A brutal company like mod with over 40+ events, Highly configurable. Scales harder the further you go on. Has weather multipliers.
https://thunderstore.io/c/lethal-company/p/DrinkableWater/Brutal_Company_Minus/
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A brutal company like mod with over 40+ events, Highly configurable. Scales harder the further you go on. Has weather multipliers.
https://thunderstore.io/c/lethal-company/p/DrinkableWater/Brutal_Company_Minus/
Great mod! Only issue I've found so far is that scrap spawned from events (like the one that spawns outside, or during the event that converts all scrap into the same kind) has no weight
I love this mod, the issue I'm having with it though is that it gets stuck on "Waiting for players" a lot when playing with friends, they have the exact same mods I do, to.
do you have logs for that?
Hum what's that green K on top ? How do I get rid of that ?
Also I believe this is yours
You press K for it to show the events
Are you using sercretlabs or atlas_abyss by zingar?
Yes Atlas Abyss
no shit
should be more stable in latest release
i've been banging my head against the keyboard with this shit
Brutal Company Minus 0.6.4
Excellent mod, just tested it out now and my only issue is dealing with event types that i'd like to remove, i've tried setting weight to "0" and tried to entirely remove the specific event entries on the config, but I can't seem to be able to disable/remove some event types, any idea Drink'?
When weight is 0, events are still selected, and when removing the whole event entry, the next restart they are regenerated on the config file
Try setting them to -1?
That's what I did and it worked afaik
I've noticed an absolute abundance of trees every time the tree events occur. Like so many it's near impossible to get to the entrance lmao
Nope, setting weight to -1 did not work for me these events still get picked kinda a lot
Are you sure that it disabled it while doing that?
not 100% sure. i didne get them after setting them to -1 but ive only had a single session since changing them
Its not that it dosen't work it's just that it wont work because 'Use Custom Weights?' is set to false by default and instead is calculating the weight for the type of event it is(Very Good -> Good -> ... -> Very Bad), though if you are using custom weights I would recommend changing all the events since I didn't balance it around those weights. I'll update the config and make it more clear and add an option to disable an event.
Oh right, that option wasn't very clear to me so I just decided to not touch it at all, but now i get it! Okay, thanks!
I love that the config is very complete in fact, it was just that little detail that wasn't clear for me
So while enabling custom weights, if an event is set to "0" it will not be picked, right?
ya it's just that it wasn't clear
ill change the name to 'Custom Weight' and add a description to it
Alright, I also thought about maybe having some moons blacklist if possible? it could be useful in some cases with modded moons that behave weirdly, and also useful to prevent "trees" event to appear on moons like Vow or March that already have a lot of trees in it
Just suggestion though
Also any way to hide the multipliers showing on the moons list? It gets quickly hard to read with couple moons
quick question how would i make it so more events occur? tryna wrap my head around what does what in the config so i thought it be better to ask
I have it hard coded in for whatever reason
oof whelp maybe new config setting next update ;0
Arachnophobia event alone spawns way too much trees, and combined with any other event adding trees it makes March, Vow, Assurance, Offense and any small moons obstructed
On the config there are no parameters to adjust trees density, only parameters concerning enemies for the Arachnophobia event
Wanna mention that i already have other event trees density reduced to 0.01 / 0.03 so the tree events aren't spamming too much trees
Edit: local problem
Hoarding bugs worked fine for me
what bugged for me was loot spawns when landing on the same moon. For example: on my 1st day on dine, I got the valuable scrap which replaced all the scrap with stuff like the fancy lamps and golden cups. Second day, I got bling bling which should replace everything with gold bars but instead it had the valuable scrap spawns
Are you using LethalLevelLoader mod? It seems like that when i unload LethalLevelLoader the hoarding bugs are moving again, weirdly enough, i guess latest LLL update is the issue here, it breaks something while combined with Brutal company
I am using LLL
Latest update? Last update is 1.0.7 from a week ago
I'm testing right now with 1.0.6
ye latest
Well then i've fucked up something somewhere, thanks for your infos
to be fair tho, before you give up I did disable the mods i think that LLL uses, so very well could be that it does break it but because I don't have custom interiors loading it works fine
do they freak out on custom interior moons?
Wdym? I tried to only load LLL without any interiors and the Hoarding bugs freezed, i removed LLL and they were moving again
erm welp no idea then
It's fine i'll just re-install all, i think i will find my mistake at some point, if you got LLL and Brutal working while i don't, then that means it comes from something on my side
Im going to rewrite the whole mod
not happy with it
And i should have a proper fix with this atlas_abyss and secretLabs
so prefabs aren't null or just have missing shit
And now after couple full-reinstallations Hoarding bugs are getting freezed again but because of the mod Atlas Abyss... I just don't get it. I've tried using all different mod versions and combinations but it still seems related to Lethal Level Loader or LethalLib (Evaisa-LethalLib) somehow
So yeah.. Atlas Abyss or LLL is the thing
Sorry to hear that though, always annoying to start it all again, i thought i was going crazy tbh i've tried almost everything, i'm on the edge of calling an exorcist lmao
Downgrading atlas_abyss to v1.1.2 and ~SecretLabs to 3.3.2 should fix that shit
if you have any of those two mods
Thing is under 1.1.2 of Atlas, the game breaks for my mod combinaison, like you know the deadline "7 days, 3 hours"
lll might of updated idk
Let me test it out again
I might have talked shit game isn't broke, i'm changing my config file to assure spawns of Hoarding bugs i'm gonna see if they move on my mods combinaison
Yeah can confirm, hoarding bugs and manticoils are moving with Atlas 1.1.2
that will be fixed when i have this rewritten
Alrighty take your time no pressure
Do you think you will add the ability to adjust the spawn rate of monsters (without events)? I know bcp does it but i like your events and UI much more
Just tested out 0.7.0 and so far no issues at all, all events running fine, i haven't played a session with friends yet though
Thanks for the fixes Drink' ๐ซก
it would be awesome if you did 
Alternatively what you can do is use Advanced Company, I think it would be far more intuitive and practical for you
Originally I wanted a modder to add a config file on a custom moon to add a custom price setting, but i ended up using Advanced Company to modify prices
But i conceede, AC is adding wayy too much stuff like.. I only wanted to modify prices and i basically just ended up disabling every other addition from AC ๐
AC has too much stuff for me ngl, just wanted slightly more/faster monster spawns for 4 people
but yeah i could do that and just disable everything
Yeah it sucks but that's what i ended up doing, maybe there's a mod out there made only to adjust monster spawns but i doubt it
0.7.0, for some reason the loot events break quite often. We got a hairbrushes event which worked fine, and a clown hown event, but then bling bling spawned crap loot instead of gold bars, honk spawned hairbrushes(?) and a few other loot events kept breaking
havent tested with default events, but 5 events seems to bring up this issue and it changes per map.
