Making the game more challenging, Adds a few random events to every moon. Increases difficulty
https://thunderstore.io/c/lethal-company/p/Venterok/HullBreaker_Company/
942 messages · Page 1 of 1 (latest)
Making the game more challenging, Adds a few random events to every moon. Increases difficulty
https://thunderstore.io/c/lethal-company/p/Venterok/HullBreaker_Company/
Ur a modder, dood.
Also what other events are you planning on adding. I actually peeked thru your source code and it looks like a lot of "spawn more X enemy type". I like the bounty event, that's unique.
Uh, want to add more challenges to the notes, like find a X amount of scrap and e.t.c. I have lot of ideas, but need to figure out how to implement them.
Okay, neato. My current honest assessment is that this mod likely isn't moving brutal company from my modlist but I'll keep an eye on it to see what you do 👍
But that's fair, your mod is brand new, brutal company has been going for a while
My best advice is to dig yourself a niche with more cool and different events like bounty, brutal doesn't have anything like that
oh huh, didn't realize brutal company does this exact thing
hmmm
modding scene is thriving so much that people are constantly stepping on eachother's toes with ideas
lel
am curious what mods this one would conflict with, and potentially wondering if you could add a config for stuff to avoid those conflicts (unless thats generated later than just launching the game) @cunning shore
They wrote to me on Github that there is a conflict with the bodycam mod (Some events dont work), I haven’t checked it myself
h m
well thats not too bad ig
tho helmet cams probably will have same issue
but that conflicts with morecompany so im removing anyways
ill let ya know if I find any bugs
my main concern is anything that adjusts prices and whatnot, since I have another mod doing that
u can create issue on github https://github.com/Venterok/HullBreakerCompany/issues in case something happens
No, prices for items do not change
what about sell price for the company?
nope
awesome
if i add something like this, it will be optional in the config
wew
@cunning shore do I put the numbers in the config up or down to make things appear more or less often?
so like there is WAY too many turrets how do I reduce that
thank
Today I will release v1.2.0, it will be nicer to set up this event
alrighty
Big update today 😳 ⛽
Do you think it would be possible to run this together with Brutal Company? Would the mods overlap with each other?
U can turn off some events in config, and I think they will work together
I tried them together and one of the problems that I ran into was the fact that both mods display a message in the chat once you land the ship but only the Hullbreaker message was visible due to the space limitations of the chat feature. You also cannot scroll the chat to see what the Brutal Company message was.
Set event count in hullbreaker cfg to 1
Alright thanks!
what's the range for BunkerEnemyScale?
i find that the default 256 is way too much lmao
just wanted to know what's the ratio of the spawning compared to the value
I would probably now, after the release of this setting, say that this is a more chance of spawning than the scale 💀
mfw I enter a room and there is 240 turrets facing me (im very dead because the exit is also blocked by turrets)
I think the scaling of turrets and landmines works correctly
do you guys play with 3 events or did you change it?
Also curious about what I should set the bunker enemy scale to for a more vanilla experience. I just want the events to affect spawn rate
this will be possible in the next update
Is it possible to just have the events and not the difficulty stuff?
this will be possible in the next update
nice
What would happen if all players have the mod?
(more out of curiosity than anything else)
in theory nothing should happen, I haven’t tested it
It's just that I usually pass the modpack on to my friends, and I don't know if I should pass it on to everyone except that one, or it doesn't matter.
Check, if there are problems, I will try to fix it
ok
Hello!
I did the test and I haven't had any problems having multiple people with the mod added. We loved the mod.
Despite everything, we would like to know if it is possible to add a system that increases the difficulty gradually by number of Days or Quotas.
For example, in the first days there are no events, but on the 4th, 5th, 6th a random one begins to appear, gradually increasing the difficulty and increasing the events as multiple days pass.
That way it wouldn't feel like the game is Hardcore at first and getting used to it, instead, would be a difficulty curve that increases over time.
We don't know if it's possible, but we'd love to know if there are possibilities
Glad you liked it! There is such a setting in the config, maybe you will like it
I’m currently making an improved system for importing settings from the config, in the next version it will be possible to customize everything for yourself
Wow, that would be amazing!
I'll be waiting gladly, is there a plausible date or something?
I thought after version v1.2.0 I would take a big break, but a lot of people are asking settings, and I’ll probably do it today/tomorrow
Oh I see. I apologize for that, you deserve a break.
I'll make an update, I'm glad when someone plays with my mod, and I want to make sure that everyone can make the perfect settings for their team : )
Good luck with that man, let's hope everything goes fine with that
Not sure if you already know but as of the newest version of Solo’s Bodycams, this config is no longer required to be set to True. Should solve any issues with incompatibility :)
Yes, I saw it, it's cool
I create cfg settings according to my this plan
wait, does hullbreaker influence the volume of scrap spawns? I see MinScrap and MaxScrap
Hullbreaker affect only on maxScrap
But in cfg can change min
I thought it didn't affect scrap volume at all
huh
well that'll be great, been wanting the ability to make the mod increase scrap spawns since it cranks the difficulty so high
i noticed a massive increase in scrap on some moons
ah
but also on Titan for whatever reason no enemies spawn at all
🤨
in the session we just did with hullbreaker on
no enemies spawned outside
and while we had a massively increased volume of spawns inside the bunker
on titan there were none at all
we haven't tested rend or dine
It seems to me that I have already fixed this in the next update, I will need to check
Do you plan to add a cfg for the increasing quota to turn it off?
Yea, next update
Hello! About the event per Day, can it modify the number of days before an event start?
for example, an increase of +2 per day?
3 days = 1 event, next 3 it - 2 event? English is not my native language, I dont understand it well
Sorry
Yes,
3 days = 1 event
6 days = 2 events
9 days = 3 events
Etc.
dw, English is not my native language either.
[N] of days = [N] events
I can add, but it will not be a priority, if I add config manager to v1.2.3 today, I adds this mode soon
This is only if this is possible to make a confíg
Dw, take your time
Thx btw
I would add everything xd, but the bepinex config system is terrible for me. In Minecraft plug-ins, yaml is much nicer in design xd ⛽
I hope it's not too difficult to do that.
