#Code Rebirth [V§O∆X∆O§]

1 messages · Page 9 of 1

wise stag
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uhhh

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spawn curves are from 0,0 to 0,1

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not 0,1 to 0,10

open laurel
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the key is 0 to 1, 0 start of day, 1 end of day

wise stag
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mhm

open laurel
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the value is the amount of enemies allowed to exist at that time in the day

wise stag
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No

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lol

open laurel
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wuah?

wise stag
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the value is the spawn weight percentage

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if it's at 1

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that means everytime it tries to spawn one

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it looks at its spawnweight * the curve

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if its 1, it's 1, if it's 0.5, the spawn weight is 0.5 * normal spawn weight

open laurel
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here's the unaltered spawn curve for offense

wise stag
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that's purely for funny looking curves

open laurel
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zeekerss start it in the negatives, I guess to be sure there's a more precise moment when more enemies can come into play

wise stag
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it helps get a steeper curve

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if u start from smaller values

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it's just how values work

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here is an explanation i wrote on it a while back

open laurel
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this is what it visualizes as when I just plug in Offense's vanilla spawn chance curve keys and values

wise stag
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yep

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but again, the only values in play are the ones from 0,0 to 1,1

open laurel
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and it basically functions as shooting from 0 straight up at the halfway point

wise stag
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in my ss are all te values in play

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i think it clamps to the right so anything past 0.6 will have a y-value of 1

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not sure though

open laurel
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I'm... almost positive that isn't true, the value doesn't stop at 1

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banana puncher seems to disagree, and I'm assuming he did his research before building the tool to work the way it did

wise stag
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i also did research before writing the wiki lol, but ill give it one more look ig

open laurel
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plus I've built numerous spawning curves under the impression it worked this way with value representing monster count, and the results in-game were always pretty much exactly what I expected

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I think you are confusing the overall enemy spawn chance curve with the specific enemy spawn chance curve

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these two function differently, of which I am aware

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the overall spawn chance curve has the value represent the amount of monsters allowed to exist at that point in the day (and if spawn waves happen around this time, how many additional monsters are spawned looks to the value to decide where to stop)

wise stag
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i've never used LQ before, which curve is which here lol

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which one is specific to enemies

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and which one is specific to the level

open laurel
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lower is specific enemy (baboon hawk in screenshot)

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upper is overall spawn chance curve for ALL outside enemies across the board

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but even the specific enemy spawn chance curve doesn't work like you said

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it's just a multiplier

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I've literally used it to deliberately raise a spawning weight by setting the value to 3, so it takes the rarity and climbs up to x3 by that point in the day

wise stag
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i can test this rq with actual code gimme a sec lol

open laurel
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as far as I know, it can accept 500, and will actually multiply that specific enemy's rarity by 500 and basically guarantee it's the only thing that spawns

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I'm pretty sure zeekerss made the overall spawning curve do that weird loop so that he could basically counteract the random range and force outside monsters to spawn no sooner than halfway through the day no matter what the range picked

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I really don't understand any other reason he'd do a crazy down-loop starting in the negatives that low of an arch otherwise, because functionally that's all it'd do is basically bypass the random range and give more precise control over when nighttime enemies begin spawning

wise stag
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oaky tbh i have no idea lol

open laurel
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don't worry I'm basically positive, I've built like 15 moons scrap and monster pools from scratch like this

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I think I just gotta tweak the numbers until the tornados stop spawning 3 at once at the start, it's likely my fault

open laurel
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alrighty that time it was only 2 at once, and they also spawned farther away

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so it's shaping up to be exactly what I imagined

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I love that the cruiser is not effected by tornado wind, means players can do emergency rescue pickups if there's too many tornados to safely walk to the ship

wise stag
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yeah lol

open laurel
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interesting... and now 2 MORE spawned at once

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I don't think this is LQ, it never does this with any other enemies

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is it possible something in Code Rebirth is forcing it to spawn multiples at once?

wise stag
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i dont think that's a thing

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this too is 0 as it should be

open laurel
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yeah that was the first thing I looked at too

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but it's 0 on my end as well

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interesting

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well by nerfing the overall outside enemy spawn curve values, I bumped it from 3 at a time to 2 at a time

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theoretically I can get it to 1 at a time

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damn it is beautiful though, literal storm planet that gets worse the longer you stay, it's basically perfect

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thanks so much Xu lol, this moon is gonna be the highlight of my modpack I think

wise stag
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have fun lol

valid drum
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Haha he just walked into the Tornado and died

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Guessing it can also damage enemies not just players

wise stag
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thats what it looks like, but unfortunately tornados dont damage enemies lol

valid drum
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I thought it was intended lol

wise stag
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atleast i dont remember coding that

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not something i can unintentionally code either lol

valid drum
wise stag
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dunno

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fair AI wouldnt touch it either but yeah dunno

valid drum
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Was funny though

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Haha

open laurel
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I've noticed the tornados spawned in through LQ almost always spawn either directly beside the ship a few feet away, or very close to the ship. Is there any easy way to make sure their spawn locations are more diversified? They end up huddling around the ship more often than not, like their wandering behavior isn't truly random but rather knows where the ship is and deliberately tries to encroach on it like eyeless dogs or something

wise stag
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it picks a random spot within 100 meters of the centre, the centre being the ship, and i'd rather not work out the logic to change that lol

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for spawning*

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for moving it just does what any other enemy does

open laurel
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hmm

open laurel
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I seem to get frame stutters with more than about 3 tornados at a time

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is there perhaps something expensive with how a tornado functions that doesn't enjoy being multiplied to run 5 times at once or something?

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maybe calculations for the pull-forces?

wise stag
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it could be

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it's a decent bit of physics math happening constantly over every player

open laurel
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doesn't seem to happen in the facility, only outside... interesting

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another thing I noticed was that tornado pull-force seems to only apply to host if the host leaves the ship's outer railing, whereas clients in the game have the pull-force applied to them right as they step outside the doors. Is this an oversight maybe?

wise stag
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U sure?

open laurel
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well I could be wrong about the clients not receiving pull-force inside the ship, but yes I am POSITIVE the host receives no pull-force unless they actually get off the ship catwalk

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could be that clients still get pulled by the tornado while inside the ship too and I just wasn't paying enough attention

wise stag
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No one should be getting pulled from inside the ship

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Or while on its catwalk

wise stag
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okay im home

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um, what to add now?