what i mean is assurance after getting the hairbrush event kept giving us hairbrushes
i can't replicate that, can you give a list of mods used or a log file
my only explanation is another mod
ye gimme a sec
The log is a little butchered because huntdown mod kept spitting out 30 billion exceptions so i went and deleted those, shouldn't have deleted anything else related to it so lmk if you do need the actual unaltered log file
Rune580-LethalCompany_InputUtils-0.6.1
AllToasters-SpectateEnemies-2.2.1
Coomfy-CoomfyDungeon-1.0.12
Evaisa-HookGenPatcher-0.0.5
FutureSavior-Hold_Scan_Button-1.1.1
Jamil-Corporate_Restructure-1.0.6
kRYstall9-FastSwitchPlayerViewInRadar-1.3.2
linkoid-DissonanceLagFix-1.0.0
NutNutty-AlwaysPickup-1.2.0
Renegades-FlashlightToggle-1.5.0
Sligili-HDLethalCompany-1.5.6
stormytuna-BetterSecurityCameras-1.0.0
Woecust-Immersive_Visor-0.2.1
Drakorle-MoreItems-1.0.2
Evaisa-LethalLib-0.13.2
MiffyL-Kill_It_With_Shovel-1.0.1
tinyhoot-ShipLobby-1.0.2
NiceHairs-NuclearLib-1.0.4
NiceHairs-Symbiosis-1.0.5
ViViKo-ItemClippingFix-1.1.3
Hotoni-TZPReworkedHealing-1.3.0
TwinDimensionalProductions-CoilHeadStare-1.0.3
HomelessGinger-MaskedEnemyOverhaul-3.1.1
Mercyz-PerformanceCompany2-2.0.1
doggosuki-Huntdown-1.4.1
Nebulaetrix-Coil_Head_Weight_Adjustment-1.1.0
PortableNavi-BetterInverseTeleporter-1.0.2
AgentRev-ShootableMouthDogs-1.0.1
PC-FireExitFlip-1.0.0
itsmeowdev-DoorFix-1.0.0
Nebulaetrix-ScanFix-1.0.3
Nyxchrono-DoorBreach-1.1.0
IAmBatby-LethalLevelLoader-1.0.7
BlueAmulet-LCBetterClock-1.0.3
Nebulaetrix-ELSlowdown-1.0.1
nihl-NeutronStarSample-1.0.0
NotAtomicBomb-TerminalApi-1.5.1
malco-Lategame_Upgrades-3.1.0
RedCrowbar-BuffedPresents-0.0.5
TeamCosmic-GoldenShovel-1.1.0
FlipMods-LetMeLookDown-1.0.1
jockie-LethalExpansionCore-1.3.15
Justice69-ImmersiveScraps-1.1.5
PotatoePet-AdvancedCompany-1.0.138
AMRV-ConfigurableCompany-2.5.2
AMRV-LethalCompanyVariables-1.7.4
Pooble-LCBetterSaves-1.7.3
Zaggy1024-PathfindingLagFix-1.2.0
no00ob-LCSoundTool-1.5.0
Clementinise-CustomSounds-2.3.2
Lazified-VineBoomSFXCoilhead-1.0.5
DrinkableWater-Brutal_Company_Minus-0.7.0
Zehs-SellMyScrap-1.1.4
Spantle-ThrowEverything-0.3.0
AudioKnight-StarlancerMoons-0.3.1
AudioKnight-StarlancerMusic-1.1.0
AudioKnight-Starlancer-0.4.1
AmesBoys-ReverbOnDeath-1.0.1
mod list
I was only able to test alone for now, but i've got one or two bling bling event that only spawned gold bars on my side, like it should
Ye my issue is the event works on a moon for a first time, like hairbrushes spawning on assurance, and then when landing on that moon again it seems to replicate the previous loot event even if itโs different, like bling bling still spawning hairbrushes on assurance the next day
Like you land, get bling bling/hairbrush/honk event, take off to orbit, then land again and previous scrap event is still happening? Even though it's showing it is not happening
Well i did not manage to reproduce the issue while having 3 bling bling events and 1 honk event on assurance and on 1 bling bling another modded moon
But i notice that there aren't much monsters in my dungeons though even without the No monsters events
Ye and itโs moon dependent, if it happens on assurance itโs stuck that way until game restart, could be mod incompatibility but idk
erm oh just noticed new update
๐ will be sure to test it
seems to work fine
sorry sent that previous message when i just woke up, works
@ivory current Could you add a config setting to hide the multipliers on the moon list for a future update?
It would complete well with the UI settings
is this mod or savagecompany better for more casual players that want the experience to be a little harder and more varied?
Thank you very much Drink' for the 0.7.4 update and the terminal thingy ๐ very appreciated
Brutal Company Minus & Hoarding Bud mods together are breaking the hoarding bug IA, it makes the hoarding bug not attacking anymore
In Hoarding Bud mod there is a config setting "MakeBugsFriendly" but even with this setting set to false, when coupled with Brutal, Hoarding bugs are broken
Wanna add that this issue isn't coming from this version of Brutal, it's been there for a moment I just wasn't sure about which mod broke their AI
I really like idea of this mod, but i have to ask - does it make custom enemies spawn less? You know, because of mod itself spawning vanilla enemies, making enemy pool too full to spawn everything else
Cause i still want to see my shy guys and rolling giants around
config file ain't generating for me
Did more playtesting - this mod is really underrated, i like it
Especially that there's no bullshit events
Like mines spawning underneath the players, or turret inside the ship
All seems pretty failrly balanced
Only one question - which mod spawn 0 credit masks under me with malicious giggle?
