use much resource, they should not cause too much overhead on the server. We can't be sure if they are classified as animals for spawning by 7D2D though as it may be linked to the class or the spawning group. That part of the code is hidden and it's going to be trial and error to find the best balance. For now, since they have the snake connection, it may be worth increasing the maximum animal count a little higher as those chickens and rabbits in A20 are really high probability spawners. These mods were originally made for A19 spawners but things changed a little since then.
Queen bee collection is governed by the blocks.xml. The way to remember is, if you have to break it then it's usually blocks (like trees) but if you can access it (bee hives and chicks in the nest) then it's loot. Check OldBeeStump in the Bee Hives blocks.xml
This is what happens as we manually break something with an axe. We can receive between 20 - 30 wood 100% of the time as we are breaking. We can receive 1 honey, 100% of the time once it is fully broken. We can only receive a Queen Bee 30% of the time once it is fully broken. These can easily be changed based on Server Admin preferences.
<drop event="Harvest" name="resourceWood" count="20,30" tag="oreWoodHarvest"/>
<drop event="Destroy" name="foodHoney" count="1" prob="1"/>
<drop event="Destroy" name="QueenBee" count="1" prob="0.3"/>
Yes, A20 cities are pretty dangerous these days with the new downtown tagging feature and high spawning.xml probabilities. An additional mod may not be necessary for that.Okay after additional messing about and learning a bit, correcting myself etc. These are the settings I am launching with for testing. If I still cant find hives spawning, I will remove the Dangerous Cities mod and revert to vanilla game files and try it in single player!
Changed the vanilla XML to:
<spawn maxcount="5" respawndelay="1" time="Any" entitygroup="WildGameForest" spawnDeadChance="0" />
<spawn maxcount="3" respawndelay="1.1" time="Night" entitygroup="EnemyAnimalsForest" spawnDeadChance="0" />
</biome>
Max was set to 1 on both of these. I dunno how that can be because I swear ive seen more than one animal running around at a time, but maybe that was a horde type spawn... Like I said I am not an expert with this stuff and have only dabbled here and there.
Serverconfig:
<property name="MaxSpawnedAnimals" value="100" />
Dangerous Cities:
<set xpath="/spawning/biome[@name='pine_forest']">
<!-- SNIPPED -->
<spawn maxcount="1" respawndelay="1" time="Any" entitygroup="WildGameForest" spawnDeadChance="0" notags="commercial,industrial,downtown,countryresidential,countrytown,residential"/>
<spawn maxcount="1" respawndelay="1.1" time="Night" entitygroup="EnemyAnimalsForest" spawnDeadChance="0" notags="commercial,industrial,downtown,countryresidential,countrytown,residential"/>
<!-- SNIPPED -->
Bee Spawns:
<spawn maxcount="10" respawndelay="3" time="Day" entitygroup="BeeLog" />
<spawn maxcount="5" respawndelay="3" time="Night" entitygroup="BeeLog" />
Bee Stump drops:
<drop event="Destroy" name="QueenBee" count="2" prob="1"/>
After this I will troubleshoot the lack of mushrooms and stuff too because I havent seen any of those either!
Alright I will give this a shot. I couldnt get any to spawn by the way. Despite having 3-5 animals on the map at any given time and murdering them systematically. Not a single shroom or hive. I am thinking something is conflicting here if I am the only one lacking spawns. I am trying with your settings and if I cant get them to spawn I will try deleting mods and testing single player. Thanks for all your help so far!Yes, A20 cities are pretty dangerous these days with the new downtown tagging feature and high spawning.xml probabilities. An additional mod may not be necessary for that.
I would recommend this setting for the Bee Spawns.
Bee Spawns:
<spawn maxcount="1" respawndelay="1" time="Day" entitygroup="BeeLog" />
<spawn maxcount="1" respawndelay="1" time="Night" entitygroup="BeeLog" />
This will increase both how quickly they respawn within a given area. Lowering it from 3 to 1 increases frequency of spawning rather than overall amount. That will ensure you are not flooded with them. It has its very own spawning group for the Pine Forest. It means it has no competition from any other entities. Its only competition is the maxcount for the server.
respawndelay is the most important thing here. For A20, the xml comments teach us that this delay is based on the day length for the server.
Having respawndelay at 3 means the area will only spawn every 3 game days. The new downtown areas use counts such as 0.03 which is seconds to minutes depending on server day length and will be constant. I also believe that the area covered is about 50 blocks square for these respawns. This is based on testing a custom spawning.xml for the NPCMod.
The same can be applied for the mushrooms. The same amount but quicker to respawn.
If nothing is still spawning, attempt to decrease the respawn rate so it's even faster to:Alright I will give this a shot. I couldnt get any to spawn by the way. Despite having 3-5 animals on the map at any given time and murdering them systematically. Not a single shroom or hive. I am thinking something is conflicting here if I am the only one lacking spawns. I am trying with your settings and if I cant get them to spawn I will try deleting mods and testing single player. Thanks for all your help so far!
To make your cities more dangerous, but still provide some redundancy for the Mushrooms, Plants, and Bee Logs, I think your own tweaks are sufficient and you can emulate the concept of Dangerous Cities with your own values to ensure out of the cities still gets its share.I set the respawn delay to 1 and nope.
Then i set it to 0.2 and deleted dangerous cities. Bingo, spawning all over the place, including the mushrooms which I changed to 1 not 0.2. Success!
Then I kept dangerous cities deleted and reverted your mods back to original state. heaps of spawns!
Now to work on making dangerous cities work with it haha but its horde night so I will do it later![]()
<spawn maxcount="1" respawndelay="3" time="Night" entitygroup="Mushrooms" />
<spawn maxcount="1" respawndelay="3" time="Day" entitygroup="WildPlants" />
<spawn maxcount="1" respawndelay="3" time="Any" entitygroup="DesertPlants" />
And missing the progression unlock. The Pineapple chefs thank you.missing pinapple seed Recipe
<recipe name="HydroponicPineappleSeedling" count="1" craft_area="HydroponicWorkBench" tags="learnable,perkLivingOffTheLand">
<ingredient name="Compost" count="2"/>
<ingredient name="Pineapple" count="1"/>
<ingredient name="HydroponicFeed" count="1"/>
</recipe>
Can you confirm that extracting the files hasn't double nested them? The ModInfo file should be inside the first 'primary' folder.I haven't been able to get these mods to work and in the log files it says it can't find find their modinfo.xml files but they are there in their respective folders;
Drawbridges, Hydroponic farming , power things , sign cupboards and water wells.
Here is the Drawbridges mod xml file.
<?xml version="1.0" encoding="UTF-8" ?>
<xml>
<ModInfo>
<Name value="Drawbridges" />
<Description value="Adds Drawbridges." />
<Author value="oakraven, with support from arramus" />
<Version value="A20" />
<Website value="https://community.7daystodie.com/topic/27806-a20-oakraven-forest-collection/" />
</ModInfo>
</xml>