#Natural selection - food chains and ecosystems / EEI

1 messages · Page 2 of 1

upper gust
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After messing around a lot with this mod I have to say THANK YOU!! I've been wanting a mod like this for ages now and I'm so happy it's become a reality.
Despite this what I feared was also slightly true.

This mod can get laggggyyyy BUT, it really depends on the moon and how many mods you have installed to begin with.

I have over 70 mods installed all of which are client-sided/fix/quality of life mods with some host mods in their such as Natural Selection. So that obviously contributes to the lag.
With only Natural Selection installed, the game works really well though sometimes there can be the occasional tiny lag spikes for when a lot of monsters are killed at once by a worm.

In terms of the moons, with only Natural Selection installed they're all fine but eclipse can have some tiny spikes espsically on Adamance, Embrion and a bit of Artifice. In my case of over 70 mods, I get a lot of lag which again is on my part lmao

If you want the best experience with this mod, I highly suggest play solely with this mod installed, or with a minimal amount of mods. I assume there's probably gonna be more optimizations to the mod in the future but in its current state, just play it without or not too many mods lol
In my case I just never go to any eclipse moons which is what I do to begin with so it doesn't matter lol

charred raft
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It was in v64

dense path
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I forgot

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Couldn't replicate it at all and unity explorer didn't reveal anything

dense path
upper gust
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Damn lol

upper gust
# upper gust After messing around a lot with this mod I have to say THANK YOU!! I've been wan...

THAT BEING SAID…

I genuinely love all the interaction ideas for every monster, but I also feel as if some interactions wouldn’t really make the most sense from a gameplay standpoint since it would ruin a bit of the challenge.

I personally believe nothing should attack Brackens as they only spawn once and would just ruin how much of a threat they’re supposed to be. If a Bracken just happens to sneak into a hoarding bug nest while all the bugs are there, the thing would just die lmao. Also, I just feel as if it makes sense that the Bracken is avoided at all costs. The thing is meant to be sneaky and I feel like every enemy would just be too stupid to know that it’s there LMAO (head canon). Brackens should also ONLY attack players and masked.

I feel like Earth Leviathans shouldn’t attack every single thing they happen to encounter since at that point it’s just an Old Bird but less deadly. I feel like there should be a chance for the worm to make the choice of attacking or not, similar to the chance of a Giant burning to death after being attacked by Circuit Bees. This way, the worm isn’t just the only monster you’ll ever find outside in most cases.

I don’t think a Giant should eat everything it sees, so when it comes around to their AI changes I feel like it’s best they only eat whatever attacks it, apart from Circuit Bees.

Dogs should only attack other monsters in the range they can hear players, just to prevent Giants instantly dying because they’re heard from across the map.

Everything just gives up on Circuit Bees, letting themselves get snapped and killed. They ignore Old Birds.

Old Birds are not changed BUT when an Earth Leviathan is at the peak of its jump after eating an Old Bird(s), the thing FUCKING EXPLODES MIDAIR! KILLING IT AND LEAVING A SICK ASS EXPLOSION VISUAL! The explosion doesn’t do anything, it’s just a cool thing to witness. It does not matter if the worm ate other monsters at the same time as the Old Bird, it will still explode.

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In terms of general monster interactions, I made list of what interactions work best from a gameplay standpoint.

List Note: these interactions only happen when whatever monster is in another’s line of sight. Monsters don’t actively just automatically target each other, they only do so when seen/in range. If a monster loses another in a chase, that monster will behave as if still searching for its prey. Example: Thumpers. They would continuously bump into walls while searching for players they lost. Thumpers should do the same with monsters.
If a monster doesn’t have a search mechanic like that, they would just continue moving around like nothing happened. Monsters prioritize the closest thing to them if enraged by a player. Example: Thumper. If a Thumper is chasing a player but encounters a Bunker Spider, it would fight the spider first and die lmao.

