#Brutal Company Plus - https://thunderstore.io/c/lethal-company/p/Nips/Brutal_Company_Plus

2889 messages ยท Page 3 of 3 (latest)

spare parcel
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could we get release for the version that fixes most of the important issues ?

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one of the test candidates

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its been quite a while and the game updated today i dont need new features i just want the new version working and i cant rlly share it through r2modman profile code without you uploading it

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@uneven shell are you inactive ?

spare parcel
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these dont look like vanilla turret behaviour

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turret terror event

normal oak
spare parcel
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i know it can spawn on weird nav meshes like on the side of a building jump puzzle but these are in the same run from the event

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or can it spawn like this in vanilla this dont seem to happen in old ver of brutal company plus for me

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but i also disabled the turret setting the mod enables

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even with vanilla spawns for enemies you dont get outside creatures thats a huge red flag

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cant someone upload a test version temporary to thunderstore that has fixed outside atleast so its a playable mod

normal oak
spare parcel
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hmm okay

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i have 160 hrs and never seen those two spawns before i think

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and most of it is on brutal company plus with turret terror enables

warm fulcrum
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I been waitin for a new version too icl

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Been ages since we got a new beta version

spare parcel
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After playing the game for a while i kinda realised i dont mind inside creatures outside as much as long as it works

weary echo
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Will there be an option in the future to configure a max amount of monsters spawned by the event? Like for example some events are kinda exaggerated and frames drop and stutters occur because of that

low tundra
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is this mod still getting updated? havent seen any activity on the thunderstore page, curious what the future of this project looks like

spare parcel
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4Shrug no activity on github so idk

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they might just be busy though

low tundra
weary echo
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has anyone tested it for the newest game version v49?

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encountered any issues?

weary echo
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Can you put "NULL" into the quota settings to prevent the mod from doing anything with the quota? For example to stop the mod from conflicting with another mod which does that.

plucky moth
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I know it sounds silly considering what the mod does, but could you make it so you can toggle events on and off from the config ๐Ÿ˜…
Since you made it so enemies can be outside it started lagging a lot and now it requires everyone to have the mod. I'd like to keep the enemies inside and let the LethalEscape do that part. Or just a toggle for enemies being able to be outside when the event happens. ๐Ÿ™

weary echo
spare parcel
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day 95 praying for the comeback of this mod

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i have so many bugs on modded moons in old version but its playable

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im considering swapping to this version and just not have outside monsters at this rate ๐Ÿ˜ฆ

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is there a working one with outside monsters that got released

weary echo
spare parcel
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i will pay you to fix outside monsters im desperate @uneven shell @quaint kindle

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๐Ÿ˜ญ

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i dont care about anything i just want new version to work with outside monsters

weary echo
plucky moth
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Also I'd rather not use the heat feature since it needs the mod to be on everyone

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basically I'm asking server sided mod features to be on but others off :'D

normal oak
uneven shell
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Sorry, been very busy unexpectedly, The new version of the mod was in a state of testing with Lucas to iron out the bugs of his refactored version but he may also be in the same boat as we have not been in a contact since Christmas, I should be able to test and release the latest build soon and address a few of the minor bugs going on. Sorry for the lack of communication! Just hang on a little longer :3

whole wadi
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Not sure if you guys already isolated the outside monster issue but i believe it didn't affect modded monsters spawning, if that helps

spare parcel
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Thank you looking forward to it

warm fulcrum
plucky moth
# normal oak you can configure everything you just said

No I can't. Maybe I wasn't clear, but I do not want any notifications on chat about heat. Nor do I want events being on, unless I can turn off the inside enemies spawning outside. It just breaks everything and conflicts with LethalEscape's purpose.

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I really don't appreciate other's coming to explain things to me like they'd knew better.

normal oak
normal oak
plucky moth
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You can't be serious.

normal oak
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i mismembered being able to turn off the chat notifications, sorry about that.

plucky moth
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...

normal oak
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what do you mean

spare parcel
warm fulcrum
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I thought i was tripping so i deleted my msg earlier

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But i guess it is an issue

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๐Ÿ˜ญ๐Ÿ˜ญ

spare parcel
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I want to use new version ive been on 3.4.0 for so long and finding more and more issues such as event doing two times in a row on modded moons

warm fulcrum
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Yeah ive been playing the beta

spare parcel
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But having no outside monster is too much of a throw off

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Well i have the test files but i cant make all my friends manually upload it

warm fulcrum
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Yeah unfair company doesn't seem to do anythin tbh

spare parcel
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Does outside monsters work in test ?

warm fulcrum
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Nope

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Only nutcrackers spawn

spare parcel
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Unfair company was scrapped

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So it does nothing

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I mean sctual outside monsters

warm fulcrum
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Unfair company worked for me on v45

spare parcel
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Such as mouth dog forest giant sand worm

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Rlly

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I thought they removed the event as they didnt like it

warm fulcrum
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I mean it's still in the beta so don't think so

weary echo
quaint kindle
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I'll have to push a fix to the new version soon to fix an issue LethalExpansion is causing

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Besides that.. outside monsters, yeah, I'm pretty clueless as to what it could be

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Well you know what, I have an idea as to what it could be. I'm adding all of the enemies to a big list and then setting the level enemies to that. This also includes the rarities. So, if my guess is correct, the Titan level is in fact played on the Experimentation "difficulty" (as in, enemy rarities per level).

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This issue is then resolved for inside enemies, because you can configure their rarities in the config. But this isn't the case for outside and daytime enemies.

