#Yes Fox

1 messages · Page 2 of 1

woeful solar
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but it is a shame that the fox was outright removed

peak narwhal
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I just wanna see something like ClaySurgeonOverhaul but without replacing the model

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So I can use all the EnemySkinRegistry skins

lilac finch
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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

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I'd love to see v55 AI restored without the bugs instead of the weird, kinda unimpactful enemy we got afterwards

chrome sable
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i think that good cruiser mod makes enemies avoid it

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but not account for players in it

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idk how it affects the fox if at all

chrome sable
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didnt it just run onto the ship and kill people

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i remember its behavior being ocmpletely fucked in v55

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but thats abt it

lilac finch
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In v55, the intended behavior was that it would run up onto the railing and pull you out of the ship

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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

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But I have some clips of it being amazing when it did work

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When it worked it was such a proper stalker and menace

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Genuinely favorite enemy ever

woeful solar
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they got stuck constantly

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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

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anyways, in v56+, the fox still kidnaps people from the ship

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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

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the v55 AI was basically just allowed to enter the ship while no-one was there iirc

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i could maybe try to jury rig a hybrid AI but it's going to be hellish

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diff between v55 and v56 AI files

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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

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but I think fox is always owned by host so that might not necessarily be a dealbreaker

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@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

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in state 0, the fox apparently only checks if it should attack one player slot every 0.4s

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so if you have morecompany set to, say, 50 slots, it'd cause huge targeting delay

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because player 1 would be processed, then player 2 processed 0.4s later, player 3 processed 0.4s later, etc.

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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)

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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

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in vanilla it would never take longer than 1.6s

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and with morecompany's default settings (it's 12 slots default, right?), it wouldn't take longer than 4.8s

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this behavior seems to only affect state 0 and I think it could easily be adjusted to skip over the empty slots

lilac finch
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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

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Idk what causes it to be that way but that's my experience

woeful solar
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trying to restore the fox's old ship behavior is going to be a mammoth task

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and i think im sort of the opinion it's probably better suited for a companion mod

rustic coyote
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what's the fox's old ship behavior

woeful solar
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but idk, because in fairness, it's not like you can use the fox without yesfox

woeful solar
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since morecompany is still the most downloaded mod on thunderstore

woeful solar
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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

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after it had been hiding for long enough and a random chance succeeded

lilac finch
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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

lilac finch
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Amongst other things like the way it followed people around

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Like now it doesn't go far from its Shrouds like ever

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I miss him stalking and following me lol

woeful solar
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as far as i can tell all the player stalking behavior is basically unchanged

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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"

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and the radius shrinks (causing it to retreat) while it is being observed

lilac finch
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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

woeful solar
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in this case, "observed" meaning that a number of players are looking at it (the number of players connected to the server minus 1)

peak narwhal
woeful solar
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so if there are 4 people in the game, it would retreat if 3 are looking at it

lilac finch
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Idk then

woeful solar
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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

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the AIs are all pretty messy and time consuming to untangle, i'm still in the middle of researching it

lilac finch
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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

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So you can just immediately whack the tongue

woeful solar
lilac finch
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I haven't seen the fox successfully drag someone off in your pack in ages

woeful solar
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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)

lilac finch
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livingPlayers makes sense tbf

woeful solar
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i wonder how easily their aggression could be "improved" by just changing this number back

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idk this looks like it just causes them to recalculate how far their weeds spread

peak narwhal
woeful solar
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and also it maybe has a typo? im not sure if this is intended to use currentHidingSpot if the parameter is true

peak narwhal
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I like the fox, but he feels underwhelming lol

quick flax
woeful solar
quick flax
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No way whatsoever

woeful solar
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Lol

peak narwhal
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fair

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but I also think another part is cus I balanced the shrouds to be a small nest lol

woeful solar
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but yes, i agree it could probably use a little more oomph

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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

peak narwhal
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In V56 it was only annoying and really threatening cus shrouds would be so out of whack

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that you were forced into so many deaths

woeful solar
peak narwhal
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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

woeful solar
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this is some logging i was doing on march way back when i was trying to figure out some spawn problems with the weeds

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before v1.1.0, my spawn logic would just choose any AI node at least 40m from the ship with equal weight

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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

