#Yes Fox
1 messages · Page 2 of 1
I just wanna see something like ClaySurgeonOverhaul but without replacing the model
So I can use all the EnemySkinRegistry skins
My real issue is that, barring the issue with getting stuck, v55 Fox AI was better than v56 in every way, it went from an interesting enemy with actual gameplay and presence to something that does basically fuck all
I'd love to see v55 AI restored without the bugs instead of the weird, kinda unimpactful enemy we got afterwards
i think that good cruiser mod makes enemies avoid it
but not account for players in it
idk how it affects the fox if at all
i genuinely dont even remember how it was different
didnt it just run onto the ship and kill people
i remember its behavior being ocmpletely fucked in v55
but thats abt it
In v55, the intended behavior was that it would run up onto the railing and pull you out of the ship
Which worked decently often, but whenever it bugged, the fox would instead just enter the ship and then freeze, resulting in either A. No AI at all, or B. A very defensive and territorial fox that seemed to treat the ship as its shrouds
But I have some clips of it being amazing when it did work
Watch Smart little bastard and millions of other Lethal Company videos captured using Medal.
When it worked it was such a proper stalker and menace
Genuinely favorite enemy ever
it wasn't just the ship that was problematic
they got stuck constantly
if you were unlucky it would be inside your ship but even just at random nodes they would lock up and stop responding to anything
anyways, in v56+, the fox still kidnaps people from the ship
if enough people are looking at it it will cower away towards its nest but it definitely still attacks people who are alone and patrols the ship if someone stays behind
the v55 AI was basically just allowed to enter the ship while no-one was there iirc
i could maybe try to jury rig a hybrid AI but it's going to be hellish
diff between v55 and v56 AI files
there is at least 1 variable that used to be synced via RPC that got dropped, so that's unfortunate, wouldn't be able to reference that properly on all clients without custom networking
but I think fox is always owned by host so that might not necessarily be a dealbreaker
@somber turret i do notice some interesting stuff going on in the fox's AI that would potentially cause behavioral regressions in larger lobbies of players
in state 0, the fox apparently only checks if it should attack one player slot every 0.4s
so if you have morecompany set to, say, 50 slots, it'd cause huge targeting delay
because player 1 would be processed, then player 2 processed 0.4s later, player 3 processed 0.4s later, etc.
it would go through all 50 player slots even if they are unoccupied (it can't target empty player slots, but it will still check if that player is controlled, then wait for 2 more AI intervals before it checks the next slot)
i guess i need to figure out all the shit going on in this AI to know how badly that's an issue, but that means worst case it can take up to 20 seconds to target a player in its hiding phase
in vanilla it would never take longer than 1.6s
and with morecompany's default settings (it's 12 slots default, right?), it wouldn't take longer than 4.8s
this behavior seems to only affect state 0 and I think it could easily be adjusted to skip over the empty slots
All I know is that the fox in its current state does fuck all and never comes to the ship, almost never grabs people, it basically does nothing
Idk what causes it to be that way but that's my experience
trying to restore the fox's old ship behavior is going to be a mammoth task
and i think im sort of the opinion it's probably better suited for a companion mod
what's the fox's old ship behavior
but idk, because in fairness, it's not like you can use the fox without yesfox
i think it does make sense for this to be fixed at least
since morecompany is still the most downloaded mod on thunderstore
tbh im not sure about all the specifics, im doing a bit of a deep dive right now to try and figure it out
but basically in v55 the fox always had a chance of being set to a "harass ship player" mode where it would beeline for the ship
after it had been hiding for long enough and a random chance succeeded
I mean ultimately my offer stands, regardless of how the mod is made, if someone went through and restored it to an actually good state, I would have $10-$20 for them depending on specifics
Yeah, I miss this
Amongst other things like the way it followed people around
Like now it doesn't go far from its Shrouds like ever
I miss him stalking and following me lol
as far as i can tell all the player stalking behavior is basically unchanged
but the fox does have some new mechanics in v56 where it hunts in a larger radius from its nest the longer it has been "unobserved"
and the radius shrinks (causing it to retreat) while it is being observed
Yeah I think that's the issue, it shrinks too quickly and doesn't grow quickly enough imo, so it just stays near the Shrouds and retreats the moment anyone looks at it rather than following them
in this case, "observed" meaning that a number of players are looking at it (the number of players connected to the server minus 1)
It goes far from them all the time imo
so if there are 4 people in the game, it would retreat if 3 are looking at it
Idk then
meaning if at least 2 players are dead (or at least not outside) the fox should always be growing its range unless i misunderstand something
the AIs are all pretty messy and time consuming to untangle, i'm still in the middle of researching it
Also tbf Lunx the fox is basically harmless in your pack if you have a shovel, since you made it so you don't drop your stuff when he grabs you
So you can just immediately whack the tongue
ah wait nvm i misremembered it checking connectedPlayersAmount, not livingPlayers
I haven't seen the fox successfully drag someone off in your pack in ages
so actually it just depends how many players are alive (if you're the only player alive, staring at the fox alone is enough to reduce hunting range)
livingPlayers makes sense tbf
i wonder how easily their aggression could be "improved" by just changing this number back
idk this looks like it just causes them to recalculate how far their weeds spread
Idek if I'm gonna keep him, I don't really feel like he's much of a threat atm and he doesn't add much to the game
and also it maybe has a typo? im not sure if this is intended to use currentHidingSpot if the parameter is true
I like the fox, but he feels underwhelming lol
Can't put my finger on why this is
but it is true when it gets called here
No way whatsoever
well i mean if you disable the fox dropping your items that pretty strongly neuters its ability to do things to people
Lol
fair
but I also think another part is cus I balanced the shrouds to be a small nest lol
but yes, i agree it could probably use a little more oomph
part of the problem was that my weed spawning behavior was a little too prone to putting nests too far from the ship to be relevant
In V56 it was only annoying and really threatening cus shrouds would be so out of whack
that you were forced into so many deaths
before v1.1.0 it was pure random and also i didnt realize how many AI nodes were just not functional for weed growth
A lot of the way my settings for KidnapperFoxSettings worked were cus of how overly oppressive it was when it was native in the game but with Yes Fox it's not as Oppressive lol
[Info : YesFox] 78/124 valid nodes (41 skipped)
[Info : YesFox] 5 failed: 14,69,82,86,110
[Info : YesFox] 25 nodes with <31: 16,18,32,35,37,38,50,51,56,58,61,62,79,83,85,90,96,97,101,105,106,113,114,115,118
[Info : YesFox] 39 nodes with <79: 16,18,32,33,35,37,38,46,50,51,56,58,61,62,63,70,79,81,83,85,90,91,96,97,100,101,103,105,106,108,111,112,113,114,115,118,120,121,123
this is some logging i was doing on march way back when i was trying to figure out some spawn problems with the weeds
before v1.1.0, my spawn logic would just choose any AI node at least 40m from the ship with equal weight
so the fox would pretty often spawn completely out of range of the ship and depend on having a huge hunting range to be in the playable space
but beyond that
you can see here that 5 of march's 124 nodes would completely fail to generate weeds (causing growth to reset back to 0)
another 25 nodes would generate less than 31 weeds which meant that the weeds would grow but the fox would never be allowed to spawn
unless the player killed all those weeds and allowed them to grow back somewhere else
i addressed all of these problems in v1.1.0 and it helps a lot with the fox generally being present
also the spawns are weighted now (like they are supposed to be in vanilla) so it is more likely to select nodes closer to the ship, just not within 40m
so the fox is usually close enough to the ship that it will fuck with the player that stays behind now
I think the fox was designed too much as an anti-ship dad/mom enemy too tbh
A bit strange to say but if you're on the ship he likes to come after you constantly and pull you out of it
XD
It's not bad in practice but I know a lot of why people disliked him was cus of that and the insta-deaths if shrouds would be inside of the ship
well i think a problem with the v55 behavior is that it would also get really old
i agree the fox isn't as threatening as it could be right now
i think it gets better with each update
and i am probably too deeply invested in working on the fox with how much i hassle 1a3 about it
but anyways i think just porting v55 AI is going to have the opposite issue of right now
instead of the fox being too cowardly and spending most games in its nest away from the players
you will pretty much always encounter it inside the ship when you return each day
so every single day you will need to have some sort of weapon ready to counterattack it
if everybody is off of the ship and exploring the map together
otherwise the ship player just has to constantly deal with it every single day
and the number 1 complaint about the fox, back before it was removed, was how persistently it was a threat on the map
if you were even lucky enough to survive it spawncamping the ship, it's still going to be constantly entering the ship every day for the rest of the playthrough
i think not being aggressive enough is a far better problem to have than it being impossible to avoid without killing it every single day
Yeah I agree
I will just throw it out in here that i have some concepts already i wanted to eventually get back to of a less faithful fox mod. Basically rewrite it how i would have designed its mechanics to work instead of a direct backport of any version. If people are interested in that I could look into actually doing it.
