#Yes Fox
2394 messages · Page 3 of 3 (latest)
as long as the host has code to grow them (all clients still run the weed generation code, just with 0 "days grown")
Just curious does anyone have some good config suggestions for the fox so the weeds don't completely take over half the moon and surround the entire ship lol. I swear I had my configs set perfect for the fox in the past but after deleting my entire configs for all mods I can not remember what I had them at before. I'm not looking for specific moon configs, just overall. My players got sick of the consistent weed take over lol. Me personally I love the fox, but would like to keep him a little bit away from the ship. I may say screw it and tell them suck it up and deal with it lmfao.
the only setting that changes anything about this
weeds don't completely take over half the moon
is the "max iterations" setting
weed growth is exponential (day 1 can have up to 2 weeds max, day 2 can have up to 6 weeds max, day 3 can have up to 21 weeds max)
etc.
i totally spaced out in the middle of my explanation and forgot to folow up
anyways
i would recommend against setting it too low
because you might get 8 weeds growing between days or you might get 2
it's extremely swing-y with RNG
but you could maybe start with a value of like 5 or 6 and see if that's too little
also you can increase the distance the weeds start growing from ship
iirc it goes as high as 70 (the furthest possible distance on experimentation)
if you set it too high the fox isnt really going to push up to the ship
but if you're getting too many weeds at the ship even with lower max iterations
you could increase it a bit (default is 40, maybe try 50 next)
Thanks @woeful solar I'll try the 50 first and leave the rest alone. TBH its not hard for us to kill the fox late game lol. But yeah I remember now I did increase it to the make before and yeah he would spawn way to far away and we never saw him push the ship cause of it. I just wanted to try and make some of my players happy. They yell at me every time i re-add him
Since the fox just retreats if all players or all players minus 1 are looking at her, the more players there are in the lobby, the less the fox has fear.
Idk if it's possible, but I think this should be stuck at 4 players, like 4 or more players should have no difference.
Because the fox won't retreat with 6 players if your lobby has 8 players.
I mean it does work as a very funny auto balance
It seems odd that the fox let you hurt her
Why
I have a minimum of 50 units of how close vain shrouds can spawn near the ship
Maybe its only the first one
That’s how far away the first shroud can spawn. They can still grow towards the ship by random chance though it’s rather unlikely.
ok so im still getting that issue where the foxes don't spawn
i think
i beefed up the spawn rates but they still haven't appeared after like
day 3-ish?
i'd assume they would start showing up by now
and the consol is just spamming
[Info : Unity Log] Fox A
[Info : Unity Log] Fox J
[Info : Unity Log] Fox spotted meter: 0
the fact that those lines are being printed means the fox has already spawned
those are debug lines from the fox's AI
i wasn't seeing foxes nor shrouds on experimentation
can you load the save file with something like imperium and teleport to the fox
well that is intended to happen
because the fox is problematically oppressive when its nest is directly on top of the ship
so the game forces it to start growing at a considerable distance away
there are no safeguards preventing it from eventually creeping up to the ship but it takes "at least several days" for it to reach that point
though it will still happen on occasion with the default value of 40
ah
alright
is there any good suggestions on what i should set the values to?
preferably one where the veins aren't horribly invasive but don't take forever to spawn in
50 tends to work quite well for our group
50 for the spawning and growing?
50 for minimum distance
Oh
What about the other spawning related stuff?
i might have some quite unusual settings so take this with a grain of salt... but this has served pretty well for us:
- weed spawn chance (current moon) = 22
- weed growth chance (current moon) = 75
- weed spawn chance (other moons) = 5
- weed growth chance (other moons) = 12
- maximum iterations = 12
- minimum distance = 50
- fox spawn chance = 20
- minimum weeds required for fox spawning = 5 (low!)