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but beyond that

woeful solar
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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

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unless the player killed all those weeds and allowed them to grow back somewhere else

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i addressed all of these problems in v1.1.0 and it helps a lot with the fox generally being present

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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

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so the fox is usually close enough to the ship that it will fuck with the player that stays behind now

peak narwhal
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I think the fox was designed too much as an anti-ship dad/mom enemy too tbh

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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

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XD

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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

woeful solar
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well i think a problem with the v55 behavior is that it would also get really old

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i agree the fox isn't as threatening as it could be right now

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i think it gets better with each update

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and i am probably too deeply invested in working on the fox with how much i hassle 1a3 about it

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but anyways i think just porting v55 AI is going to have the opposite issue of right now

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instead of the fox being too cowardly and spending most games in its nest away from the players

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you will pretty much always encounter it inside the ship when you return each day

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so every single day you will need to have some sort of weapon ready to counterattack it

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if everybody is off of the ship and exploring the map together

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otherwise the ship player just has to constantly deal with it every single day

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and the number 1 complaint about the fox, back before it was removed, was how persistently it was a threat on the map

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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

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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

peak narwhal
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Yeah I agree

ocean iris
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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.

jade tusk
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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.

peak narwhal
woeful solar
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but at least IMO yesfox should be mostly limited to vanilla behavior, since it's currently the only option available for restoring removed content

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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

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but i dont have any major plans to overhaul its design if i wind up contributing AI adjustments to it in the future

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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

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if youd like to do more (and it sounds like there is demand for it) you could make a separate mod dependent on yesfox

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or i suppose re-implement everything yourself

ocean iris
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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

blissful gorge
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Are there any mods incompats I'm not aware of?

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30+ vain shrouds, yet no kidnapper fox.

woeful solar
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[06:04:54.3807554] [Error : YesFox] Weed enemies attempted to spawn but were denied. Reason: ListEmpty

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@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
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afaict, there's no reason WeedEnemies should not be populated

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K, I think i see what the problem is, but im not sure why it's happening yet

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it looks like when you rehost from the title screen, GenerateWeedEnemiesList gets called again in a StartOfRound.Start postfix

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presumably it fails because bushWolfTypeOrig is null, because nothing in the bushWolfTypeAddon branch prevents it from adding the former to the WeedEnemies list

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so it's very likely something is wrong with that first find statement

blissful gorge
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Which update introduced this bug?

woeful solar
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my guess would be 1.1.1

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because he fixed a bug where custom moons would include duplicate BushWolf enemytypes that would lead to errors

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that was the last time this logic changed

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oh, well, i also changed FindFirstObjectByType to FindAnyObjectOfType in v1.1.2

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but that shouldnt be an issue unless a mod is somehow creating a second QuickMenuManager (and that somehow doesnt cause any other errors)

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i will double check if this happens in v1.1.0 and v1.1.1

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yes, fails in 1.1.1 too

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yep

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1.1.1 is what causes it to break

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the 1.1.0 logic will properly re-populate the WeedEnemies list when opening a lobby for the second time, without relaunching the game

blissful gorge
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Oki

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Thanks u

woeful solar
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can't rollback the code to 1.1.0 because then that would re-introduce the other bug

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so i guess something else will need to be figured out

woeful solar
blissful gorge
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Noted

woeful solar
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okay, i think i have an idea what might be happening

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the first time GenerateWeedEnemiesList runs, it finds bushWolfTypeOrig and bushWolfTypeAddon

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both are named "BushWolf" when this happens the first time

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then the second time, bushWolfTypeOrig is successfully found (as to be expected)

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I think the problem is that bushWolfTypeAddon would point to the same object as bushWolfTypeOrig in the second search

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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

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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

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I think I can fix this logic, I will try and submit a PR for it

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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

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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

woeful solar
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i fixed it + even fixed the LOD materials while i was at it :)

blissful gorge
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LOL???