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Either way, I'll look into fixing those issues today. I'm probably going to leave it at that for the release, so we at least have something that works out there.

warm fulcrum
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Just been playin vanilla moons

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Also don't forget the heat stuff, i think you said you were gonna put out a new beta to fix the small things but forgot

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Heat doesn't show up in chat in the latest beta

upper geode
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how to disable message event? when i make event all is 0
but message event still showing

quaint kindle
quaint kindle
weary echo
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I would be nice to have an option in the config to set the max amount of monsters (that this certain event youre configuring has).
also here are some issues i see (i dont know if this will ever change but i wanna make suggestions):

  • turrent event (being able to configure the maxamount as there are just too many and the performance suffers)
  • surfacexplosion (most of the time only the host gets most of the landmines spawned under them)
  • facehuggers (being able to configure the maxamount)
  • shadowrealm (being able to configure the maxamount)
  • unfair company is the laggiest thing ever and near impossible (you can actually just the start the ship again after you landed)
  • landmine event (being able to configure the maxamount)
  • sacrifice (i think one should come up with something more creative - its just boring and unfair when some randomly picked player doesnt get to play for that round)
  • shipturret (also i dont understand the point for this)
  • hoardtown (just too many of them - impacts performance tremendously as well)
spare parcel
spare parcel
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I just woke up

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The LE think is events repeats on the next day so you get a new event + the old one without warning

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Atleast i noticed this happens in modded moons on 3.4.0

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so i assume its the same for 3.5.1

quaint kindle
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Yeah, LE calls LoadNewLevel multiple times (in an infinite loop, consistently twice for me tho. depends on your PC's performance) since like 2 days ago. This causes BCP to start an event twice, which is really wonky.

spare parcel
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ahh i use Le core

quaint kindle
spare parcel
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As it removes a lot of dumb things

quaint kindle
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Well, LE Core is just LE, without the included custom moons.

spare parcel
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And it supports LLL so you can use modded moons with interior and Lib scrap

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yeah it happens on core too but the core dev could fix that issue prob

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He has fixed many things

quaint kindle
spare parcel
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You might be able to convince Holo to fix it Le dev

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#1184823349285765180

quaint kindle
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Well, it's not a bug per sรฉ

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just an incompatibility caused by them

weary echo
quaint kindle
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I can simply fix it in BCP so that events cannot be ran while an event is already active, which I should've done from the beginning. But, it's still unintended behaviour from the game to call LoadNewLevel multiple times.

quaint kindle
spare parcel
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Thats smarter if posible

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@quaint kindle ? Nvm

past yew
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oh nevermind i just understood what you meant

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was confused

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it don't call it multiple times
it delay it's call if the custom moon haven't had the time to load

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basically the prefix returns false if the moon haven't loaded, and finally call it normally when it's done

spare parcel
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Because of that the same event will play next round

past yew
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hmmm

spare parcel
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This mod can fix it but i can imagine it being an issue for many other mods

past yew
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it's the only way to made the moons loads asynchronously

spare parcel
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Right

past yew
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otherwise the LoadNewLevel loads before the moon finished to load
and the dungeonruntime just not exist in scene

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the only fix is to made the LE's moon loading synchronous

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LoadNewLevel is just called two times
first time, canceled and delayed if moon is not loaded
second time when moon is loaded

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my suggestion is to add a flag somewhere to don't load an event on BCP if it is already loaded

quaint kindle
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I do know one potential fix though

past yew
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sorry for inconvenience with LE

quaint kindle
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You can try setting your Harmony patch to take the highest priority, so it happens first (almost no one uses priorities, so this will work 99% of the time)

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You can do this by adding this:
[HarmonyPriority(Priority.First)]

past yew
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some adviced me to add this flag, but i feel it rough

quaint kindle
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That way, your return false actually does what it's supposed to do

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regarding other mods

spare parcel
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There are a few mods that takes priority

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Some mods needs to load ahead of LE

quaint kindle
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This is also what I had to do to fix a case where GameMaster clears the chat.

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But in LE's case, it wants to run first, so it can stop LoadNewLevel from running if the moon isn't loaded yet.

spare parcel
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Suprised you didnt use the games tooltip to provide messages instead

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Like a on screen hud message

quaint kindle
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Chat lingers, tooltips don't

spare parcel
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Ah

quaint kindle
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If you miss the tooltip, good luck figuring out what event is running atm

quaint kindle
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Especially if you keep in mind that the game normally only ever calls LoadNewLevel once. So any mod developer would assume that contract is never broken.

spare parcel
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The problem with that some things wont load in modded levels

weary echo
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is it possible to disable the changes bcp does to the quota and deadline?

quaint kindle
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In the upcoming version, yes

weary echo
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good to hear

weary echo
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so currently youre kinda forced to have bcp modify your quota and deadline? or is there a way around by setting NULL as value or something?

upper geode
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when this is mods update? i feel the Heat not working, and the Spam
Log HA1 HA2 HA3 Conflict with Logneuter

make Logneuter not work because this is mod.

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With LogNeuter + Without Brutal Company Plus

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With LogNeuter and BrutalCompany Plus

spare parcel
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you can get the same effect nearly by using bepinex config file and no mod

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i do that and have no issue

upper geode
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but the Heat, kinda not work. cause like normal

spare parcel
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heat is only affecting weather

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it might not be working idk

spare parcel
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how is it going with this able to fix the outside enemy spawn bug ? and LethalExpansion event dupe

whole wadi
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it's been one day, man

warm fulcrum
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Might just have to disable the mod for now cause im not getting any enemy spawns currently

spare parcel
warm fulcrum
spare parcel
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Just using 3.4.0 with most events off as they duplicate mainly for spawning

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this works pretty decent

daring cradle
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this just may be me, but im pretty sure that brutal company plus is causing lootbugs to have their attack boxes after death, which causes their corpses to be able to kill you, which makes taking them out extremely dangerous since the body becomes a hurtbox

barren oar
warm fulcrum
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Still nothing sadge

warm fulcrum
copper latch
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when BCP v.4.0 release ๐Ÿ˜ญ

warm fulcrum
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@spare parcelCan u send me your mod list of what mods u use on ur main profile where spawning was bugged?