in general, quite aggressive spawning of the fox, but significant limits on how out of control the weeds can get. i also have per-moon settings for most of my moons to add some flavour. it's not perfect but i adjust it every now and again based on how our sessions go
to help counter the aggressive spawning I also have these:
- KidnapperFoxSettings to disable 'drop all items when grabbed'
- WeedKillerAdjuster to adjust vain shroud kill rate and weed killer base fuel tank size to x2
i have my own mod FoxQuirks as well but ive neglected to work on it due to other projects so it doesnt do much currently 
Oh yeah I have that
The one where it prevents the fox from going into the ship?
yeah. i've been sitting on the planned per-moon vain shroud colour settings for it, it's already done so i should just release it tbh. then at least calling it 'Quirks' plural would be accurate rather than 1 quirk lol
also tbh, with 'drop all items when grabbed' disabled, I actually came to enjoy the fox going on the ship a lot more than not. so I don't have the ship prevention enabled anymore in my pack. more interaction is good imo, you just gotta keep a shovel handy 
yes! Fox should not make you drop items. In solo it's not a death sentence because you can still bonk it
it's not a death sentence in vanilla either because you can resist the pull long enough to grab a shovel off the floor
not that i have issues if you choose to disable it but it is at least not black-and-white
I guess that’s true, but it’s never gone well for me lol
Imo it shouldnt make you drop items in solo but should in multiplayer, as it gives your teammates a chance to save you (Alongside the fact you can still grab the shovel)
just means that solo is less punishing
in my experience it kinda just requires anticipation
i do hope zeekerss does more balancing for the number of teammates you have
if you let it pull you away it's basically impossible to recover distance
but you can hold yourself in place as long as you resist by sprinting (if you have stamina)
if it helps you can drop your shovel early and move away from the fox so when you start sliding away you meet your shovel halfway
anyways tldr i dont think theres any shame in disabling it if you dont like it but i think theres enough counterplay that it's not really a "design flaw" with vanilla
even in solo
I think the big thing is that if the Fox catches you off guard it is kinda a death sentence
The winds to grab your shovel is not super big, assuming you even have a shovel
I am fine with Fox being super powerful though, the bigger issue with it always was that the Shrouds spawn way too fast
You spend a quarter of the day just spaying Shrouds with Weedkiller, only for 20 and an 8am Fox to show up the next day
yeah I dont think it's a design flaw either, it's a little bit like dealing with solo snare fleas where you have to not panic and regrab the shovel, except you have time to prepare here. I would keep it on if it were just me but some of my friends aren't good at games in general and I know they would complain at me 
we lean toward the more casual 'you die when you die' style of play. then there's just me who has played way too much and welcomes more challenging techniques and interactions, but i'd rather my group be happy for now and maybe get to that stage later
I do personally like you not dropping your items when grabbed, I think the Fox is still quite powerful without it
But I do not feel super strongly on it
For good players it definitely is needed to keep some of the challenge like you said
Is there a way to make the fox more aggressive? I've noticed I havent seen it leave its nest at all recently even when its shrouds are near the ship
which moons do you play most?
most modded moons without mold attraction points the fox AI won't work and it will camp his nest.
yeah i still have no idea what's going on here but it does seem like that is a factor in something
i've seen the fox work just fine on rend and dine which are missing a moldattractionpoint in vanilla
so it's weird to me that it consistently causes issues with modded moons
Mones Moons don't have mold attraction points and the fox works
At least last time i played/tested them
sobership never worked because it tried to delete vain shrouds (a non-networked object) only as the host
Just to say, there is no vain shroud catalyst within 50 units of the ship
I
anyways yes fox still has 0 protections for vain shrouds spawning next to the ship, it just prevents growth from starting next to the ship
think y'all's config just does not work
if you are playing rebalanced moons in this screenshot then maybe dopadream's implementation for deleting weeds next to the ship does not work in v73
but if this is vanilla offense then this is not necessarily bugged behavior
Yeah, but if it doesn't work, then the blame would be on you two, since they are absurdly close to the ship, despite the vain shrouds not nearing cornfield territory yet
If the population was dense, it'd make more sense
but it isn't
And again, there is no catalyst for this within a 50 unit distance
can you send your log
i forget how much debugging i left in the version of yesfox 1a3 released
If the vain shrouds are still there, they sometimes disappear/relocate for no reason
but i have made so many adjustments to the weed growth algorithm that i am like 99.99999% confident they never start growth next to the ship anymore
They're gone bruh
The fuck
Same save file. As if they were never there
I can check around the map if they're just somewhere else rq
Found them. Hmm...