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i guess ill start with the deadly plants

viscid rock
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ooo

hot light
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more weapons please. i like weapons 🙂

viscid rock
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Do the maces act like normal shovels?

wise stag
viscid rock
wise stag
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natures mace heals players AND enemies

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icy hammer slows down enemies

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spiky mace does double shovel

viscid rock
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ooooh

wise stag
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and they all ofc still ahve the chance to crit 2x damage

viscid rock
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interesting

flat tusk
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flora seems to be spawning on quite a few non-terrain objects for some reason

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had a shard of grass spawn in the ship on etern with desert flora

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this with snowy flora on polarus

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this on arcadia

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(plus the forest foliage doesn't only appear inside the dome anymore on arcadia)

wise stag
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If you're noticing wrong foliage spawning then it's probably just error on my end with assigning stuff

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But the spawning onto of metal etc objects is a problem with the moon tagging stuff

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For restrictions I cant control, I'm forced to spawn my foliage on untagged parts of moons

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The only fix is for mooners to tag places properly as "Metal" etc

wise stag
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okay im kinda a bit lazy on the flower stuff

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and whitespike seems to love pulling polls

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so

hybrid flume
autumn pagoda
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^other is something you want ideas or do you have your own?

wise stag
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ideas

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idfk

autumn pagoda
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Hazards NODDERS

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Inside, outside

wise stag
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oh yeah the natures mace is also broken, ill fix that too while im at it

hybrid flume
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Dangerous Non-Flora

wise stag
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lol

old viperBOT
carmine kite
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I really enjoy the custom weather tbh, blizzard weather would be cool but it sounds like something zeekerss would add himself to snow moons at some point

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otherwise, dangerous flora or hazards for outside yeah, new enemies are cool but I personally end up liking them less than the vanilla ones

fickle hill
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That's kinda why I want a custom enemy

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We need more good ones

carmine kite
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like a lot of custom enemies have cool gimmicks but they're really just gimmicks, and their mechanics still boil down to "they chase you and hit you until you're dead"

fickle hill
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Most enemies I've added to my friend pack, I've removed Soo after

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Even snailcat though mainly bc it looks like a dog on ship monitor

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So ideally you can add an enemy I'd want to keep enabled

carmine kite
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yeah same, I add and remove depending on what my friends like, and most of the custom enemies don't seem to impress them a lot so I end up removing after

fickle hill
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Off the top of my head I have the mirage mod which is a masked rework not new enemy, mimic fire exits which are more of an interior trap, immortal snail only bc we wanted an enemy to fill slimes niche and snail is a less annoying slime

carmine kite
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a lot of the stuff in this mod is really good so if you got a really cool idea for an enemy, then yea give it a go!

fickle hill
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Also bias bc I suggested the snail to the modder who made it lil

carmine kite
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yeah mirage is good, mimic fire exits is cool but some of my friends felt like it got stale very fast, I like the locker enemy too

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in terms of custom enemies, locker is probably one of the best ones imo

fickle hill
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Maybe I'll consider it

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I just didn't want to punish the team for using scan, an essential element of the game

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Sure I overrely on it but my eyesight isnt great, I miss items very easily

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I made mimics only a 23% chance of spawning one or more, so they are very uncommon

carmine kite
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yeah it has taken us by surprise A LOT but at least that means it stays interesting

fickle hill
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Just common enough to make you nervous around a fire exit

carmine kite
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that might be a good idea, I did notice after a while people didn't really fall for the fake exits anymore, but when I removed it & added it again later, they definitely did lol

wise stag
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reason for the poll btw is i never come up with ideas, i dont have the brain for that

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item crates were an old #1188298686560739389, snailcat was a silly model a friend made, cutiefly was a blender tutorial that looked fun

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flora was a big asset package i received

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snowglobe was a friend's idea and it wasnt me who dealt with most of its code

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uhh

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wallet was a friends idea, hoverboard was tiktok

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meteorshower was from xilo

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the weapons were all same reason as flora

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tornados were just requested

fickle hill
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Oh here's a cool weather idea of my friends, not a clue how hard it is to implement.

SOLSTICE:
Appearance: Bluish color variant of the eclipse sky, and it gets darker faster. This doesn't affect gameplay.
Effect: Only affects indoor spawning. The first enemy to spawn will be the only enemy that spawns on the moon. This will bypass monster limits. As long as there is power to spawn, they will keep spawning.

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This would be a gamblers best friend. This weather can make a moon a breeze by only spawning spore lizards, earlier moons could potentially be a little easier with only a single bracken or spider, or on hard moons you could be cursed to infinite jesters and coilheads. Do you take the risk?

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A lot of enemies that would normally be easy become a bit of a nightmare. Slimes make traversal a slog, snare fleas make exploration without a weapon a suicide mission, and Brackens on moons with high power is just as problematic as coilheads. Thumpers are a horrifying assault on your ears and your body as the entire facility shakes

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Hoarding bugs could be an issue, or be a great way to get loot all in one spot

bitter thistle
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that's actually really cool and would be awesome with mods

bitter thistle
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they run into walls pretty easily and only go straight through you. Expecially on modded moons they are easily dodged

autumn heart
bitter thistle
autumn heart
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Here

versed adder
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🙏🙏

open laurel
open laurel
# fickle hill A lot of enemies that would normally be easy become a bit of a nightmare. Slimes...

this is a very neat idea but I've discovered that not all enemy ai is equally optimized. Plop 15 brackens into a mansion interior with dungeon size of 3.5 (dine and rend are 1.8 in vanilla) and the fps is buttery smooth.
Plop 15 coil-heads into that same dungeon size, your frames drag WAY down to the point the whole moon is an unplayable stuttering mess.
Certain enemies would need to be tested, and the performance-intensive ones would have to be cut out, but that defeats the gamble aspect a bit tho, so what enemy got chosen for spam-spawning would need to just be pre-determined on a random roster of selection, instead of letting the moon decide

fickle hill
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that is quite a shame. Ty for letting me know!