This one, or something else in my modlist?
And if it's this one then why?
Seems like it happens every time i press K
config is generated on save file load
I am spawning enemies in but im not adding to the currentEnemyPower when i do that
so it shouldn't
okay, makes sense
but i am adding it to the spawn pool
which should make custom enemies slighly rarer
that's okay, it's not always enemy events
amazing mod btw, really solid and balanced
only bug i've encountered so far is that spawned trees can sometimes throw you out of the ship
cause they spawn on the flight route
i've thought about plenty of times but too lazy
only bullshit event i would say would be the outside turrets
at least you can hide behind the trees
and it's not in the middle of the ship ๐
one of brutal company mods did just that
got a bug
happened when i used lever to land
now game stuck on "waiting for crew"
happened right after i lost quota and got flushed into space, if it matters
https://github.com/Sylkadi/BrutalCompanyMinus/blob/master/BrutalCompanyMinus/Minus/Events/TransmuteScrapBig.cs i guess it's either line 61 or 62
as one of the item values was 0
forest giant inside the facility is kinda meh
i mean you can only see part of it's legs
everything else just doesn't fit
Which map was that?
experiment
i pretty much can imagine what happened
i have many custom scraps
and there's one item that costs 0 (bugged)
so 0 went into that lines
and divide by 0 happened
it's studio camera from vanilla content expansion mod
had same bug happened yesterday again, broken our landing
it's either chosenScrap.spawnableItem.minValue or chosenScrap.spawnableItem.maxValue is zero
or both
@ivory current i can make pull request that default those values to, say, 50 if they're 0
if you don't have time
I already have it fixed but working on other stuff
But I'm at work so will be a while
i just had another error which got me stuck at the "Waiting for crew" forever
but it happened after navigational malfunction from "Malfunctions" mod happened, which is supposed to throw you on random planet
anyways, here is the error
if i understand this correctly, it's not brutal company - related, it's like game level not set or something?
Is there way to force specific event, so i can debug it?
Go to config and set 'use custom weights' to true and change the weight of the event to a very high value
I wonder if that also occurs in vanilla or it's just something else messing with it
yep, it happened again
i was able to recreate it
it happens when i fly on custom "Egypt" moon
and there's no snare flea event
gonna try another custom moon now
Can you dm me the log file
yep, it happened on another custom moon as well
sure thing, gonna send the log now
but my guess is that new Lethal Level Loader update to blame
everything is still on fire
log sent
That's odd...
I think the enemyList for the level has null enemies
This is annoying
yeah, people report that they see inside enemies outside
in Lethal Level Loader thread
i guess i'm gonna downgrade LLL and related mods for now
until it settles
@ivory current yes, it's LLL issue. I just downgraded LLL and it's dependants and event now work as it should
It should of broke at SpawnExists but doesn't
Oh well when I get home I'll test it myself
Hey Drink, not sure if you're already aware of this althrough it is only a minor "issue" but when the trees events and the outside landmines are called together on a landing, often mines will spawn under trees
Not sure if it can be fixed easily or not but there it is
As i said it's only a minor 'issue' so not urgent thingy
is there some kind of event difficulty scaling present, or it's always the same?
based on player number or days passed perhaps?
today we had many players and very hard time
also @ivory current looks like slimes event is kinda bugged, non-host players cannot see slimes outside from time to time
and being killed by invisible thing
days passed
buts its not really severe
and also wtf is this killed by invisible thing
as host i can always see outside slimes, but players sometimes can't
but they can kill them
you can kill slimes?
no
oh nvm
slimes can kill players
maybe that's increments playing tricks on us, like network code can't properly sync anymore?
there's literally warzone around 4000 quota
i can load save and check
we still survived 4000 quota
hoarding bugs event + hunter LGU upgrade
farmed them ๐
easy money
44 days
yeah, fps dropped to 45 sometimes
is there config options to change global scaling for like 50% or 30% of current one?
there is no global setting but you can set the scales for each event
also i was messing around with making turrets scrap, was more complicated to do it than i thought it would of been
๐คฃ
i don't trust my friends with that one ๐
i'm pretty sure some genius will bring this into the ship
and don't tell anyone
well, gonna make some tea, utilize my patience and rescale all the config increments ๐
ill probably add a cap to the scaling
cap + multiplier will be better imo
so you can just rescale with one parameter
default 1, set to 0.3 and be happy
global multiplier is quite simple, though i would make one for goodEventMultiplier and badEventMultiplier
yeah, sounds perfect
Is this mod compatible with Advanced Company? I'm having the weather desync between host and players (All have the same config values for everything)
bcm doesn't affect weather in any way (at least i think so?)
just sets multipliers if 'that' weather
yeah, but that doesn't cause desyncs for sure
Compatible so far, played with groups of friends and we did not have weather desync
Amazing, can't wait to test this out!
awesome
hope weather doesn't conflict with https://thunderstore.io/c/lethal-company/p/mrov/WeatherTweaks/, as it sets it's own weather as well
have to test it
scrappy landmines poop when you drop them ๐
render is weird as well, black texture but normal if something beneath
Does the nut slayer have its own bestiary entry?
there's also no scan node on scrap mine, i can only see it's price when i bring it to the ship
after i took off and landed on another planet - scrap mine disappeared without a trace
no errors
i have never thought about that
shoudln't
I wish this mod had the feature to make all enemies spawn in all moons without eveents and the free money event like BP+ ):
there is free money event for sure
i think even several ones
and free items as well
There's too many options that I didn't find it lol
15hp
My config file got overwritten and everything got set back to default, is there a reason? I did not make any changes since 0.8.0
And i'm still on 0.8.0 as of now
I should've made a backup, fuck
I have no explanation for that
since people keep mentioning this, sooner or later im gona have to do this
I will appreciate it a lot
I've got a question regarding the events that removes enemies, does the game decides to spawn other enemies instead of the removed enemies, or does this make less enemies spawning?
it removes that enemy from the enemy spawn list and prevents any events that spawn said enemy
Thank you for the explaination Drink
Hello, i have a question, can you setup this mod in a way that most of the time you have zero events a sometimes you have one ?