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I just tried a fresh profile with 3.5.1 and had enemies spawn inside on the moon heat reset event

spare parcel
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The mouth dog forest giant and sand worms

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Thats the issue with 3.5.1

warm fulcrum
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I assume you did testing on 3.5.1 did inside spawns work fine there? I only ran one quick test and hopped off

spare parcel
warm fulcrum
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Sounds good to me

spare parcel
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I think it does not let you control the inside enemy power though im not sure cant remember

warm fulcrum
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I just left the config as default

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Only changed scrap values and some event chances

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Not touching enemy spawns for now

spare parcel
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Prob best way is set another mod to controll spawning but i still think outside mobs wont spawn

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Also the events will duplicate on custom moons for most of them

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Thats in all versions though

warm fulcrum
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Yah i don't use custom moons cause coilheads bug on them for me

spare parcel
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The map creators have to fix that

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A lot of moons it works fine in

warm fulcrum
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Interesting

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Last map i tried was atlas abyss

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Didn't work on that

spare parcel
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Orion starlancer works

warm fulcrum
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same for Peaches Castle

spare parcel
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Peach castle ive reported it for

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It might have been fixed

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It was a while back

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While moon was still 0 its 400 now i think

warm fulcrum
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Haven't used custom moons in ages

spare parcel
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It works on Atlas i think too but cant say for sure

warm fulcrum
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Yeah just read through the changelogs of peaches, lots of changes since i last used it

daring cradle
open pasture
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biggest issue i have currently is the coilheads randomly walking around not doing anything just walking trough walls and so on.

spare parcel
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thats not the mods fault

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its custom levels mods and the levels

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if you are in modded moons

open pasture
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yeah its on all maps, and only coilheads. Though it might be because of lethalLib not really working that well with the 47 update.

quaint kindle
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I believe that's caused by MoreCompany, but it could be anything really. Not BCP, that's for sure.

barren oar
open pasture
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i dont run morecompany as i got advanced company, could be that aswell i guess. Mostly i figure it could be a bug from here since it allowes the AI to go outside and maybe it gets confused by this, but if it aint then it aint

barren oar
open pasture
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they run their own, but they have it for skins.

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or cosmetics more like it.

quaint kindle
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Well, I found the issue regarding outside enemy spawn rates...

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I don't know what happened here (this was also in BCP 3.5.1), but these time values make no sense

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Animation curves are normalized values. The time goes from 0 to 1.

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This code just means -30 enemies will spawn forever, which is then clamped to 0 by LC's RoundManager, causing no enemies to spawn.

warm fulcrum
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Glad to hear you found the issue

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๐Ÿ™

quaint kindle
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Alright, here's probably the last test build. Since the previous one, I've fixed many things (regarding enemy AI, chat, enemy spawn chance, etc.) and there shouldn't be any issues anymore ๐Ÿคž

If you do find something, please make sure it's a BCP issue first! Issues such as coil-heads not working properly is caused by MoreCompany, not BCP. Extreme lag was found to be caused by SuperLandmines (while related to BCP, it is caused by improper null-checking in both SL as well as the game itself).

I'm going to do some small tests right now, and if I don't find any outstanding issues, I'm going to prepare a release for v4.0.0 (wish me luck spending the next hour writing a huge changelog, lol).

Lastly, I would like to apologize for my absence lately. I work on this in my free time when I'm able to, and that's clearly not every day :)

warm fulcrum
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Were the heat issues fixed in this one too?

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Well i think heat still worked but just didn't display in chat

spare parcel
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Will giga test it ty yet again

quaint kindle
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Heat not showing up in chat, right? Yes, that was a chat-related issue, hence the "chat" above.

warm fulcrum
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Perfecttt

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Appreciate ya ๐Ÿ™

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Will be running it with 4 total in around 30 mins, if i find anything ill let ya know

quaint kindle
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Hmm, this seems like a bit too much. Max enemy power count is definitely too high.

spare parcel
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also if i share my profile file not code will it give my friends the test build

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or do i have to actually upload my profile for them

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it might just be easier to give them a gif how they replace the dll

warm fulcrum
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Never personally did it but can't u just send them the dll and let them import it as a local mod

spare parcel
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there is a import for that ?

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wtf

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ive never seen or used this

quaint kindle
# spare parcel is it changeable or is it set the same for everyone what time of the day is it?

Well, the max enemy power count is just a counter of how many enemies may spawn, but instead of actual count, it's based on their "strength/power". Coil-heads, for example, have a high power count because they do 90 damage, just like Brackens insta-kill you.

BCP adds 150 to the max enemy power count (which is really high, a single coil-head is 10 iirc), which is not configurable at this moment.

spare parcel
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ahh

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the system used in 3.4.0 unironcally was perfect for balancing somehow

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not sure if you have seen it

quaint kindle
spare parcel
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my thing is super balanced it gets rlly hard at the end of a day

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and scales difficulty mid day

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even the start is somewhat difficult but fair

spare parcel
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if i give them a profile without bcp they can import it as a local mod

quaint kindle
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Looks like outside enemies properly spawn again, so my fix worked! Again, there are a million of them because of the very high max power count.

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Coil-heads are there because of the Springbreak event, btw.

spare parcel
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lets go

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yeah i will test with all events on

quaint kindle
spare parcel
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this method seems rlly scuffed

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i think i just teach them how to go into the profile and replace the dll

quaint kindle
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That's what I'd personally do as well.

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Because local mods don't share as well, iirc

spare parcel
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for that map

quaint kindle
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Alright, then it's correct.

spare parcel
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in my testing with time scale over and over

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but on march in vanilla on latest version i had a forest giant super early

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so that map might have been changed

quaint kindle
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So yeah, I'm wondering if this is the right way to go. Scaling the vanilla spawn chances for each level, or outright modifying it to something harder for all levels?

spare parcel
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i dont mind every level being harder im just worried about modded moons

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did you see the old system nips implimented ?

quaint kindle
spare parcel
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yeah this is what i used in that version

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and it got quite hard sometimes

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especially if you are there half the day

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modded moons took control too

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like they have different spawning systems

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some are easier some are harder

quaint kindle
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If whatever level loader you're using has injected their levels into StartOfRound.levels before the end of StartOfRound#Start is reached, BCP will handle it just fine.

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I can at least confirm that LLL injects their levels at the beginning of StartOfRound#Start, making it compatible with BCP. I assume other level loaders do the same, so custom moons should be fine.

spare parcel
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i use LLL And LethalExpansion Core

quaint kindle
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Should be fine then?

