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Link?There’s been a lot of chat about this plugin on the official forums. Be careful all!
Link?
I noticed that also....its funny how that works huh?Lol at the quick glance of names in that thread of people I know are mq users
> MQ2GroundSpawns FAQ <So with the new ground drops for Eroillisi Day in Runnyeye, they are called Drop 12539/##. Do I need to manually add all the numbers or is there a wildcard I can use for anything with "Drop" in it?
View attachment 45729
> MQ2GroundSpawns FAQ <
Q. Some items are weird names, like Drop11125/123?
A. you can just /ground add 11125 and it would find any of the weird entries for "Drop11125/123"

Wow, I can't believe they haven't locked or deleted it. Absolutely exhausting trying to keep up with their silly complaining. Spend more time playing as opposed to whining.

odd, i'll take a lookI added /ground add 12539 and my guy just sits there. If I add one specifically ( /ground add Drop12539/28) he will go get it.
Here you can see were I add one and off I go to get it.
View attachment 45730
/ground add 12539/ground active on> /plugin groundspawns toggle
[MQ2GroundSpawns]:: [Global SearchList]
[MQ2GroundSpawns]:: glowing globe
Plugin 'MQ2GroundSpawns' loaded.
> /ground add 12539
[MQ2GroundSpawns]:: Added: 12539
[MQ2GroundSpawns]:: [SearchList]
[MQ2GroundSpawns]:: 12539
[MQ2GroundSpawns]:: [Global SearchList]
[MQ2GroundSpawns]:: glowing globe
> /ground active on
[MQ2GroundSpawns]:: active is now: On
[MQ2GroundSpawns]:: Alternate path found for 21 with Distance: 1348.25.
[MQ2GroundSpawns]:: Alternate path found for 22 with Distance: 1348.25.
[MQ2GroundSpawns]:: Going to Drop12539/277 @ -110.00 85.00 -61.96
> /plugin groundspawns toggle
works as expected.
I'm not sure what your issue is, but i would remove all of the stuff that shouldn't be there
you can see here loading the plugin
adding/ground add 12539
then turning active on
/ground active on
Less:> /plugin groundspawns toggle [MQ2GroundSpawns]:: [Global SearchList] [MQ2GroundSpawns]:: glowing globe Plugin 'MQ2GroundSpawns' loaded. > /ground add 12539 [MQ2GroundSpawns]:: Added: 12539 [MQ2GroundSpawns]:: [SearchList] [MQ2GroundSpawns]:: 12539 [MQ2GroundSpawns]:: [Global SearchList] [MQ2GroundSpawns]:: glowing globe > /ground active on [MQ2GroundSpawns]:: active is now: On [MQ2GroundSpawns]:: Alternate path found for 21 with Distance: 1348.25. [MQ2GroundSpawns]:: Alternate path found for 22 with Distance: 1348.25. [MQ2GroundSpawns]:: Going to Drop12539/277 @ -110.00 85.00 -61.96 > /plugin groundspawns toggle
Working as expected as shared above. Are you sure you don't have invalid lists.trying to pick up ground spawns in Runnyeye and /ground add 12539 and /ground active on and its not doing anything. Im not even getting any errors or invalid lists like normal.
No, there isn't a way to do that.I love this plugin. Would love it even more if I could limit the radius and zradius. Aside from modifying my mesh, has anyone came up with a way to confine ground collects to a specific radius and zradius?
Another problem with that is much like with things that are unreachable. Once you collect all the items in an area enough there will only be items spawned outside of the area you designate. Which means you'd just be thumb in bum until someone else picks one up. So setting a maximum radius/zradius would only stand to make you collect less items and have significantly larger downtimes pending someone else picking up the groundspawns.I love this plugin. Would love it even more if I could limit the radius and zradius. Aside from modifying my mesh, has anyone came up with a way to confine ground collects to a specific radius and zradius?
Completely agree with your point, and generally speaking I wouldn't run this plugin with restrictions set; however, there are use cases where one would want to restrict the area you are collecting in. I use MQ2FarmTest this way at times, sometimes I want it to encompass the entire zone, while others I'll restrict to a small area. For me, such a feature would be a nice to have, but certainly not necessary as it would just be used in special cases.Another problem with that is much like with things that are unreachable. Once you collect all the items in an area enough there will only be items spawned outside of the area you designate. Which means you'd just be thumb in bum until someone else picks one up. So setting a maximum radius/zradius would only stand to make you collect less items and have significantly larger downtimes pending someone else picking up the groundspawns.
think you posted in wrong spot but to give ya the short answer that zone sucksi have tried to use mq2groundspawns in velketor's labyrinth but as soon as i do i get a message saying adding to invalid paths i reset it and boom instant all re'added is there somthing i am doing wrong?
any help would be great thank you
did you check the FAQ?Any tips on debugging this? The plugin loads, it lists all the ground spawns with /ground spawns, if I manually pick them up it outputs the items. It doesn't go and grab anything though. I just sit there after /ground active on.
My MQ2GroundSpawns.ini:
[Globals]
ItemList=|
[eastwastestwo]
ItemList=|Drop12539|
[General]
active=on
Is there a dependency other than the nav mesh that I need to load?
NoIs there a way to specify the number of items to loot of a ground spawn? For example in the Tower of Rot, you want to get 3 Scion Missives for each group member. Right now I have hotkeys to start and stop the collection
- Cleaned up a bad space in output.
- (requested to add to emu build)
MQ2GroundSpawns is now on the VV Emu build.
It will require you patching (zomg patching, for emu, what monsters) roughly every 31 days.
RG will likely rebuild Emu at least everytime live patch happens (and obviously any other big updates)
That means it is out of date.Can't load it. /plugin MQ2GroundSpawns load
Plugin 'MQ2GroundSpawns' could not be loaded: LoadLibrary failed with error 0x0000c1: %1 is not a valid Win32 application.
No you can't. And we already use the method available. The message can be ignored.question when might the new version be released ? since the one i have has a deprecated on ground searching with message saying the old code will be replaced . it has a command to add in place and can prolly do it myself but if its happening soonish i will just wait . any info would be appreciated
Grimlock
How do you reset invalid paths - having issues with a few zonesChatWithThisName submitted a new resource:
MQ2GroundSpawns - OoOo Shiny
Read more about this resource...
/ground invalid <report|reset>How do you reset invalid paths - having issues with a few zones
unless you mean your mesh needs work, then you need to go CWTN's mesh editor vid, and see how to adjust them.I did /ground invalid reset while off, and it reset them all, then went and stood near a shiny, hit on and it immediately made 28 invalid, and picked up 2 and then stopped - total newb here so not sure what else to doit means you have no nav path to them.
i even talked about stratos specifically in the video
and if you are now in a location that you can get to those (where when those were added you couldn't)
you can/ground invalid reset
If they're inaccessible, they're going to get added to invalid list. That is what it is.I did /ground invalid reset while off, and it reset them all, then went and stood near a shiny, hit on and it immediately made 28 invalid, and picked up 2 and then stopped - total newb here so not sure what else to do