You can do this by setting the number of events to "1" and then you put a high weight number on the event "Nothing"
It is possible that way
ok i'll try thanks
Make sure it's configurable
Other brutal company mods transform game to call of duty sometimes
Like you enter experiment dungeon and assaulted by dozens of enemies asap
That's not scary or fun
Bug: "I'd rather stay inside" event makes it rain only until you enter the dungeon
After you exit - rain disappears
Hello i installed the mod and started testing it with my modlist and noticed that an abnomal amount of Needycats spawn, is this a known bug ?
can be an incompat with lethal quantities too
yeah definitly bugs LQ scrap gen
Is this a normal behavior of the config file?
Whenever i turn the quota changes to false, the formatting changes and removes the comments, doesn't seem to break anything but just saying
can be ignored
Alright
with ShipWindows you can see trees in space
I think theres a few other mods that let you go outside while in orbit
any possibility this is caused by BCM?
I bet It'd be caused by Brutal Company Minus, yeah, but thats imo
Alternatively, after taking off of a planet which had landmines, while being in orbit you can still hear the landmines beeping around the ship
Is caused by bcm, old objects are destroyed on loadNewLevel
I found a Bug that happens when i Enable "Generate and use scrap weights?" in the Config. The Game doesnt Start and im Stuck in the waiting for crew screen.
does this mod spawn more monsters/turrets/mines like the original brutal company?
Ye, can be configured and disabled in config
does the config have to be kept synced between players, like say an event is disabled?
I don't think so, though im not 100%. But all clients require the mod
ok
Hey, new difficulty changes look interesting. Getting a bug on new version though where cannot land on some moons. Gets stuck on 'waiting for crew'. Reverting back to previous version works fine.
Some of the Moons I tested
Working - Experimentation, Offense
Not working - Assurance, Egypt, Outpost 31
Mod Code: 018dd3ce-1326-39da-ff05-c60f19ceddef
[Error : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array.
Stack trace:
BrutalCompanyMinus.Minus.Manager.MultiplySpawnChance (SelectableLevel currentLevel, System.Single by) (at <673b4e28fb284ee4a4b9c63b4e81eb81>:IL_0118)
(wrapper dynamic-method) BrutalCompanyMinus.Plugin.DMDBrutalCompanyMinus.Plugin::ModifyLevel(SelectableLevel&)
(wrapper dynamic-method) RoundManager.DMDRoundManager::LoadNewLevel(RoundManager,int,SelectableLevel)
StartOfRound+<OpenShipDoors>d__245.MoveNext () (at <af9b1eec498a45aebd42601d6ab85015>:IL_007F)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
Have you checked the new configs? do you have something inside ? because mine are empty
eh, max inside enemy power 60 on day 60 is crazy high, isn't it?
bracken has power level of 3, and coil head of 1
so with power level 60 it's gonna be swarms of enemies
i know it's configurable, but if someone doesn't like to touch config by default - it will be pure wtf moment
A new Difficulty_Settings.cfg was generated after I launched the game and tested. It seems like a replacement to the General_Settings.cfg
And yeah it had values in the config
wierd idk why mines are empty
cool
i am a fucking monkey
i tested on a bunch of modded moons and vanilla and never broke so i thought it was okay
but noo
fixed in latest
It used to add +2 every level then at like day 10 it went +1 (But that never worked until now), also i reduced it to 40 at day 60 by default
Thanks! Not getting the issue anymore after updating to latest.
@ivory current It's working with last update ! but i'm lost in the sauce with the new settings...
For example if i want no increment and i want minimum 3 monsters of this type inside is this :" MinInsideEnemy = 3, 0, 0, 0" correct?
3, 0, 3, 3
or else it will cap to 0
3, 0, 3, 3 is correct ya
There is also a setting in difficulty_settings to ignore the caps
nope
whenever there's an event i have garunteed spawns
What is the rarity for then ?
?
this InsideEnemyRarity = 100, 0, 100, 100
that will be 100 always
there is the inside and outside for all events except hoarding bugs
hoarding bugs doesn't have "outside " one
no?? im pretty sure theres others without it
maybe but i mean, why some have it and others don't ?
cause i didn't want them to take up the spawn rates
Ah, sorry to interrupt but since you're talking about Hoarding bugs, in couple games where an event spawned hoarding bugs outside, if we steal the items of outside hoarding bugs, the inside hoarding bugs gets mad
Same as if you steal items of the inside hoarding bugs, the hoarding bugs outside also gets mad for no reason
I mean they all get mad dunno if it's intended
that's vanilla
wdym mean?
yeah but hoarding bugs outside and inside like do not "communicate" to each other so, I don't know it seemed a bit dumb that the inside bugs and outside bugs would both all gets mad at players
but this issue is minor as like you said, it's vanilla function
i know that
I didn't understand when you said " cause i didn't want them to take up the spawn rates" so i thought " it uses vanilla spawn rates now" This mod still uses separate spawns than vanilla (like before) right ?
this mod dosen't really use seperate spawns.
it dosen't change any rarities only adds the enemy to the spawn list
but it was different before no ?
never was
ok so i'll need bigger moons spawn caps to fit all these ppl
is there a way to increese a moon spawn cap when there is an event
?
ok thanks !
wait, so is the landmines event fixed to not drop fps now?
Should be
Hi @ivory current,
I was looking at your mod a bit to try fixing a compatibility issue with the moons menu while using both my mod and yours together. I'm trying to get my mod to be compatible with yours.
I found out that you are modifying the console text using a HarmonyPostfix on TextPostProcess. Is there a reason to do so? From what I tested this can lead to white space issues, Most mods I've seen instead uses a HarmonyPrefix on TextPostProcess to not have to deal with post processing issues.
Disclaimer: I'm a beginner when it comes to modding, hopes I'm not bothering too much...