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I am going to revert a change in the AddAllEnemiesToAllLevels feature though.
In the refactor, I made it so that outside enemies spawn on all levels. However, this messes with rarity values and potentially adds moon-exclusive enemies to moons they shouldn't be on (one such good example is Ooblterra).

warm fulcrum
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Sending a new dll? or will that be for actual release

quaint kindle
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Sure! I'll send a new one.

warm fulcrum
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Was setting up everyone just now so just in time i guess

quaint kindle
warm fulcrum
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Appreciate ya, thank you

spare parcel
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im eating dinner then i will test sorry for the delay

warm fulcrum
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Yah had some delay cause of LGU but hopping in now

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Still don't seem to be getting enemies inside the facility

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Even though it worked for you hmm

spare parcel
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are you on a modded moon

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or default

quaint kindle
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so yeah

spare parcel
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i will test now just finished eating

warm fulcrum
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default moon

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im on vow atm

spare parcel
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try experimentation

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since thats what he was on

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i think

quaint kindle
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Yep

spare parcel
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could be related to the level

warm fulcrum
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Yeah will do now

quaint kindle
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If it works on Experimentation, then it's indeed something I did wrong

spare parcel
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i have to start the game and land the ship for the plugin folder to generate

warm fulcrum
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Still not getting any spawns

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lmk if it works for u @spare parcel

spare parcel
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yeah

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can you try in a smaller modpack

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to check if its a mod incompatibility

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im having an issue

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where my folder isnt being made

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im trying to figure it out

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i have a old backup of it anyways

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i just need to find it

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downlooading my profile code manually

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since i have it zipped

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so i can get my folder back

warm fulcrum
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Trying without other mods now

spare parcel
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r2modman has an update

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nvm i had my folder the whole time

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its because its called nips-brutal

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lmao

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testing now

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event enemies are spawning for me atleast

warm fulcrum
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Yah event enemies are fine for me too

spare parcel
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cant say the same about non events though

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currently in experimentation

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only 3 spinrgs have spawned

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at 6 pm

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๐Ÿ˜ฆ

warm fulcrum
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Just had a bracken spawn on no event on a fresh profile with just spectateenemies

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on vow ^

quaint kindle
spare parcel
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yeah does it not spawn normal enemies too ?

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though

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xD

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oh wow the rumbling event spawns so quickly now

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hahaha

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thats hard to survive

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also no spawns

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even with rumbling event

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5 pm experimentation

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only giants

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no outside spawns either

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so must be mod incompatibility somewhere

quaint kindle
warm fulcrum
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not getting spawns on experimentation now

spare parcel
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just the event once

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not even inside

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like 0 spawns

warm fulcrum
spare parcel
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why spectate enemeies ?

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use scanforenemies instead

warm fulcrum
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doin it with a mate

spare parcel
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incase thats the cause doubt it but yeah

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oh

quaint kindle
spare parcel
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scanforenemies lets you check them in terminal

warm fulcrum
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yee i just make him go inside

spare parcel
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i can try without

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just to make sure

quaint kindle
spare parcel
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timefiles

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i always thought it was called timeflies

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but its timefiles somehow

quaint kindle
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haha same, thought you made a typo there

spare parcel
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see

warm fulcrum
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Ok nvm a bunch of shit just spawned

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Interesting

spare parcel
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trying without timefiles now

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but in 2 days in a row nothing spawned

warm fulcrum
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Has to be something with a mod then on my main profile

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But have no idea what

spare parcel
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i mean if you had days where nothing spawned on your new profile then its a issue

quaint kindle
# spare parcel

Seems like it just increases the time speed multiplier, which is fine.

spare parcel
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yeah its just timescale

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but not actually

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as the player is normal movement still

quaint kindle
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Don't forget though, actual enemy spawns are still RNG-based! You could just be very unlucky where little to no enemies spawn, and sometimes it can take a good second for them to spawn.

warm fulcrum
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Yeah its just bad luck on my end then tbh

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Has to be a mod on my main profile

spare parcel
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when i say no spawn i mean no spawns

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at all

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through start of day to 12 am

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im constantly checking

warm fulcrum
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Are u on a fresh profile too ?

spare parcel
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thats imposible without an issue

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no i was in my modpack

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i will make a new one rn

warm fulcrum
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Yeah a fresh profile works completely fine

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Has to be an incompatibility

spare parcel
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then we need to add mods 1 by 1

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and find the incompatibility

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as there is no logs off the issue

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that i can see

warm fulcrum
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Are you aware of any mods that may cause issues lucas?

quaint kindle
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Just what mod could nuke enemy spawn chances, is what I'm wondering

spare parcel
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i will look through my list

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and write them all down for you

warm fulcrum
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Do you want to take a look through my list see if u see anything ?

spare parcel
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huntdown is 1

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prob

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it spawns a custom enemy

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do you use huntdown AutoBans ?

warm fulcrum
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I don't have huntdown

spare parcel
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hmm okay

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do you have any mission mod thing

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that asks you to take out a enemy

warm fulcrum
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EmployeeAssignments

spare parcel
#

those tend to spawn a custom enemy on start of day

#

try disable that

#

and i try disable huntdown

#

or opposite

#

add it to ur working one

#

and see if it breaks it

quaint kindle
#

Well, you can send me your profile. I'll put them all in dnSpy and check if they reference the outsideEnemySpawnChanceThroughDay field. If there are none, then what else could it be?

spare parcel
#

sure

#

018d0a99-b2c8-b49a-4645-d78e8f54bb75

#

profile codes works again now

warm fulcrum
#

Importing codes doesn't work im p sure

spare parcel
#

facility meltdown

#

is also very posible to be the cause

warm fulcrum
#

Don't have that one either

spare parcel
#

it spawns enemies at a rapid rate if apperatus is taken

#

oh okay

warm fulcrum
#

I got diversity though

spare parcel
#

diversity i also got

#

try adding mission assignment to ur new mod pack

#

the small one

#

i will try adding hunt down

#

thats my best guess for now

warm fulcrum
#

Just double checking on main profile rq cause mate already loaded up with main

#

Will try diversity too after

spare parcel
#

trying this first

#

to see if it works for me

#

i have to launch to generate the folder anyways

quaint kindle
#

(don't forget to make sure the DLL is correct ;))

spare parcel
#

of course

warm fulcrum
#

Yeee using latest build on everything

spare parcel
#

is the one i downloaded

warm fulcrum
#

Same

spare parcel
#

is it okay to test with timeflies ?