tbh I've also had a passing interest in tinkering with zaggy's new pathfinding api stuff that i know they're working on. if i do this maybe i could implement some of that goodness too.
If someone else ends up doing this that's also fine, I've been somewhat busy lately anyways. I just wanted to mention my possible interest / pre-existing plans.
I would personally love to see a reinvented fox. I love how it behaves and attacks, but the whole weed thing seems tedious to me and in the end your labor rewarded with not seeing the fox ever. I’d much rather foxes have counters after they’ve spawned rather than before.
You should do it tbh I would love to see it
Hmm interesting
i dont know how 1a3 feels
but at least IMO yesfox should be mostly limited to vanilla behavior, since it's currently the only option available for restoring removed content
it has a bunch of fixes (all within what i believe was zeekerss' intent anyway) and some additional config settings to tweak numbers in case you feel the defaults are overtuned
but i dont have any major plans to overhaul its design if i wind up contributing AI adjustments to it in the future
the most major alteration i would make is trying to restore its aggressive ship behavior from v55, if i can make it mesh with v56+'s mechanics
if youd like to do more (and it sounds like there is demand for it) you could make a separate mod dependent on yesfox
or i suppose re-implement everything yourself
yeah i was talking about a reimplementation. I'd probably register it as a modded enemy and write my own custom system for vein shrowd generation and stuff
Are there any mods incompats I'm not aware of?
30+ vain shrouds, yet no kidnapper fox.
0195084c-ed1b-0d95-04bf-44f5bbc7a183
[06:04:54.3807554] [Error : YesFox] Weed enemies attempted to spawn but were denied. Reason: ListEmpty
@somber turret any ideas why that could be happening?
this is also in the log, further up
[05:54:15.5925661] [Info : YesFox] [GenerateWeedEnemiesList] BushWolf: Renamed addon EnemyType name
[05:54:15.5925661] [Info : YesFox] [GenerateWeedEnemiesList] BushWolf: Replaced addon EnemyAI enemyType
[05:54:15.5925661] [Info : YesFox] [GenerateWeedEnemiesList] BushWolf: Replaced original EnemyType prefab
afaict, there's no reason WeedEnemies should not be populated
K, I think i see what the problem is, but im not sure why it's happening yet
it looks like when you rehost from the title screen, GenerateWeedEnemiesList gets called again in a StartOfRound.Start postfix
but the second time it runs, it fails somewhere before this line
https://github.com/1A3Dev/LC-YesFox/blob/405a88b6013ab6a5dd6ac33f74cc44eec478c5f7/source/Plugin.cs#L294
because it doesn't print anything
presumably it fails because bushWolfTypeOrig is null, because nothing in the bushWolfTypeAddon branch prevents it from adding the former to the WeedEnemies list
so it's very likely something is wrong with that first find statement
Which update introduced this bug?
my guess would be 1.1.1
because he fixed a bug where custom moons would include duplicate BushWolf enemytypes that would lead to errors
that was the last time this logic changed
oh, well, i also changed FindFirstObjectByType to FindAnyObjectOfType in v1.1.2
but that shouldnt be an issue unless a mod is somehow creating a second QuickMenuManager (and that somehow doesnt cause any other errors)
i will double check if this happens in v1.1.0 and v1.1.1
yes, fails in 1.1.1 too
yep
1.1.1 is what causes it to break
the 1.1.0 logic will properly re-populate the WeedEnemies list when opening a lobby for the second time, without relaunching the game
can't rollback the code to 1.1.0 because then that would re-introduce the other bug
so i guess something else will need to be figured out
you can try rolling back to 1.1.0 on your personal profile, but just be aware of performance degradations from reverting 1.1.2, and if you use custom asset bundles that include duplicate BushWolfs, you will run into other problems
Noted
okay, i think i have an idea what might be happening
the first time GenerateWeedEnemiesList runs, it finds bushWolfTypeOrig and bushWolfTypeAddon
both are named "BushWolf" when this happens the first time
then the second time, bushWolfTypeOrig is successfully found (as to be expected)
I think the problem is that bushWolfTypeAddon would point to the same object as bushWolfTypeOrig in the second search
because the original bushWolfTypeAddon from the initial function run has been renamed to "BushWolfAddon" and will no longer be found in the search, and bushWolfTypeOrig has Plugin.BushWolfAddonPrefab assigned as its enemyPrefab in the initial run
so the second time the function runs, bushWolfTypeOrig and bushWolfTypeAddon point to the same object, so bushWolfTypeOrig != bushWolfTypeAddon is coming up false and ending early
I think I can fix this logic, I will try and submit a PR for it
the reason it worked in 1.1.0 was because bushWolfTypeOrig searched for any enemyType named BushWolf that was assigned any other prefab than Plugin.BushWolfAddonPrefab
that would come up null on the second run, so it would be immediately substituted for bushWolfTypeAddon, and then it would be non-null and get added to the enemies list
i fixed it + even fixed the LOD materials while i was at it :)
this is, regardless, how it was meant to look
beforehand it was using the texture from inside its mouth on the lowest level of detail model
well, the material
it's the same texture for both but only the body material has the fluffy fur
so it would look naked
Nah you just forgot how he looked back in v56
lol
well tbf you'll never be seeing the second LOD model at this distance
the LOD0 model would be used here and it's way more detailed
No
I meant
The low-poly model looks weird with hd shaders
Since they're clashing against each other
Fair
lol it's pretty fun to watch the kidnapper fox scramble around to different hiding spots as you kill its weeds
i have way too much fun with this dumb fucking animal
@somber turret when you get a chance, this would be a good patch to post relatively quickly. sorry that it wasn't caught sooner (been almost 3 weeks since v1.1.1)
the logic here is a lot simpler and I tested and it works in my environment (i'm ~95% confident it should work in general, but I'm always wary of giving absolute guarantees)
not sure I did the version 64 check right, but I also don't know how insistent you are on v62 compatibility now that it's several months old
I could double check in v62 if that is a major concern
actually, i suppose it might be good to check if this is ok in multiplayer, too. im only changing the prefab's renderers and enemyType field, which it seems like the previous code was doing just fine. but networking is essential here
@somber turret sorry to bug you, just a reminder since this is a pretty major problem
tl;dr: fox stops spawning permanently if you quit a game and rehost from main menu again, only way to fix RN (in thunderstore latest) is to completely quit and reboot
1a3 merged my fix into v1.1.3
if you haven't seen
so if you downgraded to v1.1.0, you should update back to latest again
It is a pretty big problem if you're wanting to fight against vain shrouds yeah
all of the stuff im doing with vain shrouds needs to be done host-side
or at least, if it needs to happen client side, it can't be configurable because it needs to be consistent with all clients
which is why i havent tackled issues like this before
it's not exactly an issue of starting point because offense doesn't have any AI nodes up there