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Looks so weird with the HD shaders

woeful solar
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this is, regardless, how it was meant to look

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beforehand it was using the texture from inside its mouth on the lowest level of detail model

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well, the material

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it's the same texture for both but only the body material has the fluffy fur

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so it would look naked

peak narwhal
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lol

woeful solar
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well tbf you'll never be seeing the second LOD model at this distance

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the LOD0 model would be used here and it's way more detailed

blissful gorge
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I meant

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The low-poly model looks weird with hd shaders

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Since they're clashing against each other

peak narwhal
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Fair

woeful solar
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lol it's pretty fun to watch the kidnapper fox scramble around to different hiding spots as you kill its weeds

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i have way too much fun with this dumb fucking animal

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@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)

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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)

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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

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I could double check in v62 if that is a major concern

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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

woeful solar
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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

woeful solar
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if you haven't seen

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so if you downgraded to v1.1.0, you should update back to latest again

blissful gorge
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I did

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Thank u

woeful solar
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kinda feel like i need to fix this

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still

blissful gorge
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It is a pretty big problem if you're wanting to fight against vain shrouds yeah

woeful solar
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all of the stuff im doing with vain shrouds needs to be done host-side

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or at least, if it needs to happen client side, it can't be configurable because it needs to be consistent with all clients

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which is why i havent tackled issues like this before

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it's not exactly an issue of starting point because offense doesn't have any AI nodes up there

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so it has to do with growth, which is client-side, and that sucks

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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)

chrome sable
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this doesnt happen on my maps thank god

blissful gorge
woeful solar
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the navmesh is automatically generated

chrome sable
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ya but u can put modifiers up ther

woeful solar
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and the mesh + collider of the factory building is considered when baking the navmesh

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so stuff can move around near the entrance

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zeekerss just forgot/didn't think about putting modifiers on top of the roof

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to block it from generating up there

chrome sable
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but if you could somehow do some weird raycasting shit to check for tags

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and destroy weeds on concrete

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lol

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would be crazy

woeful solar
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i dont really think that'd be sufficient

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unfortunately

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weeds can grow all through here

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for example

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and it's fine because artifice doesn't have a ton of playable space that doesn't have flooring

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and this is just weeds "growing through the cracks" or whatever

woeful solar
quaint moon
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I've also seen vain shrouds floating in the air because they grow on boulders too

blissful gorge
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bruh momente

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40 unit minimum spawn distance 🤑

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Is this intentional. a bug, or do I need to make it farther

woeful solar
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but they can grow in any direction to any distance

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so this isn't an ideal result but it's not technically unintended with zeekerss' settings

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if this bugs you i would suggest bumping the minimum spawn distance

blissful gorge
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So I would need to make it farther, or is it a losing battle?

woeful solar
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50 works out pretty well in my experience

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it will probably never be perfect but this sort of occurrence is "rare enough" it is usually okay

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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

blissful gorge
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Noted, thank you

rustic coyote
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would it be possible to have a config to configure the spawn chance per moon?

mighty current
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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....

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does anyone know what i can do to get it working or see if another mod is conflicting with it

opal belfry
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Vain shrouds only spawn when you leave the moon

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Try leaving and relanding

mighty current
mighty current
woeful solar
# mighty current

[Debug : YesFox] Weed enemies attempted to spawn but were denied. Reason: WeedCount | Amount: 0

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at least in the log you posted, you didn't land on any moons with shrouds

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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)

mighty current
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i got the file from my bepinex folder, is there a way to get one each time i land on the moon

woeful solar
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if you use mods to spawn the fox, it will immediately despawn without at least 2 weeds in proxiimity

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natural spawns begin at whatever your "minimum weeds" setting is in your config (as stated earlier, 31 by default)

woeful solar
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you can just play the game and post your log after you close it

mighty current
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ohhhh thats why

woeful solar
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reopening the game will wipe the log

mighty current
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thanks for your help. I'm gonna mess around with some settings and see if it fixes it

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thank you!!!

woeful solar
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sure

mighty current
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do all my players need to have the same config values

woeful solar
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currently all config settings are host-sided

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whatever the host uses applies

mighty current
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sweet! thanks again : D

woeful solar
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for your convenience:

  1. weeds only grow in between days (whenever "X Days Left" appears)
  2. the "spawn chance" settings for weeds control the likelihood weeds will start growing on a moon that currently has 0 weeds
  3. when a moon already has weeds, the spawn chance is ignored, and "growth chance" is used instead to advance stages between days
  4. "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)

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you can verify the mod is working by setting all 3 spawn chance settings to 100 and landing over and over again

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you should pretty quickly see weeds crop up and the fox not long after

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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

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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

mighty current
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that could very well be the issue in itself

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ill update as soon as i see it work! im about to hop on with a buddy

woeful solar
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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

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sorry i know that's a lot of numbers but those are the official rates if you want to roll them back

woeful solar
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let me know

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i didnt see any errors in your log so it's probably just a matter of time

mighty current
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vain shrouds are spawning!

