Wilson submitted a new resource:

UORespawn 2.0 - New Era of Spawning Awaits

UORespawn 2.0
Many of you may remember the original UORespawn project (found here). While the original served its purpose, I felt it was time to bring the project into the modern era of web technology and clean coding standards.

I am proud to present UORespawn 2.0. This is not just an update; it is a complete rewrite and architectural overhaul of...

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*Published New Version - Optimized!
*Added Update Checker - Bottom Left
*Map starts on 1x by Default!

(Last reuse of v2.0.0.1 - Future updates will increase version)
**From now on you will be notified of updates via application**
 
Wilson updated UORespawn 2.0 with a new update entry:

Major Update

UORespawn Editor v2.0.0.2 – Release Notes

✨ New & Improved Features

For more details, see the full instructions in-app.


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# UORespawn Editor v2.0.0.2 – Release Notes

A cross-platform, high-performance spawn management editor for **ServUO** Ultima Online servers, built with **.NET 10 MAUI**.

---

## ✨ New & Improved Features

### Production-Ready UORespawn System
- Player-centric, dynamic spawning around active players
- Intelligent mob recycling (30–60% reuse) for optimal performance
- Binary data loading for fast & efficient spawn initialization
- Real-time performance metrics and monitoring
- Professional in-game admin GUI with live statistics and controls
- Automatic cleanup of orphaned spawns on server restart

### Editor & Export Enhancements
- Full binary serialization: Editor generates all required `.bin` files
- One-click export of server scripts **and** binary data
- Region, box, and tile-based spawn assignment
- Support for weather conditions and timed spawns
- Integrated bestiary with **600+** creatures

### Service-Based Architecture
- Modular services (metrics, recycling, cleanup, debug, distance calculations)
- Batch processing for scalable performance (configurable player throughput)
- Dynamic scaling: adjusts spawn rates based on player proximity

### Admin & Monitoring Tools
- In-game admin panel (`[SpawnAdmin]`) for real-time control
- Detailed metrics and troubleshooting commands
(`[SpawnStatus]`, `[SpawnMetrics]`, etc.)
- Debug mode for staff: placeholder spawns for testing & validation

### Performance & Optimization
- 50,000-mob recycle pool (up from 200)
- O(1) region name lookup
- Spatial query optimizations & type caching
- Graceful shutdown and better edge-case handling

---

## ️ How to Get Started

1. **Download & Extract**
- **Windows**: Download the latest ZIP, extract, run `UORespawnApp.exe`
- .NET 10 runtime is included (no separate installation needed)

2. **Configure & Build (optional – from source)**
- Clone the repository
- Open `UORespawnProject.sln` in Visual Studio 2022+
- Build and run

3. **Server Integration**
- Use the editor to generate binary files (`UOR_SpawnSettings.bin`, etc.)
- Copy files to `ServUO/Data/UOR_DATA/`
- Use `[SpawnAdmin]` in-game to monitor and control

*For remote servers:* just copy the generated files – no direct link required.

---

## What's New Since v2.0.0.1

- Major refactor → service-based architecture
- Full binary serialization system (goodbye CSV/JSON)
- Professional in-game admin GUI with real-time stats
- Edge-case tracker + automatic orphaned spawn cleanup
- Dynamic scaling & batch processing for high-population servers
- Expanded troubleshooting commands and performance metrics
- Improved documentation and in-app instructions

---

## Requirements

- **.NET 10 SDK** (only if building from source)
- Visual Studio 2022 or newer
- ServUO server (for server-side integration)

---

## Documentation & Support

- In-app instructions page → full table of contents + quick start
- Server-side documentation → `README.md`
- Troubleshooting → use in-game admin panel + metrics commands

---

## Upgrade Notes

- **All previous CSV/JSON data formats are deprecated**
- Generate fresh `.bin` files using the new editor
- Place all `.bin` files in `Data/UOR_DATA/` on the server
- Review the new admin GUI and metrics for performance tuning

For more details, see the full documentation and in-app help.

---
 
There was a small bug with the auto install server side scripts, until I post update, just use the remote section to download the server files! This has been fixed in repo, the main publish will be updated early this week, just working on a new feature I want to include with the fix for a publish!
 