But if you need to take a break before doing it, I understand.
It's not difficult for me to add, but it will look complicated for the players, that's why I drew that diagram with all the parameters and their influence. I want everyone to be comfortable use hullbreaker
I'll see if I can help with that
[IncreaseEventCountPerDay] = true / false
[NumberEventsPerIncrease] = 1 {default}
[NumberDaysBeforeIncrease] = 1 {default}
Wanted to make it better for the config...
## Increase event count per day
# Setting type: Boolean
# Default value: false
Increase event count per day = false
## Reset the events number to 0 when visiting the Company
# Setting type: Boolean
# Default value: true
Events Increase reset at Company = true
## Number of events per Increase
# Setting type: Int32
# Default value: 1
Number events per increase = 1
## Number of days before the Increase
# Setting type: Int32
# Default value: 1
Number days before increase = 1```
I think I'll release an update within a couple of hours
eto pizdec, it still doesn’t look beautiful, this awarding is terrible 😵💫
Why is the min scrap thing called maxscrap
I already fixed it, first I forgot to add minscrap, copied maxscrap and did not change the key
I have to think a little about how I can do this better, so it won't be in v1.2.5 for now, sry
Dw
Hello!
I hope it can be tested soon.
you mean number of days before the Increase?
Mmmm turrets seem to spawn wayyy too often no matter what I change in the config. Can you tell me how the chances in the config work? Does 10 mean 10%?
First, all the weight from the config is summed up, a random number is generated from 1 to the totalWeight, and if it turns out to be less than that of the selected event, then it is added to the list
so the bigger the number of the monster weight the lower the chance of increased numbers spawning?
are you russian
For example
1 event : Turrets = 10 weight
2 event : HoarderBugs = 20 weight
random selected = Turrets, and now we sum Turrets + HoarderBugs = 30,
random between 1 and 30, if random value gets smaller then 10, event turrets is active
♻️
hmmm, The event where the company disabled the turrets didn't actually disable them?
got 1 instance where all turrets were still active even though it was supposed to be disabled
I tested it many times, everything was fine, I will add an additional shutdown. I know that when you turn on a turret on the terminal, several may turn on
i know it's supposed to work because it worked when i tested it solo
but when i was in a lobby (as host) with 8 other friends, it didnt work. Needless to say half my squad wiped lmao
Since the location does not load immediately, and with 8 players it may have taken a long time to load, the turrets did not have time to be generated by the time the event was activated. I turn them off after 10 seconds of start
new update?
yes, I changed some values that are not configured in the config, and events that are turned off are triggered after 16 seconds instead of 10
cool!
updated this with a value you have in the config
what specifically does this mod change? wanna know before adding to my shitfest of mods
More difficulty and events, with an option to make your custom events (idk how)
and with this last update, a lot of config options
seems interesting might add it
other than events how does it make the game harder?
there's an option in cofig that adds more events per day
how much harder does this mod make the moons
coz brutal company was too much, was unfair how u spawn in and die to landmines
boom all ur scrap gone
According to my experience with the mod, it makes it more difficult than Vanilla, but not an exaggeration like brutal company
Only host
alrighty does the game like passively make more enemies spawn or are the events the only thing that change the game
it makes more enemies to spawn
With this mod enabled, sometimes, seemingly randomly, the game doesnt start after generating a seed. I noticed the event is blank, so maybe it failed to generate and softlocked us? can you take a look?
Can send logs ?
Im not sure where they are, and i played a bunch of matches afterward. I seemed to get it fixed by changing the nothing event to 0 weight
if this appears, send logoutput from the bepinex folder, it’s in the game folder
send BepInex/Config/BepInex.cfg
set weight 0 to BabkinPogreb in hullbreaker.cfg. I try to solve this now, but for now this should help
what does that do?
turn off when only jar of pickles spawn
oh, I think I had that event
I'ts the one that says something like
"All the items are gone"?
Cuz I remember that only spawned the jar of pickles
yea
may have been asked before, but when you usedefaultlevelsetting what all does that affect? I assume and think it removes the spawn adjustments of monsters that the mod typically does but im not sure
It removes any modification levels, only events remain
thats what I thought and hoped for, but it does not seem to remove the change in turret/landmine spawn which is very annoying, I just want to use the events
turn off events, turrets and landmine in config
set 0
I dont want to remove those events, just decrease the base spawn rate of turrets and landmines without the events active
Quick question, can other people have hullbreaker installed?
yes, nothing bad seems to happen
confirmed this in the last update👍
quick question, i did a test game and it jumped from 3 days to 1 day
is this a glitch? or am i missing something
last time I set one of those things to zero(specifically the ghost girl) I got an error from hullbreaker about a negative value and maps wouldnt load if that character was on the list of spawned things
This shouldn’t happen, I constantly set it to 0 to test events, and everything works. Maybe it's something else
I wouldnt doubt it to be a conflict with another mod I have but hullbreaker specifically is listed in the error text
no issue with it rn so
:D
Everything works for me, if this happens again, send me the logs
will do :D
I think this could be due to a random space or something like that
ill try it again later when im playin and see if it happens again
Version v1.2.8 appears to be stable, so I'm taking a break to continue developing the my own game. I'll do v1.3.0 a little later
Take your time
hmmm, looking through the code, was there a reason why the OutSideEnemyDayEvent was disabled?
There was a problem with resetting the spawn of mobs during the day, I tried to change it, but realized that it was taking a lot of time, and disabled it to 1.3.0
oh ok, i see, thanks.
hello guys, there is a problem for me and my friends. there are 2 many monsters, how can i decrease a bit the monster spawn? because having 20 monsters after 5 min is a bit frustrating XD
in the Config Options
what i need to edit?
this in true
yes but that reset all to normal right?
i Just wont the difficulty like 20% less
like Instead of spawn 30 monsters in 5 min
it spawn 20 monsters in 5 min
Change these numbers (Actually idk if lowering the numbers increase the spawn, but I heard that)
specially the 1st one
this is relative to the power of the enemy not the quantity i guess
there isnt the dev?