#

ok in just the mod

#

it spawned a spider

#

now a blob

#

its working fine

#

now let me try with huntdown

warm fulcrum
#

EmployeeAssignments wasn't the culprit

spare parcel
#

then this is prob not it either

#

i hope for Chaos sake its not diversity

#

lmao

warm fulcrum
#

Same honestly

spare parcel
#

it has to be a mod we both have in common though

#

but i dont see why it would be diversity

#

as it odnt messes with spawns afaik

#

it works with huntdown

#

too btw

#

i dont like jester spawning on every moon i would like a setting for him to only be on paid moons

#

seems to work great

warm fulcrum
#

Jeez bro

#

๐Ÿ˜ญ

#

Is that on experimentation

spare parcel
#

thats not even that bad tbh

#

it looks bad

#

yeah

#

the spring is event

#

wait no its not

#

i lied

#

its pretty bad

#

the event was rumbling

#

lol

warm fulcrum
#

Was about to say

spare parcel
#

4 spring heads 4 nutcrackers ok

warm fulcrum
#

Especially since its exp

spare parcel
#

its pretty bad

warm fulcrum
#

4 crawlers too

spare parcel
#

yeah

#

its spawning a bit too much perhaps

quaint kindle
#

Yeah, that's what I said above

spare parcel
#

did you find what mod it is in dnspy ?

quaint kindle
#

The max enemy power count is stupidly high

#

and I'm starting to wonder if this is showing only now because I redid the way enemy spawn chances are done entirely

spare parcel
#

did you test diversity @warm fulcrum ?

warm fulcrum
#

Ye i have it off atm

#

Waiting atm

spare parcel
#

might be LE Core or LLL as well

#

or Lethal Expansion as a whole

#

for all i know

warm fulcrum
#

Don't use lethal expansion atm same for LLL

spare parcel
#

oh ok good

#

that rules that out

#

since that would actually have been hell

#

i suspsect diversity or masked enemy overhaul then

warm fulcrum
#

Can u test MEO

spare parcel
#

meo ?

#

ah

#

yeah

warm fulcrum
#

masked enemy overhaul

#

was too lazy to type it out

#

๐Ÿคฃ

spare parcel
#

yeah i got the connection

#

eventually

#

just a bit slow

warm fulcrum
#

Doesn't seem to be diversity either still 0 spawns

quaint kindle
#

The only references I see in dnSpy is LE and MaskedEnemyRework. LE only affects custom moons and MaskedEnemyRework only affects the moon when a zombie apocalypse is occuring, but even then, it doesn't set it to anything near 0.

spare parcel
#

yeah masked enemy rework has a custom event for zombie apocalypse

#

but its default off

#

and there is a setting to use vanilla spawns

#

in the mod itself

quaint kindle
#

Can y'all check your logs and see if enemy spawns are even occurring to begin with? Check for logs such as spawn chance range and ADDING ENEMY

spare parcel
#

playerlogs ?

quaint kindle
#

I think that works? But LogOutput from BepInEx should work as well.

spare parcel
#

ah ok

quaint kindle
#

Either way, Unity logs.

spare parcel
#

i see nothing about it in my console

#

that worries me

#

but i think we found the issue

#

masked mod enabled

#

and it only spawned events

#

so its that

#

we both have that mod too

#

so it make sense

warm fulcrum
#

Testing rn too

#

Without masked

spare parcel
#

its the masked overhaul mod

#

100%

#

let me see if this fixes it though

#

also here is my log @quaint kindle

#

before i test with vanilla

#

sending my palyerlog too

#

as it has better info

#

or tend to atleast

#

@quaint kindle setting vanilla spawns enabled fixed it btw

#

i believe its a priority issue

#

where its taking priority over brutal +

#

if you dont use vanilla spawns on the mod

#

still though this is so cooked

#

atleast no jester this time lmao

#

event was surface is explosive

quaint kindle
#

Well, no, because MaskedEnemyRework hooks into BeginEnemySpawning, which BCP doesn't touch. Somehow the spawns are being stopped there?

spare parcel
#

hi source code is public btw

#

give me 1m

#

gotta find it

quaint kindle
#

Well, whatever it is, I'm going to install MaskedEnemyRework into my testing install and see if I can figure it out.

spare parcel
#

you dont need to dl it here is source code

#

jester spawned at 9 am

#

ok the outside spawns is def vanilla

#

i got 10 pm dogs experimentation

#

its working accurately

#

every result reminds me of my old test

quaint kindle
spare parcel
#

where i only used did fimefiles

#

idk

#

i only got 3 dogs

#

so maybe its not fully working then

#

also maybe 6 flowerman spawns is too much in the shdows are roaming event ๐Ÿ˜„

quaint kindle
spare parcel
#

bro

#

i just got jumpscared

#

holy fuck

#

i got snapped in my ship

#

ahhhhh

#

i was on the terminal

quaint kindle
#

hahaha I had this happen to me as well

spare parcel
#

i was typing on discord that got me so good

spare parcel
warm fulcrum
#

Yup its masked

#

Alrighty

quaint kindle
#

I also had 3 dogs spawn but at around 6 pm instead

spare parcel
#

this time i got 1 dog 7 pm

#

and 3 rearth worms at 9

#

so i think its just vanilla spawns

#

gives me vanilla vibes

quaint kindle
#

could be either max outside enemy power count or bad rng

spare parcel
#

trying a new save now

#

right

#

heat isnt reseting

#

unless i restart lol

#

stormy is bugged

#

super buggy

#

its lightning striking every single second

#

oh shit

#

8 dogs

#

and 3 worms

#

this all spawned around 9 pm

#

i think a good thing to do with heat would only affect outside spawns so say

#

60 % heat

#

you get spawns at 2 pm

#

80% is like 10 am spawns

#

and 100% is eclipse

#

weather dont rlly mean much

quaint kindle
spare parcel
#

except for this buggy stormy weather unless its intentional

quaint kindle
spare parcel
#

the way it worked in my old config

#

i would get 6 pm spawns

#

always

#

pretty much

#

unless heat increased

#

[EnemySpawnSettings.Outside]

Outside enemy spawn chance at the start of the day. Set to -1 to use default value. (vanilla is 0)

Setting type: Single

Default value: -1

StartOfDaySpawnChance = -16

Outside enemy spawn chance at midday. Set to -1 to use default value. (vanilla is 0.5)

Setting type: Single

Default value: -1

MidDaySpawnChance = 0.07

Outside enemy spawn chance at the end of the day. Set to -1 to use default value. (vanilla is 5)

Setting type: Single

Default value: -1

EndOfDaySpawnChance = 7

#

i did this

#

it manipulated the system he made

#

to always spawn at 6 pm 0 heat

#

then more heat it was earlier and earlier

#

it was like perfect basically

#

not sure if you have this code to look at for reference though

#

as this is just config values

quaint kindle
#

Well, I've got my answer.