Could it be an error with Sober Ship instead? Why else would they be all grouped together specifically at the ship, where that config option is supposed to delete them?
They're 50 units away now, as they're supposed to be
couple things could have happened here
- if this was your first day visiting offense after weeds start growing, you'd have to go into orbit to save their starting point. savescumming immediately will reroll the starting point
- if you load a save file without yes fox, then none of my changes to the spawn algorithm apply (but weeds can still generate if they were already grown on your save file)
anyways am i misunderstanding something here
did dopadream name her config setting "sober ship" because i thought you were talking about this mod which has always been broken
The first point doesn't explain why they're sometimes hugging the ship, and also we never play unmodded, or load save files that have Yes Fox loaded in them without Yes Fox
Oh, we don't mean the mod Sober Ship
okay i see
Rebalanced Moon's config option of the same name
well
im not sure what dopadream's mod does exactly
but im under the impression it does what sobership was supposed to do
after the moon finishes loading (and all the weeds have already generated), it deletes any that are too close to the ship
the chain of command is something like this:
- yes fox increases weed growth stages for all moons
- vanilla starts the level and sees that the current moon has weed growth stages
- yes fox performs a bunch of checks to determine the start position for the weeds
- must be greater than a certain distance away from the ship
- must be within a certain distance of the ground, and within a certain distance of the navmesh (so weeds don't instantly fail to generate)
- must be able to grow enough weeds that the fox will spawn, at least, once the weeds are at maximum iterations
- if the save file already has a position set, it still verifies that the 3 above conditions are met. if they're not, the saved position gets discarded and it forces the position to be re-randomized, following all of the rules above (so even old save files wouldn't present issues with positioning)
- vanilla loads the moon, and spawns all the weed objects
- rebalanced moons searches for weed objects next to the ship and destroys them
yes fox is unable to prevent weeds from existing next to the ship and has never intended to tackle that problem
the only thing it controls is where the weeds start
if the weeds are starting next to the ship, then i need to see a log to verify if yes fox is running into an error, because under no circumstances should that ever be possible
if the weeds are growing next to the ship, that is intended behavior, unless you are using dopadream's config setting (in which case i guess you'd need to ask her)
actually looking back at what i did, it looks like when a position is already saved, the only check it does is a ship distance check
so if you load an old save file where weeds fail to generate because of distance-to-navmesh, or the fox fails to spawn because weeds can't grow, then it wouldn't do any work to prevent that
but regardless, it does prevent the start position from being used if it's too close to the ship
so in that case (what is being reported here) it still should re-calculate spawn point
@woeful solar it worked before
im assuming something just broke with the plethora of yesfox updates since then
idk
The thing about all players, or all players minus one looking, could YesFox have an option to limit to 4 players? Like 4-32, looking at the fox will be the same thing (3 players will be the same as a lobby with 4 players). In a lobby with 6 players, the fox will be aggressive with 4, and it's strange.
