#Brutal Company Plus - https://thunderstore.io/c/lethal-company/p/Nips/Brutal_Company_Plus
2889 messages ยท Page 3 of 3 (latest)
one of the test candidates
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
@uneven shell are you inactive ?
that can happen in vanilla
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
or can it spawn like this in vanilla this dont seem to happen in old ver of brutal company plus for me
but i also disabled the turret setting the mod enables
even with vanilla spawns for enemies you dont get outside creatures thats a huge red flag
cant someone upload a test version temporary to thunderstore that has fixed outside atleast so its a playable mod
like i said this happens in vanilla lethal company, i've seen those spawns alot of times before i eventually started playing modded
hmm okay
i have 160 hrs and never seen those two spawns before i think
and most of it is on brutal company plus with turret terror enables
After playing the game for a while i kinda realised i dont mind inside creatures outside as much as long as it works
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
is this mod still getting updated? havent seen any activity on the thunderstore page, curious what the future of this project looks like
tis' the tragic tale of all mod developers it seems
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.
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 ๐
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. ๐
basically you can just set the chance for this certain event to be 0
its practically disabled with this
day 95 praying for the comeback of this mod
i have so many bugs on modded moons in old version but its playable
im considering swapping to this version and just not have outside monsters at this rate ๐ฆ
is there a working one with outside monsters that got released
still more up to date than brutal company
still the better variant xD
i will pay you to fix outside monsters im desperate @uneven shell @quaint kindle
๐ญ
i dont care about anything i just want new version to work with outside monsters
would be nice to set the maxamount for those
It just writes to the chat and I have other mods writing in the chat already
Also I'd rather not use the heat feature since it needs the mod to be on everyone
basically I'm asking server sided mod features to be on but others off :'D
you can configure everything you just said
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
All good
People shouldn't expect daily updates anyway
Looking forward to the release
Not sure if you guys already isolated the outside monster issue but i believe it didn't affect modded monsters spawning, if that helps
Thank you looking forward to it
U mean in the new version right
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.
I really don't appreciate other's coming to explain things to me like they'd knew better.
are you using a mod manager or have you downloaded the mod manually?
well then sorry for bursting your bubble but there is a config file in which you can alter event chances and moon heat. depending on whether you've installed the mod via a mod manager or manually i can help you finding that file.
You can't be serious.
i mismembered being able to turn off the chat notifications, sorry about that.
...
what do you mean
Yes
I thought i was tripping so i deleted my msg earlier
But i guess it is an issue
๐ญ๐ญ
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
Yeah ive been playing the beta
But having no outside monster is too much of a throw off
Well i have the test files but i cant make all my friends manually upload it
Yeah unfair company doesn't seem to do anythin tbh
Does outside monsters work in test ?
Unfair company worked for me on v45
Such as mouth dog forest giant sand worm
Rlly
I thought they removed the event as they didnt like it
I mean it's still in the beta so don't think so
oh okay so yea.. but if you put the chance for an event to 0 this event shouldnt appear in the chati think.. i dont know how to diable the chat feature tho
Hmm, no? I believe it does work, at least in the new version
I'll have to push a fix to the new version soon to fix an issue LethalExpansion is causing
Besides that.. outside monsters, yeah, I'm pretty clueless as to what it could be
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).
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.
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.
What was the issue with LE? I experienced the coilhead stuff when i used LE and custom maps
Just been playin vanilla moons
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
Heat doesn't show up in chat in the latest beta
how to disable message event? when i make event all is 0
but message event still showing
Multiple events happening at the same time, which really breaks stuff
You're right. I also fixed some other things in the mean time that were broken. I'll send a test build today and hopefully release it as well.
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)
For now lets setle for a fixed version
Let me know when so i can test and report bugs
I just woke up
The LE think is events repeats on the next day so you get a new event + the old one without warning
Atleast i noticed this happens in modded moons on 3.4.0
so i assume its the same for 3.5.1
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.
ahh i use Le core
It happens in general, no matter what version
As it removes a lot of dumb things
Well, LE Core is just LE, without the included custom moons.
And it supports LLL so you can use modded moons with interior and Lib scrap
yeah it happens on core too but the core dev could fix that issue prob
He has fixed many things
I guess it works, but I agree it's a very, ahem, interesting solution.
can you link where its said whats going to be fixed?