Wilson updated UORespawn 2.0 with a new update entry:

Major Update

# UORespawn Editor v2.0.0.3 Release Notes
**Release Date:** February 16, 2026
**Version:** 2.0.0.3
**Platform:** Windows 10/11 (x64), macOS (Apple Silicon & Intel)
**Framework:** .NET 10 MAUI with Blazor
---
## What's New in v2.0.0.3
This release brings significant interactive improvements to the map editor, a brand new Spawn Packs system for sharing configurations, and numerous quality-of-life enhancements throughout the application.
---
## ✨ New Features
### Interactive XML Spawner...

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Wilson updated UORespawn 2.0 with a new update entry:

Major Update

# UORespawn v2.0.0.4 Release Notes

**Release Date:** February 17, 2026
**Platform:** Windows & macOS
**Framework:** .NET 10 MAUI Blazor

---

## What's New in 2.0.0.4

This release brings a complete **Spawn Pack System overhaul** with three-category organization, a brand new **DefaultPack** powered by ecology-based spawn data, and comprehensive **Instructions page updates** ensuring all documentation matches the current UI.

---

## ✨ New Features

### Spawn Pack System Redesign
-...

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Wilson updated UORespawn 2.0 with a new update entry:

Major Update

# UORespawn v2.0.0.5 Release Notes
**Release Date:** February 19, 2026
---
## What's New
### Vendor Spawn System
This release introduces full **Vendor Spawn support** for ServUO integration! You can now manage vendor spawns directly through UORespawn with:
- Server-side vendor spawn integration
- New Vendor Spawn toggle in the Settings page
- Reload support for vendors without server restart
### Debug Logging
- New Debug Log functionality for troubleshooting
- Per-session logging to track...

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Wilson updated UORespawn 2.0 with a new update entry:

Major Update

# UORespawn Release Notes
## Version 2.0.0.6 - February 22, 2026
### What's New
#### Vendor Spawn Editor
A brand new full-featured page for configuring vendors at shop signs and hives:
- Browse sign types (Bakery, Blacksmith, Tailor, etc.) organized as expandable cards
- Per-location vendor assignment with map visualization
- Bulk "Add to All Locations" feature for quick setup
- Vendor markers on map with green glow for configured locations
- Gold highlight for selected/focused location
-...

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I really love the idea of your spawner!!!
The interface is absolutely impressive. I just see a few things that are really missing…


RegionSpawner: How do you create new ones?
Mobs: How do you add new ones?
Settings: Spawn settings like Min Range, Max Range, Max Crowd, and Max Mobs should be configurable per spawner, not globally.
Vendors: They get deleted when the server restarts.


Custom NPCs: I have an NPC that can be placed via the HouseGump and allows access to the skills of your logged-out characters. That one also gets wiped on every restart.


Maybe I’m just not understanding how the whole thing works…
I don’t mean this as criticism at all, but unfortunately it kept me from using UORespawn 2.0 on my server.
 
I am hard at work on next update, so I will look at the vendor issue/bug, thanks for bringing this up, sometimes I am working on so much I miss the small things! As for adding regions and mobiles. The system uses what your server has, so you'd add a region normally in game, and then regen the region list. Same goes with bestiary! In next update I make this more fluid and less manual, in next update, those generation will happen automatically to sync editor to server! But still will work the same way, you add to your server and editor will update. I did have a issue where not all mobiles were being populated to the bestiary, that has been fixed for next update, mainly mounts were missing! As for settings, I will be moving the hard coded ones in the settings script to both editor and in game gump, certain settings will be best set while running around in game to feel the differences! All coming for next update, plus more!

Thanks for the feedback, it helps me make the project better!
Until Next Update : Use following Fix for Vendors getting Deleted! In the UORespawnUtility.cs at line 394, update the // Track Spawned section of code to the following : Sloppy Fix but works!

Code:
Expand Collapse Copy
                // Track Spawned
                if (isTracked)
                {
                    if (mob is BaseVendor bc)
                    {
                    }
                    else
                    {
                        UORespawnTracker.AddTrackedSpawn(mob.Serial.Value);
                    }
                }
                }

1772134958760.png
 
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Well, I bet that’s a huge amount of work on your side… I can hardly imagine everything you have to take into account.