so it has to do with growth, which is client-side, and that sucks
the only reasonable way to deal with this is probably a manually curated blacklist for starting points (since growth is seeded based on the starting point and would always consistently result in this problem if specific points were selected)
there shouldnt even be navmesh up here tbh. zeeker issue
this doesnt happen on my maps thank god
WHY IS THERE NAVMESH UP THERE WHAT 😭
the navmesh is automatically generated
ya but u can put modifiers up ther
and the mesh + collider of the factory building is considered when baking the navmesh
so stuff can move around near the entrance
zeekerss just forgot/didn't think about putting modifiers on top of the roof
to block it from generating up there
but if you could somehow do some weird raycasting shit to check for tags
and destroy weeds on concrete
lol
would be crazy
i dont really think that'd be sufficient
unfortunately
weeds can grow all through here
for example
and it's fine because artifice doesn't have a ton of playable space that doesn't have flooring
and this is just weeds "growing through the cracks" or whatever
but obv they shouldn't spawn outside of the playable area
I've also seen vain shrouds floating in the air because they grow on boulders too
bruh momente
40 unit minimum spawn distance 🤑
Is this intentional. a bug, or do I need to make it farther
they can't start growing within 40 units of the ship
but they can grow in any direction to any distance
so this isn't an ideal result but it's not technically unintended with zeekerss' settings
if this bugs you i would suggest bumping the minimum spawn distance
So I would need to make it farther, or is it a losing battle?
50 works out pretty well in my experience
it will probably never be perfect but this sort of occurrence is "rare enough" it is usually okay
you could just cap it at 70 immediately if you want but the fox does need to be sorta near the ship or it will be too cowardly to stir up trouble
Noted, thank you
would it be possible to have a config to configure the spawn chance per moon?
yesfox isnt working for me : ( I've adjusted all the config settings to try and get it/ vaine shrouds to have a guaranteed spawn- even solo. but to no avail....
does anyone know what i can do to get it working or see if another mod is conflicting with it
What exactly is your process of testing?
Vain shrouds only spawn when you leave the moon
Try leaving and relanding
could you post your log file
hi sorry just getting to this now! here's the log file (if i did it right)
I'm sorry i dont understand! aren't vain shrouds meant to spawn upon landing on the moon? and then they grow throughout the day?
[Debug : YesFox] Weed enemies attempted to spawn but were denied. Reason: WeedCount | Amount: 0
at least in the log you posted, you didn't land on any moons with shrouds
the kidnapper fox is unable to spawn until a moon has at least 2 vain shrouds (but with default settings, there needs to be at least 31)
i got the file from my bepinex folder, is there a way to get one each time i land on the moon
if you use mods to spawn the fox, it will immediately despawn without at least 2 weeds in proxiimity
natural spawns begin at whatever your "minimum weeds" setting is in your config (as stated earlier, 31 by default)
the game writes to the log as long as your game is open
you can just play the game and post your log after you close it
ohhhh thats why
reopening the game will wipe the log
thanks for your help. I'm gonna mess around with some settings and see if it fixes it
thank you!!!
sure
do all my players need to have the same config values
sweet! thanks again : D
for your convenience:
- weeds only grow in between days (whenever "X Days Left" appears)
- the "spawn chance" settings for weeds control the likelihood weeds will start growing on a moon that currently has 0 weeds
- when a moon already has weeds, the spawn chance is ignored, and "growth chance" is used instead to advance stages between days
- "same moon" affects whatever moon you just left the previous day, "other moons" affects all other moons that support weed growth
also
5. the fox can never spawn until at least "minimum weeds" have grown
6. with a default spawn chance (in the fox settings) of -1, the fox has an x/80 chance to spawn, where x is the number of weeds that have already grown, but any other value is used directly (20 means 20% chance)
you can verify the mod is working by setting all 3 spawn chance settings to 100 and landing over and over again
you should pretty quickly see weeds crop up and the fox not long after
the default settings for the mod are the unused values from v60 (which were nerfed from the original spawn chances) so the fox is pretty rare nowadays if you don't increase chances in your config
in v55, "spawn chance (same moon)" and "spawn chance (other moons)" would have been 100 and 21 respectively, and "minimum weeds" would have been 16
this is super good to know. had no idea about that first point
that could very well be the issue in itself
ill update as soon as i see it work! im about to hop on with a buddy
for v56's rates, for same moon chance, you'd do either 21 (original v56) or 11 (final v56 hotfix before v60)
other moon chance was 8
sorry i know that's a lot of numbers but those are the official rates if you want to roll them back
also sure
let me know
i didnt see any errors in your log so it's probably just a matter of time
When you leave a moon shrouds have a chance to spawn on every moon. It’s much higher on the moon you just left.
Every time you leave a moon the shrouds grow a little more. They don’t grow throughout the day.
wow! is that how it was back in vanilla as well? i had no idea
thanks for explaining!
Just thought I’d clarify every day you leave a moon every shroud on every moon grows some more. I think every shroud grows 0-2 more of itself each time if I remember what buttery said correctly.
In YesFox's config you can decrease the max amount of iterations which is how many times shrouds can grow. So if you set it to 5 then shrouds will grow a maximum of 5 times. You can also edit the chance of shrouds growing upon leaving the current moon you’re on and all other moons, if it doesn’t roll then the number of iterations won’t increase
is this after each eject as well or dies it reset when u get ejected
After you get ejected/fail to meet quota all vain shrouds are reset. It’s per save file so going onto a different save file will load the state of the vain shrouds in that save.
ejecting resets all the weeds but runs one "growth tick" immediately so you can still encounter small amounts of weeds on day 1
standard adamance experience
the kidnapper foxes never seem to appear for me
either that or i don't play enough
what do i do
have you changed any of your settings?
nah
ok
fox is pretty rare with default settings, you need to get several days into a playthrough before it'll start to spawn on average
it was made a lot less common in between v56 and v60
should i keep it like that?
i'd suggest boosting Spawn Chance (Same Moon) to 11-21 and Spawn Chance (Other Moons) to 8
if you want to restore the v56 rates
what would you suggest
well personally im happy with the defaults because i think the fox was a bit too common in v56
but if you aren't seeing it enough, these values are good
ok
you can also decrease the minimum weeds settings back from 31 to 16 (as it was in v55) if that still is not enough
how much would the fox spawn if those values were bosted by 1?
