#Brutal Company Minus 0.13.0
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ahh right
ya
i feel like seeing scrap info and all that isnt rlly needed
y
well good
wait nutslayer spawned without its extra mobs
thats an issue
or do they spawn later on
its only 10 am currently
ok
i can open it to lan
so i can spectate
enemies
lol
with 2 clients
hold on
cause those event's dont spawn anything
so its a vanilla day ?
yup
spawn rate and spawn cap multiplier in difficulty config
though i will add back that it dosen't multiply negative values in the animation curve
yup
what should i put
if you have a good idea
thats prob why i dont see custom enemies
since its vanilla spawn rates
do you have a good idea what i can put to make it a little faster but balanced
if you have tweaked it yourself
i haven't im using default values uhhhhh
you could set inside additional power to 5, 0, 5, 5 and spawn chance 1.5 0.017, 1.5, 2.5 or something like that
for reference experimentation inside max power count is 4 and assurance is 6 and dine is 15
on the mod i used before this one i had this
so it would spawn somewhat early then it scaales over the day
to be harder
spawn chance kinda does the same
but it multiplies all keyframes of the spawn curve
though next release i will make it not multiply negative values
it seems to be still spawning slow
nothing spawned at 9 am yet
10 am still 0 spawns
wait so can i use another mod to control spawning ?
for the spawns
1 pm still nothing wtf
ok something is wrong
now i can test the dday problem
can i use another mod to control the vanilla spawns in this ?
since for me rn its not working to my liking at all
you can, dont know if it will work
2 mod's changing the same thing is going to end up with comptatability issues
do you know if brutal company plus or hullbreaker would work lol
with disabled events
probably
idk of any other spawning mods on top of my head
i will test it after im done eating
though I wouldn't use the hullbreaker
will try plus
what ?
brutal company plus has a event called no event so if i do that maybe it will be fine
it shows both events in my game
i think hullbreaker technically would work better
since it lets you disable more things
if i rememebr correctly
i havent used it in months
like let other mods control scrap etc
yaa but it's only 1 keyframe
1 keyframe ?
These are the key frames for experimentation
hullbreaker just sets the insideSpawnChance to 1 keyframe that is 0, 256
i know in LLL i can change all moon spawn rates
oh
@ivory current how do i make another mod control vanilla spawning
since its stuck like this
oh wait maybe its working
4 centipedes lol
guess its because of the maps settings
what event is this @ivory current
the bottom one
little girls
because it seems compatible with brutal company plus
ah shit
it didnt spawn girls
thats aproblem
go inside
no, but scanner is wrong id say
oohh wait its supposedly compatible with plus? but im guessing thats not recommended since that is very outdated
if you are into crazy shit, go ahead play with both plus and minus
what's the mod for scanning?
i cant seem to find it
.
im using 3.4.0 version of plus
not the newest
and ive also balanced plus to my liking
and balanced minus to my liking
well for ceiling campers it spawned centipedes
2 at start of day
im also using timescale
seems to be working with that monster atleast
so maybe ghost girl is specific ?
i dont need ghost girl event
i doubt it
hoarding bugs and thumpers
ah
there was a bunch of hoarding bugs
so it seems to be working
might be an issue because both events have ghost girl events
and i set it to use no event
for brutal +
i doubt that
I dont think i am going to fix the problem with lethal things
wtf is lethalLib doing
and lgu is also using it
I am just going to upload and go to sleep
Did a session yesterday and events and everything seems just fine
The only issue i noticed was the ghost girl one
All the other events seem to work
what is this @ivory current ?
no jester
i just found out
i think when there is a despawn event
it breaks brutal + spawning
rip
so i would have to disable all no entity settings
i would just use brutal minus alone but i cant get spawning to work how i want
let me make sure if it happens to all of them
Hey Drink i wanted to share some ideas
- Give every specific monster event and outside spawning chance and turn it to 0. So we can decide for our self if we want to get dragged out of our ship by a bracken xD
- Would be cool if we can add an existing Event to our custom events. (Like you did with DDday)
- Add some more Weather events like Eclipsed(VeryBad) or Stormy(Bad) so if possible you could have multiple weathers at once.
i would like a simple way to make spawning more difficult than vanilla that scales the more you play i guess since if you dont get unlucky events it becomes stale
even though I said I won't be working on this mod as much anymore, i guess i will...