  • Spore Lizards only attack whatever attacks it, runs away from everything and releases spore clouds toward them. The spore cloud should disable monster path finding for whatever monster is fully engulfed in the spore cloud (to avoid monsters sitting still at the edge of it) for the whole duration the cloud is out. (Idea possibly already stated here, idk can’t remember). Duration should stack with multiple clouds in the same spot.
  • Nothing attacks the Hygrodere or Jester.
  • Snare Fleas on the ceiling are ignored by everything apart from Bunker Spiders, only on the grown are they targeted.
  • A Bunker Spider is ignored by everything when on the ceiling, only on the ground are they targeted.
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  • A Bunker Spider only targets monsters when they touch its webs/when they get too close while on the ceiling. Webs should slow down monsters, the spider will hunt for whatever monster touched its web but give up when out of chase range (like players). The Bunker Spider ignores all immortal monsters, baby Maneaters and Nutcrackers, spiders should also stare at whatever monster it sees while on patrol (setting up webs) until it breaks line of sight.
  • Hoarding Bugs protect their nest from anything, will target anything that gets too close to them/their nest apart from baby Maneaters, and all immortal monsters.
  • Hoarding Bugs only attack whatever attacks it while on patrol (looking for items), as well as not follow baby Maneaters
  • A Baby Maneater is ignored by everything since that would just be really fucking annoying.
  • Coil-heads ignore all enemies apart from Butlers and Masked. Coil-heads stop moving when in range/line of sight of a seeking Nutcracker’s eye (idea stated here somewhere already).
  • Nutcrackers target every monster apart from Butlers, Jester, Coil-heads and adult/baby Maneater. Whatever attacks the Nutcracker, it kills it. Any monster that is visually too short to hit the eyeball does not attack the Nutcracker, apart from Hoarding Bugs.
  • Butlers only attack monsters who attack it, basically the Butler defends itself. Though should willingly target Masked.
  • Masked would just be bullied by everything lmao, even Jester would target them possibly leaving room for error when escaping.
  • Jesters only target players and Masked, but prioritize Masked first unless a player is close enough.
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  • Masked only target players.
  • Barber only targets Masked and Butlers. Should kill both instantly.
  • Barbers are ignored by everything.
  • Bracken only targets players and Masked.
  • Brackens are ignored by everything.
  • An Adult Maneater targets every monster apart from Nutcrackers, Jester, Coil-heads and Hygrodere.
  • Thumpers target every monster apart from all immortal ones and Nutcrackers.
  • Snare Flees ignore everything apart from Coil-Heads, Masked, Butlers and Nutcrackers. When these enemies are snared, Coil-Heads just stop working and the Snare Flee is suck on its head; Masked don’t die but trick players into saving them (as suggested by others here already), they would “suspiciously” still find a player very easily despite being snared, that’s a way to distinguish a real snared player from a snared Masked; Butlers go into rage mode but behave as if searching for players to give the illusion it’s blindly attacking and eventually explodes; Nutcrackers aren’t damaged, though the Snare Flee is stuck on the toy soldier’s head, so a cool visual then anything.
  • The Little Girl only goes after players and Masked, though should kill Masked faster than players.
  • Butler Bees target everything apart from all immortal monsters, Nutcrackers other Butlers and baby Maneaters.
  • Tulip Snakes only target Masked and players.

If I missed anything please lmk, but this is the best I got. I feel like these interactions would work best from a gameplay standpoint so then monsters are still relatively a threat despite their new competition, as well as not feeling unfair because it’d be annoying as hell if a Jester could wind up to anything, also lag.

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The only thing I worry is that some of these ideas might prevent this mod from being host only, because it’s so fucking cool seeing reactions of people who aren’t aware of the mod and get to witness the carnage between these creatures lol

upper gust
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Also, I know this is a lot to ask for, but this is looking way into the future of this mod. I would say this is some sort of roadmap to follow incase you end up stuck

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I’m extremely excited to see where this mod goes and I really hope a good majority of what I suggested makes it into this

dense path
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The tricky part about bracken and the unity pathfinding in general is severe lack of more advanced options, especially the lackluster avoidance. I plan to tweak the mod to fit the gameplay but for now I am focused more on simpler goals and rewamp the work I have currently.

upper gust
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ah alr alr!

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also yea brakcen ai's kinda messy

upper gust
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the robots getting eating by the worms at the end was such a sick ass send off to this crazy asss game

patent grail
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Gotta love the discord video crunch

upper gust
upper gust
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yeye i was testing around with that

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tho it's a meh, turrets also don't track the monsters normally like players, and only hurt them when the monster's in the turrets face

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they just start firing without warning out of nowhere when they pass by

upper gust
dense path
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Damn!

upper gust
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Yep!!

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I mean this is RARE

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VERY VERY RARE probably

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Idk if there’s a way to prevent this from happening, like ig players are invincible while on ship when it’s taking off

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?

dense path
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I can do that

upper gust
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Sick

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The only problem with that is, I feel as if it could glitch and possibly give you invulnerability forever if you managed to trick the game into making you keep it

dense path
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Shouldn't be too hard to do

upper gust
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No i mean as in somehow someone accidentally just keeps the invulnerability by doing some weird action or something while the ship is taking off I don’t know

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Knowing me, I would probably do that as I sometimes deliberately try to find glitches to report them

dense path
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Players won't be invurnerable, worm will just not eat any player on the ship during takeoff

upper gust
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ohhh

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sick

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I just say invulnerability because I swear to God, you can get picked up by a giant while the ship is taking off and it happens to clip through the ship

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But again rare asf so idk

patent grail
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Dunno if it was the cause for my crash but NS was spamming the logs with NRE's at the end

dense path
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I see the problem. Will be fixed next update.