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thank you!

opal belfry
mighty current
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thanks for explaining!

opal belfry
# mighty current wow! is that how it was back in vanilla as well? i had no idea

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

mighty current
opal belfry
woeful solar
quaint moon
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standard adamance experience

chrome sable
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istg

fresh torrent
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the kidnapper foxes never seem to appear for me

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either that or i don't play enough

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what do i do

woeful solar
fresh torrent
woeful solar
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ok

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fox is pretty rare with default settings, you need to get several days into a playthrough before it'll start to spawn on average

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it was made a lot less common in between v56 and v60

fresh torrent
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should i keep it like that?

woeful solar
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i'd suggest boosting Spawn Chance (Same Moon) to 11-21 and Spawn Chance (Other Moons) to 8

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if you want to restore the v56 rates

fresh torrent
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what would you suggest

woeful solar
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well personally im happy with the defaults because i think the fox was a bit too common in v56

woeful solar
fresh torrent
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ok

woeful solar
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you can also decrease the minimum weeds settings back from 31 to 16 (as it was in v55) if that still is not enough

fresh torrent
woeful solar
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the spawn chance settings for weeds controls how likely weeds are to start growing on a moon

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if "spawn chance (same moon)" is set to 20

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it means there is about a 1 in 5 chance after leaving a moon, weeds will start growing there

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the fox will start spawning on a moon about 3 or 4 days after the weeds start growing

fresh torrent
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k

woeful solar
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you will probably just have to tweak values until you are happy with them

fresh torrent
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uhh

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do they spawn on a specific moon or what

woeful solar
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if you think the mod isnt working

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you can set all the chances to 100%

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and decrease your minimum weeds setting

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and see if the fox will show up after a couple of days

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the fox spawns on all vanilla moons

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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

fresh torrent
woeful solar
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the weeds will start growing immediatley with 100% chances

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how many weeds grow per day is inconsistent and depends on RNG

fresh torrent
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yeah i think mine is broken

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any ideas on how to fix it?

woeful solar
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need to see a log

fresh torrent
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ill uhh

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get one in a bit

rustic coyote
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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

blissful gorge
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Agree

charred salmon
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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

opal belfry
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Wouldn’t that require greatly changing their logic?

woeful solar
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that is a massive change to functionality and i can pretty confidently say i wont be implementing it myself

opal belfry
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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.

west wyvern
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Me fox is not spawning in version 69. Maybe I need to change something in the config? Weeds are also not spawning.

woeful solar
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the spawn chances for weeds and the fox are very low as of v60

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usually they dont become a threat until pretty late in the game

west wyvern
west wyvern
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that is, I need to land on the same moon 20 times and then the weeds can spawn and the fox itself?

chrome sable
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20 is the maximum iterations (days) that weeds can grow for

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per moon

west wyvern
chrome sable
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idk

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are you landing on custom moons

west wyvern
chrome sable
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why are all of the icons question marks in ur config btw

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oh do you manually download plugins

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nvm thats irrelevant i was just curious

west wyvern
chrome sable
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idk this is weird to me though bc i was literally testing this morning and weeds were growing fine for me

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try turning the spawn chance up

west wyvern
chrome sable
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well

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actually just to test can you do that and then land on the same moon twice

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it should 100% spawn weeds on the 2nd day

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then we can really deduce if theres some error or you're getting unlucky

west wyvern
chrome sable
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yeah try that then land on like experimentation a couple times or something

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there should be weeds

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if not then something is conflicting i think

west wyvern
#

I’ll test it now, if it appears I’ll write

chrome sable
#

IDK how yesfox config operates so you may have to restart after modifying config values

#

not sure

west wyvern
#

Wow he appeared!!!

chrome sable
#

what the hell

west wyvern
chrome sable
#

lol

west wyvern
#

Do the weeds appear immediately, or me need to wait?