wait interesting
even though i have no of both of these
it still spawned random once now
strange
no critters is hoarding bugs
maybe its fighting for priority
ik
i put 100 weight
on it
to test if it would make enemies not spawn
when i got the no jesters
it spawned 0 enemies
not sure if the ghost and jester event is bugged or if brutal + is breaking those two
i will try no brutal +
on those events
since all ur other events seems to be compatible
afaik
Id be curious to how both stormy and eclipsed would work,
though currentLevel only has 1 input for weather i can force the other gameObject(stormy/eclipsed) to appear
like a fake eclipsed and fake stormy maybe so only the event info tells you
since you would land and you wouldnt be aware about it
hell already uses fake eclipsed, but I think he is talkling about actualy stormy + eclipsed
it would be the same effect as landing on a eclipsed planet when ur friend hit the lever and you dont pay attention
hmm
i still think it would be a nice event
its just vanilla eclipse
like not worst difficulty
but the 2nd worst
the event info could be like turn back you will regret landing here
or something
Yea i mean the optical part too
Sounds fun
yeah the event works
without brutal company plus
so i guess the issue is no jester and no ghost
i would love to be able to customize the hell event to my liking as well
could you add config options for that maybe
ok now it works even with brutal company plus
im so confused lol
that would be too much, if I were to do that I would make a proper custom events like hullbreaker does
depends on the map
idk honestly
strange bug
maybe its fighting for priority
let me do multiple tests in same session
also can you just add disable spider for hell event then
xD
since i want to keep the event but my friend wouldnt play the game if it was there
what is wrong with your friend and spiders
they are terified of it
even if they use the setting they get fear of it
its rlly bad
that is the least of their worries
i mean yeah i agree
the spider isnt even scary in this game
ok now its just always working wtf
its always spawning enemies every day rn
I should also add config options for these as well for every event
honestly i dont like monster outside in the first place
except for maybe bracken
because its funny
but it takes away from the game experience
it feels over modded at that point
like the inside monsters outside has always been a throw off to me but ive just learned to accept it at this point
Thats why its so nice if a mod is highly configurable ;D
i agree
You mean a sort of white and blacklist? Could be useful in some cases i guess
The events i had in mind where primarily events that spawn some items with hoarding bugs and let them use them.. Like Honk event + Hoarding bugs
And a new event which spawns hoarding bugs and like maybe 3 shotguns in the facility the name could be "they are armed"
xD
Symbiosis allows for hoarding bugs to use items
I know.. I didnt meant you should implement that jsut the combined event
I used "hoarderbugsuseItems" until i realized they dont have a cooldown and jsut spam non stop
EventsToSpawnWith allow for that functionality to combine events
which is config im going to add
okay perfect
which is something i used for a bunch of events
ty !!
no pressure though, you should take a rest when needed, as goes saying this is genuinely one of the best mods since i do love random event and it'll be nice to get additional events once in a while ๐
I already have that as in the spawnChance scale multiplier, but what you want is early spawns.
i suppose
@misty violet pin this
Just set additiveInsideSpawnChance to 5, 0, 5, 5 or something, should do the trick
The AllWeather event was much trickier to implement than I expected
what does this setting mean?????
Open file to see what the config really says. This just means there's a setting but it wasn't written in a way that mod manager could properly display.
Yeah thats more right
Oh ok thx
Will try it tmrw
ah
Holy moly you were fast ๐ Im looking forward to seeing it
I have a bug to report, idk if that is something you can fix though. I use the "immersive_visor" mod and if the rainy event happens the raindrops on the visor dont stop even inside.
Do Weather events work with Weather multipliers?
no
do you mean this ?
y
is there a simple way to disable outside enemy spawn for the enemies i dont want outside now ?
events
not sure how i didnt clarify that lol
woops
i see someone events have outside spawn chance and max min
do i need to put all to 0, 0 , 0 ?
or just the chance
0, 0, 0, 0
all 3 or just chance ?
all 3
k
minOutside, maxOutside and outsideChance
opposite of a coil head so if you look at it charges you
maybe it should be named reverse coil head or something
Yea i figured thats what it would be
hey @ivory current, any idea what this could be?
ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.Collections.Generic.List`1[T].get_Item (System.Int32 index) [0x00009] in <787acc3c9a4c471ba7d971300105af24>:IL_0009
at (wrapper dynamic-method) RoundManager.DMD<RoundManager::SpawnMapObjects>(RoundManager)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<RoundManager::SpawnMapObjects>?-237437196(RoundManager)
at LethalLib.Modules.MapObjects.RoundManager_SpawnMapObjects (On.RoundManager+orig_SpawnMapObjects orig, RoundManager self) [0x0009d] in <a195ca621c6e43699e5855ec3dd9dd63>:IL_009D
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<RoundManager::SpawnMapObjects>?300744932(RoundManager)
at RoundManager.GeneratedFloorPostProcessing () [0x0000f] in <af9b1eec498a45aebd42601d6ab85015>:IL_000F
at RoundManager+<LoadNewLevelWait>d__115.MoveNext () [0x0013c] in <af9b1eec498a45aebd42601d6ab85015>:IL_013C
at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <e27997765c1848b09d8073e5d642717a>:IL_0026
basically broke level generation, everyone was stuck on "random seed"
so i had to restart and rehost
could this be some event?
i don't see BCM in the stack trace, but last info message was from it, so that's why i'm unsure
that's from lethalLib, not first time I've seen it
never experienced it myself, so might be mine or not
honestly dont know
[22:07:43.3668725] [Info :BrutalCompanyMinus] Event chosen: NoBracken```
found events
those are completely unrelated
okay then, i'll keep monitoring logs if it happens again
thing is I don't modify any of the spawnableMapObjects, I only read from them so it's unlikely from me
And I also do any mapObject spawning after SpawnMapObjects() is called
will just drop it here, God hates you event is more annoying than challenging or fun
If you don't like it you can disable it in the events config
It's called AllWeather
๐ did yeah. i think it would be fine if thunders were not as loud but idk if/how you can lower vol for certain things in game so disabled for the same reason we disabled dday. great mod tho, def my favorite mod rn
i cant tell what this is meant to do ? i dont have anything spawning i have 1 crawler so far
wait i put it on outside enemies
im dumb
everything seems to be working
played a session up to 1k quota no issues works perfectly great mod!
