#Predictable Eggs

36 messages · Page 1 of 1 (latest)

ripe hearth
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Makes egg explosions predictable, and configurable.

Features the following options:

  • Egg Explode Chance - Percentage chance for an egg to explode, determined when the egg is selected in the inventory. (Vanilla value is 16%)
  • Warning Sound - Plays a unique sound (fizzling) if the egg will explode on its next throw.
  • Dont Explode On Drop - Prevents eggs from exploding when dropped, as opposed to being thrown.

By default, this mod keeps the egg explosion chance at 16% but enables the fizzling warning sound and disables explosion on drop.

This mod is fully functional in multiplayer, but requires all clients to have it! Configuration is synced from the host and modifiable mid-game via a config manager like LethalConfig.

https://thunderstore.io/c/lethal-company/p/SylviBlossom/PredictableEggs/

open spoke
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any chance u could make teh egg damage configurable too?

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cuz this just makes them so damn OP

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they one hit every enemy that is killable

ripe hearth
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yea i plan on looking into that fkvmfkvnbv that just involves figuring out why they actually do one hit kill butlers and dogs sometimes when i dont think they should

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probably weird client quirks again

cloud dome
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I wanna add this but the CessilCellsCeaChells dependency concerns me, @twilit fiber had recently used it for AdditionalNetworking Experimental and I would sometimes get hard unity crashes when booting the game and he thinks it was cus of it 😦

open spoke
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explosions in base game might be repeating

cloud dome
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and I can confirm it was either his Experimental build or that dependency cus I had removed both and reverted back to AdditionalNetworking stable per his suggestion and the game stopped having those hard unity crashes

ripe hearth
cloud dome
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Yeah I'll have to test and see if I reproduce it after adding your mod I suppose

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Speaking of it is taking a very long time to show up in R2

ripe hearth
cloud dome
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😆

ripe hearth
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vfmkvkfnbvb messed up

cloud dome
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It's been over an hour since you uploaded it, TS is being garbo tn

plain gulch
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So the explosion chance is calculated whenever the egg is selected in inventory? Does this mean if I repeatedly swap from another item to the egg I can purposely arm or disarm the egg by listening to the fizzle sound?

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if that's the case, I think it'd be nice if there was a config to change its behavior so that its chance is calculated upon being picked up instead of every time it's selected

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also, does the don't explode on drop include placing the egg in storage / company building?

ripe hearth
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dont explode on drop does include placing it yea, it only explodes if u click to throw it

cloud dome
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I did end up getting a hard unity crash after adding the mod unfortunately, I remember Matty theorized the dependency conflicts with @warped glen's Faster Load mod because Faster Load starts to log right before it crashes but I know DiFFoZ also noted that it could conflict with the AsyncLoggers Timestamps as well

twilit fiber
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sincerally it could be conflicting with any of the preloader mods, including hookgenpatcher and the like

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preload order is not deterministic and there is no way of making it run in a specific order ( as far as i know )

twilit fiber
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not really, the cecil entry points cannot be ordered

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MonoCecil*

open spoke
ripe hearth
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that is a shame

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im pretty certain it's not conflicting with hookgenpatcher since i use that in most of my mods and ive never had an issue with cessil

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it makes sense itd be conflicting with a preloader though

cloud dome
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I mean I use AutoHookGenPatcher in my pack instead of normal HookGenPatcher just for cleaner logs cus I got enough mods that clutter the logs

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lol

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If anything I think the dependency could use a rewrite so it doesn't conflict with other preloaders and stuff and cause hard unity crashes on boot