He is Russian, I think its midnight there
#dev-general message
well that sucks
The problem is that you can do a maximum of 3 events, if more, they won’t fit in the chat
That's why I reset when visiting the company building
does "UseDefaultLevelSettings" still let events change the level?
the default hullbreaker difficulty is very annoying
dope, thanks
What exactly?
it's just cranked way too high, feels like brutal company
step into rend's entrance and instantly get swarmed by 2 coilheads, little girl, bracken, slime
maybe we just suck, idk
don't even really have a chance to loot anything
oh, and can't forget the guaranteed jester that smugly rolls up
lel
My friends and I like this, so I made settings in the config so that everyone can customize it for themselves
right, very nice to have a config
Today I will release a new version, in about 10 hours, and the difficulty situation will be a little better there
I love the bracken just walkin up no care in the world "you dead anyways lemme help you with that" crack
Tried creating a custom event that spawns a Jester in a map that usually doesn't have it (Experimentation) and i guess the server didn't like that
[Error : Unity Log] ArgumentException: An item with the same key has already been added. Key: JesterAI
Stack trace:
System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) (at <787acc3c9a4c471ba7d971300105af24>:0)
System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) (at <787acc3c9a4c471ba7d971300105af24>:0)
HullBreakerCompany.Plugin.ModifiedLoad (SelectableLevel& newLevel) (at <b4667731b222457ba62cb1a8c0d18e85>:0)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::LoadNewLevel>(RoundManager,int,SelectableLevel)
StartOfRound+<OpenShipDoors>d__230.MoveNext () (at <39ddadb2aa5843e586a6c642ee60b0b5>:0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:0)
thought "Hell" would spawn a Jester but apparently not
[Info :HULLBREAKER 1.3.0] Client is host: True
[Info :HULLBREAKER 1.3.0] Days passed: 1
[Info :HULLBREAKER 1.3.0] Event: HoarderBug
[Info :HULLBREAKER 1.3.0] Event: OpenTheNoor
[Info :HULLBREAKER 1.3.0] Event: Hell
[Info :HULLBREAKER 1.3.0] ⬛⬛⬛⬛⬛⬛ENEMIES RARITY⬛⬛⬛⬛⬛⬛
[Info :HULLBREAKER 1.3.0] Centipede - 51
[Info :HULLBREAKER 1.3.0] SandSpider - 58
[Info :HULLBREAKER 1.3.0] HoarderBug - 512
[Info :HULLBREAKER 1.3.0] Flowerman - 13
[Info :HULLBREAKER 1.3.0] Crawler - 16
[Info :HULLBREAKER 1.3.0] Blob - 31
[Info :HULLBREAKER 1.3.0] DressGirl - 1024
[Info :HULLBREAKER 1.3.0] PufferEnemy - 28
[Info :HULLBREAKER 1.3.0] ⬛⬛⬛⬛⬛⬛DAYTIME ENEMIES RARITY⬛⬛⬛⬛⬛⬛
[Info :HULLBREAKER 1.3.0] RedLocustBees - 22
[Info :HULLBREAKER 1.3.0] DoublewingedBird - 74
[Info :HULLBREAKER 1.3.0] DocileLocustBees - 52
[Info :HULLBREAKER 1.3.0] ⬛⬛⬛⬛⬛⬛OUTSIDE ENEMIES RARITY⬛⬛⬛⬛⬛⬛
[Info :HULLBREAKER 1.3.0] MouthDog - 75
[Info :HULLBREAKER 1.3.0] ForestGiant - 0
[Info :HULLBREAKER 1.3.0] SandWorm - 56
There is no JesterAI on Experimentation and Vow. The tier moon above have it. I know that events can happen on maps where these mobs do not exist, but I don’t want to add them manually. Therefore, in the first updates I corrected the messages and changed them to sound like “maybe”
When I made the “Hell” event, I didn’t just add JesterAI there, but also added monster spawning to it, so that the event would not be useless on the starter maps
Maybe there should be a check and possibly reroll for custom events that involves jester.
Because when that error happens, the game is stuck in "Waiting for crew" situation and eventually disconnects.
I add it in the next patch
Stop
Why DressGirl - 1024 💀
Only Jester
Hello!
I see, that's why I made that config Toggeable, we can use the short event names
But I see the problem
If it's still possible, there are ways to fix the chat issue
When I took screenshots for the main page, I wanted to show that “Look, you can do 4 events”, they fit in, but the message “Notes about the Moon” was already hidden
And How many events can fit if you have ser to true the short names?
It with short message 🍄
Still like 4 but "notes about the Moon hidden"?
yea
Hmm
It's possible to add a counter of events in the chat?
Something like:
"Notes about the monn
Although i'm not sure if we can scroll up in the chat
I add check contain enemy in list or not, prevent error
That's good to prevent errors!
If the chat could be scrolled, I would add. Maybe we should wait for update v45, there should be a lot of new things, maybe the chat will change
Lets hope
Likewise, those are config that would be disabled by default, like the event increase is now. I wanted to have the option to be able to configure those aspects for an adjustable difficulty, Even if it doesn't display well on my part it doesn't bother me
Hey!
Thinking a little, would it be possible to see the events in the terminal?
Initially, I probably wanted to add this in v1.1.5, but again I don’t have much time, and I was probably too lazy to figure it out then. I think I'll add this closer to next weekend, and perhaps in the middle of the week
Oh, ok
hmmm, on December 8, the new season in path of exile starts and I won't have time for lethal company, so I think it’s worth doing this in my free time
maybe even tomorrow
It could be done that, when there are more than three events, the chat changes to:
"multiple events have been detected (4)
It is recommended to view them on the terminal."
Well, thanks and sorry for being so annoying.
I just hope it's possible to add these settings to adjust the difficulty scaling
hi custom event seems to be broken, because I installed 512 rarity but it doesn't change
and I also tried <color="red">BIG SCARY BLACK</color>. but the custom event will never come out
and same location the map no reset. hoarderbug still 512
no event hoarderbug
i test all monster and make stuck loading on ship
I don’t know what the problem is, I tested and checked all day, this didn’t happen, but now it has appeared, I’m already feeling bad from everything. I can't fix this yet, and I don't know when I can.
i think you accidentally clicked onto the console (The white square)
if you click anywhere in it or hold the scrollbar of the console, the server will stop responding
no bro, i know if scroll and click is pause. but this is stuck loading on ship and i can move
It's okay to just take a break, of course there will be sudden errors/bugs when other people use the plugin you created, that's a common thing in the modder developer world (I've also been a CS 1.6 modder for a very long time)
The regular events you create are normal, only custom events are broken (in my opinion).