theres something else with player count ive been meaning to fix
the fox's ai can only target 1 specific player every time a specific part of its code runs and it always checks in order of player slots
so like, if it fails to target player 1, it goes through the motions trying to target player 2, then 3, then 4, on the next 3 checks
even if the player slots are empty they dont get skipped
so the fox has 8x the delay for attempting to retarget a specific player if you use morecompany's default lobby size of 32
compared to vanilla
i never got around to fixing that or pitching the code to 1a3 for release
but this is something i could try my hand at implementing at the same time
@blissful gorge sorry it has taken me a while to get to this
according to your log, weeds are starting over 100 units away from the ship:
outsideAINodes[23] is candidate (ship dist: 113.7229 > 50)
Mold growth: Selected outsideAINodes[23]: coords (65.39, -1.47, -110.33), dist 113.7229
Average weed generation
Starts a ways away but just immediately beelines for the ship
im already looking into fixing this for the next version of yesfox
i have had my hands completely and utterly full up until now, and i might not have much time to work on mods tomorrow since i have other plans, but i hope to address this (+ another player count bug that's been bothering me) very soon
ok i have already fixed the fox's confidence in 5+ lobbies
now even with 50 players it will still retreat when 3 are watching it
it requires a little creative liberty to determine "what zeekerss would have done" with the fox in a capacity larger than 4 players
but personally i think the fox being cowardly is a big part of its identity and it probably wouldnt stand up against 4 employees
i need to run some errands so itll be a couple hours before i can get to that second fix
but TLDR with that one is that the fox runs its target checks on one player slot at a time, each time DoAIInterval runs
so if AIIntervalTime is 0.2 (as it is for most monsters), it takes 0.8s for it to cycle through all 4 player slots and determine if anybody is targetable
if you play with morecompany enabled you might have up to 50 player slots meaning there is an entire 10 second delay between checks on individual players
so im gonna patch it to skip empty slots after 4
larger lobbies will still have an increased processing delay just because that's how the fox works, but you will get better results if your lobby size is larger than the player count you usually play with (if you play with 8 players, 1.6 delay is still better than 2.4 delay from using morecompany's default of 12 slots)
Nice
Really nice to see that this is being extended this well ^-^
i've finished up everything i wanted to include in the next patch, so hopefully 1a3 will get the chance to submit that "sometime soon"
and thus the kidnapper fox returns to hibernation
oh yeah to offer an update on this, sounds like we might just wait until v80 anyway
for what that's worth
i didnt realize zeekerss was planning to prep-for-release until this morning
What does “prep-for-release” mean? Is the update nearly finished?
earlier this month he told the patrons he was "originally planning to release in march" but felt like he still wanted to spend time adding new creatures and wasn't sure whether he'd delay the update to make it larger
this morning he tweeted that he's officially decided he will start getting it ready for release ASAP
it seems like he only just wrote bestiary entries this morning
i imagine there's a lot of last minute polish and cleanup, probably he wants to test with his friends, maybe there will be a public beta, etc. im not super sure
but at this point v80 could release "any minute now"
I’m super pumped for this update
We were saying at the start of the year Zeekerss ought to do a bugfix + qol update but probably would not, yet here we are
Bro knows what his game needs
Just a bit worried on how janky the new monsters will be (based on past updates it is unfortunately not a matter of if but how much)
If he sticks the landing though this could be better than v50, which is super hype
Probably not if you just want the Fox
I imagine the ideal outcome here is this mod just updates to have the weed customization and per moon stuff
this mod is gonna be super extremely broken in v80
im not sure what all zeekerss changed exactly but i promise you it wont work
im not sure where 1a3 sits on things
i assume some of the bugs i fixed are still there in vanilla
although like, the weed spawn point algorithm i wrote seems not necessary now since zeekerss changed a bunch of shit about how they spawn anyway
all of the customizable rate stuff would require a transpiler or prefix cancel now since we're not adding code for it, we'd have to replace vanilla's code
fair
Yeah this will probably be more of a Weed spawning customizer mod going forward
well the main point of this mod was to re-add the fox
there's KidnapperFoxSettings which added settings for stuff but idk if zehs is planning on updating that again
How robust is that mod though? Could it serve as a replacement for this one?
I'd have to see how the fox is now, but I do like some of the weed settings and stuff this mod provides. Like I think I drastically reduced the chance of weed growth on "other" moons. Maybe spawn too, idk. Min weeds count is nice too, but I don't think I touched that.