#

sad nothing appears

chrome sable
craggy lantern
#

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?

opal belfry
#

Im 95% sure that’s how it worked in vanilla too unless it broke somehow

craggy lantern
#

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

opal belfry
#

For me 35% worked well on a modpack with nearly 20 moons

woeful solar
#

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)

craggy lantern
#

well thats configurable too with the mod

woeful solar
#

and any weeds you don't kill will regrow any weeds you did kill within 8 meters

craggy lantern
#

which i will turn down

opal belfry
#

And is there a limit to it or could one weed revive like 12 or 13 weeds at once

craggy lantern
#

do i still need to find a seperate mod that prevents weeds from spawning under the ship landing zone?

woeful solar
#

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

woeful solar
#

the mod named "sobership"

#

weeds that spawn next to the ship will disappear for the host but all other players will see them still

craggy lantern
#

even if they have the mod installed?

woeful solar
#

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

craggy lantern
#

Wait so if I destroy the weeds as a host it wont destroy them on the client? like with the weedkiller

woeful solar
woeful solar
#

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

rustic coyote
flat dust
#

Does maximum itterations means after those many days no more weeds can spawn on that moon?

flat dust
woeful solar
#

the chance isn't calculated

#

because it's already at max

flat dust
#

i mean maximum iterations like the setting for how many days in a row additional shrouds can spawn on the moon

woeful solar
#

once the first iteration generates there is no more chance for vain shrouds

#

they are guaranteed to grow once per day

flat dust
#

so whats the growth chance config for?

woeful solar
#

it controls the chance iteration will increase per day

#

in vanilla it is guaranteed hence 100% default

flat dust
#

So if the setting is lower than 100% are they still guaranteed to grow once per day?

flat dust
#

So what happens if after 20 days they don't spawn enough shrouds to spawn a fox?

somber turret
#

Growth chance is the chance for it to increment the interations each day after the initial spawn chance succeeds

flat dust
#

Explain for dummies

#

Those words are to big

somber turret
#

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

flat dust
#

Than what happens if I have less than enough to spawn a fox

somber turret
#

Then the fox wouldn't spawn

flat dust
#

Are more shrouds ever able to spawn on the moon

#

Or is it just fox free forever

somber turret
#

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

flat dust
somber turret
#

Yes

flat dust
#

Ok

#

One more question

#

Approximately how many shrouds grow each iteration

somber turret
#

Tbf I haven't looked at the shroud spawning logic for a few months so I honestly don't even remember 🤣

flat dust
#

And also what's the max iterations?

somber turret
flat dust
#

What is the max iterations

somber turret
#

As in the default value?

flat dust
#

Yes

somber turret
#

20

flat dust
#

Alright

#

Ohh

#

I see

#

So like

#

Nvm

#

I see

#

So after there are 20 iterations it won't grow anymore?

#

Like ever

chrome sable
#

thats what they just said yes

flat dust
#

Ok

woeful solar
#

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

flat dust
woeful solar
#

but if weeds are growing at all, it means your current settings will eventually support the fox being allowed to spawn on that map

flat dust
#

I'm guessing weeds can't appear day 1? (Like u won't see them on the moon on ur first day)

woeful solar
#

day 1 of a brand new save file has 0 weeds

flat dust
#

Alright

woeful solar
#

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)

woeful solar
#

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

woeful solar
#

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.

flat dust
#

So it's exponential

#

?

woeful solar
#

sort of but then it gets capped very quickly

flat dust
#

Alright

woeful solar
#

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

flat dust
#

Ohh

woeful solar
#

basically the max weeds per iteration is:

  1. 3
  2. 9
  3. 24
  4. 39
  5. 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

flat dust
#

So it's just

#

Very complicated

#

Lol

woeful solar
#

yes vain shrouds are one of the most complicated systems in the game by far

flat dust
#

Maybe he could have put all his work into making maneater not a pain in solo greed greed greed

woeful solar
#

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

grand flicker
#

is it currently possible to have the shrouds only grow on set moons, and not all of them though?