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I guess it could be "Spawn this enemy until you reach max, then spawn new enemy type and repeat"

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1 ghost girl and 9 loot bugs could still be funny, but it definitely loses some of the appeal

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And feels way too in favor of the player since most problem enemies have reasonable limits

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And when it isn't in favor, it feels too...normal. Like oh boy, a bracken, 2 slimes and some snare fleas. It's vanilla just slightly more obnoxious, if you even get to see all of those enemies in the run to realize what the effect of the weather was

odd briar
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Sometimes flora is floating a few inches off the ground

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This happens on modded and vanilla moons

wise stag
odd briar
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Will take some next time I notice

odd briar
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It grew on the ship's railing

wise stag
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it's fine, we love the railing

odd briar
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These ones are hard to see from the angle but they are floating

viscid rock
wise stag
valid drum
wise stag
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no

wise stag
mild storm
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when the xu xiaolan is sus

viscid rock
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Oh and theres the disco ball too

wise stag
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oh yeah

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@dry ermine

autumn heart
wise stag
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moon

mild storm
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moon

autumn pagoda
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moonterior

mild storm
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Intoon

opaque spoke
autumn heart
opaque spoke
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Thank yoy

autumn heart
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Grrrrrrrrrrrrr

wise stag
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and yeah that masked probably had like 10 hp by the end lmao

autumn heart
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It said 0 damage done

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Im like tf

wise stag
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looool

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yea supposed to show 0

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but in reality it's -1

autumn heart
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Masked are suppose to have 3 hp don't they? this one was stronger than my dad fr fr

wise stag
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4 but ye

autumn heart
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That mase should have cracked his skull open

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On god

wise stag
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it heals trust™️

autumn heart
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Fuck sake lmao

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I swear someone should make a mod where masked can pick up melee weapons and hit players with that shit

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Would catch people off guard

opaque spoke
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Doesn't LethalIntelligence do that

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Or do I keep on forgetting

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I feel like I've asked this before

wise stag
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The Redwood gyatts incompletion is messing with ur head

opaque spoke
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True...

autumn heart
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Is this intended?

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This is titan

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Titan needs to try manscape

wise stag
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Currently hiking

hot light
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hell yea new spaps station moon 8D

bitter thistle
bitter thistle
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I mean, that would work weirdly with protein powder, but it'd still do more damage

open laurel
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bracken becomes only enemy inside for the whole day which is too easy, basically free stuff

open laurel
bitter thistle
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I was just curious why they cause lag, not that they cause it

open laurel
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and protein powder from LGU will just tack one a few extra damage points anyway

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best theory I heard of why excessive coil-heads cause lag is that they are constantly checking all around themselves every frame to see if they are visible by a player

bitter thistle
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they seem like a fairly simple enemy all things

open laurel
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bigger the dungeon, more and larger rooms and hallways as they zip around where the visibility check has to cast down and assess

bitter thistle
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yeah, that's what I thought the answer would be

open laurel
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granted I was going a bit bananas, a mansion dungeon interior of like 3.5 and 14 coil heads

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but even 5 in a big-big dungeon has bad on fps, and generally too unpleasant to tolerate and play

bitter thistle
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I still think it'd be an awesome weather condition. Just make a config to turn off certain enemies if that is possible and turn off the laggy ones

open laurel
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butler is a bit laggy too, nutcracker is a tiny bit but less-so

bitter thistle
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cause that would be so much fun, specially with modded enemies

fickle hill
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Woe be upon you! Spawns 10 slimes on Titan

open laurel
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dogs are quite laggy if you spam them

fickle hill
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I didn't include outdoor enemies for solstice

open laurel
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the ever beloved eyeless dog on the interior gimmick can only be done with about 5-ish dogs on a vanilla-ish sized interior

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any larger/more than that and fps will tell you to stahp

fickle hill
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Could be a funny option but we already have embrion for our old bird spam needs

bitter thistle
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imagine like 15 lockers or moving turrets or bagpipe ghosts with a ton of their defenders

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or even benign enemies

open laurel
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moving turrets were always janky for me

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I like the cleaner drones, moving turrets always see you through walls and don't always actually shoot bullets in the direction they are facing

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I wish they worked better

bitter thistle
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yeah they can be a bit, but I see that as some of their charm. If they always did everything right, they'd be busted

wise stag
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kinda bored

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so

crude vale
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corruption ? from terraria ? :kappa:

wise stag
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ur

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lol

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yea*

ocean meteor
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vain shroud if it good 😔

wise stag
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kek

open laurel
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ah yes, the most deadly of all the weathers

open laurel
crude vale
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corruption/crimson infecting nature

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now that i think about it it sounds so cool

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or its just redwood giant that ate too many driftwood and just puke all over the moon

wise stag
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definitely the redwood puke

open laurel
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how much does the icy hammer slow enemies by in % of their normal movement speed, and for how long per hit?
Does icy hammer slow the rate they attack as well? Or is it exclusively just movement speed and they still attack at vanilla intervals?

wise stag
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just movement speed, it specifically slows down their acceleration for 5 seconds

open laurel
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by how much?

wise stag
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80%

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in my testing it wasnt really noticeable much so i'd have to do more tests if people dont notice it either

open laurel
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if isn't noticeable enough, could always go to 100%, just lock them in place like they're 'frozen' for 3 seconds instead of 5 or something, just to ensure it's useful no matter what enemies of varying default acceleration speeds you use it against

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I wouldn't be surprised if it was virtually the same as a shovel when used against a thumper because he ramps up in acceleration so stupidly fast if you try to run from him

wise stag
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yeah thats what ill prolly do tbh

fickle hill
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Wouldn't 100% be broken?

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Easiest bracken kill of my life

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Or anything for that matter

wise stag
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then i should make the icy hammer deal 0 damage!

fickle hill
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That's a good idea

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Or maybe it can crit dealing 0% slow and 1 damage

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It's a highly effective stun but it can't stunlock everything forever

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Oh nevermind the swing speed would negate that

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So yeah just the freeze in place for 3-5 seconds

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Only issue is players may not intuitively know it doesnt deal damage

wise stag
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oooh true

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the crit is a slow

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instead of doubling damage, the crit stuns

wise stag
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i found out

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i spawn like 2k flowers everytime u land in a moon

shadow kernel
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yeahhhh

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i coulda swore the min and max flower count weren't working

mild storm
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More flowers

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MORE!!!

wise stag
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keep in mind the abundance is for each flower

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not for all of them together

shadow kernel
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ohhh

wise stag
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50 flowers each moon would be insanely barren

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😂

shadow kernel
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so 10 to 35 flowers would be 10 to 35 of EACH flower

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not 10 to 35 flowers in total

wise stag
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mhm

shadow kernel
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okay i see

wise stag
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and considering each tag has like 50~ flowers

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average of 20 * 50 which is 1k

opaque spoke
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Are there flowers for each climate or is it jus forest flowers

shadow kernel
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yeesh

wise stag
opaque spoke
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Peak…

wise stag
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mostly config based

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cuz i cant predetermine what a custom moon's tag is

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so custom moons spawn all 3 by default unless u tell it otherwise

opaque spoke
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Dub

mild storm
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do you have flowers for underwater moons?