Honestly I didn't know how everyone else was doing it, I just trial and errored until I got what I wanted, though since this is old code I'll consider changing it. Also can you tell me what you are trying to achieve?
Correct that's my mod. Basically I would want my mod to go after yours in order of execution. But since you're doing the change in postfix you're not making it easy haha. For instance adding special characters like the dollar sign in postfix breaks the formatting.
If you don't need to execute in postfix I don't think you should but since your mod is working then I don't know if you really need to fix it.
Someone opened an issue on my github asking for a compatibility fix, would'nt really have know otherwise but your mod looks real cool!
though will be a while before i update cause working on other stuff
I remember why I did a post fix
Cause i thought i couldn't get the weather of the moon otherwise

I see makes sense, well I personnally can get it even tho I'm doing a prefix, I think you just have to set low harmony priority
well that was old me
now i know i can
@arctic nymph I changed to prefix, but
this is what your mod is trying to modify
mine is going first, then yours
i think the brackets of mine are fucking with yours
I'll just change my brackets
nope still breaks
I guess there's too little room
Yeah, I already figured even if you changed it I would have to fix mine too. I didn't account for the room issue
If possible could you send me the dll you're using for your test so I can fix my mod pre-emptively before your next update ๐
ya ill dm ya
How do I disable the difficulty increasing as days go by. This was added with one of the newest updates and I don't like how it's enabled by default without a clear way to disable it
I don't like the increased health and spawn rates
The day count and difficulty changes also don't reset when you make a new save
I was also wondering if you could change the Gypsy and Romani references. They're racial European slurs.
I already changed them myself in the config but they shouldn't be racist by default
The 'day' number has always been there though with 0.9.0 it's now in the UI. This is number is used to scale everything, this also scales most events as well. You can't disable that. Events have always scaled before 0.9.0.
So I'm just forced to have 1+ bonus HP to monsters and increased monsters spawns and power limits?
That's why the config is there, dont like it. change it
just set all the scales in Difficulty_Settings to 0, 0, 0, 0 and spawn chance to 1, 1, 1, 1
And this? It offended a few friends so far and I was wondering if you could change it in the next update to something safer
Something simple like no baboons or no loot bugs would be better
next release, though will be while before that
Thank you
you can also change those in the config btw
I know, that's what I've been doing
wonderful idea
Wow looking forward to the next update. I love the unique events from this mod. My favorites are reverse coil head and the grabbable turrets causing chaos when trying to sell them ๐
Boom bugs!
Kamikaze bugs
What's the difference betwern BC Plus und Minus? ๐
Looking for a way to make it all more lethal
Both similar, but minus is much more developed, plus was last updated 2 months ago. Only feature my mod doesn't contain from BCP is the moon heat which I don't plan to add.
I see, thanks, will try it out next time โค๏ธ
Hey Drink, I was wondering, there are some custom moons using AudioKnight's StarlancerAIFix, which assign automatically interior and exterior AI on mobs regarding their spawn positions, and I was wondering if Brutal Company Minus & StarlancerAIFix would mess up together, or if it can work effectively?
No idea, shouldn't though since both minus and starlancer's AI fix should produce the same result.
Seems there is a bug with the difficulty scaling. If you exit the save and reload it starts off again thinking it is day 0. I did this test on a fresh profile with only brutal company minus installed.
Steps to reproduce:
See screen shot where it is 1 day remaning till end of quota (skipped 2 days). Reloaded and when landing says difficulty 0
Selecting another save then selecting back to first will fix it, but thx for letting me know
fixed in next release
Okay
Brutal Company Minus broke my game absolutely
And log was full of
Stack trace:
lbtokg.Plugin+Patch.SetClock (TMPro.TextMeshProUGUI& ___weightCounter, UnityEngine.Animator& ___weightCounterAnimator) (at <3d5d08dc1da44fab9ae66065cf2b50ca>:IL_0006)
(wrapper dynamic-method) HUDManager.DMD<HUDManager::Update>(HUDManager)
[Info : Unity Log] soumdmanager: True; False
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
TooManySuits.PluginLoader.Update () (at <434b74dca9584b6891fed93d3e2a47a3>:IL_000E)
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
lbtokg.Plugin+Patch.SetClock (TMPro.TextMeshProUGUI& ___weightCounter, UnityEngine.Animator& ___weightCounterAnimator) (at <3d5d08dc1da44fab9ae66065cf2b50ca>:IL_0006)
(wrapper dynamic-method) HUDManager.DMD<HUDManager::Update>(HUDManager)
dosen't say too much unless you give me the full log file
My game is really modded tho. Here is the full log, hopefully you can figure something out ๐
Great
i have to change the names of my assets
lovely some other mod shares the same name for the assetBundles and game dosen't like that
if you are using thunderstore, just give me the code
so i can test the fix
ty
Logs referenced lb to kg and toomanysuits
fixed for next release, though I don't know which mod is the culprit
Nice! Do you know when the next release will be out? ๐
I'm off Friday so I'll have free time to work on stuff, so probably friday
Very exciting news, can't wait to try that
But feeling like maybe messing with the normal doors by opening/closing them and lock/unlock might be too much for the FacilityGhost even though
I like the electric glitching parts
Can't wait to test it out
interestingly enough it can lock an open door and you wont be able to close it
Works perfect now! Quick question, is it possible to enable to go to the company to sell?
what? just go to company and sell?
Okay, I thought that's from Brutal Company, sorry ๐
Some mod added it then
Maybe a dumb question, but can anyone explain what exactly MinCap means?
Redoing the whole events config since i haven't cleared it in a while and realizing i've just been assuming it just means minimum without really knowing
It does mean minimum
Oh good no need to redo anything then, a few events default minimum being higher than the base made me second guess, tyty
Which ones, cause I tend to overlook stuff
dogs and bug horde, i'll check the rest rq
Slimes too, mostly spawn rarities but everything else seems alright
I'll have those fixed up in next release
I also have min and max mixed up in strong enemies, somehow
there seems to be some bugginess with the mod reporting it's events, but might be a conflict somewhere. I was having it list only 2-3 events at times, while un-described events were also playing like the nutslayer, gypsys, shiny scraps that weren't being mentioned. Seems to be happening mostly after a wiped run
Huh? never had a problem ever like that
can you give me the code to the modpack, so I can try to replicate
018e0b79-5373-7452-d2e7-4bc128c8b3a3
I can't seem to replicate, there also wasn't a bcm config generated with the code given, so idk honestly
If it happends again, if you can take a screen shot of the events and give me the log file
I have only seen the nutslayer spawn once or twice even though its event wasn't triggered. Wasn't too big a issue though and funny suprise. Is it possible the setting enabling all enemies to spawn on all moons gives the nutslayer a small chance to spawn regardless?