Resetting the rarity of mobs does not work. This is the main problem
To have a vanilla lethal company difficulty but with the events, it's just turning useHullBreakerLevelSettings off and UseDefaultLevelSettings on right?
can some one answer me? ^
setting bunkerenemyscale to 4 ( this is good for potato pc ), the monster spawn will decrease a bit and almost same like vanilla
hello, is it okay if everyone has the same mod installed with the same configs?
I'm aware that it can be the host only, but I'm trying to put it in my modpack for my friends
Yes, it's ok.
one more question, if i set UseDefaultLevelSettings = true (useHullBreakerLevelSettings = false) will the mob spawn rate still increase on events? like there will be more than 1 spider or more than 1 flowerman
I'm not sure, i'm not the developer of the mod.
Just say about I know.
But what I've seen, the UseDefaultLevelSettings = true makes that only the event spawns the monster, not the increased difficulty level
oh, I appreciate the response, okay I get it now, thank you 
Just to check, the custom event for outside monsters only applies to night time spawns right? cause i created one for sandworm spawn and it didn't spawn anything in the day.
is there a way to edit the event messages?
For the main event ones, they are baked directly into the plugin so no, unless it's changed by the dev later on.
Source: I forked and inspected the repo because i wanted to try my hand at adding some stuff to troll my friends with.
okok thank you
oh
if fixed this
Holy shit that scream https://cdn.discordapp.com/emojis/1030461063197626409.png?size=48&quality=lossless
We love the hard difficulty too
@cold bridge drew new icons for Hullbreaker, for which many thanks to him, and I can’t decide which option is better, red or white 😦
Still only one person needs it right?
i think helmetless white
white with red splatter / cracks?
So its bunker enemy scale that reduce the spawn rate of monsters?
cause having 50 monsters in the bunker is a bit unfair
xD
with no joke, this "brutal company" mod variant is the most easy and balanced from the 3 out there.
yes but still i dont want 50 monsters if someone can answer a tip for reduce a bit the spawn its a favor
sorry man if i bother u, can u answer me the question i have since 2 days? thx
Still would love confirmation on what options to disable/enable to just have it be vanilla but with events
this
@gilded fractal if that's what ur looking for
Lovely, thanks
This is a chance for mobs to spawn, I myself haven’t figured out how it works, change the maxEnemyPowerCount, and bunkerScale
SetUseDefaultSettings, and enemy bunker scale to maybe ~4-16-32~ try various values
oh wait, do I also have to adjust bunkerenemyscale value to get near to vanilla spawn rate? All I did was set default level to true and hullbreaker level to false
We were playing League of Legends and at the same time we were choosing a name for the mod, I bought Hullbreaker at that time and decided to call it that
My ass had a theory that it was cause of the minecraft eel😭
I saw him, yes, also a hullbreaker 🐍
Btw can you add an option to disable the chat messages completely? The short chat messages are just too revealing ngl
ok, in next patch
Thank you
Event One For All, i think bug. because my friend 1 dead but the ship won't go
*i'm not open console because lag 🙂
Good update
there's no way to force, for example, all sandworms instead of the regular outside mobs for the particular map right?
will you add more configurable stuff like event odds if not lucky to get event picks no event for those who desire that, and also could you add more config to mob spawning like speed of start of day, mid day and end of the day or something like that
why did you remove the explanation of each event in the config?
I didn't delete
Everything is in place
I notice that all the explanation disappear when you first launch the game, when you get into the ship, all the explanation appears
i think this is what they meant by it disappearing.
maybe
i'm guessing because when your mod starts up, it is compiling the custom events into the config?
once you create a lobby and enter the ship, the comments for them all appear.
i guess it will be easier to explain when i get home from work in 6 hours lol
ok, im back home, so i will show a screenshot
This is what happens to the CFG everytime you launch the game
note that the description for all weights disappear
when you host a new lobby and go onto a moon, the descriptions all come back
i know
.
The UseHullBreakerLevelSettings and UseDefaultLevelSettings works perfectly.
setting hullbreakerlevel to false and defaultlevel to true disables enemybunkerscale?
yes
what was update
Sir, the outside enemy rarity still not update. and if i setting all 0 rarity enemy game get stuck on ship / softlock
is hullbreaker compatible with brutal company+?
probably not
yes
i play it with brutal company+
and a popular youtuber also uses hullbreaker and brutalcompany+ at the same time
who
thank you, what's the main difference between the two? are there any settings i should change when getting both mods
well
well the difference is that
hullbreaker is a bit easier
i noticed both of them have some of the same things like
no
they all are compatible
even the events that do the same are compatible
if you want to you can use my modpack n we can play together(i am going insane from solo)
hmmm if we can get 2 other ppl i may be down
man i have been playing like 10 days straight solo with this modpack we are not getting 2 other people
how about 1
Maybe
There is a big problem with aggressive monsters here
like 80% of times 2 fucking blobs spawn in front of the first door and make impossible to move
buy Boombox
why was there a new update now ?
Because I woke up? And I was able to release an update
oh i thought it was a 2nd update
i just updated then i got a new update right after
no there was
Cool update btw
Try doing that, and then go to a moon
i launched the game and went to a planet as well
ok
wait so how those the modifiers for this work exactly with the bunkerenemyscale, and max enemey power count,
I have a question, do the UseHullBreakerSettings and the UseDefaultLevelSettings now modify the turrets and mines spawnrate?
are the newest events not added to the config ?
newest events?
oh wait
im reading it in the wrong order lol
isnt the patchnotes normally going upwards
what is the one new event ?
think it's the getting free money for going to a moon event.
oh maybe
well sorry then i read it completly oppsoite
so i was reading the oldest patchnotes not newest
I change turrets and landmines only in events
I see, thx
I think it’s more convenient to read something new when you’re from below and download the version than from above
if we create a custom event for sandworms, do they appear in the daytime, or just night time.
idk people will always look on top of patch notes then scroll down i feel like new is better on top + its what mostly every other mod does no ?