I overlooked the fact that I left test code
it spawns 20 stormy instances at once when AllWeather is active
I was wondering why it was so fucked
whoopsie
lmao
for some reason it only seems to spawn like 2 specific custom enemies afaik
very weird
the football and shy guy scp
never the other enemies ive seen yet
So this mod got the free money option?
therei s some events that rewards you money i dont think it has a free money option for surviving a day
Ow, I wanted that option from Brutal Company Plus ):
maybe he can impliment it if he is open to update the mod more
I understand if he doesn't want to, but it would be nice to add that option
BCP has it, but monster can't spawn outside
Sad that these kind of mods are being forgotten
its kinda deserved considering the devs just left on empty promises
without even saying anything
Hey Drink somehow the "Generate and use enemy weights" option doesnt generate any config files for me anymore. Worked perfectly before..
do you have this setting set to true?
No its false
well set it to true
What is that for?
enabling that part of code
Oh okay
Thx!
Also what does "Global multiplier for increment value on good and veryGood eventTypes" do
So if you get a good or verygood event you increase scaling of what?
the increment only on the scale
if increment is 1 per day, then you set global multiplier for increment value on good and veryGood eventTypes to 2 then it will increment by 2 per day
So if one day passed and you change the value to 2 it counts as 2 days for the event scalings?
bassicly
Ahh okay
Hm, can kamikaze bug reuse sfx from the original bug, so like mod yippee would work for them
it is completely seperate enemy
hmm
maybe
yipeee sets from hoarderbugAI start, other's like racist hoarding bugs use an api
And the API patches the audiosources themselves
which does work with kamikazie bugs
AllWeather event will no longer spawn with 20 instances of stormy(Oops)
hyped to try this again ๐พ
btw the reason there was almost no modded enemies was because lethal level loader didnt support lethal lib
but it does now
Is there a way to deactivate all the events withour doing it one by one?
And what if I want to activate just one event? Do I have to do it one by one?
set event count to 1 and set Use Custom Weights to true and just set custom weight of said event to a very high number
though i should probably just add a command to make this easier
Ok, thanks
@ivory current sorry for ping but how can i buff the early game a bit its to stale at the first days
i have this on
i want it to spawn a bit earlier the first monsters
?
crank these up
oh
the inside spawn chance additive
i dont fully understand it
but the settings you gave me before were rlly good
do you have an idea what i can put there
5, 0, 5, 5
if you want dogs outside go ahead
no i mean inside enemies
max additional power dictates how many enemies can spawn
ya then inside
shouldnt i do like 1 0 1 1
and then keep buffing it
til what i like i guess
or is that like nothing
maybe try like 2 0 2 2
ya
by default its on 0
ty
will do some tests
well now 2 mobs spawned instantly on day 1
will do some tests
also im not sure if outside landmine works in modded moons
also do you have a nutcracker outside event @ivory current ?
i feel like i never ran into it
the forest giants outside event would also be fun
not bad for day 1
seems pretty balanced
there is
Gotta say this is prob my fav mod out of 175 I have. Love the variety. My friends hate the very bad events but I enjoy the challenge
What does this enable?
it enables that part of code
Im going to completely remove that code next update aswell
My mod dosen't seem broken at all
though some event's might be
The method name for checking line of sight has changed so it should break kamikazie bugs and nutslayer
is there an easy way to nerf scrap spawns i feel like its too easy
there is this i see
like early game value is way too much
we get up to like 2000 sometimes on day 3
lol DDay event tanked my FPS in v50
had 5 FPS after it started
surprisingly most of the stuff still works
The events related to the monsters like "brackens" and stuff is for spamming monsters or just allowed normal spawn?
It guarantees spawns and add's the enemy to the spawn list
It allows vanilla spawns
Oh ok, that's why I didn't saw any bracken because I thought it just allows only those monsters lol
Yes, I deactivate some of the monsters thinking that it was just spawn only those monsters
Because brackens, nutcrackers and the ghost girls doesn't appear
I think I fixed it by enabled those events
Getting really confused by all the Difficulty Scaling settings, if I do not want any difficulty scaling at all, should i set all values to 0, 0, 0, 0 ? Or 1, 0, 1, 1
In order to keep the base game difficulty
Or maybe there's a true/false to switch somewhere to disable difficulty scaling at all
by default its vanilla spawns i think ?
Is the dog being inside event still here?
yes
@ivory current will you make some events for v50 monsters when it goes out of beta ?
like the butler and robot
Wait this is an active brutal company?
U use the other brutal company mod as a base or all your own code?
this is entierely my own code
Hell yea look forward to checking this out how does it function with lethal quantities
this mod also comes with weather multipliers as well
Work okay with weather tweaks then?
yup
this mod is awesome has so many cool events
and very configureable
Currently for v50, I have added basic monster events for the new enemies, and I have added event's for custom modded enemies which will only appear if you have said mod installed, I have added multiple descriptions for events, I have completely removed the code for setting custom enemy weights and scrap weights(There are better mods for doing this) but with that gone I wrote some new code to deal with All Enemies config, I added compatibility for yippee mod and now the kamikaze bugs will say yippeee with the yippee mod installed, there is a bunch of other stuff I forgot about that I did as well.