I had the same Problem today.. We had Spiders and locked Fire Doors while the Game didnt show any of those Events in the Chat
Yes if you enable all Enemys, all Enemys including the Nut Slayer can spawn
should i delete the original configs and re-do everything to it? I haven't run it in a few days
Here is a Screenshot where we got the Babbon Hawk Event even though it wasnt displayed in the Chat.. Where can i find the Log File?
Browse profile folder -> Bepinex -> LogOutput.log
And anyways, sometimes if there's too much text the chat will remove the messages
So that's probably why you didn't see it
you dont even see the Events: text
Ah yeah your right
I will try to reduce Text length of the Events in the config and will check if the problem persists
hey @ivory current, i have small suggestion that should be pretty easy to add
show events after you finish the moon instead of showing them on start
to keep players surprised but still descriptive enough if someone wonders what the hell was that
i mean, as an config option
not mandatory
maybe just add an option to show events in chat after you take off, so i can disable UI and disable showing events at the start of the day, and enable only that new option
heya, the tree event trees never go away :/
huh
do you have the log file?
it's 100% some other mod
hmm :/
i know what im looking for, so dosen't matter how big it is
looks, normal
hmm..
weird, there was definitely far too many trees for the 5 days i played afterwards
the tree's should be being despawned
experimentation was practically un-navigatable
there weren't any floating trees?
didnt look like it
interestingly, the trees are also permanent??? ive rebooted the game and theyre still here...
oh
okay thats fine then
ill leave and land again and theyll still be here though LOL
what
there is no trees
i tested it, got tree event, then got no tree event and no trees
....huh, theyre gone for me too
though i am landing on a vanilla moon
ill test it on junic again
it could be a custom moon thing
okay, got a tree event
any of these a tree event?
yup, landmines, turrets all of it, spawns with all outside turret, inside turret, outside landmine and inside landmines events
and outside turret comes with trees
is there just a crazy number of tree-related events LOL
some events
thats 4/5 days ive had tree events then LOL
every time i land on a moon with trees it comes with a huge lag spike which is less than ideal
i should consider that people have much weaker machines than i would have
though you can disable the tree events or reduce the density in the events config
i dont know which ones come with trees, it would be nice to have a write-up somewhere of what each event does
trees, leaflessbrowntrees and leaflesstrees
i kinda already have a writeup in the readme
though it is quite brief in the eventlist section
but also events like landmines turrets all of it spawn trees?
alright, ill have to go through and figure out which other ones spawn trees too haha
ran into the anti coil-head the other day for the first time. most evil thing ever thank u for making it
i had a idea for a event for this mod once itd be silly if there was a verybad event called opposite day that like made it so dogs see you and giants only hear you lole
possible, but that would be abit of work to do
i have 2 bugs to report
first one - other players can't see slimes from outside slimes event, but can die from them
only host
second one - kamikazi bugs have correct death animation for only one player, others just see it flying in the air without sound
not sure which one player is seeing correctly, but usually only one
this is one is odd to me since i spawn every enemy the same way but only slime is desynced
i think other enemies work okay, at least nobody mentioned anything else
but slimes are deadly
does it die on all clients?
cause I never experienced that
yes, it's not moving, but only one player seeing it as dead
for others it's just flying without sound
but not moving
forgot to mention that it happens after explosion
didn't tried to kill it with shovel yet
Slimes are working fine in our group
They will sometimes desync
yea but then you dont die to an invisible slime you just see it somewhere else alteast thats what i experienced
Though I know that the random teleporter from lethal things can fuck with the slime
Which might be caused by my mod
Is it intended that carried mines explode in the hand of a player if another walks too close but then only the one too close dies to it?
No, but the code I made for grabbableLandmines is pretty buggy anyway so I'll have to rewrite it sometime
Okay alright still great work love your mod
i'm not sure if they see it somewhere else, i just know that i've seen slime crawl into the ship and killed them, but they doesn't see it
maybe it was somewhere else for them, not sure
interesting never had that. We only had desync but nobody ever died to an invisible one
by the way
are quota values in BCM config making quota harder, or easier?
or just different?
i have them currently disabled as i'm using GI starting money scale
and i wonder if i should use it or not
those are vanilla default values
-0.10.3 Changes
I won't be working on this mod too much anymore since I want to work on something else
Nooo. This was one of the last event mods being updated. Sad to see you go
Thank you very much Drink for your work and your time on BCM, wishing you the best for your future projects
when you press k, is there any way to scroll through the current events?
oh nvm i found out how
when event ArtilleryShell happens while starting the ship it cause log spamming:
[Info :LethalExpansion(core)] Unloading scene: SolaceScene
[Info : Unity Log] Spawning explosion at pos: {explosionPosition}
[Error : Unity Log] NullReferenceException
Stack trace:
Landmine.SpawnExplosion (UnityEngine.Vector3 explosionPosition, System.Boolean spawnExplosionEffect, System.Single killRange, System.Single damageRange) (at <af9b1eec498a45aebd42601d6ab85015>:IL_0031)
BrutalCompanyMinus.Minus.Handlers.ArtilleryShell.Update () (at <4bab885fdd094c60917ab9a778bb3a67>:IL_0060)
God why
but why would it do that
I call code from the game it self, but why....
I even net tested this multiple times and it worked
can you dm me modpack code and tell me which moon you landed on
how do you scroll the event list
It can happen on any moon:
[Info :BrutalCompanyMinus] Executing OnShipLeave() for current events.
[Info :BrutalCompanyMinus] Restoring un-modified level enemy spawns on current level.