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.
oh nevermind i just understood what you meant
was confused
it don't call it multiple times
it delay it's call if the custom moon haven't had the time to load
basically the prefix returns false if the moon haven't loaded, and finally call it normally when it's done
Because of that the same event will play next round
hmmm
This mod can fix it but i can imagine it being an issue for many other mods
it's the only way to made the moons loads asynchronously
Right
otherwise the LoadNewLevel loads before the moon finished to load
and the dungeonruntime just not exist in scene
the only fix is to made the LE's moon loading synchronous
LoadNewLevel is just called two times
first time, canceled and delayed if moon is not loaded
second time when moon is loaded
my suggestion is to add a flag somewhere to don't load an event on BCP if it is already loaded
I was already going to do that :)
I do know one potential fix though
sorry for inconvenience with LE
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)
You can do this by adding this:
[HarmonyPriority(Priority.First)]
some adviced me to add this flag, but i feel it rough
That way, your return false actually does what it's supposed to do
regarding other mods
This is also what I had to do to fix a case where GameMaster clears the chat.
But in LE's case, it wants to run first, so it can stop LoadNewLevel from running if the moon isn't loaded yet.
Suprised you didnt use the games tooltip to provide messages instead
Like a on screen hud message
Chat lingers, tooltips don't
Ah
If you miss the tooltip, good luck figuring out what event is running atm
Well, priorities exist to prevent mod incompatibilities. Since you intend to halt LoadNewLevel altogether, it only makes sense for your patch to run before anything else, so that you can halt it.
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.
The problem with that some things wont load in modded levels
is it possible to disable the changes bcp does to the quota and deadline?
In the upcoming version, yes
good to hear
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?
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.
With LogNeuter + Without Brutal Company Plus
With LogNeuter and BrutalCompany Plus
you can get the same effect nearly by using bepinex config file and no mod
i do that and have no issue
but the Heat, kinda not work. cause like normal
how is it going with this able to fix the outside enemy spawn bug ? and LethalExpansion event dupe
it's been one day, man
Any updates on this?
Might just have to disable the mod for now cause im not getting any enemy spawns currently
not asking to push anything im asking if they were able to identify the problem
Did you find an alternative for bcp? Looking for a diff one for now until something gets pushed
Just using 3.4.0 with most events off as they duplicate mainly for spawning
this works pretty decent
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
not just you
Still nothing sadge
Ye imma prob just try to find an alternative for now tbh
when BCP v.4.0 release ๐ญ
@spare parcelCan u send me your mod list of what mods u use on ur main profile where spawning was bugged?
I just tried a fresh profile with 3.5.1 and had enemies spawn inside on the moon heat reset event
They dont spawn outside
The mouth dog forest giant and sand worms
Thats the issue with 3.5.1
I assume you did testing on 3.5.1 did inside spawns work fine there? I only ran one quick test and hopped off
I didnt test it for long but for the most part yes
Sounds good to me
I think it does not let you control the inside enemy power though im not sure cant remember
I just left the config as default
Only changed scrap values and some event chances
Not touching enemy spawns for now
Prob best way is set another mod to controll spawning but i still think outside mobs wont spawn
Also the events will duplicate on custom moons for most of them
Thats in all versions though
Yah i don't use custom moons cause coilheads bug on them for me
Thats dependant on the levels
The map creators have to fix that
A lot of moons it works fine in
Orion starlancer works
same for Peaches Castle
Peach castle ive reported it for
It might have been fixed
It was a while back
While moon was still 0 its 400 now i think
Haven't used custom moons in ages
It works on Atlas i think too but cant say for sure
Yeah just read through the changelogs of peaches, lots of changes since i last used it
so while this solved the problem of lootbugs and potentially other enemies having hurt boxes after death, it has introduced the new problem of nutcrackers not dropping their shells and shotgun after beating them
biggest issue i have currently is the coilheads randomly walking around not doing anything just walking trough walls and so on.
thats not the mods fault
its custom levels mods and the levels
if you are in modded moons
yeah its on all maps, and only coilheads. Though it might be because of lethalLib not really working that well with the 47 update.
I believe that's caused by MoreCompany, but it could be anything really. Not BCP, that's for sure.
think its a morecompany issue if i remember the devs talking about it
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
oof, ill report that
i think advanced company has morecompany integrated but i could def ask/report
Well, I found the issue regarding outside enemy spawn rates...
I don't know what happened here (this was also in BCP 3.5.1), but these time values make no sense
Animation curves are normalized values. The time goes from 0 to 1.
This code just means -30 enemies will spawn forever, which is then clamped to 0 by LC's RoundManager, causing no enemies to spawn.
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 ๐ค
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 :)
Were the heat issues fixed in this one too?
Well i think heat still worked but just didn't display in chat
Will giga test it ty yet again
Heat not showing up in chat, right? Yes, that was a chat-related issue, hence the "chat" above.