Unfortunately only at night
yeah I kinda expected that, thanks for the reply.
i mean its posible to make them spawn at day time though it happened to me on other mods ?
they do spawn on daytime during the Daytime mobs event.
i'm referring to if we create our own custom event with sandworm rarity cranked up super high.
so Venterok basically answered my question.
Today POSSIBLY (8 dec) I will release an article that allows you to create addons for Hullbreaker
It will be possible to create any event as in the main mod
oo
is there any way to make less mobs spawn at the very start of the day
like spawn 1 minute later
or 30s
hullbreaker will become something like an API
sure
that would be awesome
yeah
i want to remake a event from Brutal company in hullbreaker lol
the one where it spawns a turret in the dropship
oh yeah that one is funny
I want to make Hullbreaker Expansion as a separate mod that will be an addition to the main one, it will add events that will make the game more difficult, which I would not add to the main mod because they are very difficult
like DLC
I'll check now
also the moon that has no event maybe rewrite the messagee instead of just - - - to like nothing happened or something
yeah its 100% not spawning anything outside even with no event
maybe its my config causing it i was messing with some of the settings
i changed daytime power level not sure if that interfeers with outside
A dog killed me
hmmm
not sure why its not working for me
wait the weights of mob spawns are all those events too ?
i thought it was for balancing but it might be events
The settings do not affect events. You can only adjust the weight
yeah but i dont understand because it said in chat posible increase of spider or something is that like rolling the % chance i put
i dont fully understand how those work i also reset all the values in the config and im still not getting monsters thats weird maybe some other mod is breaking it
im using this mod to speed up the day
i mean this message
There is no way to change this, there is a constant value in the mod code
i dont know
yeah im trying to figure out why i dont have outside spawns
im testing on experimententation
interesting
now it spawned a mouth dog
after i deleted my config
but arent they spawning later than normal
using these mods for testing seems like it spawned 1 hr too late
😵💫
also the chat messages when you have many events goes away and you wont know whats happening maybe rework that
ok this time they didnt spawn what
oh wait the text messages goes away bc of the enemyalert mod so i dont think you need to rework the messages
if there are more than 3 events, then they won’t fit, we wrote in the chat about this a long time ago, I’m waiting for v45 lethal company, if they don’t add a chat scroller, I’ll add events to the terminal
you could use a hud message
instead
thats what 2018 did for brutal reborn
ok i had 1 time where mouth dog spawned
now it wont spawn
i dont think i have any mods that should interfeer with that
i can give you my code for the r2modman if you want to look into it and see if its my fault or not
im testing without timescale now incase thats bugging it
I don't use r2modman and I'm a little lazy right now, probably not well right now
sry
np also none of these spawned
this seems completly wrong
almost nothing spawned
this is with default config as i deleted mine
its only 11 am
though
so maybe its correct
1 puffer spawned now i assume thats the lizard
Events do not spawn mobs, they increase the spawning chance, some mobs during events have a high chance, and such as blob, spider and puffer are slightly more than standard
i see
As far as I saw in the code, the maximum value of rarity is 100, so most likely you were just unlucky with the spawn
ok i see the issue
outside monsters are not spawning before 8-9 pm
lol
this is without time scale
i will try just this mod timescale and enemyalert
and see if its different
Well this is clearly not a problem with my mod, I don't change anything like that
yeah but i have no other mod that i think could do this
do config from other hardcore mod affect the game even without the mod ?
No
since ive tested many hardcore mods and all the configs are still available
hmm then i have no idea which mod would interfeer
Well, maybe they just spawn at this time in the standard game, no?
no they spawn at 6 pm
around 6 pm
and it was only 1 mouth dog and 1 sandworm
i will try to figure out what mod it is if actually is a mod causing it
ok its ur mod i think
i only tried ur mod with timescale
this night i had nothing spawn
you need to do multiple test
i dont think this is on my end
its random in vanilla ?
wtf ive always felt like its the same
well its posible to get no spawns
i dont think ive ever had that in vanilla
I just recorded with a clean config of my mod
ima test it vanilla now
i didnt even know it was posible to have 0 dog spawns
i have 50 + hrs
usually enemies start spawning at 8pm on the easier maps in vanilla
and 4pm in titan iirc.
what map were you trying it on anyway
maybe you should make it harder outside in ur mod
experimentation rn
im getting different result every night
im so used to them spawning at 6 pm - 7
bc of harder maps
yeah on experimentation it seems to spawn 10 pm to 11 pm even in vanilla
2 times in a row rn
thats so long wtf
i guess i just never go to experimentation
experimentation is supposed to be the tutorial map i guess.
lol
since it's the first map any new player will go
it was just the easiest map to test
yeah it make sense
its still rng though
now i got spawn at 9
ok good to know its not the mod causing it
sorry for the confusion
i think 6 pm is how it works for all other maps
or something like that
yeah it spawned on 6:57 on offense
at 10 pm the most spawns though
does this mean they randomly blow up inside the factory or they spawn on ur feet and blow up if you dont move in time ?