the spawn chance settings for weeds controls how likely weeds are to start growing on a moon
if "spawn chance (same moon)" is set to 20
it means there is about a 1 in 5 chance after leaving a moon, weeds will start growing there
the fox will start spawning on a moon about 3 or 4 days after the weeds start growing
k
you will probably just have to tweak values until you are happy with them
so i seem to can't get them to spawn
uhh
do they spawn on a specific moon or what
if you think the mod isnt working
you can set all the chances to 100%
and decrease your minimum weeds setting
and see if the fox will show up after a couple of days
the fox spawns on all vanilla moons
modded authors have individual control over what moons can/can't support the fox, but there is an "all moons" setting in the config you can enable if you suspect it's not working because of modded content
how many days does it take for the weeds to start spawning with the values cranked to 100?
the weeds will start growing immediatley with 100% chances
how many weeds grow per day is inconsistent and depends on RNG
need to see a log
still suggesting this...
also, perhaps a setting to change how fast the kidnapper fox's nest size grows and decreases? i think it'd help alot with it being too cowardly
Agree
This might sound weird but can we get a config to make the shroud grow throughout the day while you are there instead of growing on landing and stuff
Wouldn’t that require greatly changing their logic?
that is a massive change to functionality and i can pretty confidently say i wont be implementing it myself
Would kind of look weird with them blipping into existence anyway unless they slowly grow similar to when weed killer is used. But that’d be a whole lot more work.
Me fox is not spawning in version 69. Maybe I need to change something in the config? Weeds are also not spawning.
can you send a log? and have you tried setting weed and fox chance to 100% and landed on the same moon several days in a row?
the spawn chances for weeds and the fox are very low as of v60
usually they dont become a threat until pretty late in the game
.
that is, I need to land on the same moon 20 times and then the weeds can spawn and the fox itself?
no
20 is the maximum iterations (days) that weeds can grow for
per moon
why then nothing appears?
vanilla
why are all of the icons question marks in ur config btw
oh do you manually download plugins
nvm thats irrelevant i was just curious
yes
idk this is weird to me though bc i was literally testing this morning and weeds were growing fine for me
try turning the spawn chance up
Should I just turn everything up to maximum?
well
actually just to test can you do that and then land on the same moon twice
it should 100% spawn weeds on the 2nd day
then we can really deduce if theres some error or you're getting unlucky
yeah try that then land on like experimentation a couple times or something
there should be weeds
if not then something is conflicting i think
I’ll test it now, if it appears I’ll write
IDK how yesfox config operates so you may have to restart after modifying config values
not sure
Wow he appeared!!!
what the hell
xD
lol
immediately they never grow mid day
I have a question, with this and weed killer fixes, my hopes are that if you used the weed killer to kill every weed on the moon on a day when you visit, that the next day there would be no weeds as well. Like, as far as I understand, was originally intended for the kidnapper fox when zeekerss added it. Is this the case?
Yes. So long as you kill all the weeds and the chance for weeds to grow doesn’t roll again when you leave the moon that’ll be the case
Im 95% sure that’s how it worked in vanilla too unless it broke somehow
it did, horrendously, thats one of the big reasons why kidnapper fox got so many complaints
and my goal is to set the chance to grow to actually be fairly low, because I will have many many moons and if i leave it at base chance it will grow like wildfire
I recommend turning down the other moon next iteration chance then
For me 35% worked well on a modpack with nearly 20 moons
this is how vanilla works
if every single weed is killed, weeds reset on that moon and stop growing until the random chance succeeds again
there is not much point killing weeds unless you are killing all of them though
in between days, weeds are always guaranteed to increase by 1 iteration (unless it's at 20 iterations which is "too many weeds" anyway)
well thats configurable too with the mod
and any weeds you don't kill will regrow any weeds you did kill within 8 meters
which i will turn down
Is that alongside the usual extra weeds that are created?
And is there a limit to it or could one weed revive like 12 or 13 weeds at once
do i still need to find a seperate mod that prevents weeds from spawning under the ship landing zone?
for now yes
but sobership (last i used it, at least, i dont know if it was ever fixed) only works for the host
and i dont know if there are any other mods that are applicable
rebalanced moons will work but iirc only on the custom scenes
what does that even mean
the mod named "sobership"
weeds that spawn next to the ship will disappear for the host but all other players will see them still
even if they have the mod installed?
yes
it doesnt work for clients
it was designed under the assumption that weeds could just be destroyed on the host
but weeds generate separately on all clients, just with a shared seed and iteration count
so all the code to destroy weeds only ran on the host and other clients desynced
Wait so if I destroy the weeds as a host it wont destroy them on the client? like with the weedkiller
no because that action is networked in vanilla
still suggesting this...
i suppose it could be done host-side, so it's not a huge gap from the existing settings
it seems like it wouldnt very intuitive to tweak though
depends, how do you think the config would look like?
Does maximum itterations means after those many days no more weeds can spawn on that moon?
yes
like even if the chance for vain shrouds rolls again?
oh
i mean maximum iterations like the setting for how many days in a row additional shrouds can spawn on the moon
once the first iteration generates there is no more chance for vain shrouds
they are guaranteed to grow once per day
so whats the growth chance config for?
it controls the chance iteration will increase per day
in vanilla it is guaranteed hence 100% default
So if the setting is lower than 100% are they still guaranteed to grow once per day?
No
Growth chance is the chance for it to increment the interations each day after the initial spawn chance succeeds
So basically there's the initial spawn chance for vain shrouds which is for whether they spawn on the moon
If that succeeds then in vanilla the iteration gets increased by 1 each day (which is a 100% chance in vanilla - but the chance is customisable in this mod via the growth chance)
So if the growth chance is lower you would likely have less than 20 iterations after 20 days
Than what happens if I have less than enough to spawn a fox
Then the fox wouldn't spawn
It'll try each day until it hits the max iterations
So at some point you'd have enough shrouds for the fox to spawn
So this will roll until it's max iterations?
Yes
Tbf I haven't looked at the shroud spawning logic for a few months so I honestly don't even remember 🤣
And also what's the max iterations?
Alr lol
It's basically the max limit for how many times the shroud spawning loops (more loops = more shrouds spawning)
No but like
What is the max iterations

As in the default value?
Yes
20
Alright
Ohh
I see
So like
Nvm
I see

So after there are 20 iterations it won't grow anymore?
Like ever
thats what they just said yes
as of 1.1 this can no longer happen
i completely overhauled the starting point selection system
weeds are only allowed to grow at a specific location if that location supports enough weeds to spawn the fox after maximum iterations have passed
if you set your max iteration count too low (and it can never reach minimum weeds) then weeds don't grow at all and you will get complaints about it in your log

but if weeds are growing at all, it means your current settings will eventually support the fox being allowed to spawn on that map
I'm guessing weeds can't appear day 1? (Like u won't see them on the moon on ur first day)
day 1 of a brand new save file has 0 weeds
Alright
any future days are allowed to generate weeds on any planet that supports weeds
day 1 will also allow weeds if you get fired and reset (this is not the same as creating a new save file)
Alright
20 iterations is vanilla's hard cap for maximum iterations, so at default values, weeds will max out 20 days after the initial spawn chance succeeds
if you set a growth chance of 50%, it will take ~40 days on average (usually more or less)
but the setting exists for you to decrease that value
the fox will almost always be able to spawn after far less than 20 iterations and that can help with lag, or just make weeds a little less nightmarish to control
there is no easy answer to this question though
the first iteration always generates at least 1 weed exactly on the starting point
and each iteration allows all existing weeds to spawn an additional 1-2 "branch" weeds
up to a maximum of 15
so iteration 1 will have anywhere from 1-3 weeds (there is a 50% chance to grow 1 branch weed, and a 50% chance to grow 2, but there is also a possibility that both can fail to generate)
iteration 2 has anywhere from 1 to 3 weeds to work with, and each spawns an additional 0-2 branch weeds
iteration 3 has 1 to 9 weeds
etc.