high glen
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i feel like this should be left in

dense path
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I'll make it a toggle

high glen
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stupid crazy shit like this that can happen purely by chance is what lethal company is all about

upper gust
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Idk just seemed a bit unfair

dense path
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uploaded update

mellow wolf
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Even with the delay, bees are invisible regardless

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(They are also aren't ignoring invincible entities despite having the setting for it on, like prototaxes)

vocal geode
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man i dont wanna get divied up to the IRS >:

mellow wolf
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Protogen taxes...

patent grail
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But I'm on minimum ram...

dense path
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I gave up on solving the invisible bees. It just can't be solved. As for prototaxes they're not marked as invincible

ivory citrus
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prototax can take damage but they can't die

ivory citrus
mellow wolf
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Agree

mellow wolf
dense path
mellow wolf
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I’m not sure how hard it’d be for bees to look at a blacklist, see if any of the codenames correspond with a currently spawned entity, and ignore it

patent grail
# dense path Problem is I can't find where the bug is

well yeah that's the issue, invisibees at least we can still hear them, and I've still been seeing them iirc, but maybe there's the occasional invisibility that I didn't notice, or enemyskinkit is accidentally fixing it

mellow wolf
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The bugs are invisible 1000QuotaStare

dense path
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and I don't touch visuals at all

upper gust
upper gust
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this clip shows the worm kill in ship toggle still needs a bit of work

dense path
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Darn

dense path
# upper gust :(

It should have worked. Did you check if everyone has same config settings?

upper gust
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Wait everyone needs the mod? agony

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Cuz i was playing that with randoms

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LMAAOO

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I really thought it would apply to everyone, even if they didn’t have the mod to begin with

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So is this mod technically needed by everyone or no? Cuz it seems to work for the most part with just with host only

dense path
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Hold on I found a critical issue

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thats the cause of both sandworms being silent and killing inside ship

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I don't synchronize between client and server. Everything works on the owner's side but on client it's mess

upper gust
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aw damn

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So now what?

dense path
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ima have to fix it

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the sound issue will be fixed with FINALLY USING THE BEHAVIORSTATES. The collision I assume is done locally that might be quick fix

upper gust
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awesome

upper gust
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the worm did not make any noise :O(

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thing is tho before this we used a different mod pack that changed the sounds of the worm but, in this clip we're using a different mod pack that doesn't have that mod

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maybe im over thinking but maybe that worm mod kind permentally effected our games idk

upper gust
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yea idk if that's caused by this mod or not

mellow wolf
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I have stuff relating to circuit bees off

dense path
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luckily fixed in next update

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because the worm uses a custom states instead of the vanilla ones. Switching it finally to the vanilla states fixes the issues.

upper gust
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yay

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Did you know you’re so cool

dense path
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Todo list:

  • Sync enemy sound on host/clients
  • Sync enemy deaths on host/clients
  • Vanilla compatibility mode
upper gust
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it always surprises randoms when i don't tell them about the mod lololoool

dense path
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Finally figured out networking. Hoping to release it as soon as possible

dense path
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The only thing I will spoil

ivory citrus
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what does the blacklist do?

mellow wolf
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Was the bee thing fixed?

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Also hygroderes vomiting errors out in the console, too

dense path
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And what exactly is hygrodere vomiting?

mellow wolf
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Shit about being unable to path to something

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It was either entities or corpses

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It was spamming it every millisecond

dense path
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I haven't encountered anything like it before

mellow wolf
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Hm

dense path
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What line was spitting the errors?

dense path
mellow wolf
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I’ll debug when I get on my computer

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I feel asleep around the time of your last message

upper gust
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hey by chance does this mod enable slimes to open doors

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cuz that happened lmao

serene python
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oh

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thats a little busted

upper gust
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istg it happened

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i trapped the slime in that weird backrooms looking room and like

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i heard it opened the door

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and i was like wtf

dense path
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Didn't touch anything about slimes and doors.

mellow wolf
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Good news

mellow wolf
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Somehow

dense path
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might have been one of the variety mods

mellow wolf
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Prob yea

upper gust
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yea i just tested slimes can open doors now wtf

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is that just a new default thing or am i crazy?

dense path
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If no other issues come up I'll release the update to main branch tomorrow

upper gust
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yo dude it is the mod

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testing rn i have it disabled

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slime isn't opening the door

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before it didn't do this tho so idk wsp

dense path
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Uploaded huge update to main branch!

ivory citrus
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what does the blacklist do?

dense path
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exactly what you think it does

ivory citrus
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i don't know what i think it does

dense path
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Blacklist an enemy from being targeted

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most useful for stuff like prototaxes

dense path
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There's toggle for that 🙂

mellow wolf
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Config for this mod no longer generates