Back to the topic of regions and mobs:
Regions come from the Regions.xml. To me, it looks like that file is read exactly once, and if you change anything afterward, UORespawn doesn’t re-check it (even after a restart, etc.).


I add new mobs to my server via Scripts\Custom\Mobs\. In your case, I assume they have to go into \Resources\Raw\UOR_BestiaryList.txt. However, I can only edit that file manually and not from within RespawnUO itself.


Regarding mounts, I believe they are BaseCreatures, which would be the same issue as with vendors or other BaseCreature inheritances. In your system, everything is controlled through your spawn system anyway.


Well… like I said, what you’ve programmed there is absolutely insane.
Congratulations on that.
Sorry, I forgot to mention this detail.
I had to manually add

0😀espise Level 3🙁5385,771,240,250)
0😀espise Level 3 Ogre Lords🙁5549,812,19,23)

to UOR_RegionsList.txt, even though the data was already present in Regions.xml
I am hard at work on next update, so I will look at the vendor issue/bug, thanks for bringing this up, sometimes I am working on so much I miss the small things! As for adding regions and mobiles. The system uses what your server has, so you'd add a region normally in game, and then regen the region list. Same goes with bestiary! In next update I make this more fluid and less manual, in next update, those generation will happen automatically to sync editor to server! But still will work the same way, you add to your server and editor will update. I did have a issue where not all mobiles were being populated to the bestiary, that has been fixed for next update, mainly mounts were missing! As for settings, I will be moving the hard coded ones in the settings script to both editor and in game gump, certain settings will be best set while running around in game to feel the differences! All coming for next update, plus more!

Thanks for the feedback, it helps me make the project better!
Until Next Update : Use following Fix for Vendors getting Deleted! In the UORespawnUtility.cs at line 394, update the // Track Spawned section of code to the following : Sloppy Fix but works!

Code:
Expand Collapse Copy
                // Track Spawned
                if (isTracked)
                {
                    if (mob is BaseVendor bc)
                    {
                    }
                    else
                    {
                        UORespawnTracker.AddTrackedSpawn(mob.Serial.Value);
                    }
                }
                }

View attachment 27367
i will try asap


1772141059404.png1772141169659.png1772141202872.png1772141265040.png

Added the code as you posted.
recompiled in VS2026
started server...
mycustomguy == gone
vendor == gone

removed UORespawn from Source
recompiled
started Server
mycustomguy == exists
vendor == exists
 
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Glad to enjoy the work,

Ya, as for that quick fix, it was because I had included the vendors into the tracked list that is meant to clean stray spawns, not vendors, my bad, it has been dealt with in next version releasing either tonight or tomorrow, still baking!

As for adding new regions and mobs, once you add them to you regions xml or add mobs to the scripts. In game you would use [GenBestiaryList & [GenRegionList to create new lists for the editor to see and use, then open the editor, it'll auto update your save files going back to the server! In next update, you will no longer be required to manually do this, I have automated this process to make the experience more fluid!

Cheers!
 
Wilson updated UORespawn 2.0 with a new update entry:

Major Update

# UORespawn v2.0.0.7 Release Notes
**Release Date:** March 1, 2026
**Platform:** Windows 10/11, macOS
**Framework:** .NET 10 MAUI with Blazor
---
## Overview
Version 2.0.0.7 focuses on **code quality improvements**, **documentation updates**, and **bug fixes** to ensure a solid, maintainable codebase for the v2.0 release series.
---
## ✨ What's New
### Code Architecture Improvements
**ISpawnEntity Interface**
All spawn types (Box, Tile, Region) now implement a shared `ISpawnEntity`...