Oh nice!
If you have any suggestions or any event you want me to add, I'll consider it.
Maybe an Event for Football
Yes, In the form of kickable bee hives
Oh I mean the enemy but you know that would be funny too tbh
great idea but you said you removed the custom weight stuff does that mean i cant do this anymore?
Heya heya
I got a really good idea
I think it would be a really cool event
It could be either โMany more Mimicsโ or โMimic Seasonโ
Basically it would be an event that would have many more fire exit mimics making it truly difficult to spot out real fire exits
since there would be more fire exits than usual
Way more
It could probably spawn double or triple of what the mimic door mod usually spawns in
one for like teleporter traps from lethal things would be cool too since we can only make custom events for enemies atm lol
I think it works
I was thinking about that, will do
yipppeee!!
Also an Event for the new spike traps in v50? Even though that could be terribly hard
Now I got it to work
Already have that done
are you gonna add an event for the snakes?
I am for consistency's sake
they are daytime enemies and I think they are funny asf
awesome
Lovely mod
@ivory current Do you release your Update when v50 comes out or can we test it before?
damn you are cooking so hard
I'm not uploading to thunderstore until v50 hits
though I'll put a test build of what I currently have here
this will only work for v50
not v49
Nice will test thanks
Does All enemies jsut enable for all enemies to spawn on all moons like ghost girl on experimentation and All All does gaints inside?
All is If enemy is an inside enemy it will spawn inside, All All ignores that and makes everything spawn everywhere
All and All All are on a sperate spawn cycle so it completely ignores max power count
Oh okay good to know
@ivory current you prob know but v50 dropped today
so please push thunderstore update when you can
Im playing helldivers and i need to do a write up before i can publish
sooner than i expected
np
These are the changes, though I need to write up the readme and then I will publish
ty!
is there a event for the mech thing imagine that inside lol
not sure what this event means in green but there is scrap outside so im guessing something with that
I just noticed that if you have both the top-right window open and also have the events displayed in the chat, they'll usually say different things for the same event.
What does Quota changes do in the difficulty config?
Setting it to true will generate quota settings in the same config next time you run LC, lets you change quota increase, starting credits, and such
Ooooh okie
Brutal Company Minus 0.11.3
0.11.3 Changes, you will now be able to force events through the terminal
I can
I'm making a few changes and will push an update soon.
Oops, I just realized I messed up the Dictionary name hehe
Is the toilhead a seperate enemy?
It adds a turret to the existing Coil-Head.
You'll be able to call the SetToilHeadOnServer function and pass in a CoilHead's EnemyAI
had to do finicky stuff with mimics mod to make that event, so this will be nice
Wow
I just pushed the new version to Thunderstore ToilHead Api.cs
works
this was just to test it
Okie
Does it work on the special Coil-Heads?
no
I will look into this
What event do I use for the special Coil-Heads?
wdym?
I guess just coilhead?
I dont know what you want specifically, For anticoilhead event its anticoilhead
problem might be is that the enemy name is AntiCoilHead
If you want to have those also have turrets I can add support for that.
If the enemy name is "Spring" and the ToilHead spawnCount is less than ToilHead MaxSpawnCount
then it should
Okie
We had a few small bugs today, the KamikazieBug seemed to work fine ingame but spammed the log full of errors, we had the bombardment event once, after that we had it on every moon x.x
mod pack code, pls
sure, 018ef185-1f20-d2ec-4223-1a95566aca97
Edit: nevermind the error about the kamikaziebug might be related to SellBodiesFixed, experienced it on other "ModdedEnemies" aswell, tho i'm still unsure why the Bombardement was repeated on every moon after encountering it once
that bombardment problem is something I dont even understand
It's been there for a while, though I thought i had it fixed
It makes absolutely no sense to me to how it can happen, and I can never replicate it
I might have it fixed, might, I hope
I ran into a ToilHead and Anti-ToilHead at the same time 
We haven't had the bombardement event since then, I'll try to remember exactly what we did on the moon next time, in case it happens again
Getting this error when starting ship
causes it to not land and be stuck on this screen
Did you manually disable all events?
most, not all
does that cause issues? and if so, how can I disable events without it breaking?
If you want to have no events at all just set the event count to 0, 0, 0, 0 and chance for weighted events to 0, But I'll have this fixed anyways next release whenever that is
wdym?
Like, for example
Theres a few events I like, but some I dont
I can disable the ones I dont like, but keep the ones I do?
You can
this is the fix, somehow it passed an empty event list and was trying to get the last item and just broke
odd
I'm evil but not that evil
Hey, first I want to say I have been thoroughly enjoying this mod for many many hours and many more to come.
I'm not sure how you're with suggestions but:
I was thinking with the new butler mob. I think it would be a cool event to have an inverted version, just like the AntiCoilHead, where he starts attacking when there are 2 or more players nearby and stops/idle when people are alone.