sort of but then it gets capped very quickly
Alright
iteration 4 would be allowed to have 1 to 27 weeds at the start
except that iteration 3 -> 4 would be capped at growing only 15 weeds max
so instead iteration 4 is 1-24
Ohh
basically the max weeds per iteration is:
- 3
- 9
- 24
- 39
- 54
etc.
often you will have significantly less weeds than the maximum
because you won't always roll the 50% chance to grow 2 branch weeds
and some of those branches will also fail to generate, and when they fail to generate, they fail to branch on the next iteration as well
yes vain shrouds are one of the most complicated systems in the game by far
Maybe he could have put all his work into making maneater not a pain in solo

it just makes me sad how much work was put into it that ultimately wound up on the cutting room floor
and might remain that way
is it currently possible to have the shrouds only grow on set moons, and not all of them though?
by default yesfox will respect moons' canSpawnMold flag
but also, by default, all vanilla moons (except gordion) have that flag set to true
Ok so just checkmark or whatever is what I'm saying is correct
After u get the % chance for shrouds to spawn on that moon, than they will start spawning
When the growth chance hits, shrouds will "grow/spread" or whatever
After they grow 20 times, they will stop growing
Yes
Ok
decreasing max iterations changes 20 to whatever number you change it to
Alright
growth chance always hits with default settings because it defaults to 100%
but that is what the growth chance does, if you change it
I have the start whatever setting to 100% on the planet I'm on, and growth at like 20
%
the first day you spend on a moon would have 0 weeds
the next day would have 1-3
and every day afterwards (assuming "Growth Chance (Same Moon)" and "Growth Chance (Other Moons)" are both set to 20%) there would be a 1 in 5 chance that more weeds would grow
Yep
Alright
What should I make the max iterations
So the fox can still spawn and stuff but there isn't a ton of fhem
Them
i've never run tests to verify the lowest max iteration count that supports the fox spawning
but the fox's minimum weeds is 31
by default
so unless you change that value, it will never be able to spawn until at least iteration 4
since iteration 3 will never end with more than 24 weeds on the map
but if you set max iterations to 4, there's a decent chance the fox will fail to spawn on some maps
because 24-39 weeds is not a lot of wiggle room for 31 required weeds
i would be like 99% confident that 10 iterations would support the fox spawning on all vanilla maps
yes
like i said earlier, i rewrote the spawn system for weeds in v1.1 to fix a bunch of bugs with the fox's consistency
I check that stuff a lot cuz having errors makes it hard to figure out what's causing problems when there is something going on
Alright
as long as there is at least 1 seed that spawns minimum weeds at max iterations (that also starts at least minimum distance away from the ship)
weeds will be allowed to grow on that map
now, if there is only exactly 1 seed that matches that criteria
weeds will grow at that starting location every single run
but if no seeds match the criteria you'll see the following in your log when you land
Level "PLANETNAME" has no valid AI nodes
and probably multiple of these above
Mold growth: outsideAINodes[#] rejected (max weeds: # < MINWEEDS)
Mold growth: outsideAINodes[#] rejected (no ground)
yes, there is no spawn protection for vain shrouds in vanilla, and it is a bit of a pain to implement since growth is all client side
everybody has to use the same exact behavior or it will lead to desyncs
vanilla tries to pick a starting point that is at least 40 units away from the ship location but for some reason or another that code doesn't work
and i've never been able to figure out why
in any case i have resolved that issue in yesfox (and the minimum distance is configurable as well)
Alright
vanilla also makes weed growth "undirected" if it is growing in the direction of the ship (due to mold attraction)
which somewhat minimizes the likelihood that weeds will grow underneath the ship on certain maps
but in general
a lot of vanilla maps support weed growth under the ship at 20 iterations only 40 units away from the ship
Btw with this mod are weeds able to grow into the no weed area
at low iteration counts it is less likely to be a prevalent issue, but it is still possible, which is why i added options to increase the starting distance as a bandaid fix
I put it at 70 units away lol
the host picks the starting point, so that can be configurable without causing synchronization issues, but it's still a bit of a bandaid
Cuz I don't want them near my ship
the only real solution is to alter the growth algorithm to just not allow weeds within a certain radius of the ship
but that's a clientside change that has no precedent set in vanilla
so i wouldnt want it to be enabled by default, and if the host enables it, it would need to sync with everybody
so i just havent bothered with it to be honest
Fair enough
I think eventually something like that would be nice
But it's def not needed
what do you mean by the "no weed area"
well
Lol
anywhere enemies can walk, weeds are allowed to grow
anywhere enemies can spawn, weeds are allowed to start (as long as the distance is ok and yesfox's secondary checks are accepted)
yes, right now yesfox allows weeds to grow inside the minimum-distance-from-ship

they will never start in that radius
but they are allowed to grow from any position into that radius because i can't change that logic host-side
that is sort of by design, because yesfox's default settings are meant to be "vanilla with bug fixes"
Lethal company more like stupid company
Fair enough
and zeekerss never said (or implied with his code) that weeds growing into the ship was a bug
weeds starting next to the ship has been a bug ever since v56
and yesfox can fix that without clashing with this design principle
im pretty sure i like
explicitly remember telling him abt it in the past
and he just said he never had it happen
so idk its a big grey area for me
i think its just something he genuinely forgot to account for
well i think it's almost entirely a net negative
it's ugly, it's bad for gameplay, and the fact he was changing start position to account for ship distance does imply he was at least trying to make it less of an issue
same with them spawning on roofs etc
like nothing in the code implies this isnt intentional but it definitely isnt
but it would have been so easy for him to implement code that just destroys weeds or blocks them from spawning within a certain distance of the ship
and he didnt do that
and while it's definitely gray area (and i personally dont like it) i still want to mostly stick to this principle
at least with the changes i have made
1a3 might have a different opinion on the situation
he did implement a distance check for the ship but all it does is overwrite "mold attraction" if it's causing stuff to grow in the direction of the ship
while it's too close
i do wonder a little bit if that was supposed to be this, and he just goofed
it is certainly possible
but can't say for sure
and idk if he'd open up to his thoughts about it especially since it's cut content he doesnt seem interested in supporting anymore
it ignores the canSpawnMold property on moons and assumes everywhere except the company is allowed to grow weeds
that value is true for all vanilla maps
but custom moons might disable it
rebalanced moons' embrion has them disabled too, right?