I wouldn't mind if the settings end up in KidnapperFoxSettings, but I do suspect I'd like them to stay somewhere
well i think the idea is these settings existed in yesfox because yesfox had to completely re-implement the behavior of the weeds
to make the fox spawn again
and since we were adding the code that does weed growth, we had direct control over the numbers, and so it made sense to provide a configuration file - opposed to other mods trying to patch yesfox's patches and functions
you dont need yesfox in v80 anymore - the kidnapper fox is just a feature
also all the number that exist in yesfox are totally useless now because he overhauled all of the weed growth/spawn chances to work differently
I don’t really care what mod ends up doing it so long as some mod does
Be it KF Settings or this one getting reformatted
Unfortunately I cannot trust the big Z to have gotten the vanilla behavior totally right yet
i totally understand and support the idea that somebody makes a configurable kidnapper/shroud mod but im not sure this is really yesfox's wheelhouse anymore
and the config format would need to be totally reworked
Ye
and someone would have transpile settings into the vanilla functions, opposed to what is being done right now (since the code exists in vanlla again)
I put a message in #1259555452509884517 message to ask. I'm curious though, would this mod just be deprecated/gutted? Currently the KidnapperFoxSettings depends on it so I'm just kind of curious how that'll be handled.
if KFS gets updated it would probably just remove this mod as a dependency
just being honest i don't think there's any reason not to just deprecate yesfox at this point
i think it makes sense adding customizable shroud/kidnapper stuff to another mod
if someone wants to take up that mantle
i promise i do not have the resources to do this right now, i have way too much other stuff i need to do for v80
I def believe you. I can't be asked to make it right now, but picture that meme where the guy at the podium's asking a question and everyone has puts their hand up. Then the following question they put them down. "Who wants customizable shroud/fox stuff?" "Who wants to make the mod for customizable shroud/fox stuff?"
thanks for all your support for this @woeful solar @somber turret
really appreciated this mod when it was needed
especially buttery's grueling fights with shroud generation
fox is no longer a yes or no question 
NoFox will come back
Likely, but I bet the Fox will be better received now. History has a habit of softening opinions, plus Zeekerss seems to be more on top of his coding game
I second this, definitely a service to v55’s tattered legacy. I wonder if Zeekerss saw this mod getting so many downloads and it played a role in getting the Fox added back to vanilla
just released v1.1.7 which adds the last few PRs @woeful solar submitted (for anyone still playing on v73) 🙂
lol
it's kinda funny because the entire reason i needed you to do that was to fix SCF making the fox spawn at 9 AM
and then v80 introduced (as a balance change) "the fox can't spawn until 9 AM"
i will probably pull some of the stuff i contributed to yesfox into BF for v80+ if you don't mind... like VehicleController caching for BushWolfEnemy and the player count patches
since those still benefit v80 players technically even if YesFox is kind of a bunch of other stuff they won't neeed
feel free
You have done us a service 1A3 and Buttery, this mod shall be looked back upon fondly

zeekerss changed a bunch of things about how vain shrouds start growing
but it looks like he didn't fix weeds starting their growth from somewhere out of bounds
and failing immediately
so i suppose i will eventually have more work on my hands
@woeful solar did he make it so they cant grow off terrain
they can only grow on Terrain objects, or meshes tagged as "Grass" or "Gravel"
homer dance gif
so they no longer grow on Embrion (Rock) or Rend/Dine/Titan (Snow)
but he also didn't disable the flag which allows them to grow on those moons
for some reason
that means i can kill my stupid mold blocker code
lol
it was funny though that i did that dont lie
small question about foxes since i'm not sure where else to ask, how exactly does the anti-savescum work?
any time the game fails to save (usually because you quit outside of orbit)
it adds to a savescum counter for the moon you are parked at
once you reach the requirement for the penalty, it instantly grows vain shrouds 5 times (if they don't exist) or just once (if they are already there)
3 times
is the counter permanent on a save file?
the penalty applies every time you quit afterwards
yes
I’m glad it’s not just one
Wait, like you save scum, play normally for a few days, do it again, it’ll count up?