...
[Info :LethalExpansion(core)] Unloading scene: Level1Experimentation
[Info : Unity Log] Spawning explosion at pos: {explosionPosition}
[Error : Unity Log] NullReferenceException
Stack trace:
(wrapper dynamic-method) Landmine.DMD<Landmine::SpawnExplosion>(UnityEngine.Vector3,bool,single,single)
BrutalCompanyMinus.Minus.Handlers.ArtilleryShell.Update () (at <4bab885fdd094c60917ab9a778bb3a67>:IL_0060)
Probably timing happens
my fix is that im disabling it for the time being
cause thinking about it is gona give me a headache
litterly makes 0 sense to me
Ohhh darn I just started to play this mod, and I agree there's not much event mod like this being updated, but look forward to see your next project ๐
Also, is it possible to make the toggle UI working with non-English keyboard layout (e.g. Russian)?
yeah, but setting to russian char 'ะป' will make the english char 'k' to not work
Like pressing this button should toggle UI, regardless if keyboard layout is russian or english
it only accepts one character
those are 2 different character
it accepts capitals
but uhhhh
I'm asking if you can to make this working, regardless if keyboard layout is russian or english.
Like game controls WASD works fine, but your UI toggle button no
i can
Item here are cheaper event causes an error and keeps players stuck inside ship.
is there a fix for this or do I have to disable something?
I... dont know, cause ChineseScrap only deals with scrap spawns not mapObjects
it broke somewhere here
does it happen constantly?
no thankfully not
there are a lot of things broken with my modpack so it might not even be your mod
my modpack sometimes just randomly crahes on the host with no error at all ๐
I'm using lethallib as well and never had error's like that
yea it's just that I'm really ass at making modpacks creating new bugs out of thin air
btw can you tell me why the game crashed by looking at the this log?
it's a bug that happens every now and then with no consistency and it's driving me crazy
done
I changed it but I have no idea if it works
I'll test later
How
press escape and then you can scroll through it
now it works, thank you
[Error : Unity Log] InvalidOperationException: Client is not allowed to write to this NetworkVariable
Stack trace:
Unity.Netcode.NetworkVariable`1[T].set_Value (T value) (at <895801699cfc4b4ab52267f31e2a4998>:IL_003A)
BrutalCompanyMinus.UI.ClearText () (at <bb0f903687764baf873e13da8ad1b9b7>:IL_0014)
BrutalCompanyMinus.UI.OnShipLeave () (at <bb0f903687764baf873e13da8ad1b9b7>:IL_000C)
StartOfRound.ShipLeave () (at <af9b1eec498a45aebd42601d6ab85015>:IL_0005)
StartOfRound.EndGameClientRpc (System.Int32 playerClientId) (at <af9b1eec498a45aebd42601d6ab85015>:IL_00D0)
StartOfRound.__rpc_handler_794862467 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <af9b1eec498a45aebd42601d6ab85015>:IL_003B)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:IL_004E)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Logger:LogException(Exception, Object)
AsyncLoggers.Wrappers.Unity.<>c__DisplayClass4_0:<LogException>b__0()
AsyncLoggers.Wrappers.JobWrapper:LogWorker()
AsyncLoggers.Wrappers.LogJob:Execute()
Unity.Jobs.JobStruct`1:Execute(LogJob&, IntPtr, IntPtr, JobRanges&, Int32)
๐
that's not normal i guess?
got these just when i hosted
oh god, it spams
with same errors
Also get this exception to spamming
Looks like it happens when pressing any key while dead
loooooooool
i just got D-day on company planet
๐คฃ ๐คฃ ๐คฃ ๐คฃ ๐คฃ ๐คฃ ๐คฃ ๐คฃ ๐คฃ ๐คฃ ๐คฃ ๐คฃ
im going to cut my own dick off
@ivory current
Is there anything in the mod that scales the damage that enemies do, their ai, attack speed, or move speed in any way? I am trying to trace down the reason behind SUPER Hoarding Bugs.
Also. Is the scaling for the enemy health and spawn rate additive to vanillas values?
If I used 0, 0, 0, 0 for the Base, Incriment, Min, Max. Would it just use vanilla scaling for all of these values?
There is nothing in the mod that scales damage, attack speed or move speed, only hp.
Some scales will be applied additively or multiplicatively, the hp is additivie
I woudln't set everything to 0, 0, 0, 0 cause some of them will then multiply by 0
spawn rate and spawn cap is multiplicative
how come custom enemies mods never wants to spawn ?
and also if its tame events there seems to be very minimal amount of enemies and also scrap tends to be quite low on maps
oh yeah the d day thing can happen even when being fired and on company building lol
mod code
I cant replicate that at all
my profile code ?
for the modpack
we updated our mods a lot since then
we got d day on a random map
called nyx or something
there was also nutcracker and spider outside
it was straight up horror
then we got bombed
custom enemies spawn normally for me
lol
ive had a custom enemy spawn legit once
out of like 20 rounds
is the default settings a problem
multiple times for me so honestly idk
i have a lot of custom enemies as well
so its rlly weird how rare they spawn
and it spawned super late as well
the locker spawned at like 6 pm or something
also mod pack
yeah i can send it
i use r2modman
i just deleted all my configs though
so it would be default mod settings
018e6276-ae35-04d1-c336-9a10cc81a62c
ill net test it after im done with run

thx
its very posible i fucked it up somehow in the configs but if it works fine for you its prob fine then
no no
this problem has been going on for a while
and i never got proper log files or mod code
so cant replicate
oh okay
could you add some of the events brutal company plus had since i doubt that mod will ever come back
lol
which events?
does this mean it will use the moons scrap and moons enemey weights? or does this mean i can set my own values in this mod that it will generate ?
it will get default weights then you can set it
but honestly i woudln't use it
it breaks
theres other mods that are better at that
yeah LLL lets you configure all moons and shit
so will it use that as spawn control then ?