Perfecttt
Appreciate ya ๐
Will be running it with 4 total in around 30 mins, if i find anything ill let ya know
Hmm, this seems like a bit too much. Max enemy power count is definitely too high.
is it changeable or is it set the same for everyone what time of the day is it?
also if i share my profile file not code will it give my friends the test build
or do i have to actually upload my profile for them
it might just be easier to give them a gif how they replace the dll
Never personally did it but can't u just send them the dll and let them import it as a local mod
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.
ahh
the system used in 3.4.0 unironcally was perfect for balancing somehow
not sure if you have seen it
Sharing the code (and zip iirc) will not give them the test build. They have to replace the DLL manually, or delete the old BCP and import it as a local mod.
my thing is super balanced it gets rlly hard at the end of a day
and scales difficulty mid day
even the start is somewhat difficult but fair
i see
if i give them a profile without bcp they can import it as a local mod
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.
Coil-heads are there because of the Springbreak event, btw.
This took quite a while to spawn, I believe around 6 PM. The way I've done it right now is that BCP just scales the vanilla spawn chances.
this method seems rlly scuffed
i think i just teach them how to go into the profile and replace the dll
That's what I'd personally do as well.
Because local mods don't share as well, iirc
6-10 pm on experimentation is vanilla spawns
for that map
Alright, then it's correct.
in my testing with time scale over and over
but on march in vanilla on latest version i had a forest giant super early
so that map might have been changed
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?
i dont mind every level being harder im just worried about modded moons
did you see the old system nips implimented ?
Yeah, and mine is more or less stateless.
yeah this is what i used in that version
and it got quite hard sometimes
especially if you are there half the day
modded moons took control too
like they have different spawning systems
some are easier some are harder
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.
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.
i use LLL And LethalExpansion Core
Should be fine then?
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).
Sending a new dll? or will that be for actual release
Sure! I'll send a new one.
Was setting up everyone just now so just in time i guess
Here ya go!
Appreciate ya, thank you
im eating dinner then i will test sorry for the delay
Yah had some delay cause of LGU but hopping in now
Still don't seem to be getting enemies inside the facility
Even though it worked for you hmm
Hell, I even had too much haha
so yeah
i will test now just finished eating
Yep
could be related to the level
Yeah will do now
If it works on Experimentation, then it's indeed something I did wrong
i have to start the game and land the ship for the plugin folder to generate
yeah
can you try in a smaller modpack
to check if its a mod incompatibility
im having an issue
where my folder isnt being made
im trying to figure it out
i have a old backup of it anyways
i just need to find it
downlooading my profile code manually
since i have it zipped
so i can get my folder back
Trying without other mods now
r2modman has an update
nvm i had my folder the whole time
its because its called nips-brutal
lmao
testing now
event enemies are spawning for me atleast
Yah event enemies are fine for me too
cant say the same about non events though
currently in experimentation
only 3 spinrgs have spawned
at 6 pm
๐ฆ
Just had a bracken spawn on no event on a fresh profile with just spectateenemies
on vow ^
Sounds like the Springbreak event to me, 3 is intended
yeah does it not spawn normal enemies too ?
though
xD
oh wow the rumbling event spawns so quickly now
hahaha
thats hard to survive
also no spawns
even with rumbling event
5 pm experimentation
only giants
no outside spawns either
so must be mod incompatibility somewhere
Of course it does! However, given that it just scales the vanilla spawn chances, it's expected that outside enemies spawn at around 6 PM.
not getting spawns on experimentation now
i meant no enemey spawned at 6 pm at all
just the event once
not even inside
like 0 spawns
i mean idk
with only the mod
why spectate enemeies ?
use scanforenemies instead
doin it with a mate
The mod you use to set the time, does it correctly spawn enemies?
scanforenemies lets you check them in terminal
it does yes
yee i just make him go inside
Better yet, which mod are you using for that?
haha same, thought you made a typo there
i mean if you had days where nothing spawned on your new profile then its a issue
Seems like it just increases the time speed multiplier, which is fine.
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.
when i say no spawn i mean no spawns
at all
through start of day to 12 am
im constantly checking
Are u on a fresh profile too ?
then we need to add mods 1 by 1
and find the incompatibility
as there is no logs off the issue
that i can see
Are you aware of any mods that may cause issues lucas?
Just what mod could nuke enemy spawn chances, is what I'm wondering
Do you want to take a look through my list see if u see anything ?
its not that simple
huntdown is 1
prob
it spawns a custom enemy
do you use huntdown AutoBans ?
I don't have huntdown
EmployeeAssignments
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
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?