It doesn’t reset?
oh yeah does it reset when getting fired?
it's permanent on the save slot
you need to make a fresh save to release yourself of the penalty
or just always quit in orbit
otherwise
Even closing the game doesn’t do it? Wow
Naughty naughty
I don’t even save scum that often, but over the course of playing a save solo for a long time I suspect hitting the limit will happen really quick
hum hum, ||for v80's official release, since this mod will be obsolete (in a way) can it just turn into a mod that allows you to change the vain shrouds' material to the classic one?||
umm no that should be a different thing i think
- it should definitely be a different thing
- it's not as simple as "just adding back the old shrouds" because they now use the new foliage system he designed for v80
they use a different shader (which we dont have the source files for) and don't even use the standard gameobject/meshfilter/meshrenderer setup they used to
i assume one of the reasons they were changed is at least partly rooted in limitation
i would love old shrouds but i dont think im personally willing to put in the effort to restore them lol
how about a mod that just swaps the texture
that's all i was merely suggestion tbh, not a whole "swamp the entire prefab"
well the old texture goes to a differently shaped mesh
i still think it would look wrong
well did you try it?
(by that i mean just making a default material with its old textures and pasting it on the new vain shroud mesh)
ok nvm looks a bit urm
bad
comparison
||1 = new, 2 = old with new mesh, 3 = old with old mesh||
yes
||bonus, new with old mesh||
honestly this doesnt even look half bad
i think the old mesh was just a lot more wild and alien
the new ones are too rigid and clean
true, but the random bits at the bottom look a bit off
it looked more like an invasive plant
in my opinion it should've had a decal like ||Cadavers' plants||
also the new ones still use the same texture for the destroy particle btw ||i mean for the for the vain shrouds||
In a vanilla and fresh run, we had mold on Embrion. So something is weird.
yeah it can, always did
It sounded like Buttery was saying it couldn't here @worn bobcat.
Perhaps I misunderstood the next statement where she implies Zeekerss should have turned off them spawning on Embrion or the snow planets altogether.
But also, The place they grew (near the entrance) is all Embrion (Rock), iirc, which directly counters what she said about v80's mold code.
a little, but I like that they look like the fox now
they remind me of those variants I made a while back
@opal ocean when i sent that, they were only allowed to grow on Grass/Gravel surfaces
as of v80 changes
in v81 zeekerss also added Snow as a valid surface
and added new snowy shrouds for rend/dine/titan
but embrion is a "Rock" type surface and so vain shrouds probably still fail to spawn there even after they begin growing
in the current version
the only moon he specifically disabled vain shroud growth for was march
I meant to say in v80 vanilla, but I figured that was implied since v73 doesn't have mold.
For anyone interested, Lunar Config’s v81 update added configs to enable/disable Vain Shrouds on a moon, so we can control the Fox via that mod
but in previous versions the weeds would fail to generate on rend/dine/titan/embrion and then reset to 0 growth
now that should only happen on embrion
I had successful growth on Embrion (specifically in v80).
Which is why I was confused with your statement.
That's interesting to know.
Probably not enough land for it to work properly, either be stuck in a far-flung corner of the map or be camping a choke point
Right next to the entrance, close to where the rock ramp ends.
There should be nothing but rock there.
I don't know enough to dig more.
If rock is indeed off, it did something weird on my end.
that's p cool
i could be wrong or something else could be happening
this is just the impression i got when i was looking into it
I'll chime in if I see it on a fresh save again (now that v81 is out). I usually avoid Embrion though.
@woeful solar @somber turret would y'all consider having this mod restore some of the Fox's behavior a bit with settings for v80+? The fox is back and I'm very happy but he's rather different, for example he almost never leaves the Shrouds now. I miss him leaving to go stalk the player, it gave a reason to pay attention, he just never returned to the Shrouds after stalking like he was originally supposed to according to the original description.
I miss stuff like this where he was being sneaky and evil, hehe.
I don't think he should stalk as hard as the Feiopars do, and he should still head back to the Shrouds after a bit, but I do miss him deciding to leave the Shrouds and say hi LITERALLY EVER, lol.
