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NOTE: If it's giving you a crash after the update, try going to your Rain World installation folder -> RainWorld_Data/StreamingAssets/ApexUpYourSpawns and delete that folder. It should hopefully fix the issue.
Electric Lizards, not sure what they'd replace though, maybe a low chance to replace ground lizards
Jousts, a vulture variant
Candy Lizards, probably could replace either Strawberries, Blues, or Noodle Eaters in greater quantities (though they have slightly different diets to Noodle Eaters, namely not hunting Noodleflies)
Teuthicada (from Luminous code stuff), a no brainer hard-mode squidcada replacer
The three creatures from Shrouded Assembly code: Baby Croakers in the same vein as Noodle Eaters and Candy Lizards, Geckos (maybe caramel replacer), and Maraca Spiders as a Spitter Spider upgrade.
Fog Vultures from Shrouded Assembly itself, they're great.
Winter's End's lineup of variant lizard types are cool. Also Cryptic Centipedes that see through inspectors, but idk how you could spawn that into other cans without replacing inspectors... maybe an extra spawn with them?
snails -> tardigrades would be fun though
- all lizards -> rotten lizards (maybe add separate options for each stage of rotten lizard?)
- pink lizard -> indigo lizard
- caramel lizard -> basilisk lizard
- cyan lizard -> blizzard lizard
- rain deer -> loach [inv]
- loach -> rot loach
- leeches -> frog [den]
- jungle leeches -> frog [den]
- scavenger -> templar
- elite scav -> disciple
- snail -> coral crawler/barnacle
- snail -> tardigrade
- vulture -> angel moth [inv]
- king vulture -> angel moth [inv]
not sure if spawning angel moths in the offscreen den would work since they do use it to traverse between rooms but only spawn in normal dens
most are completely broken from the update, m4rblelous entity pack is gonna take a while to update (also separating that into its own category in the description would be a good idea), and a solid chunk of them might not update at all, particularly the lizard customizer ones.
Odd. Try again now, perhaps it didn't update properly.
Apex Up Your Spawns: TypeLoadException: Could not resolve type with token 01000086 (from typeref, class/assembly hook_ApplyPalette, ); Failed to call orig in OnModsInit
I haven't tested it thoroughly, so any crash reports would be appreciated.
(Do note that most modded creatures are still broken themselves)
Pink -> Cyan (excluding OE via Balanced Spawns?)
Green -> Blue (excluding GW)
(Non-Red/Strawberry) -> White
Yellow -> Cyan
White -> Strawberry
I am pretty happy that this mod can sprinkle around non-infant centipedes and Mother Spiders, though. Dunno how den invasions work, but I can thank them for prey animals existing in the standard Leg. SQUEEEEE!
how did i never notice these, thx
- blizzors and mole salamanders are from forsaken *station*, not forsaken factory
- you didn't correctly mark echo leviathans as a spoiler
- it's spelled "gilded", not "guilded"
New update, hopefully should get rid of most of the crashes.
Sorry for the absence. If you still get crashes, pls report them :)
hopefully it's just been put on hold until watcher releases, and it isn't permanently gone.
NullReferenceException: Object reference not set to an instance of an object
ApexUpYourSpawns.ApexUpYourSpawnsMod.FindOffScreenDen (WorldLoader loader) (at <d52326065c5d4b14860aeb6239f39cb3>:0)
ApexUpYourSpawns.ApexUpYourSpawnsMod.AddSpawnersToBuffer (WorldLoader loader) (at <d52326065c5d4b14860aeb6239f39cb3>:0)
ApexUpYourSpawns.ApexUpYourSpawnsMod.GenerateCustomPopulation (On.WorldLoader+orig_GeneratePopulation orig, WorldLoader worldLoader, System.Boolean fresh) (at <d52326065c5d4b14860aeb6239f39cb3>:0)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<WorldLoader::GeneratePopulation>?677268992(WorldLoader,bool)
(wrapper dynamic-method) WorldLoader.DMD<WorldLoader::CreatingWorld>(WorldLoader)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<WorldLoader::CreatingWorld>?489581568(WorldLoader)
happens in all regions, even vanilla ones.
There's a chance that your game might still crash in certain regions you've visited before. In that case, you're going to have to re-generate the spawns of the region by entering it with the 'randomize every cycle' option enabled.
The easiest trigger is going into Safari Mode, then exiting and going into the same region again.
I'm certain this mod is the problem, as it stopped when I deactivated it. It might be some kind of error that happens due to re-randomizing creature spawn changes on the second load.
I've stated that this might be the last meaningful update, barring bugfixes and the like.