Importing codes doesn't work im p sure
Don't have that one either
I got diversity though
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
Just double checking on main profile rq cause mate already loaded up with main
Will try diversity too after
trying this first
to see if it works for me
i have to launch to generate the folder anyways
(don't forget to make sure the DLL is correct ;))
of course
Yeee using latest build on everything
Same
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
EmployeeAssignments wasn't the culprit
Same honestly
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
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
Was about to say
4 spring heads 4 nutcrackers ok
Especially since its exp
its pretty bad
4 crawlers too
Yeah, that's what I said above
did you find what mod it is in dnspy ?
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
did you test diversity @warm fulcrum ?
Don't use lethal expansion atm same for LLL
oh ok good
that rules that out
since that would actually have been hell
i suspsect diversity or masked enemy overhaul then
Can u test MEO
Doesn't seem to be diversity either still 0 spawns
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.
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
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
playerlogs ?
I think that works? But LogOutput from BepInEx should work as well.
ah ok
Either way, Unity logs.
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
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
Well, no, because MaskedEnemyRework hooks into BeginEnemySpawning, which BCP doesn't touch. Somehow the spawns are being stopped there?
Well, whatever it is, I'm going to install MaskedEnemyRework into my testing install and see if I can figure it out.
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
but scaled to add more enemies per hour, yes
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 ๐
time?
bro
i just got jumpscared
holy fuck
i got snapped in my ship
ahhhhh
i was on the terminal
hahaha I had this happen to me as well
i was typing on discord that got me so good
10 pm
10 pm and only 3 dogs, hmm
I also had 3 dogs spawn but at around 6 pm instead
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
could be either max outside enemy power count or bad rng
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
because the actual amount of enemies that spawn is:
num1 = spawnchance.evaluate(time)
num2 = between(num1 - 3, num1 + 3)
chance = clamp(num2, minOutsideEnemiesToSpawn, 20)
I could maybe increase minOutsideEnemiesToSpawn?
except for this buggy stormy weather unless its intentional
yeah that's something I haven't implemented yet, but probably should
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
yeah 100%
Thank y'all so much for your help haha
but it fixed by setting use vanilla spawns
in the config options of masked overhaul
Yep, because the code that's failing here isn't reached when vanilla spawns is enabled
ah
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
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
Thankfully changing that config value fixes it though
didn't wanna get rid of the masked mod
๐ญ
ahh
i will test when the next test build drops
you need to tweak the max power too for inside ๐
shit gets too crazy on experimentation
Absolutely
Glad we could rule it out that quick tbf
Okay, this is interesting. So, I found the issue.
With BCP enabled, MaskedEnemyRework is somehow unable to find the Masked enemy.
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
im aware. if any mod affects spawns just use vanilla spawns, use the other mod to affect spawns
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 @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!
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?
Looks like a vanilla prompt to me. Could either be new, or shown again due to a bad general save file.
Yah it got spammed when i picked up scrap, kept showing up over and over again
its spamming that for you constantly ?
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
That's something else, what I'm more concerned about is your chat, lol
Where is the event?
I just realised that too
The fact this check failed worries me as well, because that means this would've thrown a NullReferenceException otherwise.
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
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.
No lethalexpansion used on my end
This is kinda annoying though not dying when i fall down. Have no idea what is causing this
This issue doesn't have anything to do with that, just something I found on accident
While trying to look for obvious clues
good catch thooo
Think events disappear after a certain amount of heat, events are displaying fine again at 0%
@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)
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
just curious, why was the choice made for BCP to use custom enemy rarities?
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 :)
the surface explosion: oh.. immediately? youd have no chance whatsoever.. i think it was good how it was. you at least had the option to sprint away (you still had to save stamina for this). why would not fly away instantly when this event happens :D
okay im really looking forward to the option to configure events. this is essential i think
okay xD
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
i experienced this varies a lot. sometimes they explode almost immediately and sometimes they take pretty long
In general, right? That used to be a game bug, but was fixed in v47.
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)
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.
Well, the issue is that we both clear the chat.
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
in hullbreaker i set the event count to 1
so its always just one event for the day
Potentially losing important information from BCP or the other way around
Then it should be fine
Seems simple enough, I'll work on that
you ever fix that bug of (atleast non-host) players that ITP in/TP out still have mines spawn on them?
ever thought about letting the info go through a different channel? like the player could enter the terminal and enter a certain command to see the current event.. then the chat wouldnt be a problem. or maybe something like a popup like the "* days left" notification.
how can I add the dont touch me entity to the config?
Custom enemies are unfortunately not supported yet. I'll look into it.
got it, thanks
will it cause problems with their spawning?