wise stag
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i saved those for surfaced

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wink

mild storm
thorny shuttle
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wouldn't it be possible to do the same way as celestial tint

wise stag
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how that mod does it isnt really maintainble

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i cant always trust mooners to moon

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like seichi does all its foliage wrong

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cough @autumn pagoda

mild storm
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cuz mooners gonna moon moon moon

autumn pagoda
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my stuff is great

wise stag
autumn pagoda
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its just lackin

wise stag
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yeah ur stuff is so great it just is setup wrong

autumn pagoda
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why?

wise stag
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wdym why

tacit badge
# wise stag mhm

shoulda probably clarified in the config how that worked, makes sense how there were so many

autumn pagoda
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everything is correctly placed what are you on about?

opaque spoke
wise stag
wise stag
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thats not what randommapobjects is for

autumn pagoda
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no i dont

wise stag
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where do you have your trees placed

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in the hierarchy

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props container* not randommapobjects

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randommapobjects is the internal name

autumn pagoda
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they are prefabs called in thru my SelectableLevel in its SpawnableMapObjects

wise stag
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thats not what a hierarchy is

autumn pagoda
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ye ik

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im just opening up my 4th unity rn

wise stag
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this stuff

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lol

autumn pagoda
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cuz rn me and Nikki are fixing Gorgonzola shiz

autumn pagoda
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my trees are not part of the scene itself

wise stag
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i wasnt showing a specific hierarchyh here

tacit badge
wise stag
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i was showing you what a hierarchy is

tacit badge
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not saying it's a bad system I just think it's

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very weird

wise stag
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"bad system" - bio-monty 2024 - 2024

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😔

tacit badge
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yeah your system sucks kys!!!! waa

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nah but like

autumn pagoda
tacit badge
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this means that all flower types for the biome spawn every time?

wise stag
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cuz i cant just automatically be like "oh yeah vertigo, thats a desert moon"

tacit badge
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nono that's not what I mean

wise stag
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eventually ill do some automation when there are clearer systems in place

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hm?

hybrid flume
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Just automate your code.

wise stag
hybrid flume
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But I'm not automated.

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You need to feed me first.

wise stag
hybrid flume
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Gimme gimme gimme

wise stag
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i got bbq pringles

tacit badge
# wise stag hm?

the current system as I understand it makes all plant types designated to a biome type spawn 100% of the time, no?

wise stag
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flaming hot max

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uhh

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some candy

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kitkats

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i just went on a hike so i was fully stocked up and we barely ate anything

wise stag
tacit badge
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like you said there's roughly 50 for every biome and so if you set the config to 20 it'll be 20 x 50

wise stag
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mhm

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the current config averages 2k flowers per biome part

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which isnt a problem

tacit badge
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yeah I think if you just made the config mean amount of plants total and assigned them different plant types in that biome category at random it'd make for more variety

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cuz technically you'll see the same plant type distribution every visit

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so you won't be like "oh that plant's pretty, I've never seen that" or smth

wise stag
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just because of how randomness works, unless i specify program lower chance for some plants, itll be the same result

hybrid flume
tacit badge
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because it's random

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it wouldn't cycle through every single one like you're doing rn

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it would just pick one at random, no?

wise stag
tacit badge
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also it would make the config a little bit more simple to understand

wise stag
tacit badge
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(monkey brain)

tacit badge
wise stag
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you cant, but u can get pretty close

tacit badge
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still think it would be more interesting, but the current systems... fine I guess?

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I'll just have to turn the flora config waaaaaaaaaaaaaaaaaay down lmao

wise stag
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really? the current default looked fine when i was testing

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numbers wont really mean anything to you without testing prior

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even if i say "this amount will spawn" and u put like 1500

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that wont mean anything to you

wise stag
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i mean if its a custom moon itll be 3x the intended amount

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but vanilla looked fine

wise stag
tacit badge
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it's mostly fine, but I'd rather have a few pretty plants scattered about rather than having the whole floor covered with bright ass plants

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either that or patches of them

wise stag
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lol

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yeah i considered doing patches

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and im still considering it

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cuz i also thought some plant types fit a patches type spawning

tacit badge
#

you should, it would make it a lot more digestible visually imo, esp with the brighter ones

tacit badge
wise stag
#

it wouldnt work for every plant type, but if u remember the flower ones that looped around

#

those would do great

tacit badge
#

those look really out of place by themselves

tacit badge
wise stag
#

the ones u originally commented were too saturated

tacit badge
#

uuuh

#

ohh yeah those

#

I still feel like there's some really saturated plants in the selection, but it's gotten better

hybrid flume
#

Do you need most of the variables of the crate public?

#

Or they just for the editor thing?

wise stag
#

@hybrid flume thats really funny :3

hybrid flume
#

Oh.

#

That's fancy, lol.

wise stag
#

yeah i have a thing that just does webhooks

#

and stuff

#

lol

hybrid flume
#

ClientNetworkTransform?

viscid rock
wise stag
hybrid flume
#

Lol ok

wise stag
#

then hallow

#

then all 3 at once

#

corruption go br

viscid rock
viscid rock
wise stag
#

loool

viscid rock
#

Im trying to find the image this reminds me of

mild storm
#

grimace shake biome

flat tusk
mild storm
viscid rock
#

atcually it looks more like this

#

(ignore the circles)

wise stag
wise stag
viscid rock
#

so is it gonna have some curing mechanic like clearing the weeds, or is that classified information?

wise stag
#

i dont really do classified information

#

i dont get mod devs who hide stuff really hard

#

if someone asks ill just tell em what im doign

viscid rock
wise stag
#

oh i mean im just showing off the current progress lol

#

it'll basically destroy all vegetation and replace it with stuff

#

what exactly? not too sure yet

thorny shuttle
hybrid flume
wise stag
viscid rock
wise stag
#

probably yeah

viscid rock
#

wait you should make some fungus plant, I hate fungi, they look like alien plants that want me dead with their spores

wise stag
#

damn someone spilled some red monster

#

hallow

#

these are the fully grown versions

viscid rock
#

fungi from the game astroneer would go hard,
there are like spike fungi that extract spikes when you get too close, fungi that explode when you get too close, fungi that emit gas, and fungi that launch you when you step on them

wise stag
#

also this doesnt really need any custom scripts for someone who would ask like @flat tusk

#

all it is, starting from a small gameobject decal project and just scaling it up

#

im literally just using this image

#

it'd be really neat if someone actually made this properly transparent

#

LOL

flat tusk
#

what do you mean by transparent?