woeful solar
#

by default yesfox will respect moons' canSpawnMold flag

#

but also, by default, all vanilla moons (except gordion) have that flag set to true

flat dust
#

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

flat dust
#

Ok

woeful solar
#

decreasing max iterations changes 20 to whatever number you change it to

flat dust
#

Alright

woeful solar
#

growth chance always hits with default settings because it defaults to 100%

#

but that is what the growth chance does, if you change it

flat dust
#

%

woeful solar
#

so in your case

#

assuming you have "Spawn Chance (Other Moons)" set to 0%

woeful solar
#

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

woeful solar
#

if that's the behavior you desire, then that's the settings you want

#

yes

flat dust
#

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

woeful solar
#

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

flat dust
#

Or 10 iterations I mean

#

Is good

woeful solar
#

i would be like 99% confident that 10 iterations would support the fox spawning on all vanilla maps

#

yes

flat dust
#

Alright

#

If the logs start complaining I'll notice lol

woeful solar
flat dust
#

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

woeful solar
#

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

flat dust
#

I see

#

Also I heard that shrouds can spawn under the ship

#

Can this happen?

woeful solar
#

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)
woeful solar
#

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)

woeful solar
#

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

flat dust
#

Btw with this mod are weeds able to grow into the no weed area

woeful solar
#

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

woeful solar
#

the host picks the starting point, so that can be configurable without causing synchronization issues, but it's still a bit of a bandaid

flat dust
#

Cuz I don't want them near my ship

woeful solar
#

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

flat dust
#

Fair enough

#

I think eventually something like that would be nice

#

But it's def not needed

woeful solar
flat dust
#

The area where weeds can't spawn

#

I forgot what to call iy

#

T

woeful solar
#

well

flat dust
#

Lol

woeful solar
#

anywhere enemies can walk, weeds are allowed to grow

flat dust
#

I mean like

#

The radius

#

Where weeds can't originate

woeful solar
#

anywhere enemies can spawn, weeds are allowed to start (as long as the distance is ok and yesfox's secondary checks are accepted)

flat dust
#

The distance

#

I'm talking about the distance

#

From the ship

woeful solar
#

yes, right now yesfox allows weeds to grow inside the minimum-distance-from-ship

flat dust
woeful solar
#

they will never start in that radius

flat dust
#

What

#

Oh alr

#

That's what I meant by it lol

woeful solar
#

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"

flat dust
#

Lethal company more like stupid company

woeful solar
#

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

woeful solar
chrome sable
#

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

woeful solar
#

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

chrome sable
#

like nothing in the code implies this isnt intentional but it definitely isnt

woeful solar
#

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

woeful solar
#

at least with the changes i have made

#

1a3 might have a different opinion on the situation

woeful solar
#

while it's too close

woeful solar
#

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

kind parrot
#

what does this option even do

woeful solar
#

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

lament hornet
#

rebalanced moons' embrion has them disabled too, right?

woeful solar
#

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

lament hornet
#

guh

chrome sable
blissful gorge
#

Are y'all aware of the issue with vain shrouds sometimes relocating upon restarting Lethal Company

woeful solar
#

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

blissful gorge
#

There were more than the iteration 1 vain shrouds too

#

So like

woeful solar
#

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

blissful gorge
#

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

woeful solar
#

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

blissful gorge
#

How the did the game suddenly remember the exact positions from before I restarted after savescumming

woeful solar
#

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

blissful gorge
#

It was identical after I savescummed

woeful solar
#

there are a limited number of valid starting points for the weeds

#

and they are chosen from randomly

blissful gorge
#

It just wasn't identical after I initially restart the entire game

woeful solar
#

it just chose spot A the first time, spot B the second time, and spot A again by coincidence the third time

blissful gorge
#

But after I savescummed, again, they were in the exact same spots they were before I restarted initially

woeful solar
#

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

blissful gorge
#

I... see?

woeful solar
#

anyways

woeful solar
#

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

pastel dew
#

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.

woeful solar
#

just tbh i currently have no plans to make a PR for it and idk if 1a3 has a strong opinion about it either

pastel dew
opal belfry
#

So in general it’s usually alright as it is.

pastel dew
blissful gorge
#

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

woeful solar
#

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

blissful gorge
#

Fair enough

#

I’ll see if Science Bird is interested in tackling it then

somber turret
dire heron
#

Can it still go onto the ship?