They will spawn, but their spawn rarity might be set to the highest amount, even on easier moons.
just what I needed, thanks ๐
No problem! :)
One small correction, with "highest amount" here I mean the highest rarity based on all moons. If the enemy has rarity 1 on Experimentation and 100 on Titan, they will have the rarity of 100, even on Experimentation.
Just makes them spawn more often, that's all.
Were you able to pull anything out of my log file i sent last night?
Hey, sorry for the delay in my response! I had an unexpectedly busy day today. Do you by chance still have the Player.log of the person who hosted?
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.
I do not no sadly
Ah, got it! I'll try to see if I can find the issue myself.
If it happens again when i play ill get both log files for ya
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
hows the progress on releasing the update?
Will hopefully continue tomorrow, been a little busy with some other things.
๐
forgot to say but had no fps drops with bracken outside
with just a few mods
Does this mod make that modded enemies doesnt spawn?
@quaint kindle are you still busy do you need any testing done ?

๐ญ
sadge
what's the current state on the update?
Question, this mod somehow makes enemies not spawning outside? I've noticed that since I installed this mod
Its broken its why we wait for them to update the mod
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+
Looks like we have to wait longer for that update
not sure if there will be an update at this rate
they were on board with and now its a ghost town
Well, still keeping this mod because I like enemies to spawn in all moons and the free money reward
its broken on modded moons in the latest update
How so? At least for me everything works fine but outside monsters
i notice hording bugs still give dmg when dead because this is mod
Is it really this mod? Because on one of my profiles i dont use this mod but still get that issue and not only with hoarding bug but bracken and spider too
yes, i already test rn. without BR+ and with BR+ and yap BR+ fault
Damn, but cant u use like lethal utilities to spawn all monsters on all moons?
no, only br+ can spawn allenemymoons
lethalutilities only change spawn rarity not Bypass / Make all enemy spawn on moons
https://thunderstore.io/c/lethal-company/p/Team_Tera/Dead_BEGONE/
this fix the hoardingbug. but sad make audio bug
make game no audio
some events will duplicate on the next day even though it dont tell you
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
Well, I deactivate the events, I just wanna have the free money reward, having all enemies in all moons and control what can spawn and what not. The only issue is the outside monsters
brutal company:
not only does it make the audio bug, but due to the nature of the mod it deletes nutcrackers before they can spawn their loot, i know there was a .dll that was put in here that did fix that issue but its not the public version unfortunately
what map is this?
its gmod
oh boi xD
if you watch dacoobers he made a vid where he plays lethal in gmod
Makes enemies spawn outside?
pretty sure it does, since its one of the features of the mod
I'm asking because the current mod doesn't spawn enemies outside at least there's an event that spawn curtains enemies
but sad can't see the Event Moons Hullbreaker Company, because BrutalCompany+ Clear Message in last Checking not like old version. ol version Clear Message then First Checking so still can see the Hullbreaker Company Event Moons
Old Version:
i using BR+ only for EnemyAllSpawn, Landmine / Turret Modify. that it's
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
You have monster spawning outside?
yes you can disable the event for them in the config
we tried looking for it but we werent able to find it ๐ฆ
in here
i use an earlier version of the mod so i cant show you exactly where as its slightly changed
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.
the problem is this mod has been inactive for a very long time now
so i dont think you should expect a fix on their end
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
Damn
I'm looking for something similar, but I haven't found anything yet
It is, but there's some bugs like not spawning outside monsters if you deactivate the events
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
you can disable quota im pretty sure in the config
Rip this mod i guess
recommend #1196487157808910447 its great
its been around a month
people were calling it dead after three days though lol
yeah, but this is br+ can make enemy spawn all moons. only this is mods have that. :/
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
Does this do any of the things BC+ did? Spawn rates etc?
Looking for a suitable replacement currently
well its more of a progressive game mode the further you get the difficulty ramps up its insanely configureable
its a bit hard cna u make it easier?
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
heya, having an issue where after a turret hell/minescape terror event, the turret/mine count isnt resetting?
issue with modded levels with this mod, and this mod has been inactive for months
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 ๐
you have to disable the event
hey
does moremonsters conflict with this?
because i notice in the readme for moremonsters, you change how many and how the monsters spawn
I had this bug. Which mod of yours is incompatible?
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
Is this one stable?
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
Wait I thought this mod was dead still updating?
dead
Is this host only
just disabled the event moon from BR+ ( only Nothing 100% ) and make custom event from hullbreaker company.
and yeah new version is totaly broken. Dead Body ( hoarding bug / spider / thumper ) can hurt you.
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+
Srry for the ping
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
Brutal company minus just doesnt work
brutal minus does this too
its very configureable
ask in #1198342715998490754
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)
which mod
no activity on github so idk