It wouldn't be difficult at all to implement this
@ivory current did he spawn because of the event its experimentation he is not moving
what is the event move!!!
does it have to be night time for him to move
ok nvm i learned the answer
@ivory current
it worked
just had to wait to night lol
is it the MOVE!!! event that spawned that
no
are you able to make him work on day time as an event
that's lizards
that old bird is vanilla
in very bad
y
why or yes ?
there is an event that spawns old birds outside
and he moves
on daytime ?
not night time
since he was disabled up to like 7 for me
last time i remeber yea
Any plans to add the faceless stalker mod to the modded events pool? Since I think it would be funny to see a lot of slendermans in 1 map
anyone know if starlanceraifix causes any issues? looking to add this to my modpack and just wanna know if theres any incompatibilities.
I haven't seen much issues regarding StarlancerAI. Though I did run into another thing altogether.
When I tried to land on Ganimedes, I got stuck on the "Waiting for crew..." screen, while in the meantime, the UI seemed to keep cycling through the day's events endlessly, like it was trying to pick events, but couldn't do those events and had to re-pick. It kept doing them so I had to close the game.
Another question, would it be possible to make my own custom event by any means? Not like an enemy-based event, but rather, another scrap-based event, because the temp events in the config only allow for EnemyRarity and EnemyMax tweaks. Would simply changing these to mimic the scrap-based events be sufficient to be used by the mod?
I can
can u just take all monster on this list and encorperate them? https://docs.google.com/spreadsheets/d/1DIMxtYa64d8WkFnRGXLcx6Pi16bwTwHp69r8PUUo39o/edit#gid=0
Entities
Entity Name or Nickname,Mod or Discord Thread Name,Release/WIP/Github,Personally Tested or Seen Adequate Evidence,Ranked by visual complexity, animations, VFX, visual gimmicks, uniqueness, & whether they are PNGs,Ranked by integrated systems, behaviors, dynamics, spawning, uniqueness, &...
This mod and starlancerAIfix both do the same thing, and no there is no conflicts with that
sweet, ty! i figured they probably did, just wanted to be sure
That is alot
figured id shoot the ask, if its not possible its not possible
naw choose what u wanna do at your leisure but these are currently all the good modded monsters so if u ever need somewhere to pick and choose from
Currently I only have custom monster events atm, though in the future I want to expand on that.
I'm always open to suggestions, If I like it I'll add it
If you're down to add additional modded enemy events, what about the Shockwave Drones?
Oh, uh, about adding new scrap to events. I tried to do this myself by adding some more stuff to the GoldenFacility event, but the mod simply rejected anything above the normal amount of scrap that it's used to reading and just reset the extra work I did in the config. (I basically copy/pasted one of the listed items and changed both the scrap number and the listed item i.e. 'CashRegister' rarity to prevent conflicts).
Hey, is your Weather multiplier feature compatible with MeteoMultiplier? I can see that both you and them are changing scrap value and scrap amount multipliers ๐
Yup, the way I handle scrapValue and scrapAmount is a little different anyways
so when both are present, which ones values would get applied?
I'm asking because i would love to add compatibility to WeatherTweaks for both of these
I dont modify the scrapValueMultiplier and scrapAmountMultiplier in roundmanager
What are you trying to do?
i mean - i want to add compat for both and ideally only one set of variables would be applied
so i'm thinking to skip MeteoMultiplier values if your mod has their defined
especially since yours are displayed in the terminal ๐
@shut otter does your mod also do weather multipliers with the weatherTweaks?
I'm using MeteoMultiplier's ones
and because i'm using "custom" weather types (multiple effects at the same time/weather changing mid-day) i want to create a compatibility option to include these in the calculations as well
Is this custom weather types part of your mod?
If you are adding compat to weather multipliers you should also do for this one as well since it's pretty popular https://thunderstore.io/c/lethal-company/p/Blorb/WeatherMultipliers/
How would the weather multipliers work for multiple weathers?
- for the combined ones i'm doing a sum of
(MeteoMultiplierMultiplier * 0.8)of every weather present - for changing ones i'm doing a weighted average of
((MeteoMultiplierMultiplier * chance of weather happening) / sum of chances)
i'm still tweaking them a little because i want to get them balanced in comparison to the separate weather conditions
it's using the same methods, so i can do that easily
I was wondering if I could do anything for you, Or I can add compat my self
I do have an event that spawns all weathers(Which I'm reworking now to be less fucked)
i think the question is: what would i need to reference/patch to get your mod's variables to include my weather shenanigans into the calculation? ๐
and i could include that for compatibility as well ๐ฅน
should be currentWeatherMultipliers
thank you ๐ ๐
Though I should publicize my project instead of leaving a bunch of things as internal
@shut otter When you are dealing with multiple weathers how are you dealing with the fact that for example stormy and eclipsed both read off of TimeOfDay.Instance.currentWeatherVariable?
Are you Transpiling that or you have your own script?
Oh transpiling
Yeah, transpiling for the correct weather type values
MY FUCKING BRAIN
MY 2 INCH CUBED FUCKING MIND
THESE CONFIGS
GONNA KILL ME

i need someone smart
@white plinth
I'll tie the rope for you
you're a sick man
I just finally switched from SavageComany to this because i saw support for modded enemies
I was baited configuring this is gonna take another 2 years off my lifespan
What are you even trying to do
Everything.