wise stag
#

you see the grey and white cubes? those are part of the image

#

a lot of google images trick me like that 😔

#

they're not very noticeable ingame since they're very dark

viscid rock
#

stop copying fortnite

#

!

wise stag
#

true 😔

flat tusk
#

is this good enough....

wise stag
#

tbh probably is

viscid rock
#

I managed to get this with photoshop select by color @wise stag

wise stag
#

hmmm

#

that might be perfect

viscid rock
#

there's still "some" cubes

wise stag
#

yeah

#

but wont be noticeable anymore

thorny shuttle
#

or you know

#

you can just go to the source

viscid rock
#

holy jeebers my man did it

thorny shuttle
#

it comes in multiple colors too lol

viscid rock
thorny shuttle
#

just reverse image search on google

fickle hill
#

Corruption Effect Ideas:
VEIL SHROUD: Purple Vain Shrouds afflicted by the Corruption. They cannot host Kidnapper Foxes and Foxes die to the corruption. Veil Shrouds however pose a direct threat to your health, slowly dealing damage and slightly reducing movespeed through. Furthermore, enemies that are mostly covered become highly transparent, so it's difficult to spot them. This can work to your benefit; enemies relying on vision to see you will need to be 75% closer to spot you.

wise stag
thorny shuttle
#

sent to a website and downloading it from there gave the actual transparent version of it

wise stag
#

can u sent the website u ogt it from since theres multiple versions?

thorny shuttle
wise stag
#

perfect ty

#

oh theres a red one, great

#

it's also just higher quality lol

#

yo this website is amazing

#

bunch of decal textures

viscid rock
thorny shuttle
#

I downloaded it from the site's Download button itself

viscid rock
#

oh there were so many fake download buttons I thought there was none

thorny shuttle
#

Yeah

#

It's why I sent the image because I went there without an adblocker and it was just, riddled with fake download buttons

#

is pretty clean with ad block though

fickle hill
#

Corrupted Vines: Vines wait for a player or enemy to walk over them, then ensnare them for 5 seconds. This will deal weak damage and steal players/mimics stamina. Vines near trees will wrap around trees, mostly for visual flare. Vines can be destroyed with a melee weapon. If a Forest Keeper walks over these vines, they will be rooted for 20 seconds and begin a transformation.

viscid rock
#

holy shit that reminds me when I thought alot about a modded hazard thats basically just a bear trap

mild storm
#

So code rebirth should turn lethal into a 2d pixel art game where you can mine and craft and fight bosses with various biomes

hybrid flume
thorny shuttle
#

I think it'd be cool if there was a giant slime ball with a crown as a boss

mild storm
#

Could call it Code rebiaria

thorny shuttle
#

maybe like a person inside it for lore implications too

#

and then the boss has a slime ball wife

viscid rock
#

I think that there should be this giant wall right? And its like moving and has eyes n stuff, cool part is that its in the hell biome, but wanna know the best part?
what if the wall was made out of flesh?

fickle hill
#

Corrupted Keepers: Forest Keepers overtaken by Corrupted Vines. They're wrapped so tightly that their normal eye is blocked out. The Corrupted Keeper no longer rely on eyesight, rather a proximity sensation. As the Corrupted Keeper lives, it's proximity detection range gradually increases. It will not sense players on the ship and pathfinds away from the ship quicker, but if you cannot counter the Corrupted Keeper you should use its existence as a timer for how long you can stay on the moon.

viscid rock
#

Now I wanna make terraria scrap, but I have no idea how to do so because the tutorials out there require me to know how to CODE

wise stag
#

after the first quota u get the message "The ancient spirits of light and dark have been released.", what do you guys think? have i cooked?

fickle hill
#

I'm very much spitballing on the fly

wise stag
#

woah

#

you dont need to tell me about that

#

😔

fickle hill
#

🤨

viscid rock
#

waitin for some cool modder to make a bear trap..

fickle hill
#

i know ooblterra has them

#

i dont know if they can spawn outside of that moon however

viscid rock
#

oh no offense against ooblterra, but me and my friends can NOT survive in there for longer than one minute

viscid rock
fickle hill
#

like i said, im not sure

#

I haven't downloaded it myself

thorny shuttle
#

Should be able to allow them to spawn elsewhere in it's config

viscid rock
#

I don't really want to download that big of a mod if a single piece of it is all im using

fickle hill
#

I do it all the time!

#

There's other traps in there too

#

Might be more of interest

shadow kernel
#

btw is there like a config option to determine how far the tornado flings you?

viscid rock
#

what if I download ooblterra, but remove all the enemies in the config (I dislike the entities, again no hate against the mod)

wise stag
solid hedge
wise stag
#

ye

solid hedge
#

Oh thats really cool

tacit badge
#

I really like the pinkish one btw, and the red one

wise stag
tacit badge
#

you're colorblind lmao

#

hallowed grass is cyan, this is purple

wise stag
#

Yeah but it felt close enough

#

True probably needs to be bluer

tacit badge
#

are these actually supposed to be terraria evil biomes?

wise stag
#

Yeah that's the inspiration

tacit badge
#

are you hellbent on the colors? you could probability lean more into the halloweds actual grass coloration for the third one or do a more different color altogether that's closer to green or yellow so it feels different from the others

wise stag
#

Nah I'm not hellbent on colours, most stuff needs to just be easy on the eyes en masse

#

Dark blue, red sometimes, purple, usually easy and fine

#

I dont want tornados 2.0 where I have a fartnado

wise stag
#

Fart biome is NOT incoming

tacit badge
wise stag
#

Lol

tacit badge
wise stag
#

Yeah that's the thing, saturation just doesn't seem to exist with these things

#

If I tone down on brightness

#

They just take that as transparency

#

Which is related to some degree

#

But it means I can't do dark colours

tacit badge
#

the problem with your tornadoes was that they were here (1) instead of here (2) in terms of colors

#

can't you just... change the texture

#

to be less saturated

wise stag
#

Maybe? It's a few other things and not just the texture that are being put into the material

tacit badge
#

fair enough, but most of the time I feel if you just had someone there to give you a better color hex code all your aesthetic problems would be fixed lmao

#

I could be wrong though

#

also here's a few good hallowed color codes:

82DDFA
4CBFDA
A0E3FA

wise stag
#

If I remember sure

#

Otherwise, unlucky

tacit badge
#

LMAO idrc if you forget, I picked these out in like 5 seconds

#

they might not be great cuz of the game's shading yadda yadda

#

and i'm also not the best w colors

wise stag
#

Infamous biod textures lies on camera

tacit badge
#

what does this statement mean

#

is this a compliment

wise stag
#

@hybrid flume extra big commit, lots of love, I sleep now

tacit badge
#

my shit is mid

wise stag
#

Infamous is bad, you're bad

#

Common Rodriguez appointed L

tacit badge
#

how do my textures lie

night beacon
#

why is the Corruption on the moons 😱

upper mural
#

a cool idea, where you can basically go into mud that spawns, and rather that killing you, it teleports you into the facility

viscid rock
thorny shuttle
#

it's WTO in r2

#

and it's the first option under Modpack Controls

#

but yeah it's only if it's only ooblterra interior or all moons I think

viscid rock
#

bit of a shame, since custom hazards is the thing I wanted to configure

viscid rock
void tiger
#

Does anyone know what else can go here besides 'custom' and 'vanilla'? I'm trying to set up the different scraps to spawn on specific moons and can't get it working using their names. the default values and terms work as expected

#

ive learned now that its an issue with custom moons and lethal level loader, base game moon names being inputed work as expected

#

sorry!

open laurel
valid drum
#

We tested yesterday

#

LOL

odd briar
#

This keeps getting spammed in console every dozen or so lines

wise stag
#

which part

#

the assetbundle loading?

odd briar
#

Red line

wise stag
#

oh that redline

#

it's being spammed more than once?

odd briar
#

Yeah

wise stag
#

it's a harmless one but i didnt realise it was there multiple times lol

odd briar
#

Once after matty fixes, then another after lobby compatibility loaded

wise stag
#

can i see?

#

it shouldnt matter, ill change it to a warning, but i didnt realise it would be sent more than once lol

odd briar
wise stag
#

ah... testaccountfixes might be breaking something important on my end lol

odd briar
wise stag
#

matty's stuff should be fine

#

@tepid solar right?

#

me and matty talked ahead of time about making his stuff compatible with what my transpiler does

odd briar
#

That is all of the red code rebirth lines so far

wise stag
#

hotbarplus, i have no clue

#

they're harmless btw

tepid solar
odd briar
#

I'm glad

wise stag
odd briar
#

Just thought I'd point um out just incase

wise stag
#

additional networking and matty fixes triggers my logerror that tells me it cant find the stuff lol

wise stag
odd briar
tepid solar
#

yeah mattyfixes entirely rewrites the drop item code but i made sure it is compatible with your patch

#

Additional Networking does not use any transpliers at all so ❓

wise stag
tepid solar
#

the right question is why your ILHook triggers twice?

wise stag
#

is that whats happening? cuz i have no clue kek

tepid solar
#

yeah two identical lines about the ILHook not finding the IL

wise stag
#

i just assumed whenever someone patched the discardheldobject it'd rerun my transpiler for whatever reaason

tepid solar
#

ILHook is not a transplier btw so i do not really know how they work ( comapared to harmony )

wise stag
#

oh whoopsie lol

#

kek

tepid solar
#

also it's true that MattyFixes rewrites the drop code but i never remove any of the og code so you shoud still be able to match the IL

wise stag
#

oh surfaced does the exact same patch and they have surfaced on so its probably why

#

the patch itself probably should be its own mod

valid drum
#

I just added Surfaced to my pack

#

👀

wise stag
#

yeah, i wrote the patch into their mod, its fine to have multiple mods with that same patch lol

tepid solar
#

if they check for each other presence yes.. if they all apply the patch regardless you might get some weird duplication 😅

wise stag
tepid solar
#

it all depends on the code. that's why i said might. 😅

wise stag
#

yee

wise stag
tepid solar
wise stag
#

ye

wise stag
# tepid solar

definition i was given: "google transpiler, it's basically turning a thing from a language to another language (in this case, C# to (C)IL)"

tepid solar
#

i mean sure.

hybrid flume
#

Technically, yes.

tepid solar
#

but from my experience here we call HarmonyTranspliers Transpliers and MonoMod ILHooks well ILHooks 😅

wise stag
#

idk maaaaan

#

😔

tepid solar
#

i'm jsut using the naming conventions i've absorbed by beeing in this discord tbh

#

not sure what the correct way of calling thems would be

wise stag
#

neither do i lol

analog crystal
#

also fun fact, when Harmony adds a postfix, it modifies return instructions to branch instructions, to branch to the end of the method where it runs the postfixes

analog crystal
analog crystal
#

@wise stag Btw if you want, I can do some tweaks to the ILHook to analyze the reason why the ILHook failed to get information like if the thing your ILHook wants to do is already there, and also I could make it print if everything is indeed fucked

wise stag
analog crystal
wise stag
#

u can do dat or just send the code, whichever u prefer

analog crystal
#

Also tho btw if AdditionalNetworking and Matty's Fixes only use Harmony, I guess HarmonyX does indeed trigger ILHooks to minimize compatibility issues

analog crystal
#

holy shit, CodeRebirth is massive

wise stag
#

lol

#

nah its only like 20mb of assets

#

and 600kb+ of code

#

though idk what measurement that really is

#

lgu still higher at 1mb of code 😔

analog crystal
#

is there a lot of shit in the history then?

wise stag
#

wdym?

analog crystal
#

git history

#

git keeps old shit

wise stag
#

oh no it's definitely absolutely massive, i was kidding

analog crystal
#

oh lol

wise stag
#

the reworked redwood code is there, some code for some hidden stuff i work on is also there

analog crystal
#

zamn

solid hedge
wise stag
#

dunno, still waiting on model and textures

solid hedge
#

Ah ok

wise stag
#

dine has been consumed

viscid rock
#

how come snailcats and cutieflies stopped spawning for me? I changed the values for some modded moons in the config, even put them at numbers like 100 and I am not seeing a single snailcat

#

maybe a typo is causing some errors? idk

wise stag
#

maybe those moons dont allow daytime spawns?