Inside the factory
okay thats fun
UseShortChatMessages in 1.3.5 / 1.3.6 broken
still long Desc
already delete cfg and setting to true still same
oh maybe, i rewrite send message method, and forget about this
how we can make the monster spawn later and not in the first room? cause blobs spawning in the main entrance are boring
in what way is hullbreaker easier?
the events can just be "more spawn of that thing"
oh so you were only talking about events
how we can make the monster spawn later and not in the first room? cause blobs spawning in the main entrance are boring
do mobs spawn immediately in hullbreaker?
no no event enabled
0 events enabled you saw a slime and coilhead
i'll try it out because this if this is the case i won't get brutal company plus
yes then after 2 min another blob join the party
its litterally unplayable, not difficult, unplayable. And it seems the dev doesn't care much
i entered the building at 8:15 am and see no mobs yet
i will try another save. made it to 10 am without seeing anything
dude i sens u a clip
2nd save, entered at 8:15 and saw a thumper in the hallway to the right and it saw me, avoidable though
look at 14:10
that is an example
LOL amazing
unplayable
@cunning shore !!!
to be fair, if you have the option to pick which moon you land on i'd wait til going to assurance until you have a pop-up ladder
so you have another entrance to go to
that's not the solution to unfair -.-
i don't think it's unfair if you can easily choose not to go to the moon until you have the item
it's a gamble you have to take should you decide to go
it's like choosing to go to an eclipsed titan
skill in lethal company, a game that is boring if u dont have FUN 🧐
i thought you were skipping me
bro is coping so hard over a mod
either edit the config or just uninstall and stop whining
hihi I'm learning how to put mods together, I'm trying to figure out how to implement changing an enemy spawn rate in my own plugin
and also learning small tidbits because this whole thing is new to me
[BepInPlugin(PluginInfo.PLUGIN_GUID, PluginInfo.PLUGIN_NAME, PluginInfo.PLUGIN_VERSION)]
Where is PluginInfo defined? After a bit of searching I couldn't find anything.
lord got me covered on that question
#dev-general message
does this still work ?
seems to launch with the game and give events in the chatbox
haven't tested it beyond that though
New update v1.3.8 HullBreaker
v1.3.8 Version 45 update
- added an event with the spawn of a new enemy, `NutCracker`
- the weights of some events have been changed
- hullmanager is no longer internal
- the reset of dayPassed for `increase event per day` when exiting the game has been returned
- added support for nutcracker custom events
- an expansion for HullBreaker will be released soon. This Expansion introduces new mechanics and events that I wouldn't add to the main mod. Also, this Expansion will serve as an open-source guide on how to create your own events for my mod.
https://thunderstore.io/c/lethal-company/p/Venterok/HullBreaker_Company/
Hello!
Is there still a possibility for my old request?
The chat is still static. But, I will add this idea to the Expansion mod 😉
Thx!
I'd recommend if that the events can be seen in the terminal for more than 3 events at the same time
The problem that I discovered is that if you do this through the terminal, then everyone will have to install the mod, for now I think I will use another option. Or I’ll end up making Expansion a required mod and make a terminal
I've worked with networking code in Unity and can do everything I need.
I see, I use a modpack and share everything with my friends.
So for me it's not so important that it must be host only
damn working hard ty
I found a problem.
For LC v40/45
Event you create like "One For All, Powder Keg" are broken
when 1 person dies the ship remains Normal and does not immediately leave (only works on very old versions of Hullbreaker) and the Powder Keg also doesn't work
For Custom Events
No more than 3 Monsters can be included in a cfg, more than that a "Softlock on ship" error will occur
*sry translate :)))
Cool!
Btw, Idk if its already noted, but there are events that kill creatures when you first enter the moon, when using the Assigment mod, some missions that are to eliminate a particular creature are fulfilled immediately upon landing
Rn i'm not using the Assigment mod cuz i'm making a modpack without LcApi, which is dependent of that mod. But it still happens
I checked now and everything works fine, the "OnAPowderKeg" event may not have time to work since it is random from 30 seconds to 11 minutes. OneForAll works too
hmm weird, maybe i will check agins 1 by 1 the mod
Some maps don't have spiders, that's why the text of the event says that it's possible
ohhhhhh
When this mod gets an update for V45 (if it hasn't already) I really hope an event gets added to make tons of nutcrackers spawn, and then name it somethin dumb like "A taste of american freedom"
Or "What's the 2nd Amendment?"
It's compatible with v45 plus a nutcracker event
The only downside to nutcracker shotgun, is that I'm pretty sure they made eyeless dogs immortal again, meaning I can't even use the shotgun on what would've been the best target
Venterok is making an Addon for this mod with more events and customization
Everything else is rather immortal, or not really worth the shells if you have a shovel and know how to fight things due to the rarity of the ammo, and I can't find a mod to undo the eyeless dog's immortality :(
the dogs aren't immortal, they're just immune to the shotgun (for some reason)
you can still kill them with explosions or shovels
Are they immune or do they just have too much health to oneshot with it
I'll add a little every day. Several mechanics are already ready, but I need to write netode for them, I’m still working on my game, the mod is not at the top of my list, I’ll probably finish it by next weekend
In the current version, one of the problems is that OneForAll does not always work, but it is stable, so there is time
I put 6 slugs in an eyeless dog with a friend on our public lobby save
and that fucker still did NOT DIE
and then it chomped him
and chomped me after I ran out of shells
It's what, 12 shovel hits to kill one?
Sounds like a bug
The dogs can't hear the shotgun
or be hurt by it
it's a bug with the latest update
basegame bug, not even a modded bug
idk if anyone else having this issue but the latest version of the mod simply doesnt work for me, going to previous version makes it work again (doesnt work as in doesnt appear to be doing anything, no moons events etc)
do you have enabled the config?
it is enabled in config
it's a lil funny that the same exact bug with the shotgun mod translated right over to the vanilla shotgun
...I don't understand why he didn't fix it though
surely he noticed it very fast
New update v1.3.9 HullBreaker
v1.3.9 Small fixes
- the `OneForAll` event was temporarily disabled, after v45 it broke
- temporary fixes for the spawn of some enemies were removed, it was fixed
- `maskedplayerenemy` was added for custom events, I myself have not tested whether it works or not, any troubles - create an issue on GitHub
- phantom spawn rate addition fixed
- added `NutCracker` to list on ThunderStore page
- the `AddEvent` method has been added to `CustomEventLoader`, if you understand dev mods, you can already create addons
https://thunderstore.io/c/lethal-company/p/Venterok/HullBreaker_Company/
Cool
wasnt there a starting quota setting did it go away @cunning shore ?
?