im not sure
rebalanced moons used to disable them on embrion and titan but that might no longer be a thing since my mod is marked as a dependency now
guh
pretty much what buttery said, it used to (as well as titan) but i removed it bc butterybalance does it for me
Are y'all aware of the issue with vain shrouds sometimes relocating upon restarting Lethal Company
do you mean savescumming
the starting position for a moon only gets selected the first day you land with at least 1 iteration
if you don't save your game by going back into orbit
it will reselect a starting position the next time you land
the only other thing that should move the starting points is wiping out the shrouds entirely and having them grow back from 0 again
They were completely gone after I had restarted the game, and upon savescumming; they were back in their original positions before I restarted
There were more than the iteration 1 vain shrouds too
So like
did you savescum after returning to orbit from the first day you saw weeds growing
the iteration count doesnt matter
only thing that matters is "more than 0"
the starting point has to be selected after you land
it's selected randomly with no seeding
it's only consistent if you return to orbit and the game saves
We landed, the vain shrouds were there, I restarted the game, the vain shrouds were gone, then I savescum, and then they're back where they initially were
that would make sense yes
if you never returned to orbit then there would have never been an opportunity for the starting position to save
when they were "gone" it is likely they were at a different starting position
How the did the game suddenly remember the exact positions from before I restarted after savescumming
it's a bit like how if you savescum, relanding doesn't generate an identical dungeon to the last time you played
even if it's the same moon with the same weather
It was identical after I savescummed
there are a limited number of valid starting points for the weeds
and they are chosen from randomly
It just wasn't identical after I initially restart the entire game
it just chose spot A the first time, spot B the second time, and spot A again by coincidence the third time
But after I savescummed, again, they were in the exact same spots they were before I restarted initially
yes, because there are only so many places that can be selected
the closest spot to the ship has a 13% chance to be selected each time
and weed growth is seeded based on the starting position
so if the starting point is identical, growth will be identical
I... see?
anyways
there is no way to get around this
because you need to land on the moon for my algorithm to sample node distance from ship, sample navmesh, etc. verify that it will support the fox at maximum growth
if you land on the moon and go back to orbit it should lock in the starting position and then you will have no issues with it rerolling
if you do experience issues, that would be a bug and would warrant a closer look
but it shouldnt be possible, at least via yesfox's implementation
i suppose it's a little weird but savescumming means you will encounter different dungeons and enemies on the exact same day
so it isn't exactly inconsistent with vanilla behavior
By any chance will Yesfox have a black list update for vainshrouds to not spawn on certain maps cause currently there is no way to turn them off that I am aware of, I am basically wanting to have the kidnapper fox spawn on some maps and not on others.
just tbh i currently have no plans to make a PR for it and idk if 1a3 has a strong opinion about it either
ah okay well hopefully it will be updated someday, I guess the fox will have to have a chance to spawn on every map lol.
If you have ButteRyBalance then there’s a config for shrouds to be disabled on Titan and Embrion, and moon creators can choose to enable or disable shrouds in general, for example Submersion has shrouds disabled, while all the other moons in Generic Moons has the shrouds enabled.
So in general it’s usually alright as it is.
oh yes I did see those configs options on butteryrebalance also thanks for the info on how some modders moons have the vain shrouds disabled and enabled, I appreciate it, that was very informative 😄
The discussion we were having abt Artifice gave me a request idea
Could there be an option for the kidnapper fox to ignore the Cruiser
If you wanted to explain it, “realistically,” then the kidnapper fox is so low to the ground that they can easily go under the Cruiser as it drives over them
As you said, the kidnapper fox gets hard-countered by it
If the mechanic is too overpowered, then I think the kidnapper fox getting one damage taken each time one of the Cruiser’s wheels runs over them would be better
Not exactly in-line with YesFox though I guess
i am of the opinion this does not belong in yesfox
implementing it is a bit tricky as well
because the cruiser both functions as an un-identified damage source and an instant kill
so there's no way for the fox to detect if it got hit by a car vs. smashed by a spike trap
or if it got hit by a car vs. bitten by a dog
you'd have to patch the cruiser instead to block it from dealing damage to the fox
v1.1.4
- Fixed exception in v70
Full Changelog: https://github.com/1A3Dev/LC-YesFox/compare/v1.1.3...v1.1.4
Can it still go onto the ship?
yes, but it has to wait outside the doors for a while before it's allowed to do so
Alr so just gotta keep an eye on it
yes, you will hear it approaching the ship a good bit before it is actually a threat, if you are the radar watcher
Say, what exactly made people hate it so much
It sounds counterable
there was a bug that allowed the weeds to start growing right next to the ship (and then grow directly underneath the ship) which would lead to it usually spawncamping players for the entire day
and if you attacked it it could easily wipe the entire team immediately after landing
a fix was attempted but that bug was never 100% fixed all the way up until the fox's removal
yesfox fixes it, which fixes almost all of the balance problems with the fox imo
Since our team isn’t well. All that good we used that one confit mod to lower hp and damage instead of insta death
Does this mod work host-only?
No
tragic
I wonder why Zeek didn't just leave the code and models in for the fox and just disable him
probably bloat
does weeds spawn after some time or will they spawn instantly on the first moon?
so it wont spawn on like first or second day?
Every time you land on a moon it rolls a random chance for shrouds to grow. Which is by default 8%
And then every other moon has a 4% chance to start growing shrouds
Then each day after that more shrouds will grow, until the fox is able to spawn.
Yep
You can also change the chance for it to grow on a moon, the chance for it to grow on other moons, the chance for it to keep growing each day, the max amount of shrouds, how many are needed for the fox to spawn ect.
heyyy how do i choose the moons
also, could someone give me a quick overview of how the spawn exactly works
im confused and dont have a lot of time to playtest
not looking for anything complex either, just want to choose the moons and the chance of the whole shroud thing happening
@icy adder you are not able to individually select moons
it is up to the author of said moon to enable/disable shrouds on it
but you have the option to force enable shrouds on every moon
aww
all vanilla moons always have shrouds enabled (except for the company obviously)
no LLL, quantities, centralconfig?
LLL does not let you override the canSpawnMold flag for a planet
im not sure about quantities or centralconfig
but the functionality is not implemented directly in yesfox
yesfox will respect the setting if other mods override it, as long as you have yesfox's "all moons spawn weeds" setting disabled
whatever it is called
anyways
the way the spawns work
every time the "X Days Left" screen appears (or immediately after the game resets from being fired)
every single moon will run the spawn behavior
if the moon has any weeds present on it, it uses the growth chance setting, and if that chance succeeds, the weeds will grow +1 day
if a moon has 0 weeds present, it uses the spawn chance setting, and if that chance succeeds, weeds will instantly grow for 1 or 2 days of progress
current moon chance is used for the moon that your ship just left. if you got fired, it runs on experimentation
other moons is used for every other moon
so for example
if your ship just left March, and you're using the default settings of 8.5% current and 4% other moons
if march has 0 weeds growing on it, it will have an 8.5% chance to grow 1 or 2 days worth of weeds
if assurance and vow already have weeds on them, they will have a 100% chance (default) to grow +1 day of weeds
and then say all the other moons are empty; then experimentation, offense, adamance, etc. will all have a 4% chance to grow 1 or 2 days worth of weeds
sorry for the lengthy explanation but it is a convoluted system
if you have any questions i can try to answer them
i think i get it
ty
will come back to this if i find a way to make em stick to certain moons
Yeah I actually had one question: In vanilla, the spawn rate (as far as I'm aware) is 20%. Was it 20% for every moon in vanilla regardless of whether you were on it or not, or was there a lowered spawn rate for moons you weren't on assuming there was no vain shrouds?
there is no vanilla instance of 20%
in the very first build of v56, the spawn chance for same moon was 21%
that was reduced to 11% in a future patch and v60 reduced it further (yesfox defaults correctly here)
Ahhh I see
Lethal company wiki spreading misinformation strikes again
I always thought it was 20% in vanilla
does an 'iteration' pass even if the growth chance didn't succeed?
like, say you only have max 5 days for growth, does the growth have to succeed for one of those days to be used up?