#

ill check infernis in a bit

viscid rock
#

oh they can influence that? dang

wise stag
#

ye

wise stag
#

I dont really get how people do changelogs

#

Moon people make one changelog the size of an elephant.
Meanwhile I added 5 enemies, 3 biome types, some fixes and balances, tens of hours of work.
And the changelog is like 5 lines

ocean meteor
#

You put enough so people know what changed. Essays are tedious to read through, put that in the read me

wise stag
#

Yeah it's what I plan to do, it's not like it demotivates me or anything, I'm just hella confused 😂

night beacon
#

even tho its mostly unnecessary.

ocean meteor
#

I do tend to credit people that find bugs as a show of gratitude, but would group them up

wise stag
#

Work with me for a month and you'll be lucky I remember ur name

#

Mr nephrowalk

ocean meteor
#

Cool name actually

outer juniper
#

Hi

#

Is there a way to change the colors of the tornadoes? They feel too vibrant to me

autumn pagoda
wise stag
#

You've never brought this up to me

wise stag
autumn pagoda
wise stag
#

Literally never

analog crystal
#

lol

autumn pagoda
#

😩 i should probably make github reports maybe then you’d remember

tacit badge
tacit badge
wise stag
#

We is not inclusion of s1ckboy

tacit badge
#

but you lose out on the mechanics of the others

wise stag
#

Plus they're like a lot better rn idk if you've even seen em

tacit badge
tacit badge
wise stag
#

Nah idek who s1ckboy is

autumn pagoda
hot light
#

probly knows you. he put you in the Seichi mod

autumn pagoda
viscid rock
#

oh you're talking to s1ckboy mb

autumn pagoda
viscid rock
#

oh well, I have poor memory too

reef hatch
#

Would it be possible to add per-moon configs for the tornados so that I can, for example, make Water tornadoes on water moons, or the yellow tornado on Gorgonzola, etc?

autumn pagoda
#

Oh thats actually a great idea

wise stag
#

S1ckboy no one asked you

wise stag
autumn pagoda
reef hatch
#

That's fine, could also allow it by tags so that it's a bit easier

#

Like for example Ocean:Water,Smoke or something

autumn pagoda
#

You could actually use contenttags 🤔

#

Oh bad internet i didnt see Nikkis comment lol

wise stag
#

S1ckboy the biggest rider in the universe, have an original thought wen

spice bear
#

then i could put fire on infernis, water on atlantica, etc

#

also is there a sandstorm tornado thing? if so then put that on etern, assurance, offence, artifice and embrion :P

wise stag
#

It's a yellow one to symbolise lighting but maybe

spice bear
#

maybe put it in the duststorm unusded weather

wise stag
#

So it never sees the light of day? 😭

spice bear
#

my brain shut off, i use the dust storm on a few moons so i just was like "oh ye thatll work"

viscid rock
# wise stag maybe those moons dont allow daytime spawns?

I think lethalquantities is messing with it? Idk redwood giants work perfectly. I checked in lethalquantities, no snailcats, only cutieflies, which never seem to spawn either. I guess I'll just copy redwood giant spawning curves n stuff over to snailcats n cutie
flies

open laurel
#

picking up coins with the wallet doesn't remove their yellow triangles from radar view btw, confuses ship duty into giving false guidance info @wise stag

mild storm
#

you're Heisenberg...

opaque spoke
#

Slight problem on Embrion

#

Since spawn nodes are on the boulders, and tornados are technically entities, a tornado can get itself stuck by merely spawning on the boulders

opaque spoke
#

Is it true that windy and meteor shower reduce the power level of moons it's on?

valid drum
#

I feel like the feature of it reducing power levels is sorta pointless

opaque spoke
#

What the fuck?

#

The lessens the fun and chaos of the game

#

Xu, please add a config option to disable that crap

hybrid flume
#

Outside power*

While increasing inside power.

opaque spoke
#

That doesn't make it any better

thorny shuttle
#

it was changed to increase inside power?

hybrid flume
#

Right now it does.

thorny shuttle
#

weird to not have that in change log

hybrid flume
#

And I don't really care because it's Xu who's doing the mod, not me.
So it's their decision how they want to make it.

#

If they feel Meteor shower and tornado replaces 3 power from outside.

#

Then let them be.

opaque spoke
#

Well, it affects my experience with its inclusion in my modpack, so I'd like an option for it to be changed, not that it should be removed outright.

lapis flax
#

they're not the fan of user-configurability, so we'll see where it goes 🥺

opaque spoke
#

Eugh

#

I'm probably just going to remove it from my modpack if that's the case

thorny shuttle
lapis flax
#

#1241786100201160784 message

opaque spoke
#

?? Why should I suck it up if it isn't overall enjoyable

#

It's such a small thing too, so she shouldn't have an issue against it

thorny shuttle
#

and wasn't that entire conversation more-so why does the API have the configurability

lapis flax
#

i'm assuming that based on the fact that it's doing this for 2 weeks without a config

#

so it's not designed to be configurable

thorny shuttle
#

I'd imagine no effort is being put into making it a config because no one asked for it

#

till now of course

lapis flax
#

also fair

#

or no one noticed because it didn't cause any issues 🤭

thorny shuttle
#

and also that it's not in your face and you're probably not gonna really notice it in-game without looking at changelog

hybrid flume
thorny shuttle
#

(in which case it says that both inside and outside get decreased power level)

opaque spoke
#

Makes moons like Artifice or Embrion a cakewalk

#

I've noticed it too

thorny shuttle
#

it's because of how annoying Tornado can be and how deadly Meteor Shower is

opaque spoke
#

That goes for every weather

thorny shuttle
#

Tornado mostly

#

Meteor Shower not really

#

Other weathers that have killing capabilities is almost entirely reliant on player input

#

Meteor Shower is on a different level of hard since it can be hard to predict trajectory of a meteor

opaque spoke
#

That's the same thing with windy and meteor shower; it's your fault if you get in the way of a tornado/meteor. Every weather is designed to be a hindrance, so when there's no option to revert it back to vanilla difficulty is kind of ick

thorny shuttle
#

Typed allat even after my last sentence

#

uh huh uh huh

opaque spoke
#

Yuh, learning and adapting makes it easier
This is Lethal Company, not Haven Corporation

#

Also that rhymed

#

ADD A SPACE LASER ORBITAL STRIKE WEATHER THAT CRASHES YOUR GAME AND DELETES YOUR HIGH QUOTA SAVE FILE HA HA /j

opaque spoke
#

Bread hates this one simple trick!

wise stag
#

I'm confused, it's part of the weather's difficulty for it to reduce outside power and increase inside power

#

Plus, when I pushed this it was well received

wise stag
#

Anyway, it makes a helluva lot of sense for monsters to migrate inside of the facility

#

From outside

opaque spoke
#

Whoops wrong emoji

wise stag
#

If there's a literal natural disaster outside

opaque spoke
#

Artipoint
The game feels a lot easier in the weather's current state
Also by your logic, the entities would evacuate into the facilities during a storm/flood too

wise stag
#

For flooded probably yes, it literally only makes sense, but I don't control vanilla weather

opaque spoke
#

Regardless, it makes the game easier and I don't enjoy that
I don't want outright removal, just a config option to disable the power level nerf

wise stag
#

Also if it feels easier, there's a million ways to make the weather's harder in the config