#

It is indeed MaskedEnemyRework, lol

spare parcel
#

yeah 100%

quaint kindle
#

Thank y'all so much for your help haha

spare parcel
#

but it fixed by setting use vanilla spawns

#

in the config options of masked overhaul

quaint kindle
#

Yep, because the code that's failing here isn't reached when vanilla spawns is enabled

spare parcel
#

ah

quaint kindle
#

The reason no enemies are spawning is because MaskedEnemyRework is throwing an exception

#

and since that's done in... well... BeginEnemySpawning

#

no enemies are spawned... ever

spare parcel
#

once the mod is functional i will try to convince Distortion2 to use it

#

since im friends with him and he tends to use mods i recommend

#

so it might give the mod a good light for streamers

warm fulcrum
#

Thankfully changing that config value fixes it though

#

didn't wanna get rid of the masked mod

#

๐Ÿ˜ญ

spare parcel
#

i will test when the next test build drops

#

you need to tweak the max power too for inside ๐Ÿ˜„

#

shit gets too crazy on experimentation

quaint kindle
#

Absolutely

warm fulcrum
#

Glad we could rule it out that quick tbf

quaint kindle
#

Okay, this is interesting. So, I found the issue.

#

With BCP enabled, MaskedEnemyRework is somehow unable to find the Masked enemy.

spare parcel
#

that might be something he has to fix though no ?

#

@rancid vale

#

if vanilla spawns is not set to true your mod disables spawning in BCP

rancid vale
#

im aware. if any mod affects spawns just use vanilla spawns, use the other mod to affect spawns

quaint kindle
#

It's a BCP issue, and MaskedEnemyRework just happens to die because of it.

#

Anyhow, it's fixed now. Masked's now also spawn inside again, oopsie

spare parcel
#

@ me when there is a new build

quaint kindle
#

@spare parcel @warm fulcrum The issue with MaskedEnemyRework should be fixed now (along with a couple other small things: fixed another faulty spawn chance curve in Unfair Company and it now shows the "Welcome to the Company Building" when you land there).

#

I'm going to bed now though (things took a bit longer than expected), so I'm going to continue working on this tomorrow. If you find any issues in the mean time, please let me know!

warm fulcrum
#

Im hoppin off for the night too

#

Ill let you know tmrw if i play if i find anything else

#

Anyone aware of what this is from?

quaint kindle
#

Looks like a vanilla prompt to me. Could either be new, or shown again due to a bad general save file.

warm fulcrum
#

Yah it got spammed when i picked up scrap, kept showing up over and over again

spare parcel
#

its spamming that for you constantly ?

warm fulcrum
#

The moment i picked up a piece of scrap

#

It spams it like 5-10 times

#

But i dropped something so i have no idea if thats why it stopped

#

This is interesting too, have no idea what is doing this, don't die when i drop down from a parkour jump lmao

quaint kindle
#

That's something else, what I'm more concerned about is your chat, lol

#

Where is the event?

warm fulcrum
#

I just realised that too

quaint kindle
# warm fulcrum

The fact this check failed worries me as well, because that means this would've thrown a NullReferenceException otherwise.

warm fulcrum
#

Yah i attached the log hope it helps with stuff

#

My game did crash right after that though, no idea if it had any correlation

quaint kindle
#

I'll take a look at your log file tomorrow, hopefully it gives a clue of what went wrong.

#

I also found another LE incompatibility just now by accident where if you have PreventScrapWipeWhenAllPlayersDie in LE enabled, the event is never ended.

warm fulcrum
#

No lethalexpansion used on my end

warm fulcrum
quaint kindle
#

This issue doesn't have anything to do with that, just something I found on accident

#

While trying to look for obvious clues

warm fulcrum
#

good catch thooo

#

Think events disappear after a certain amount of heat, events are displaying fine again at 0%

weary echo
#

@quaint kindle have you considered adding those as options/features/changing this?:

  • turrent event (being able to configure the maxamount as there are just too many and the performance suffers)
  • surfacexplosion (most of the time only the host gets most of the landmines spawned under them)
  • facehuggers (being able to configure the maxamount)
  • shadowrealm (being able to configure the maxamount)
  • unfair company is the laggiest thing ever and near impossible (you can actually just the start the ship again after you landed)
  • landmine event (being able to configure the maxamount)
  • sacrifice (i think one should come up with something more creative - its just boring and unfair when some randomly picked player doesnt get to play for that round)
  • shipturret (also i dont understand the point for this)
  • hoardtown (just too many of them - impacts performance tremendously as well)
spare parcel
#

i think turrent hell needs a nerf yeah or configureable amount of % turret spawns

#

but for now he needs to mostly focus on fixing the mod for release not features

#

since the public latest version is a broken mess

#

think you already know this but if head is anything above 0% the event is hidden

#

the spawn ramp ups are pretty crazy still

#

not sure if you changed that

#

but this isnt even halfway into the day

#

had an instance where 0 monsters spawned again when this was the event

#

tested on lan

#

when my 2nd client killed itself it spawned as a masked

#

oh wait i lied it spawned now

#

just super late

#

0% heat spawns at at 1 pm

#

nothing spawned before 1 pm

#

experimentation

#

around this time it starts ramping up

#

testing without timeflies

#

masked vanilla spawns were set to true

#

ship turret can be cheesed by simply placing a cupboard infront of it

#

might want to fix that or it has no role

#

other than killing people who dont pay attention

#

instead of typing Disabled i think 0 would be a better way to disable its much quicker and easier

#

not sure if its case sensetive either

#

im testing specific event to see if there is issues with them

#

dont think unfair company works the way you want

#

unless its only meant to ramp up outside enemies

#

spectated the enemies on my other client too to make sure its accurate

#

and it is

#

not fully sure how its meant to work but it just looks like a normal day rn maybe im wrong

#

events for the most part seems fine except for the chaos company one i think

normal oak
#

just curious, why was the choice made for BCP to use custom enemy rarities?

spare parcel
#

its just how hardcore mod works its the quirk of them ?