in the future i do intend to mess with the fox but it will probably be elsewhere than yesfox
i think 1a3 just plans to keep yesfox around in its current state for v73 players but he could correct me
He does just never leave his shrouds right now because of MoreCompany right? I saw you and Swipez talking recently
the fox is way more cowardly in general
on top of v73's behavior already being pretty cowardly
now as of v80+ vain shrouds are placed randomly on the map and can wind up way away from the ship
and the nest range grows slower than it previously did, so the fox is generally a lot more likely to be out of the way and unwilling to antagonize players
i think the morecompany bug just means it has trouble targeting near its nest except the first 4 player slots
Ah
I am just glad he brought it back tbh even if the fox is more ambient now lol, I kinda hated having to be forced to kill the fox so much before
The death sound it has was always so sad to hear lol
I've had vain shrouds inside of the ship just yesterday... But it's much more manageable if the fox is cowardly to retake ground. I'm guessing the shroud spawn locations aren't as limited as they were in the YesFox version?
i still haven't had the time to look into every change he made but shrouds growing "into the ship" has always been an issue, even with yesfox
yes
vain shroud growth is clientside and he has never implemented any sort of barrier for shrouds to grow within a certain distance of the ship
they've just always been intended to start a distance from the ship
But that's fair ^^ I look forward to it regardless, I miss my fox being a bit more bold
changing this would require all clients to use a mod that makes the same changes to algorithm and that's the main reason i never did anything with it in yesfox (even though yesfox for v64-v73 was an all clients mod, which i guess means it would have been the best opportunity to do it...)
You weren't forced you're just a bad person /j
my only problem is i just dont like it when the weeds clip into the ship because it's really ugly
Honestly valid, more of a visual issue than a gameplay one
anyways as of v80 i feel like you should on average encounter less issues with weeds growing into the ship
Mhm, I have only encountered it once due to a weirdly aggressive Vow infestation
in v55-v73, vain shrouds were weighted to choose starting points closer to the ship (as long as they were a certain distance away)
and yesfox keeps this behavior (in later updates after i rewrote the weed starting algorithm)
The old vain shroud models were really ugly
what's happening in v80 is more similar to what earlier versions of yesfox did (with my more naive approach to randomization)
basically every AI node on the map is fair game if
- it's a safe distance away from the ship
- a valid surface (grass/snow/gravel) is underneath it
so you will see the fox nesting in random corners of the map a lot more frequently
rather than usually picking the same couple of spots close to the ship
okay hear me out, what if you just do a client side render thingy where it flattens the shroud if the ship lands on it

shroud still there, just less uggo
shrug
anyways i've already shared my thoughts on the entire fox thing before
but im honestly just glad we got it back at all
having more outdoor threat variety is nice and the kidnapper fox is definitely not harmless
it does still work as an area denial enemy and when it sets up shop in a bad position it can change your routing or strategy
but i am a little disappointed he decided to nerf the fox even more
because i played so many games with yesfox and vanilla's default settings and the impression i always got from that was "the fox is being too cowardly"
i get that he was probably concerned the fox would be overtuned and gamebreaking again like it was in v56
but with all the bugs being fixed the kidnapper fox was genuinely completely fine as it was
and i would've really rather seen it get buffed than nerfed even further
i haven't seen the kidnapper fox actually steal people off the ship a single time since it was added back
which was already a semi-rare occurrence with v73 yesfox
and that's really sad
I've had times where it refused to stop attacking (v73), but honestly, I think it getting aggressive all of a sudden was a nice change of pace.
It doesn't get on the ship, but it will stalk the whole deck if the mold spawns under it.
I do like the actual kidnapping it used to do.
Largely yeah, I agree. I like the area denial, but it feels like a bit of a disservice to the fox.
yeah the stealing people off the ship is what I miss, I don't mind it doing it less for sure but I have not seen it leave the Shrouds a single time in v81+
and I do wish staring at it actually got it to go away like it was supposed to
but as of v81 it just sits in the shrouds and screams occasionally
I guess that's just a Leiopar thing now.
and don't get me wrong I love the goofy scream but can I please see my fox child a bit more
Only if you kidnap it.
:3
Kidnapper Fox? More like Kidnappee Fox
But as the original person who requested the YesFox mod, and someone who genuinely quit Lethal for a hot minute after Zeekerss removed it, and came back to v81 the moment I was told the fox was back without knowing anything else about the update, I declare myself #1 fox lover
@peak narwhal can attest as to how much I talked about the fox after they were removed