#

It's not even that much, it's like one less dog outside

opaque spoke
#

It's significant enough for me to notice

#

Moons with tornados and meteor showers have been easier than every other vanilla weather

wise stag
#

Then increase the meteors min and max spawns lol, it's definitely not easier than stormy weather, rainy, and I'd say flooded too

#

But when I increase difficulty people complained a lot more

opaque spoke
#

People won't complain when the config option is off by default

valid drum
#

lol

#

My b

wise stag
thorny shuttle
#

tbpf

#

when the power stuff was added it was worded that they decrease both inside and outside

wise stag
#

I'll make a config option for the power level stuff but I don't see any reason why decreasing outside and increasing inside makes things less difficult

hybrid flume
#

It should be in the branch for you to see anyways.

opaque spoke
#

No idea, but that's been my experience
Maybe my 900 hours just grew me more used to things like this

wise stag
hybrid flume
#

Because I didn't find a revert back thing, you know?

#

So it seemed it would go endlessly so long as you keep getting the weathers on the moon.

wise stag
opaque spoke
#

Me when every single entity is thrown my way on any weather: I FUCKING HATE THIS GAME THIS SHIT IS AGONIZING I'M GOING TO GORE MY STOMACH AND MUSH MY ORGANS INTO A FINE MIST
Me when they're nerfed a slight bit on windy and meteor shower: This is too easy :(

reef hatch
#

I feel that though

opaque spoke
#

It's not a game you love unless you tell it to kill itself in more ways than one

reef hatch
#

I don't notice it on Meteor Shower but have noticed it on Windy moons that already have really low power like Aquatis

opaque spoke
#

I mainly noticed it on Rend

#

It felt like the interior was the same, but the exterior was nerfed

reef hatch
#

Just go to Dine instead, I'm sure the Butlers will be happy to see you Kappa

opaque spoke
#

Rend and Dine are opposites in my modpack

#

Rend mainly houses the butlers, and Dine mainly houses the nutcrackers

reef hatch
#

Really? I can't walk 5 feet in Dine without the butt men

#

Nutcrackers like me on USC Vortex

wise stag
reef hatch
#

walks in front door, 3 players are wiped by shotgun blast

wise stag
#

cuz increasing and decreasing power level doesn't actually do much at the level of removing and adding 3

opaque spoke
#

Probably the most complex thing to edit?

hybrid flume
#

The weathers don't mess with curves.

opaque spoke
#

Not vanilla ones they don't

wise stag
#

nah it's just a two hour timer i think that the game decides to spin te wheel and spawn something

hybrid flume
#

What you are experiencing is probably the issue we were talking about earlier.

wise stag
#

yeah i probably permanently disfigured moons that had meteor shower or windy

opaque spoke
#

I played more than one round of meteor shower of Rend, so it wasn't just a one-time thing

wise stag
#

unless you reloaded lobby*

hybrid flume
#

Cool

#

So it got 6 instead of 3.

#

If you landed again on it, it would be 9.

#

And so on and forth.

#

While it was supposed to be only three.

opaque spoke
#

Rephrase?

hybrid flume
#

It's a code issue.

wise stag
#

basically, the weather on spawn decreased 3 outside and increased 3 inside

opaque spoke
#

Oh, you're talking to Xu

wise stag
#

but i never reverted this when the weather ended

#

so if u had meteor shower on rend twice

#

it'd become decrease 6 outside

#

and increase 6 inside

hybrid flume
#

And repeats whenever you land on the moon with either weather.

#

When the purpose was just decrease by three.

opaque spoke
#

The nerf/buff multiplies each time you land?

hybrid flume
#

By accident, yes.

opaque spoke
#

Odd

wise stag
#

not multiplies, but additively worsens

hybrid flume
#

It's not really.

#

It's a code issue.

opaque spoke
wise stag
#

oh yeah, a lot of enemies have issues with these spawn nodes

#

im not sure how else to sum it up other than zeekerss skill issue

#

driftwoods got stuck there

#

redwoods too

#

not surprised tornados got stuck

opaque spoke
#

It's weird how Zeekerss allowed old birds to walk off the other boulders (Including the buildings) but not this one

hybrid flume
#

Just spawn in the air bruh.

wise stag
#

they cant walk off

#

they fly off

#

but yeah, it's just that the hill is too steep

#

for the enemies to grasp that this is walkable

opaque spoke
#

No, I've seen old birds walk down the other boulders

#

Vanilla*

wise stag
#

oh other boulders idk, this one in specific has the spawn node at the top and unable to go down

opaque spoke
#

It's weird how they can't fly off anyways because old bird's actual physical body (Not the model) noclips through the map

plucky sedge
wise stag
#

dine is zeekerss testing playground 100%

opaque spoke
plucky sedge
opaque spoke
wise stag
#

every new enemy gets like 80 spawn weight there for no reason

opaque spoke
#

We need barber on Rend

#

Barber's mechanics fits the name of Rend

#

Well, most entities do kind of

plucky sedge
opaque spoke
#

I added tulips to Dine and Titan, who naturally don't have them

#

You're welcome

plucky sedge
opaque spoke
#

They're gonna be added to Embrion but with only of a weight of one due to lore reasons

plucky sedge
#

NOOO TULIP HOARD ....

opaque spoke
#

I also think I should add hawks to Dine and move Leviathans to Rend

plucky sedge
#

no hawks none

opaque spoke
#

I like hawks, fuck you

#

:)

plucky sedge
#

Grr...

wise stag
#

also felt a bit quirky so changed it to -3 outside -3 daytime and +6 inside

mild storm
#

Xu quirkylan

wise stag
opaque spoke
#

Vanilla entities when there's a literal fucking tornado and molten meteor outside (They don't care):

wise stag
#

the meteor shower outside damages enemies lol

mild storm
opaque spoke
#

The tornado should also throw those fucks into the sky, but I feel like that's too much to suggest

mild storm
#

Wheres my brucenado xu?

wise stag
#

it'd probably be easy to do but nahh

opaque spoke
#

I wouldn't imagine it being easy trying to code that, as well as syncing it

opaque spoke
wise stag
wise stag
#

😔

mild storm
#

Damn...

opaque spoke
#

I still don't remember what the bell monsters do

#

What do they do again?

mild storm
#

They think theyll have to kill this guy bruce

opaque spoke
#

NOO

mild storm
#

You know its true