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Baby Wolf wont spawn

Pending 1.3.9

AntonescuPaul87

Posted

Baby Wolf wont spawn, it keeps looping at 3 seconds. 

please help

Razor

Posted

1 hour ago, AntonescuPaul87 said:

Baby Wolf wont spawn, it keeps looping at 3 seconds. 

please help

Are you on the current version with out any modifications? do you have any other plugins modifying animals?

AntonescuPaul87

Posted

I am on the latest version of the AnimalFarm Plugin, and double checked that no other plugin interfers with the animals, still did't work, Even deleting the config and lang files and the plugin and downloaded the plugin again, didn't fix it :(.

 

Razor

Posted

7 minutes ago, AntonescuPaul87 said:

I am on the latest version of the AnimalFarm Plugin, and double checked that no other plugin interfers with the animals, still did't work, Even deleting the config and lang files and the plugin and downloaded the plugin again, didn't fix it :(.

 

I will check no one has reported this.

xkirax20ax

Posted

Hello. Same situation is happening in my server too and need help.

Razor

Posted

r ya guys using the industrial to make the animals go in there or manually putting them into the troft?

xkirax20ax

Posted

at my server manually putting them into the troft.

Razor

Posted

Can someone post a video im tring to reproduce

r0gi

Posted

Hi,

we fixed the issue on our server.

The problem was that baby wolves were still being hatched through the Gen2 wolf prefab:

assets/rust.ai/agents/wolf/wolf2.prefab

After the recent Rust force wipe/update, this prefab no longer seems to spawn reliably through the plugin. The hatch timer reached 0, but the wolf was not created correctly, so the baby item stayed in the farm and the UI timer restarted in a short 3-second loop.

Our fix was to add a fallback wolf prefab:

assets/rust.ai/agents/wolf/wolf.prefab

We changed the wolf hatching logic so that BuyWolf() first tries to spawn the wolf using the old/stable Gen1 animal system with wolf.prefab. Only if that fails, it falls back to the existing Gen2 wolf2.prefab logic.

We also added null checks around the prefab/entity creation so missing or changed prefabs do not silently break the hatch coroutine.

Additionally, we updated the wolf breeding count logic so that both old Gen1 wolves and Gen2 wolves are counted as wolves:

GetWolfCount() = Gen2 wolf count + Gen1 animals with type == "wolf"

After this change, baby wolves hatch correctly again on our server.

LG r0gi

Razor

Posted

I have not tested on main only staging they must of changed the prefab name in one of the updates to main after wipe.

Razor

Posted

On 5/23/2026 at 2:16 PM, r0gi said:

Hi,

we fixed the issue on our server.

The problem was that baby wolves were still being hatched through the Gen2 wolf prefab:

assets/rust.ai/agents/wolf/wolf2.prefab

After the recent Rust force wipe/update, this prefab no longer seems to spawn reliably through the plugin. The hatch timer reached 0, but the wolf was not created correctly, so the baby item stayed in the farm and the UI timer restarted in a short 3-second loop.

Our fix was to add a fallback wolf prefab:

assets/rust.ai/agents/wolf/wolf.prefab

We changed the wolf hatching logic so that BuyWolf() first tries to spawn the wolf using the old/stable Gen1 animal system with wolf.prefab. Only if that fails, it falls back to the existing Gen2 wolf2.prefab logic.

We also added null checks around the prefab/entity creation so missing or changed prefabs do not silently break the hatch coroutine.

Additionally, we updated the wolf breeding count logic so that both old Gen1 wolves and Gen2 wolves are counted as wolves:

GetWolfCount() = Gen2 wolf count + Gen1 animals with type == "wolf"

After this change, baby wolves hatch correctly again on our server.

LG r0gi

Send me your changes as im wondering to see what ya changes as the gen 1 wolf was removed by facepunch and woulf2 prefab is all that remains.

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