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Hey wilson.
Tried uor2x7 already. Whole lotta changes, Still got the issue concerning vendors though.
Didnt have the time to test many things by now.
Cheers
Is it possible you somehow „internalize“ the vendors?
I just fooled around with my cloneguy where you can access skills of logged out chars. When I log in with the original Char I internalize the clone and when I log out the original char i reclaim the char. And the clone guy is in Game, Player vendors aint.
Br
 
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Hrm, this clone, what type of mobile is it? Also, I am still ironing out the vendors so I do apologies if not 100% yet, keep getting more ideas and squirreling away and forgetting to fix something. So bare with me, working to get this system robust and feature rich! I'll ensure vendors is bullet proof come 2.0.0.8 😉
 
Wilson updated UORespawn 2.0 with a new update entry:

Major Update

# UORespawn v2.0.0.8 Release Notes
> **Release Date:** March 2026
> **Platform:** Windows, macOS
> **Framework:** .NET 10 MAUI Blazor Hybrid
---
## In-Game Spawn Editing
The headline feature of v2.0.0.8 - edit spawns directly from within your game!
| Command | Description |
|---------|-------------|
| `[EditBox` | Target a creature → Opens its box spawn in the editor |
| `[EditRegion` | Target a creature → Opens its region spawn in the editor |
| `[EditTile` | Target a creature → Opens...

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HOTFIX - Redownload if you have 2.0.0.8 already! Use Post Timestamp!
 
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Wilson updated UORespawn 2.0 with a new update entry:

Major Update

# UORespawn v2.0.0.9 Release Notes
**Release Date:** March 2026
**Platform:** Windows, macOS
**Framework:** .NET 10 MAUI with Blazor
---
## FTP Remote Server Integration
Connect to your ServUO server remotely without needing local file access!
- **Push to Server** - Upload spawn data (.bin files) to your remote server
- **Pull from Server** - Download bestiary, regions, and spawner data
- **Auto-Detect Path** - One-click detection of your server's `Data/UORespawn/` folder
- **Progress...

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Wilson updated UORespawn 2.0 with a new update entry:

Major Update

# UORespawn v2.0.1.0 Release Notes
**Release Date:** Mar 04, 2026
---
## Highlights
This release focuses on **architecture modernization** with a new Dependency Injection (DI) services layer, comprehensive **thread safety improvements**, and **UI polish** including a new trigger dashboard and improved navigation.
---
## ✨ New Features
### Dependency Injection Architecture
The codebase now uses proper DI services for cleaner architecture and better testability:
| Service | Purpose |...

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Wilson updated UORespawn with a new update entry:

Minor Update

# UORespawn v2.0.1.1 Release Notes
**Release Date:** March 05, 2026
**Type:** Minor Update
---
## Highlights
This update adds the highly requested **XML Spawner Edit** functionality, reorganizes the Settings page for better usability, and fixes light theme visibility issues.
---
## ✨ What's New
### XML Spawner Editing
- **Press ENTER to Edit** - Hover over any XML spawner on the map and press ENTER to open the edit modal
- **Full CRUD Support** - Add creatures from the bestiary, remove...

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Wilson updated UORespawn with a new update entry:

Minor Update

# UORespawn v2.0.1.2 Release Notes
**Release Date:** March 6, 2026
**Platform:** Windows, macOS
**Framework:** .NET 10 MAUI with Blazor
---
## What's New
### Official App Badge
Show your support! UORespawn now includes an official badge you can display on your server website or documentation.
- **Easy Download** - Click the badge in the navigation menu to save it
- **Windows** - Opens folder picker to choose save location
- **macOS** - Saves directly to Downloads folder
- **Full...

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Wilson updated UORespawn with a new update entry:

Major Update

# UORespawn v2.0.1.3 — Release Notes

**Released: March 9, 2026**
**Platform: Windows · macOS (Desktop Only)**
**Requires: .NET 10 Runtime**

---

## What's New

### ModernUO (MUO) Server Support
UORespawn now officially supports **ModernUO** alongside ServUO. A new server type toggle in the Settings → Server Integration card lets you switch between the two. All folder path hints, placeholders, and help text update automatically to match the selected server:

| | ServUO | ModernUO |...

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Hot Fix : Default spawn pack wasn't loading on fresh start! Redownload 1.3 if you downloaded already!
 
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Wilson updated UORespawn with a new update entry:

Minor Update

## Bug Fixes
### Log Entries Lost on App Exit
`Logger.Shutdown()` previously called `Channel.Writer.Complete()` but never awaited the background drain task. Any log messages still queued when the app closed were silently dropped. The drain task is now stored at construction and `Shutdown()` waits up to 5 seconds for it to flush before the process exits — no more missing tail entries in session logs.
### Spawn Deduplication Guard Was Always Silent
`SpawnDataService.AddBoxSpawn()` contained a...

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