you could make it spawn a mouth dog inside but with enemies too maybe
i dont rememeber every event thats included in this mod so maybe this exists
there is an event that spawns dogs inside
oh okay
just the forst giant one then
its a rlly fun event
it spawns a bunch of forest giants after a few seconds on start of the day
i do have a forest giant one but it only spawns inside
you could make a 2nd one for outside
where it spawns a bunch its based of attack on titan
thats why its called the rumbling
i do have the hell event
this will make every enemy spawn on every moon and vice versa
the hell event wont spawn anything outside at the start and after a while it will just start spawning alot
but i rather not use that part of code cause it usually breaks
so i shouldnt use this either
it will still spawn custom enemies ?
yup
i dont like having to test a lot my friends get mad if things dont work since we have gone through a lot of tiral and error so they would get off
you can set spawn rates for everything inside, outside and daytime
just local test
check if there's errors from bcm
nope
ok
i can disable events i dont like as well right there wont be bugs from that ๐
do what you want
its been very hard to find scrap with this mod imo
maybe because we dont use modded scraps
or atleast not much
never had problems with that
you can artifiaclly increase scrap spawns through weather multipliers config, though i should probably add global multipliers in the config
yeah that would be great
maybe its related to the moons/interior
i have no idea
i havent played enough recently
is there any known broken events
can spawning bees cause loading error ?
lol what
im not sure but once we softlocked in loading
could also have been the moon itself
but it was the event bees something
but could be unrelated
also big delivery spawned items i disabled in lethal things which was weird
i dont want it to be able to give utility belt
that is something i should fix
how does this work i want to limit how many brackens spawns in that one event
i think it spawns like 5 of them ?
the numbers are confusing me
oh wait i see it now
its a format
those are garunteed spawns
yup
umm
theres minInsideEnemy and maxInsideEnemy
those caps are to limit the scaling
so it wont scale beyond 4
increment scale is for the animation curve i assume ?
it dosen't use animation curve, it's just a linear function
oh
but will putting 4 at the end not be enough to max cap it to 4?
i dont want it to spawn a max of 6
3-4 would be fine
that 6 only happens at day 60, so yea you can set it to 3-4
wait rlly ?
but we were on like day 3 or something
and we had legit 5 inside
when spectating enemies lol
so another bug it seems
yup the more days pass
i see
but 6 brackens is a lot
you cant rlly survive that
or i dont think so atleast
there is worse lol
well im using mods like advanced company and lgu to make the game easier at the same time
so it kinda balences out
oh we dont like those
we tried lgu before
i have my personal reasons to not use advanced company
have you seen the anti-coil heads yet?
yes but i dont get it
does it do the opposite lol
i died to something else before experienceing it
it can be pretty brutal inside the facility
we got bombed had that and nutcracker + spider and a bunch of shit outside our ship
it was such a horror movie
we had no idea what was going on
how does anti coilhead work ?
do you have to look away from it ?
you look at it and runs at you
dont look at it
if someone else looks at it and you aren't it will kill you
lol
oh it was hell we got
lmao
which events does hell spawn lol
i think thats why it was horror
it does alot
yeah i might disable that lol
that seems unplayable
ngl
also one of my friends are not very good with spiders so she would prob freak out
lol
its a cool event just not good for my group
for whatever reason i have yet to get it in my group
though it comes with highly increased scrap value and scrap amount
we are just unlucky it seems
no scrap horror events
lol
no custom enemies except for once in like 10 rounds somehow
and i even survived to night time most of the time
yeah i see it rewards you in scrap
but we dont need that
my group is grief masters
we wont make it far
my mod has good grief events
yeah
grabbable landmines and turrets lol
we also have like push mod and shit
and other things to troll with
the grabbable landmines is rlly funny
for inside bees
can i make it only spawn inside?
both
yes ik
but can i disable outside
by changing this
it dont make sense why its both if its called inside bees
why did i do that
well that's wrong
it's meant to say minInside
the only way to disable outside is to disable the Normal Bees event, which it comes with
no
i know top is normally inside on the other prompts
min and max
oh nvm
it will choose between 2 to 3 garunteed spawns
it you get no jester, it will prevent the jester event from ever occuring and replace it with another
and also removes the spawn
trees, leaflessTrees and brownLeaflessTrees
yeah i disabled all 3
can the little girl haunt multiple players at once ?
or is it still hardcoded to 1 player only
no
unlucky
so 1 player will see like 5 little girls
that is rarity
lol ok
but still masked with ai revamped mod
is imposible with that many
lol
3-5
im changing it 2-4
ya
but it will keep spawning them in the day no ?
with the rarity, yea
i want to cap the amount that can spawn in a day
minInside and maxInside are garunteed spawns at the start of day
how can i cap the amount it can spawn in a day then ?
but the base scale is 1 min and 2 on max
so it will spawn between 1 to 2
and the increment will slowly rise and make it spawn more
if you want to decrease, you can set the base scale for min 0 and max 1 or something
wouldnt that only spawn 1
it will spawn nothing or 1
i just dont want it to spawn a bunch of them but still some
oh okay
so if i do 1 - 4
in base
it should do from 1-4 ?
yea
so it will only spawn 1-2 max by default then ?
through that entire day
until the days scale ?
yea and it will slowly rise
lol why does nutslayer come with all that extra shit
he already sounds op
or does it kill everything as in entities too ?
it shoots everything
oh okay
so i could just let it kill everything
and go in late lol
but can it kill a coil head
coil head can't be killed
yeah i know you need to mod it to make it killable
someone made a mod for it before
Reality Warp Attempting to grab scrap will make it transform into something else, sometimes a landmine or turret
can this tranform into enemies too ?
no
same thing
ok
btw does enemies still spawn during events like snarefleas etc
like extra normal enemies ?
or is it only the snare flees for example
vanilla + garunteed spawns for snare flea + increased snare flea spawn chance
i see
sometimes it feels like enemies dont spawn until somewhat late
i guess thats because its early game
why is spiders and Arachnophobia the same event
shouldnt one be targeted for only inside
and one does both
spiders is less harsh, and arachnophobia is harsh, arachnohpobia will also remove the spiders event
arachnophobia 4-6 base, spiders probably 1-2
so like this
i dont want spiders outside for my friends sake lol
they play on the ship
they dont even go on the ship
oh well she goes outside the ship