Adding this to my modpack
want a nice difficulty scaling
with only slightly racist events
with the promise of gurantee'd death if you griddy in the wrong direction
Enjoy pain, and anyways soon enough Im going to mess up the entire events config and redo the scaling
cause old scaling was 0 to 60 but now its 0 to 100, and that kinda makes some events fucked, I tested difficulty 80 on hell and my pc had a small stroke
๐ณ๐ณ
I did advertise this mod as highly configurable
I'm doing that ๐ฅฒ
since you're using the mod: what are the things that both mods try to do?
I know the weather multipliers and weights, is there something else?
@amber plover
uh
i literally just downloaded the mod
im sniffing my way through the configs and features as we speak
I got you
do you got me?
Hahahaha
Didn't you say I did not know elementary math. ๐
You have other strenghts
I can assist just still waking up
Mhh, had the More Fire Exit event today, i was host, i was able to use the exit without any problems, while the other two players were not able to use them. But they were able to see them and the interaction UI was there it just didn't do anything. I don't have any logs rn, will try to get some next time
Also, i have a question, i'm probably blind but where do i find the "Starting credits" setting mentioned on the Readme of the Mod?
Difficulty_Settings.cfg in "Quota Settings" only has the "_Enable Quota Changes" setting for me
You have to Set _Enable Quota Changes to true and then load a save to generate that part of the config, not intuitive
Ahh, now that I think about it, it makes sense, thank you very much!
Ah, yeah. That doesn't work then? Is there a way to do so without simply swapping out the scrap items?
Currently no way to do this through configs atm
Very well then. Thanks for the info.
But would you happen to have any idea on why the events would seem to try to continually cycle themselves while you're inside waiting for the ship to land? (I've experienced this on Ganimedes only so far, will test on other modded moons)
Zero idea, unless i have log files
It could be my issue, LLL(Fixed) issue or ganimedes issue. I have no clue
Howdy! My friends and I have been enjoying your mod recently.
However, I noticed that after the warzone event, the bombs never stop dropping. This continued even on the company moon. I've been diving into the code using dnspy (I've wanted to get into modding, and after the continuous bombardment incident I decided to take a look under the hood), but sadly I haven't been able to find where exactly things went wrong.
Also, I kept having this weird crash where setting the factory size multiplier to 0.4 for flooded weather would crash on Vow of all places.
I don't use any other mods (Save for More and Late) when I play Lethal Company, so I'm sure it has nothing to do with conflicting mods.
This issue has been here for a while and is incredibly cursed, I have zero explanation, makes no sense to how it can happen, I cant reproduce this at all and have no idea.
Setting factory size multipliers below 1 can crash the game(vanilla) not my issue
Wait, is that why there's a second CS file called something along the lines of shut down for God's sake or whatever?
Setting it to 0.5 and above works just fine, even alongside the smaller facility event, at least in my playtime and personal testing.
That is me praying to god that it fixes
If I happen to find anything (unlikely) I'll be sure to let you know, thanks again for making this mod, the configuration aspect has made it very accessible and convenient
You can also check the code at the github instead of dnspy https://github.com/Sylkadi/BrutalCompanyMinus/tree/master/BrutalCompanyMinus
That'll probably be a lot easier, thanks!
After I fix BunkerPassage not working for other clients I'll try and look at warzone again
I'm starting to wonder if I see this Warzone event lingering bug. I can't personally remember it happening, but then again, I don't have Warzone's settings set to default (I had increased the time between bombings to 2 minutes). I wonder if it has to do with taking off while the bombs are currently dropping.
This is fixed for next release
Speaking of those, I've been seeing at least one or even two of those extra exits appearing in main or close to main. Any way you can try to ensure they get generated further away from the main entrance of the interior?
well it's supposed to, but I guess it's not picking up on the entrance positions
I try to not spawn near other escape positions and fire exits and main entrances
I've been particularly noticing this on modded interiors, which may play a factor if it makes any sense. (Two of the biggest offenders are Office and Mental Hospital)
Okay, so it appears that this bug isn't exclusive to Ganimedes, Rosie's Sector-0 moon also does this, as well as all of sfDesat's moons. It seems like any modded moon currently experiences this bug. I have also learned that as the events get cycled, they don't get skipped, they are initiated as well, because I can hear the dropship jingle and all the weather effects even if I didn't start with dropship delivery and all weather events.
This basically means, at least on my end, I can't use Brutal Company Minus and travel to modded moons, because BCM keeps running events and won't land the ship in the meantime.
-0.12.1 Changes
But can facility ghost disable spike traps as well?
I didn't even think of that
Also, still experiencing the issue of modded moons repeatedly spawning events and not letting the game actually start.
Have you figured out that enigma yet? Or what other mod might possibly be conflicting with that?
Hey, love the mod so far. But theres some slight visual issues I encounter when I enter an entrance from the "more entrances" event where the little amount of light you get by default disappears, making everything pitch black until you enter the facility through the normal entrance/fire exit. They also sometimes cause the model of whatever your holding to disappear.