#

to increase difficulty

quaint kindle
# weary echo <@226360461589872641> have you considered adding those as options/features/chang...

Turret Terror and Minescape were removed upon Nips's request.

Surface Explosion has been fixed. Landmines now explode trigger immediately upon being spawned. Previously, only the host's landmine was detonated triggered, not any of the other players.

Many events have been nerfed already, since they're too hard or unreasonable. Being able to configure events is something I have planned, but not now.

Unfair Company is indeed an event where you either die or immediately start the ship. I'm not entirely sure what to do with it atm, but I made the event extremely rare, so you should no longer see it so often.

Sacrifice is indeed quite pointless. Nips said they wanted to redo it sometime. Currently, I've modified it so that this event cannot happen when you're playing solo (so that it's at least not a round killer). But I might just end up removing it altogether in the future.

I nerfed Hoarder Town yesterday from 8/8 (inside/outside) to 6/3. While I don't experience any lag either way, I hope it at least fixes the lag somewhat for you.

Lastly, thank you for your feedback! I really appreciate it :)

weary echo
quaint kindle
#

Sorry, I said it wrongly.

#

Not detonate, but trigger.

weary echo
#

okay xD

quaint kindle
#

So you have 3s to get away from it

#

Even walking speed is enough to get away from it

#

Just don't stand still and don't have any friends behind you

weary echo
quaint kindle
#

In general, right? That used to be a game bug, but was fixed in v47.

weary echo
#

yea okay nice

#

maybe there are things you can do to make it more compatible with hullbreaker if there are any issues (except disabling duplicate events)

quaint kindle
#

Either way, it looks like events are broken after 0% heat (how even?) and I need to fix the max enemy power count. So I'll get to fixing those.

quaint kindle
#

If I added a check to refrain BCP from clearing the chat

#

We would still have the problem that HBC takes up almost the entire chat with its message

weary echo
#

in hullbreaker i set the event count to 1
so its always just one event for the day

quaint kindle
#

Potentially losing important information from BCP or the other way around

quaint kindle
#

Seems simple enough, I'll work on that

barren oar
#

you ever fix that bug of (atleast non-host) players that ITP in/TP out still have mines spawn on them?

weary echo
leaden smelt
#

how can I add the dont touch me entity to the config?

quaint kindle
#

Custom enemies are unfortunately not supported yet. I'll look into it.

leaden smelt
quaint kindle
#

They will spawn, but their spawn rarity might be set to the highest amount, even on easier moons.

leaden smelt
quaint kindle
#

No problem! :)

quaint kindle
#

Just makes them spawn more often, that's all.

warm fulcrum
#

Were you able to pull anything out of my log file i sent last night?

quaint kindle
#

It seems like the event wasn't being synced to you, which is what caused the error to occur. And that can only happen if something went wrong at the host-side.

warm fulcrum
#

I do not no sadly

quaint kindle
#

Ah, got it! I'll try to see if I can find the issue myself.

warm fulcrum
#

If it happens again when i play ill get both log files for ya

spare parcel
#

performance wise with just the mod enabled it was quite stable for me

#

when testing yesterday

#

there is 1 more thing i need to test the brackens outside i forgot to do that

weary echo
quaint kindle
#

Will hopefully continue tomorrow, been a little busy with some other things.

spare parcel
#

๐Ÿ‘

#

forgot to say but had no fps drops with bracken outside

#

with just a few mods

brave scaffold
#

Does this mod make that modded enemies doesnt spawn?

spare parcel
#

@quaint kindle are you still busy do you need any testing done ?

spare parcel
warm fulcrum
#

๐Ÿ˜ญ

jagged schooner
#

sadge

weary echo
#

what's the current state on the update?

spare parcel
#

@uneven shell ?

#

are you guys working on something what happened to the fix ๐Ÿ˜ญ

abstract phoenix
#

Question, this mod somehow makes enemies not spawning outside? I've noticed that since I installed this mod

spare parcel
#

Its broken its why we wait for them to update the mod

agile mortar
#

i recently noticed, that sometimes after flying up to the orbit, the lever is stuck on "Wait for the Ship to land" which causes us or me to rehost the lobby, to fix the outcome, and it didn't happen with anyother mod then bc+

abstract phoenix
spare parcel
#

not sure if there will be an update at this rate

#

they were on board with and now its a ghost town

abstract phoenix
#

Well, still keeping this mod because I like enemies to spawn in all moons and the free money reward

spare parcel
#

its broken on modded moons in the latest update

abstract phoenix
#

How so? At least for me everything works fine but outside monsters

upper geode
#

i notice hording bugs still give dmg when dead because this is mod

brave scaffold
upper geode
brave scaffold
#

Damn, but cant u use like lethal utilities to spawn all monsters on all moons?

upper geode
#

no, only br+ can spawn allenemymoons

#

lethalutilities only change spawn rarity not Bypass / Make all enemy spawn on moons

#

make game no audio

brave scaffold
#

Yeah it also need lc api for some reason

#

I think the modder abandoned that mod

spare parcel
#

so say you get turret terror day 1

#

the next day will also be turret terror

#

you can use default spawns in this mod and control spawns with other mods

#

i still think outside spawns would be broken though if i recall

abstract phoenix
twilit blaze
#

brutal company:

daring cradle
weary echo
twilit blaze
#

its gmod

weary echo
#

oh boi xD

agile mortar
#

if you watch dacoobers he made a vid where he plays lethal in gmod

abstract phoenix
daring cradle
#

pretty sure it does, since its one of the features of the mod

abstract phoenix
upper geode
#

i using BR+ only for EnemyAllSpawn, Landmine / Turret Modify. that it's

abstract phoenix
#

Well, I tested the lastest update and it was chaos, a lot of enemies spawning everywhere and I think it crashed some moons

#

The company was flooded lmao

velvet coral
#

can i disable monsters spawning outside?

#

cant find it on the settings

abstract phoenix
#

You have monster spawning outside?

velvet coral
#

yeah, coilheads, bracken

#

nutcracker

#

all spawning outside

spare parcel
velvet coral
spare parcel
#

in here

#

i use an earlier version of the mod so i cant show you exactly where as its slightly changed

lost pine
#

Yo

#

So I got reported an incompat supposedly with one of my mods, and I requested the modpack code to see what was wrong.
Turned out, BCP was throwing an error at the RoundManager patch preveting the ship from landing and getting players stuck in the "waiting for other players" message.

