CustomBeehiveSpawns

v1.0.0·Updated 2026-08-28

Beehives on the five moons that never get them. Bees are added to the game's own daytime creature list at a percentage you set per moon; every spawn decision after that stays vanilla. Host-only.

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CUSTOM BEEHIVE SPAWNS

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CUSTOM BEEHIVE SPAWNS

Author: Solo00n

Beehives on the five moons that never get them — added to the game's own daytime creature list at a percentage you set per moon, with every spawn decision after that left to the game.

WHAT IT DOES

  • Hives on the bee-less moons — Offense, Rend, Dine, Titan and Embrion can have beehives, and so can any modded moon that has none.
  • A percentage per moon — every one of those moons gets its own entry in the config, rolled once per landing off the map seed.
  • Vanilla spawning, untouched — how many hives, at what hour, where they land and what they are worth stay the game's own decision.
  • The vanilla bee moons are left alone — Experimentation, Assurance, Vow, March, Adamance and Artifice are not touched unless you ask, with a separate weight override for those who want one.
  • Modded moons included — the config fills itself in from whatever moons are loaded, matching by name with the catalogue number stripped.
  • Zero is truly zero — a moon set to 0 is left exactly as the game shipped it, nothing added and nothing borrowed.

HOW IT WORKS

A hive is not placed by the scrap generator. The swarm is a daytime creature, like a manticoil, and RedLocustBees.Start spawns the hive next to wherever the swarm landed. So a moon has hives for exactly one reason: bees are in its DaytimeEnemies list. Offense, Rend, Dine, Titan and Embrion are not missing a hive setting — they are missing the bees.

  • On the host, as a moon loads, bees are added to that moon's DaytimeEnemies at the average weight the vanilla bee moons use — read off your own install, not hard-coded, so it stays right if another mod rebalances them.
  • One coin flip against the moon's configured percentage decides whether that entry is in the list for the day. Same map seed, same answer.
  • Everything after the flip is SpawnDaytimeEnemiesOutside doing exactly what it always did.
  • Titan and Dine run no daytime creatures at all — their daytime power budget is zero, so the spawner rejects every candidate before it looks at the list. They are lent the time-of-day curve of a moon that does run them. Their budget is sized to MaxHivesOnWokenMoons rather than copied, because bees are the only daytime creature there and nothing would compete for the slots.
  • No custom network objects and no new prefabs: the swarm reuses the EnemyType asset the game already registers, which is what makes the whole thing netcode-safe.

Eclipsed does not affect hives. The word Eclipsed appears once in the entire game assembly, in a HUD tip. The weather's only mechanical effect is EclipseWeather.OnEnable, which sets minEnemiesToSpawn and minOutsideEnemiesToSpawn — the lower clamp on inside and outside spawn cycles. The daytime spawner clamps against a hard-coded 0 instead, so bees are exactly as common under an eclipse as under clear skies. The number people quote is that weather variable: enemies per cycle, not hives.

What limits hives per landing is the moon's maxDaytimeEnemyPowerCount divided by the swarm's PowerLevel, capped again by its MaxCount. Set DebugMode to see those figures for your install.

MULTIPLAYER (HOST-AUTHORITATIVE)

Only the host needs the mod. Creature lists are local assets that never travel over the network, and only the machine that spawns ever reads them.

Host: edits the moon's daytime list as the moon loads, well before anything spawns. Bees and their hive then reach clients through the game's own netcode — NetworkObject.Spawn and SpawnHiveClientRpc — like any vanilla enemy.

Clients: nothing is changed on them at all. The mod writes their config file so it is complete and editable, and stops there.

Joining a modded-free lobby: a player carrying this mod into somebody else's game changes nothing for anyone, including themselves.

Leaving a lobby: every edit is reverted when the ship scene ends, so the moon assets are back to vanilla for whatever comes next in that session.

REQUIREMENTS

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Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.

Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPack

File & checksum

Filename
CustomBeehiveSpawns-1.0.0.zip
File size
75.5 KiB