woeful solar
#

yes, but it has to wait outside the doors for a while before it's allowed to do so

dire heron
woeful solar
#

yes, you will hear it approaching the ship a good bit before it is actually a threat, if you are the radar watcher

dire heron
#

It sounds counterable

woeful solar
#

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

dire heron
charred salmon
#

Does this mod work host-only?

opal belfry
charred salmon
#

tragic

#

I wonder why Zeek didn't just leave the code and models in for the fox and just disable him

golden crown
#

does weeds spawn after some time or will they spawn instantly on the first moon?

lament hornet
#

after some time

#

they take a while to be enough to spawn a fox now

golden crown
#

so it wont spawn on like first or second day?

opal belfry
#

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.

golden crown
#

ah so thats why it doesnt wanted to show up everytime

#

aight thank you so much

opal belfry
#

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.

icy adder
#

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

woeful solar
#

@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

icy adder
#

aww

woeful solar
#

all vanilla moons always have shrouds enabled (except for the company obviously)

icy adder
#

no LLL, quantities, centralconfig?

woeful solar
#

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

icy adder
#

All moons yeah

#

oh well ill give those 2 a shot some time, ty

woeful solar
#

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

icy adder
#

i think i get it

#

ty

#

will come back to this if i find a way to make em stick to certain moons

dusty scarab
# woeful solar if you have any questions i can try to answer them

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?

woeful solar
#

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)

dusty scarab
#

Ahhh I see

#

Lethal company wiki spreading misinformation strikes again

#

I always thought it was 20% in vanilla

wraith lava
#

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

dusty scarab
somber turret
#

the iteration is only increased if the grow chance succeeds

wraith lava
woeful solar
dusty scarab
#

Sounds good

wraith lava
#

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

somber turret
#

Do you have the config option for all moons enabled?

wraith lava
#

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

somber turret
#

Well tbh that probably would make sense to be part of yesfox

wraith lava
#

oh, yeah probably 😅

placid narwhal
#

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.

wraith lava
#

nearly home, I'll make a fresh modpack with nothing but yesfox and do more testing

placid narwhal
#

Even with rebalancedmoonsbeta which changes vanilla moons layout the fox works as should be.

placid narwhal
crystal flicker
#

is this relevant for v72? it's just that the description on the site only lists v60-v62 versions

placid narwhal
wraith lava
#

this happened on vow DA_zero_think

#

went again and worked ok this time

woeful solar
#

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

wraith lava
#

fox can enter ship; I thought that was something that was patched out? correct me if wrong

woeful solar
#

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

wraith lava
#

oof okay

#

understood

wraith lava
wraith lava
#

thanks for approving my PR!! owoblob

woeful solar
#

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

icy adder
#

ill check in a bit

placid narwhal
#

The fox stay still on generic moons is a problem with navmesh? Ik that generic moons navmesh was affecting interior enemies

icy adder
#

huh

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dont know where the config is

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loaded all the way to the ship lobby

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mayeb i gotta land?

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there we go

icy adder
#

which disables weed spawning

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otherwise they all look like this

placid narwhal
#

@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.

wraith lava
# woeful solar does the config show the default value for its respective moon

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

woeful solar
wraith lava
#

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

woeful solar
#

now that yesfox has full controls for it

lament hornet
wraith lava
#

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

opal belfry
#

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 yoiled

visual junco
wraith lava
#

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 perceive

opal belfry
somber turret
#

well the point of the fox is that it goes into the ship after a while

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since its an enemy that mainly targets ship-people

woeful solar
#

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

woeful solar
#

anyways all of that is my opinion

wraith lava
#

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

south vector
#

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

opal belfry
#

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.

south vector
#

Does that spawn only 1 vain shroud?

opal belfry
#

You can set it to 0 iterations to only have 1

south vector
#

So 1 iteration spawns 2?

opal belfry
#

That might be wrong and 0 iterations might not work since I haven’t tried it

opal belfry
south vector
#

Well around 4-6 vain shrouds would be fine. It is just annoying to have millions of them blocking sections of the map

south vector
opal belfry
#

That’ll roughly get you 4-6

south vector
placid narwhal
#

Do you know why the kidnapper fox doesn't work on modded moons?

