Sheldon Spawn Controller

Block or population-cap any wild creature by class in ASA, even creatures that ordinary spawn configs can't touch.

File Details

sheldon spawn controller-windowsserver 4.zip

  • R
  • Jul 3, 2026
  • 20.27 KB
  • 0
  • 1.0

File Name

sheldon spawn controller-windowsserver 4.zip

Supported Versions

  • 1.0

FIXES
- The optional WebSocket live-control link now actually connects. The v3 notes
  claimed this fix, but the root cause sat deeper: the game's Blueprint Secure
  Networking audit calls four audit checks on the mod (create, connect, send,
  close), and unimplemented checks default to "deny". All four are now
  implemented and allow the link, so the connection opens end to end. If you
  set bEnableBridge=True on v2/v3, no action needed — v4 picks it up on the
  next restart.
- Verbose logging now reaches the server log on dedicated servers. Previous
  versions used a development-only print that shipping builds strip, so
  bVerboseLog=True produced nothing. The logging now uses the shipping-safe
  server game log: one line at startup ("SSC controller ready"), one per
  on-spawn removal ("SSC buff cull <Class>"), one per sweep removal
  ("SSC sweep cull <Class>").
- The startup log line printed placeholder text in earlier versions; it now
  correctly reports "SSC controller ready".

NOTES
- INI format unchanged; existing [SheldonSpawnController] sections work as-is.
- Reminder: the BridgeURL value must be quoted (BridgeURL="ws://host:port") —
  the game truncates an unquoted value at the double slash.
- Population caps (BlockCapN > 0) are enforced by the periodic sweep, so
  counts oscillate above the cap between sweep visits; how tight depends on
  ScanIntervalSeconds and ScanGridWrap (a full cycle is
  ScanGridWrap x ScanGridWrap tiles at one tile per interval). Hard blocks
  (cap 0) are instant and unaffected.