or does a day get used up regardless of whether it grew or not
To further add onto this, what was the spawn rate of vain shrouds in vanilla for moons you are not on currently, and is the default iteration of 20 in the config vanilla default?
no
the iteration is only increased if the grow chance succeeds
glad to hear that's the case, thank you
all of yesfox's default settings match vanilla
Sounds good
as far as I've been able to tell through testing, the fox seems broken on all the custom moons I've tried. I'm not sure yet if it's something on my end, but the fox only seems to leave its nest on vanilla moons
wondering if this is me or if this is a known problem
Not a known problem
Do you have the config option for all moons enabled?
at the time I had it disabled, but I can check again with it enabled, when I'm home in a few hours
I had it disabled to check which customs moons had the mold flag disabled/enabled
unrelated but down the line ive been thinking to make a mod to customise the mold flag per moon
Well tbh that probably would make sense to be part of yesfox
oh, yeah probably 😅
For some reason the kidnapper fox stay still on generic moons even if there's a player inside vain shrouds. Maybe it is a problem with generic moons, im gonna see if the next update fix this.
that's what i had been experiencing except every non-vanilla moon 
nearly home, I'll make a fresh modpack with nothing but yesfox and do more testing
Even with rebalancedmoonsbeta which changes vanilla moons layout the fox works as should be.
Maybe it is just a navmesh problem. Generic moons navmesh are breaking interior enemies too. Next update will fix it.
I'd love that
is this relevant for v72? it's just that the description on the site only lists v60-v62 versions
yeah it works
Vanilla Moons works fine. Generic Moons Nope (maybe next update will fix it), other modded moons idk
i will have to look into this again
i revamped the weed logic a ton to try and prevent this
99% of cases should be prevented but i might need to blacklist some nodes on certain maps
or make the logic more robust
fox can enter ship; I thought that was something that was patched out? correct me if wrong
the fox was blocked from entering the ship in the first version of v56 as a temporary change
in later updates to v56 it was given back the ability to enter the ship but only after it spends several seconds waiting outside near the ship
I added to the config by adding per-moon overrides for the fox & weed settings (all off by default). would it be alright to open a pull request for it?
it's not quite ready, need to double check things, but thought i should ask. i've never done a PR before so im a little uncertain of the etiquette 
thanks for approving my PR!! 
you're a hero
cool
does the config show the default value for its respective moon
out of curiosity
it might be helpful information for the end user to have
ill check in a bit
The fox stay still on generic moons is a problem with navmesh? Ik that generic moons navmesh was affecting interior enemies
huh
dont know where the config is
loaded all the way to the ship lobby
mayeb i gotta land?
there we go
every override config generated the exact same except for sector0
which disables weed spawning
otherwise they all look like this
@woeful solar it looks like butterybalance has a little incompatibility. I have disable on titan/embrion and the vain shroud still appear after this update.
yes it derives the default value from a moon's canSpawnMold flag directly
also, just to be thorough i checked it does this even after the config is already created. if a moon is updated, the default value should update as well. to test I flipped the default value internally and it updated the default value of a config that was already generated
im just gonna remove these settings (and probably remove yesfox as a dependency) in the next version
Also a point of clarification: in order to make use of the Enable Weed Spawning toggles for each moon, the "All Moons" setting needs to be disabled
now that yesfox has full controls for it
yah because I don't think people can generate their own values for the fox, right? only if it can spawn or not
yeah that's right. all moons would've had the same fox/weed values by default
now I guess you can do weird niche things. "fox moon" that has fox immediately lol
yeah!!!
The update is cool as hell!
Been working on a modpack to replace my current one, now I have something to config while I wait for some mods like CR and beanies interiors to update 
so just disable no vain shrouds to fix this in titan and embrion's config to fix this in butteryrebalance??
I wrote a tweak that prevents kidnapper fox from going in the ship, and I want to slowly add more tweaks & quirks for the fox but I'm not sure whether I should contribute things like that to yesfox, or start my own mod? since it might start to step outside of just 'bringing the fox back', which is what I had understood yesfox's primary purpose to be
would appreciate anyone's thoughts on that 
It’s always nice to have more options in base YesFox. But if you feel it doesn’t fit the original purpose of just adding the fox back and adding a few settings then you could make your own mod.
well the point of the fox is that it goes into the ship after a while
since its an enemy that mainly targets ship-people
outside of fixing objective bugs i think changes to the fox's behavior deserve to be released separately
personally
the exception to that rule, in my mind, might be a setting to restore its more aggressive v55 behaviors (since that would still be rooted in "restoring vanilla behavior")
number tweaks to spawn rates, iteration counts, etc. make sense to include in yesfox because it has to re-implement all of that logic anyway
and zeekerss was changing those numbers all the way up until the fox was removed
yesfox's default config respects vanilla v60 values, but technically spawn rates were more common in v56 before the fox's removal, so it is worth having settings to change them available out-of-the-box
anyways all of that is my opinion
thanks for all your thoughts, i'll probably make something separate then. but got plenty of time to digest as i'm gonna be busy with other stuff for a couple weeks
What will happen if I disable vain shroud spawning for a planet (like Junic), enable the fox overrides, put minimum needed weed to 0 and for example put spawn chance of kidnapper fox as 40? Will the fox spawn without vain shrouds randomly throughout the day?
He kind of depends on those vain shrouds so I don't know what will happen without them even if he spawns that way
It sadly doesn’t seem to work since the fox gets instantly removed if there’s no shrouds
What I’ve done is set vain shroud chance to 100% (for both orbiting the moon and orbiting other moons), set max iterations to 1, and set minimum vain shrouds to 1.
Does that spawn only 1 vain shroud?
Should spawn like 2-3 if I remember correctly
You can set it to 0 iterations to only have 1
So 1 iteration spawns 2?
That might be wrong and 0 iterations might not work since I haven’t tried it
Each iteration spawns 1-2 more vain shrouds with each vain shroud there is.
Well around 4-6 vain shrouds would be fine. It is just annoying to have millions of them blocking sections of the map
Thanks!
I’d put 2 or 3 iterations then
That’ll roughly get you 4-6
Gotcha
Do you know why the kidnapper fox doesn't work on modded moons?
it works on rebalancedmoonsbeta
you have to elaborate. what doesn't work about it
The fox stands still inside the vain shrouds, and even if the player is nearby, it will never attack. It's not like the vanilla moons, where the fox will come inside to the ship or get out of the vain shrouds to get the player.
I thought it was a problem with generic moons, but with Wesley moons it's the same thing.
the fox is a coward if you look at it, that might be why
i'd guess that the moons are missing a mold attraction point
the logs show the fox is searching for the most surrounding vain
i dont really know any other reason why modded moons would be any different
rend and dine are missing mold attraction points in vanilla too
hmm
is there any errors?
nope
just this
Maybe it is lethallib? Prefab idk.
does anyone know what the chances for the vain shrouds/fox spawning are? i went to like 4 different moons
All of Beanie's moons have mold attraction points. If the fox works there, that could be one of the problems.
RebalanceMoons add mold attraction points to Dine and Rend. But Vanilla Rend and Dine the fox works normally too.
8% for a moon you’re routed to, and 4% for a moon you’re not routed to
It rolls the chance each time a day passes.
You can change the chance for shrouds growing in the config, and set different chances for every moon if you wish
Okay, thank you.
The fox works better in Beanie Moons compared to Generic and Wesley Moons. What's make the fox enter the ship? Looks like it doesn't try to do this on beanie moons.
