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Ah yeah that makes sense.. sadly i can't even do simple math so i got no chance of makign the changes myself.
Even tho i never play without..I would hope this be seperate and NOT rely on FU since not everyone likes it :P
It was just as an example.
Could the spawning be triggered by an item in your inventory?
(for example the madness added by paintings in FU)
That way you might be able to set the distance to further away as to not have them spawn right on top of you?
This would make pretty much any and all plants compatible as well as it just working with most if not all mods?
It's the one thing missing from exploring planets more than once and having a fully upgraded endgame character makes exploring planets a VERY fast task if all you have in the way are the usual fauna.
I would REALLY like to use this mod but i need to know tha ti can at least save my space stations and planets from the storage folder to keep renewing (if and when) i need to remove the mod.
Hope you can make sense out of my rambling :P
Doesn't actually break anything though.
But yeah, not sure what's triggering your error specifically, but I believe it's the status.SetResource("health",0) call in the LUAs for your spawners. Since it appears that your method for spawning the NPCs is to spawn a "monster" that runs a spawn command, then destroys themselves.
Seems that code is used with apeboss projectors to make sure they die when the boss is dead. Might be possible to get the spawners to disappear with a different method. I'll look into it and let you know if I figure anything out.
Also, might want to let players know that uninstalling the mod will break any world they've visited with it active.