I'd need mod pack code, didn't even look at it
You need logs from my pack, or the pack itself?
pack would work, logs would also be nice. But just the modpack code is enough
Well, you're probably not gonna like how big it is, but here you go:
018f0a16-a3c4-c50c-2e6f-79841b94a762
Some of the errors I've been getting are '[EventName] not included, returning empty event.' even though that event that was supposed to be spawned simultaneously is referenced perfectly
As for exactly what is specifically causing the cycling that's shown in the logs, I'm not sure what it could be.
This is the log as I just tried again.
Sequence of events: 1. Launched the game. 2. Loaded a brand-new save. 3. Used DanceTools to give 99999 credits 4. Traveled to Ganimedes and pulled the lever
Oh, you know what I just realized?
I'm barking up the wrong tree.
I just tried entering Ganimedes without Brutal Company Minus... I still can't get in. I presume this will happen with all the other modded moons.
The events from Brutal Company Minus being cycled are just a side effect, they aren't even what's causing this to happen.
It's been like this for 10mins
Well, you can cancel that. Sorry for wasting your time on this. I should've realized this sooner. That's on me.
I still want to have a look
Feel free.
But let me spare you a bit of trouble (possibly) and tell you that these errors are spamming the console.
[08:42:35.1751063] [Error : Unity Log] RuntimeNavMeshBuilder: Source mesh Cylinder is skipped because it does not allow read access
[08:42:35.1751063] [Error : Unity Log] RuntimeNavMeshBuilder: Source mesh toilet_b is skipped because it does not allow read access
[08:42:35.1751063] [Error : Unity Log] RuntimeNavMeshBuilder: Source mesh toilet_b is skipped because it does not allow read access```
I'm doing another attempt without BCM and those specific errors are looping themselves. Is that due to HookGenPatcher? Taking a wild shot in the dark with that one.
doubt
Then what would it be instead?
LLL
Do I need to find a different version then?
If so, please tell me which one.
Do I use the experimental one Batby has got on their Github right now?
Never used those so no idea
But im blaming lll
i just loaded into ganimedes, no issues
I loaded into ganimedes
Did you change anything to the modpack or leave it as is?
left it as is
I presume you didn't, yes?
Huh
It's making me wonder if I should just re-download my pack from that code for whatever reason
Cause I couldn't land on Ganimedes
Well, there are definitely some things different. Some minor things anyway.
But... whatever they are... I can land on Ganimedes now
I guess none of my original config changes didn't carry over for some reason. They're normally supposed to right?
Well, after copying over all my config settings from the original, it still works.
I have no idea what was borked in that pack... but I won't complain. I apologize for thinking it was BCM that was the cause for this.
But there is one issue that I want to bring up. Though I'm not sure if this should be brought to your attention, or to the attention of the dev of CullFactory, since I also use that.
Well i did close thunderstore cause it was waiting to long, so maybe by some miracle it didn't downlaod the culprit
Oh, you're right. This new version is 9 mods down.
Hm, so that narrows it down greatly. Just to find out what those missing mods were.
Anyway, what I was saying before.
Whenever I use one of the extra ladder exits, it seems CullFactory's culling render distance does not seem to register that the player has entered/left the interior, so its rendering distance will stay on the inside/outside distance until the player uses a normal exit, or teleports out.
It might be a minor thing you can correct on your end, but if not, then I'll bring this up to to the dev of CullFactory.
That is an issue on my end, So that's something I need to fix
I know why
Also, have you thought about my suggestion of a Shockwave Drone event? I was also beginning to think of events using the entities from Moonswept (the mobile turrets and cleaning drones), and updating the RedWood giant event to include all the giants now available in that mod.
I also had a new idea for a rather silly (but maybe overpowered) event if you'd like to hear it.
I already have included other giants for redwoodgiant event, I will add your events but there is other things to do first
go ahead
I was thinking of an "all holidays" event, where there'd be a much higher chance of giant pumpkins to appear outside, and inside, all scrap would be replaced with Easter Eggs and, less commonly, Gift Boxes. It could also have increased Nutcracker spawn rates. Basically a combo "Halloween Christmas Easter" event.
I actually like that, will do
Perhaps as an extra measure of danger, Easter Eggs have more possible locations where they explode, and taking inspiration from a mod that does this, opening presents contains a chance of spawning entities or level hazards (mines, turrets, etc.), including any modded ones.
This is an issue with cullfactory and my passages, and it is fixed/compatibile for next release.
So I have discovered the mod that caused that issue. It was LethalExpansion_Preview. Yeah, not a real shocker. Guess it still won't play nice with everything.
More Exits sometimes seem to spawn very unlucky https://medal.tv/de/games/lethal-company/clips/293dowEsTOmgYw/d1337TOnPy6E?invite=cr-MSx3UnMsMjExOTUwODQ5LA
also we had floating exits on the Company Moon
Watch MoreExits and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
Theres no way
i refuse to believe i, Mi6kbuttface, person who has looked at every mod uploaded in thunderstore per day
Missed a mod like this
lol
they dont spawn on the company building, it's just that i forgot to add them to a list to remove them automatically
so they can persist through levels and if you find one that persists it can send you to the void...