I tracked the error to a function under BCP called AddMissingAIToNewLevel under the Plugin class
Basically for some reason, the game contains entries of EnemyType with no GameObject prefabs assigned, most likely placeholders by the game dev or some other mod. (Thanks Seekrz)
So spawnableEnemyWithRarity.enemyType.enemyPrefab can throw Null Reference Exceptions in some maps.

Anyways, checking enemyPrefab for null values should do the trick. Hope it is helful, thanks for this awesome mod.

#

Some pictures with context, the log line was added by myself to debug the problem.

spare parcel
#

so i dont think you should expect a fix on their end

daring cradle
#

does anyone have a mod for credits for surviving a moon?

#

since BC+ isnt getting updated im now looking for a mod with that functionality

lost pine
#

Damn

abstract phoenix
#

I'm looking for something similar, but I haven't found anything yet

velvet coral
#

Oh bc+ isnโ€™t active?

#

Thought it was

abstract phoenix
#

It is, but there's some bugs like not spawning outside monsters if you deactivate the events

azure kelp
#

Last post

shell charm
#

is there a way to disable the quota shit and everything that isn't about events in the config? i really like this mod but the stuff i have conflicts with the stuff that aren't events

spare parcel
#

you can disable quota im pretty sure in the config

warm fulcrum
#

Rip this mod i guess

spare parcel
#

recommend #1196487157808910447 its great

whole wadi
upper geode
upper geode
#

i notice the BR+ (v4) disabled Spawn Masked when Spawn All Moons is active. and almost disabled all can't bypass to Custom Moons the enemy

warm fulcrum
#

Looking for a suitable replacement currently

spare parcel
warm fulcrum
#

I see i see

#

Gonna have to try it out when i play again then

lofty verge
#

its a bit hard cna u make it easier?

midnight onyx
#

this mods perfect, this is the only difficulty mod that really matters in my opinion! but ive got a few questions, my ai keeps breaking and grouping together in the later rounds especially on mansion interiors, so far this is the only mod that causes this

north shale
#

heya, having an issue where after a turret hell/minescape terror event, the turret/mine count isnt resetting?

spare parcel
north shale
#

yeah i figured as much. didnt know if it was something i could fix on my end or if i'll just have to disable the events ๐Ÿ˜”

spare parcel
#

you have to disable the event

terse quarry
#

hey

#

does moremonsters conflict with this?

#

because i notice in the readme for moremonsters, you change how many and how the monsters spawn

cyan hornet
cyan hornet
#

btw is there any mod that makes monster spawn at a higher rate just like brutal company plus?

#

Me and my friends use this mod just for the increased spawn rates/difficulty, we disable all events and such stuff

cyan hornet
spare parcel
#

this mod has a lot of issues with new version the 3.4.0 is more stable but still has issues with events on custom moons

midnight onyx
#

Wait I thought this mod was dead still updating?

spare parcel
#

dead

crisp barn
#

Is this host only

upper geode
spare parcel
#

use brutal company minus

#

it even has support for v50 events

upper geode
#

i just like br+ because for make monster can spawn all moon :))

#

if somebody make mod "Monster can spawn all moon" i will remove br+

lone rapids
#

But

#

Can you help me with this? Pls

#
[Message:   BepInEx] BepInEx 5.4.21.0 - Lethal Company (4/3/2024 4:24:53 AM)
[Info   :   BepInEx] Running under Unity v2022.3.9.15351836
[Info   :   BepInEx] CLR runtime version: 4.0.30319.42000
[Info   :   BepInEx] Supports SRE: True
[Info   :   BepInEx] System platform: Bits64, Windows
[Message:   BepInEx] Preloader started
[Info   :   BepInEx] Loaded 1 patcher method from [BepInEx.Preloader 5.4.21.0]
[Info   :   BepInEx] 1 patcher plugin loaded
[Info   :   BepInEx] Patching [UnityEngine.CoreModule] with [BepInEx.Chainloader]
[Message:   BepInEx] Preloader finished
[Message:   BepInEx] Chainloader ready
[Message:   BepInEx] Chainloader started
[Info   :   BepInEx] 1 plugins to load
[Info   :   BepInEx] Loading [BrutalCompanyMinus 0.11.2]
[Error  : Unity Log] TypeLoadException: Could not load list of method overrides due to Method not found: bool .IHittable.Hit(int,UnityEngine.Vector3,GameNetcodeStuff.PlayerControllerB,bool,int)
Stack trace:
System.RuntimeType.GetMethodsByName (System.String name, System.Reflection.BindingFlags bindingAttr, System.RuntimeType+MemberListType listType, System.RuntimeType reflectedType) (at <787acc3c9a4c471ba7d971300105af24>:0)
System.RuntimeType.GetMethodCandidates (System.String name, System.Reflection.BindingFlags bindingAttr, System.Reflection.CallingConventions callConv, System.Type[] types, System.Int32 genericParamCount, System.Boolean allowPrefixLookup) (at <787acc3c9a4c471ba7d971300105af24>:0)
System.RuntimeType.GetMethods (System.Reflection.BindingFlags bindingAttr) (at <787acc3c9a4c471ba7d971300105af24>:0)
BrutalCompanyMinus.Plugin.Awake () (at <6dfb0ad045994507bcdfd797c0fe488f>:0)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.InputSystem.InputSystem:.cctor()

[Message:   BepInEx] Chainloader startup complete
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Brutal company minus just doesnt work

spare parcel
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its very configureable

spare parcel
limpid ore
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Any reason why this mod breaks on multiplayer specifically?
I've wiped my config multiple times and messed with file and ingame settings for a few days and it still breaks. (Turret/Mine events, and events that spawn enemies outside)
The mines and turrets are all in 1 spot and overlapping, and the monsters outside, whichever one it may be, just get stuck in place and dont move the entire time. This issue isnt present in single player, everything works as intended =(.
(If anyone is seeing this as a double text, im sorry, my phone is a bit bugged and doesnt show me what i type today for some reason)

warm fulcrum
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Cuz its not being updated

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Use a different mod instead

pearl widget
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which mod