I was also trying to figure out some fox stuff which I'll forward here since I'm not sure any moon dev really knows. I'd have to do more testing but like in my experience it seemed ok on some of my moons, and some vanilla ones, but other vanilla ones like Vow, March, and Adamance the shrouds just refused to grow. Even tried cranking stuff up in the config and still no spread. Maybe I was missing something though. I can't speak for interactions with the ship though. I didn't test that.
Vain shrouds grow fine here
vow, march and adamance too
im talking about fox behavior on modded moons don't match with vanilla moons
then why weren't they growing there for me? Maybe I just got really unlucky?
idk, but here it's growing well.
back into the testing mines I go 😔
Is there something the moon needs to trigger the behavior to the fox enter into the ship?
I think that's all the moon maker has access to.
what is this itemshipanimcontainer?
I once had issues with an outdoor braken not being able to go into the ship on one of my moons if someone was watching the monitor because of how one of the AI nodes was placed near the end of the ship with the monitor. It would go to that node because it was closest to the player, then as it snuck around to the side with the door it would be too far from the node and turn back, so it just went up and down the length of the ship. Maybe there's some weird stuff happening with the fox?
the item dropship
Interesting. I didn't see the fox even try to enter into the ship on the modded moon i was playing but i will need to play more to see it.
Somehow exactly as your notification came through my whole laptop crashed. I’m going to blame you for this.
lol
I'm not sure why some modded moons don't work and others do. I was able to get them on March and Vow so I either was unlucky before or maybe using Imperium to disable quota or activate instant landing/takeoff broke it? idk. Still didn't have luck on Adamance though so maybe there's just some quirk with how the shrouds spawn and if the initial ones fail it never tries again.
My leading guess as to the fox works as far as going onto the ship is that it seems it has an "area" around where it nests in the shrouds. It, for me on both vanilla and my moons, would only come out of there so far to follow me, eventually giving up and going back. I don't know how often it is supposed to go onto the ship but the few times I got it to either chase me on or come on by itself it was nested nearby. On March I got it to chase me on and on one of mine it snuck on on its own when I was watching the monitor. So, they definitely CAN work on modded moons, but there may be some quirkiness I don't fully grasp. Now, why it won't move at all for you on some modded moons I have no idea.
worth mentioning in case it is impacting your tests
the fox retreats if a certain number of players are watching it
the exact number changes depending on lobby size
but in solo, if you're watching the fox, it is going to be too cowardly to exit its nest
I've been trying to look away but have Imperium's freecam going so I can see it, as well as the visualization stuff for the fox on so I can see its pathing and stuff.
All of Beanie's moons have mold attraction points, so the fox didn't just stand completely still like the Generic and Wesley moons.
Is it still like version 55? If all players look at the fox, the fox nest's range will be significantly reduced. If all but one player look at the fox, the range will be slightly reduced.
yeah that's what they were talking about and what changes with player count
Wait so does this work with Wesley’s moons?
wtf 😭 I just created a save file and day 2 the weeds were at the side of the ship
had the same thing happen lol, was quite funny
happy to see they CAN still be a little oppressive
im pretty confident this would be "intended behavior" even if it's not necessarily desirable
i've been pretty thorough with writing the weed code
my guess is that weeds started (whatever your distance is) away from the ship and just immediately started growing in the direction of the ship
it's also possible the weeds grew twice on the first successful tick (the first tick is random between 1 and 2 growths, future ticks are always 1 growth)
So I created a saved file, landed on Experimentation and the next day i went to Offense and, with 1.5% chance of growing weeds while not routed on this moon, the RNG created a nest at the side of my ship even through the minimum distance should be 40 units away 😭
this game being unfair is on character fr
Is there a way to limit how much vain shrouds can spawn?
My plan is to make it so only a patch of vain shrouds can spawn to make it not that invasive and still allow the fox to spawn
Maybe Maximum iterations
Limit the max iterations to 4 or 5. Then lower the needed amount of vain shrouds for the fox to spawn
yes, you limit max iterations
weed growth is all performed clientside and the only variables the host controls (and thus the only ones easily implemented into config) are:
- iteration count
- starting position
there is currently no way to control how many weeds are created per iteration
but you can reduce the rate at which iterations increase and cap the maximum iterations at a lower value
thanks
“Fixed a vanilla issue where the aggressivePosition doesn't get set if the moon has no mold attraction points.” Is this fix only for Rend and Dine moons? Because Beanie Moons has mold attraction points and the fox tries to sneak and get players, the only thing the fox is unable to do is enter inside the ship (the fox even tried to get me inside the ship while she was outside).
in vanilla this fix only applies to rend and dine
yes
im not 100% sure what the fix does (1a3 noticed this problem and made the change, but i think the fox still "worked" even before it was made, maybe just not 100% correctly)
if the fox is attacking players inside the ship but not entering the ship, to me that sounds like a navmesh problem
do the same moons also present issues with masked boarding the ship? or dogs? etc
I will test it
It looks like it has problems with navmesh
modded moon/ vanilla moon
solitude same problem
I left the moon and this is here
The vain shrouds are still there the rain sound stuff are still here as well
I feel like something else technically caused this as I don’t think I’ve seen this happen before
would need to see a log but this is probably another mod causing an error
Id have to readd it and break it as i dont have the logs
@woeful solar @somber turret FUCK YOU LMAO (Even though you have nothing to do with this)
Dear god, it's worse than I thought
lol yes
someone actually PR'd some config settings into yesfox to let you turn off the shrouds on titan
which is probably worth doing
because titan is so small that you will basically always have shrouds:
- on the concrete building
- on the catwalks
- right next to the ship
no matter what you do
The vain shrouds on this fuckass moon:
basically
😔 This run was never meant to be
That effect on your screen whats that?
Thank you
isn't that super broken
It works fine
Allegedly the visor crack sound can rarely loop under some obscure circumstances, but I’ve never had that happen to me.
@somber turret Could you do this here?
I dont know if its possible but it could set an agressiveposition without the need of a mold attraction point
it already does this
the mold attraction point just exists for the purposes of telling the weeds in what direction to grow
the weeds start in a random node, and then grow in random directions, but with a gentle inclination towards the moldattractionpoint
if no moldattractionpoint exists they just grow equally in all directions

So moldattractionpoint doesn't affect the fox AI?
in vanilla there is a bug where the fox doesnt properly set an aggressivePosition if there is no moldAttractionPoint
but 1a3 fixed that like, a year ago
@woeful solar But there's something about Mold Attraction Points that makes the fox work: all 7 Beanies Moons have Mold Attraction Points and the fox is working, and I'm using biggership mod to fix the ship's navmesh issue on those moons. Maybe this fix only applies to the Rend and Dine Moons?
the fix applies to all moons
but im not sure why you wouldn't be seeing functional fox AI if the mold attraction point is null
well if 1a3 could add a mold attraction point at runtime on a node close to the ship it would be cool.
For some reason moons updated to v73 make the Kidnapperfox works even without mold attraction points
funky fox moments
mold man W
wooow
lol well that's nice i suppose
Is there any way this mod could be host only again (Or at least optionally be host only)
Vanilla players might not see it and have a schizo episode from us dying out of nowhere but we'd still like to deal with the fox on our own
IIrc ever since the fox's networking was remvoed you could still use YesFox on your end, other people jsut wouldn't see either entity (Vain shrouds included)
no
it would spam errors for other players
unless zeekerss re-registers the fox it's not gonna work in vanilla
Oh I see