In that clip you sent there isn't a moreExits event anyway so that's why you got sent to the void, also thanks for telling me this
Oh lol, also another thing i noticed, the Late Landing might cause different times between clients and host, i as a host hat 09:.. and they had 08:.. i think it was a difference around 30mins
both things are fixed for next release
That could be Sector-0.
I didn't use any custom moons/interiors at that Time since LLL wasn't updated yet
don't
I highly recommend not to cause soon i'm going to destroy it
i must memorize and understand
what the fuck
ok
My day just got much better (havent slept all night)
well im only really mainly changing the name of events to vanillaEvents, since i rescaled everything
I will take this as an excuse to wait
I will return, and when I do I want you to old my hand like a fucking toddler through all the configs, could you do that for me?
I can help
thank you
plus a write up as well
Brutal Company Minus 0.13.0
0.13.0 Changes, I pray to god I didn't break anything as always
Which mod do I need to get the Cleaners and Mobile Turrets?
Moonswept
Thank you
Is this the-
y
it would be cool if more exits had a standalone mod
It orignally was going to be one, where these entraces/exits would go into smaller separate interiors
interesting..
I went to sleep, but now I'm awake
Hey Drink are the modded Events compatible when i add one of them to the "Events to Spawn with" section in the vanilla events config?
Ya should work, If it dosen't find the event it will return the nothing event
You can test it using the MEVENT (Event name) command in the terminal
Hi! There is a question-a problem. I wanted to localize your mod, but there were problems. In previous versions, we replaced the Description values in the Events file, but now, despite the changed values, the names of the events do not change. Do you know what the problem might be?
old file was called Events now its VanillaEvents
you can
Okay
i think there is a problem with jetpack warning and this mod together
ah nevermind i think it's something else
I have the same Issue now.. Cant even land anymore. It just spams the log with this error and also shows the UI Letter box even though i disabled it in the config.
yes i tried to clear the config but it doesn't work anyway so i removed it for now
The complete Difficulty config is not generating properly..
I just generated a new one and it looks like this
Did you do what it says there, and load a save to generate the rest of that config?
Thats not related.. Its just if u want to change the quota settings
Is your Difficulty config also empty if u regenerate?
yes
Thats the Issue i guess weird though since yesterday everything worked fine
before the update?
No it was after the Update
I'd need a full log file
Say no more
A new problem. When you start the game, the configs seem to be re-created, so all translations in the Vanilla events file disappear. Help me pls :3
cant start a new save today, everything was fine yesterday but today updated my modpack and getting black screen, disabled BCM and it worked fine
There is a bug where the FacilityGhost event persists into the next day. Could you please check?
I was watching your stream as it happened, so I know it's probably related to modded moons
I hate mods that put null objects into the game and then I have to put a million bloody null checks
my mod is fine it's just that someones mod puts null objects into the spawnableObjectsList for some god damm reason
Hmm want the Modlist?
But whats wrong with the configs
wdym wrong with configs
Look my message from 17:58
that's because it crashed before it could do anything with the configs
ahh okay
cause some people love putting null objects into lists
Yea any idea how to check what mod is causing this?
no idea, I already put some null checks but theres something else i want to do
well theres trial and errors but thats about it
alright then trial and error it is xD
hello, just wondering what is the difference between vanillaevents.cfg and events.cfg
they look like the same to me
events is old and can be deleted
events is old
Thanks for watching the stream. I only had that one ghost event since the update, so I don't know if it will happen in vanilla. I hope this is of some help to you.
Thank you
I uploaded a new release with the null checks
though thunderstore takes 10 years
Thanks im still looking into which mod is causing this
Had the working code from yesterday and there were 6 mod updates so
it has to be one of those
It's likely fixed in next release
It was Rosies_Moons that caused this x)
a
feature request
I would like there to be a setting to only show the difficulty when you go inside a level and not the events.
i like the unknown
Hey there's a minor bug with the raining neutral event. When spectating it will show the rain regardless if they are indoors.
Question: If I change some values for the events, everyone needs to have those changes or just me?
I think the NutSlayer mortal status isn't working. I put 1 life, 1 hp, set it to false for Immortal?, and it just goes to negative lives. Unless something conflicts with it?
As always I'm asleep
events are handled on the host side so just you, If you want to be extra safe then keep them the same
That will be fixed next release
Awesome, thank you!
how does this mod work with custom spawn weights set with lethalquantities? any conflicts?
like how does this work with "all enemies nothing weight"?
is the "allenemies" config file with its changes to weights disabled by default? i dont want it to mess with other mods changing the weights
its disabled by default and it's on a completly different spawn cycle so it wont conflict with anything
okay. does this mod conflict with quotarollover?
thanks for the information and responding that fast
wdym
currently there is only monster events through the config
I mean, I want to make my own custom event with a separate mod. Custom messages, and execution
In theory it should work
though I should publicize my project so more things are accessible since alot of things are left as internal
You'd have to make an Mevent and then feed it into
in EventManager
though the generated configs would go to bcm
into vanillaevents.cfg
wait no
this wont work at all
Used to be but not atm
Okie
It would be nice to have that in the future
I'm going to sleep, I cant deprive myself
where you from?
EST
ahhh, im eu
nope