?
is increased quota starting quota
if i set it to true
im confused
i thought i had a starting quota of 375
its 130 for me
if false = default, if true = +256
can you add a starting quota
setting
i dont want the first quota to be 130
i have it at true and +256
maybe in v1.4.0 maybe maybe
there is no custom start money either right ?
im starting with 100 dollars
trying to figure out why
its one of the recent mods i added
I won't add money at the start
so its not ur mod then
trying to find out why
its not that i want it
i want to remove it from whatever mod i added that causes it lol
There are some mods that add a starting money.
like these 2, Lethal Expansion, etc.
disable it and test
so many mods released, but I spend more time making mods than playing the game xd
yeah dont burnout on the game from making too many mods you are allowed to have fun
is it even posible for more than 1 spider to spawn in the mod ?
you should add weight for thumper/crawler too
Dudes, i just want to add hullbreaker but want the monster that spawns just a bit more than vanilla
not like hullbreaker bcs they are 2 much
i have a solution for that actually
use pest control mod, with hull breaker weights to your liking
its tedious to find a good config but its posible
not an ideal way of doing it but this way its more balanced
ok i'll go try
mmmm but that just change the spawn rate, not the number of monsters
it is less monsters spawning
for me
takes longer for them to spawn atleast
at the end of the day there isnt a decent amount
but not as many as default
ok, but the only problem with vanilla that i have is the fact that sometimes after 4/5 hours it spawns one hoard bug
and for the first 2 hour there are no monsters
yeah vanilla is very stale on spawning on early maps
there is something to have like 2/3 monsters in the first 2 hour and then increase by 1 every 2 hour?
not currently
bcs the hardcore mods are
"Hey first 2 hour? here u are with 7 monsters in front of the first door u welcome!!!"
yeah with the way im doing it its more fair
but its not perfect
but im happy enough
its not like you meet them at the enterance anyways
they spawn in vents in hallways
it takes time to move from point a - b
you have atleast 3 ingame hrs before you need to worry
realistically
i wish this mod had more like actual events not just weight adjusting for spawn chance
yes but 3 hrs are atleast ok, but wenare usally a group of 15 people
it has a few events but its not much
and man
if u enter in 15 in the first room and there are 2 possibilities
10 monsters in the first room
0 monsters after 6 hrs
it need a bit of stability in this 2 things XD
if you are late to enter the building sure
ive been playing with 10+ - 15 ish
and its been fine for us
even without pest control
pest control balances it more
it can happen normally
idk i never see anything at the enterance
lol
and im like always rushing it
i dont buy gear
i just instantly rush it
if you teleport you might meet something
can u send me ur mod list and the config of hullbreaker? if i dont bother u
yeah i can
i will just send you my cfgs
then you can add the mods yourself
its hullbreaker mod and pest control mod
okok thx its just bcs maybe i have some conflicts
what other mods u have? bcs i have like 35 mods instaled
i have 75 mods
i use timeflies and scanforenemies to balance it
you should prob lower values more for ur liking though in pest control
and im not sure if its always working since they might be fighting for control since its prob not compatible propperly
ok actually i think pest control is making it worse lol
i mean this one isnt that brutal anyways
ahahaha
god damn its impossible to have a viable option
hardcore or vanilla
impossibile to have a mid type
i think regular hullbreaker is fine imo
i got to 2k quota on it with 7 people
died like 3 times total
but im quite good at the game i guess
and so was some of my friends
is there no weight for increased mask spawn
xD
just add mod MoreMoneyStart. if u want custom start money
i dont want it
it was a queston because i had 100 starting credits
but i found out why that was
My friend helped a lot with the development, and perhaps I will be able to release an expansion very very soon
cool!
I'd love to see that

I think if everything goes according to my plan, the expansion will contain a couple of new items, a couple of new events and one global mechanic
x2
If I set false in these two settings, will the event creatures be forced to appear?
I want to modify the manual values and in the chart says that they must both be false for the changes to appear, but I have questions regarding the events
because I noticed that if I set True in UseDefaultLevelSettings and False in UseHullbreakerLevelSettings, the event creatures do not appear except for mines and turrets
In theory, if they are both False, then the standard settings should be used, because nothing unnecessary will change
oh no
If they are both false, then the custom setting is used, I forgot about it
this is the coil-heads event, right?
yes
with both false, and default numbers, there's no coil-head
On some moons when landing there are no coil heads in the list of enemies, as I understand they appear later
Coil Heads it SpringMan
also this, with the DefaultSettings, there event creatures don't spawn neither
This can’t happen, maybe it’s just that the chance of mobs spawning becomes so small that increasing it during events doesn’t work
So, if they don't appear in the moon raruty, they can't spawn even with the event active
For now, yes, I made an improved system in v1.4.0, this version will be released along with expansion, there if there is no given type of enemies on the planet, then it is added to the list, thereby there will be no such situations
cool
found it
I'll be doing some more testings
So are both mods going to be uploaded at the same time?
Yes, there will be an update for HullBreaker and an expansion the same time
For expansion to work, everyone will need to have Hullbreaker and HullBreaker Expansion installed.
That's fantastic, I hope the progress goes smoothly and without errors
If expansion is not needed, Hullbreaker can only download the host and everything will work
So you'll make the Expansion a dependency
I see.
If is only Hullbreaker, is host only.
If is Hullbreaker + expansion, everyone must have it.
yea
good for my modpack 👍
The girl spawned, but I think 2 crawlers is too much for the start of the 1st day on Experimentatino
I want to somehow balance the difficulty, but I don’t know how, my friends and I enjoy having a lot of monsters, we still fulfill the quota, but it’s difficult for others, but I want the mod to suit everyone
Well, even though it's made by someone else.
The Brutal Company Plus mod added a Config Option that caught my attention.
It allows you to set the spawn chances per time of the day, that way maybe the chaos won't be as much from the beginning of the game
I'll be testing with the UseDefaultLevelSettings as true, and test if the event works
there's a big difference with the default settings
hmm, the event works on default, I just landed on the moon and 3 hoarding bugs already appeared
lol, found them
Well, for now I will keep the default settings.
I look forward to testing the update soon.
Thx for such great mod
That's amazing!
Btw, the NiceChat mod works perfectly with your mod with more than 3 events
Oh. I see some radiation level, is that new?