#

it works on rebalancedmoonsbeta

rustic coyote
placid narwhal
#

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.

placid narwhal
rustic coyote
placid narwhal
#

Nope.

#

modded moons the fox will never do that

somber turret
placid narwhal
#

the logs show the fox is searching for the most surrounding vain

somber turret
#

i dont really know any other reason why modded moons would be any different

woeful solar
#

rend and dine are missing mold attraction points in vanilla too

somber turret
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hmm

placid narwhal
#

nope

placid narwhal
#

Maybe it is lethallib? Prefab idk.

amber glacier
#

does anyone know what the chances for the vain shrouds/fox spawning are? i went to like 4 different moons

placid narwhal
#

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.

opal belfry
#

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

amber glacier
#

Okay, thank you.

placid narwhal
#

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.

stiff vale
#

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.

placid narwhal
#

Vain shrouds grow fine here

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vow, march and adamance too

#

im talking about fox behavior on modded moons don't match with vanilla moons

stiff vale
placid narwhal
#

idk, but here it's growing well.

stiff vale
#

back into the testing mines I go 😔

placid narwhal
#

Is there something the moon needs to trigger the behavior to the fox enter into the ship?

stiff vale
placid narwhal
#

what is this itemshipanimcontainer?

stiff vale
# placid narwhal Is there something the moon needs to trigger the behavior to the fox enter into ...

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?

stiff vale
placid narwhal
stiff vale
placid narwhal
#

lol

stiff vale
#

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.

woeful solar
#

worth mentioning in case it is impacting your tests

#

the fox retreats if a certain number of players are watching it

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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

stiff vale
#

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.

placid narwhal
#

All of Beanie's moons have mold attraction points, so the fox didn't just stand completely still like the Generic and Wesley moons.

placid narwhal
rustic coyote
chrome meteor
#

Wait so does this work with Wesley’s moons?

quaint moon
#

wtf 😭 I just created a save file and day 2 the weeds were at the side of the ship

lament hornet
#

had the same thing happen lol, was quite funny

#

happy to see they CAN still be a little oppressive

woeful solar
#

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)

quaint moon
#

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

summer basin
#

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

placid narwhal
#

Maybe Maximum iterations

summer basin
#

Thats just how many days it will take till more spawn

opal belfry
woeful solar
#

weed growth is all performed clientside and the only variables the host controls (and thus the only ones easily implemented into config) are:

  1. iteration count
  2. 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

summer basin
#

thanks

placid narwhal
#

“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).

woeful solar
#

yes

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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

placid narwhal
#

I will test it

placid narwhal
#

modded moon/ vanilla moon

#

solitude same problem

summer basin
#

I left the moon and this is here

#

The vain shrouds are still there the rain sound stuff are still here as well

stiff vale
woeful solar
summer basin
blissful gorge
#

@woeful solar @somber turret FUCK YOU LMAO (Even though you have nothing to do with this)

#

Dear god, it's worse than I thought

woeful solar
#

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:

  1. on the concrete building
  2. on the catwalks
  3. right next to the ship
    no matter what you do
blissful gorge
woeful solar
#

basically

blissful gorge
#

😔 This run was never meant to be

summer basin
summer basin
#

Thank you

rustic coyote
opal belfry
#

Allegedly the visor crack sound can rarely loop under some obscure circumstances, but I’ve never had that happen to me.

placid narwhal
#

@somber turret Could you do this here?

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I dont know if its possible but it could set an agressiveposition without the need of a mold attraction point

woeful solar
#

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

lament hornet
placid narwhal
#

So moldattractionpoint doesn't affect the fox AI?

woeful solar
#

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

placid narwhal
woeful solar
#

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

placid narwhal
#

well if 1a3 could add a mold attraction point at runtime on a node close to the ship it would be cool.

placid narwhal
#

For some reason moons updated to v73 make the Kidnapperfox works even without mold attraction points

stiff vale
#

funky fox moments

lament hornet
#

mold man W

mental beacon
#

wooow

woeful solar
blissful gorge
#

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)

woeful solar
#

it would spam errors for other players

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unless zeekerss re-registers the fox it's not gonna work in vanilla

blissful gorge
#

Oh I see