Yes, this is the main mechanic of the expansion
I made it a week ago, but spent the whole week synchronizing between clients
I'll try to add some new scrap items to this thing
Cool
What effect does radiation have on the moon?
If it is too high, it starts to cause little damage in some areas of the factory. At high levels, enemies appear on the surface more often, and in general there are more enemies. There is a Multiplier which increases other level parameters
When the radiation is too large in radius, the player begins to play a sound
That's cool!
As I've seen, adding scrap is "relatively" easy
Well, it’s easy if you use third-party APIs, but I want to figure it out myself without them
I haven't tried it yet
is it possible to make radiation make steam leaks deal damage?
Doesn't seem to work? because it doesn't appear in EnemyRarity
Rn the events changes the rarity number of the monsters that are assigned on the event that, at the same time, it's assigned on the moon.
Example: It can't spawn a Coilhead in Experimentation even if the event is about coilheads.
That'll be changed soon
not working about coloring textmessageevent
ahhh i see
How does thre weighting of the events actually function? I see in the config you can change them but I don't know what number equates to what percentage chance it appears as a given event.
If this mod could add these events into brutal company plus mod events list would be great! Any plan to make a patch make them compatible?
The developers have not said about the compatibility of both, they are focusing on releasing an expansion mod that adds new content and greater difficulty
I want to develop my mod name and not be an addition to others
OK thanks for answering!
What does BunkerEnemyScale adjust in the config?
I have done tests and I have realized that this mod works well and in a balanced way if used in conjunction with PestControl to limit the immediate Spawn of some creatures. At least at the beginning
Sadly Hullbreaker breaks (and softlock the game) with this mod enabled, it can change the spawnrate of all the enemies per moon, even spawn those that can't spawn on a moon
Works with brutalcompany plus? Can i just enable events from this?
oops just checked above
You can use it, turn off the events in the config that are the same between mods
i think one of the mods wont type in chat though
the Reborn one
well they fight for priority of which chat message to show afaik
still don't understand "MinTotalScrapValue" and "MaxTotalScrapValue".
when I set "MinTotalScrapValue = 300" and "MaxTotalScrapValue = 500"
the resulting output exceeds 500 or maybe 600 more
now I set "MinTotalScrapValue = 1200" and "MaxTotalScrapValue = 6000"
"MinScrap=12" and "MaxScrap=47" but the result doesn't even reach 1200
and 1 more, if the deadline reaches 0 and is fired, Event Moon is not reset
In game code this values have random methods
how does the scrap value stuff work? just changed max to 5 more than default and now theres like 1.6k on experimentatioon
like this is crazy
3k > 700
I think the max value is for individual scrap pieces
It says value though
Value of the scrap
Ooh I see you think it’s for one piece
I mean maybe but I’ve never seen scrap over like 160
And if the min is 300 that wouldn’t make sense
🤷
MaxScrap is also 15 but the screenshot showed 33 objects outside the ship
These are values from the game code, I have no idea how they exactly affect the game, just assumptions. The names are exactly the same as in the code, experiment
This is an awsome mod. Great work!
I use the events alot, as well as another mod to make quota give extra days as time goes on. Makes getting quota much harder when each day added is just THAT many more events.
When modifiers increase per day, can it also reset when you are fired? My friends and I like to go onto a planet and just have fun on day 0 if we know we aren't meeting quota, but since we don't go to the company building, day 1 after being fired has a ton of modifiers.
How am i supposed to make custom events when i install it through thunderstore? could you make a tutorial for that or a video please? Thanks alot for the mod anyway, really cool.
Posted this in the bug reports but wanted to let you know here too, setting all weights to 0 will crash the game
https://github.com/Venterok/HullBreakerCompany#creating-custom-event
Follow the instructions
You need to create one
Guess you already created a cfg file and it didn't work
Very weird
Btw, this is what's happening in the console when it crashes
does hullbreaker generally work with brutal company plus?
i mean you should configure that similar events dont take place at the same time and decide for one of the two mods. But they can complement each other right?
I mean i would create my own events but theres not much space for creativity as there are very little options:
I know this might have been asked already, but does this pack interfere with Brutal Company Plus by chance?
Hi everyone, not sure if this was asked before as I couldn't find any relevant info. But is there a way to set the enemy spawn and quota increase back to vanilla? I looked through the .cfg file but couldn't understand how to edit the values to set the enemy spawn and quota increase to vanilla values. I like the concept of random events but found the amount of enemy spawns a overwhelming.
setting "UseHullBreakerLevelSettings = false" and "UseDefaultLevelSettings = true" this is setting become vanilla game with Event Moons
if you wanna Custom All, you need Turn False "UseHullBreakerLevelSettings and UseDefaultLevelSettings"
for EnemyBunker Spawn change "BunkerEnemyScale to 2 or 4 (this is my recommended because 256 like HullBreakerLevelSettings)"
@cunning shore can you add Instant Spawn on Custom Event? like you made the Silence Season, that Mouthdog is Instant Spawn
and Register for Custom Monster, Landmine, and Turret.
i notice when install HC long time no turret because u disabled the Turret Event. but when without HC Turret almost so many
and Heat System Moon BrutalCompanyPlus get conflict "BunkerEnemyScale"
i hope you read this is and continue you mods :)) cause for me this is best Mods for Hardcore and like custom event
I'm currently participating in a game jam and I don't have time to update the mod much, so maybe I'll do it later
gl
yep
hey what does "Damaged" mean I've seen it like 10 times and can't put two and two together
does this still work?
Yes
Are we at the point I can remove the janky brutal company for hullbreaker
I'm looking for increase difficulty per quota, daily money for survival, more monsters in general, and events
Hi so i have a question about the cfg file
What does this mean?
And this
And does the mod modify the spawnrate of mimics?
if Changequota is true that mean the IncreaseQuota is Active
example: First day Quota = 130, when you complete first day quota the 130, the quota will increase 130+256
that make all moons custom Minimum and Maximum Scraps spawn on bunker. and total value all scrap
mimics is masked? yes u can make custom event if you want
( i recommended with brutalcompanyplus v3.5.0 because make Monster can spawn all moons [ But Disabled the Event and MoonHeat ] )
*sry my eng bad
Thank you so much