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Tf

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😭

upper gust
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by chance is the extinguishing chance 100 = no chance and = 0 all the time

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or am i dumb

dense path
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its the other way around

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100 means it will extinguish every time

upper gust
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kk

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cuz i was playing with some randoms and they asked about a giant burning to death but i didn't see it so idk if it extinguished itself or i just didn't see where it died

upper gust
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ok so i think ik wsp, it seems like the visual for the burning giant just doesn't work at times? so it looks like it extinguished itself, but it actually was always burning as the thing dies later on in the clip

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either that or it DID extinguish itself and just happened to walk into another bee hive, but the thing is I have self extinguish at 0%

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so it should NEVER happen

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Idk :(
And the funny part is the two random ones (who don’t have the mod), react as though the giant was still burning on their side, so I’m not too sure if its just me or not. Though I feel like this idea is maybe a bit of overthinking

I’ll do more testing tmr

dense path
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Everyone is required to have the mod

upper gust
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ok fair yea true

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put a disclaimer for that in the mod's webpage cuz it works alr in most cases as host only but for best experience ig everyone should have it 😔

upper gust
dense path
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Uploaded update with fixes

upper gust
upper gust
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The patch didn’t work agony

dense path
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Tf do you mean it didn't work

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And what didn't work

patent grail
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I assume setting self extinguish to 0% didn't nullify their ability?
The placement of the update message made it look like you fixed their issue ig

dense path
upper gust
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sorry if me pointing out bugs often is a bit annoying 😭

upper gust
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It was 12 am i was tired asf

dense path
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Uploaded an update that WILL fix the lag caused by the networking

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0.2.2
Fixed shit Networking implementation causing massive lag (Credit to Robyn and Xilo on Discord for pointing it out!)
Updated logs
edited README

upper gust
upper gust
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hey by chance does the experimental version of the mod have to be always enabled, because i think that's why the lag never seemed to fix itself 😭

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because i just disabled it cuz i realized it was over-riding the normal version which is why some shit was still being weird

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cuz with it disabled, all the fixes and stuff work fine soooooooooooooooo

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i meaaan kinda my fault agony

dense path
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still poined me to serious flaws

upper gust
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true….

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I’ll keep it on only when testing shit

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For now i’ll play with randoms and gas light them into thinking worms can eat monsters on their own

dense path
upper gust
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Yall we need some voters here

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considering I use the mod as a host with randoms who often don’t know I have it

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It honestly works really well nevertheless less

pliant beacon
# dense path

Hi!
I've noticed a performance increase compared to previous versions.
I'm sorry to hear that there are still some issues with circuit bees, in my case being completely invisible as a host, but despite that, I haven't encountered any major issues.

dense path
pliant beacon
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sure!

dense path
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Have you tried with the experimental fix on?

pliant beacon
upper gust
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Throughout my entire time using this mod, I’ve never experienced the bees ever going invisible

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ig im just lucky or maybe it’s something to do with the compatibility with other mods??

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Idk AnimatedPlink

marsh tundra
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Finally getting around to dropping a comment and a follow, this is a really cool mod and something I wish was part of the base game. It honestly is weird to me when most of the time it feels monsters are just lounging around, waiting for players to land on the moon. Only Baboon Hawks interact with other enemies in vanilla iirc. Keep up the good work!

upper gust
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hi im glad we’re on the same page here yoiled

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Im in love with this mod ouguahh

limpid musk
dense path
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Breakthrough: I finally was able to narrow down which mods might turn the bees invisible

marsh tundra
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Get out your pitchforks everyone

dense path
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Its gonna be more of a bad news

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doing some testing to confirm

upper gust
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I had a feeling it was something to do with other mods

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I could give my modpack because i’ve never experienced the glitch once with allll the mods i have

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Which are fixes and or quality of life improvements

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Or ui tweaks like that’s it lmao

dense path
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nvm I take it back I cant I can't find which mod is causing it

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or even replicate it

dense path
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thought it was either runtimeicons or buttery fixes but couldn't replicate the bug since

upper gust
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I use butteryfixes all the

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Never once did they go invisible

dense path
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Narrowed it down to 2 mods: Loadstone and LethalPerformance

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It's lethalPerformance

woven dune
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everyone, raid the lethal performance thread with pitchforks about this mod immediately

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(I'm only joking please don't actually do that)

marsh tundra
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Lethal performance is a common suspect it seems, I have heard it causes issues with a lot of mods

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Not trying to diss it but it does seem to be a unfortunate issue with it

woven dune
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well naturally it does do quite a bit so that makes sense

marsh tundra
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Every time Lethalperformance does an update I wait and see if my modpack will brick or not

woven dune
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Everytime any mod slightly changes I wait to see if my modpack will brick or not

marsh tundra
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Yes to an extent but LethalPerformance seems to be the most troublesome

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Usually I do not worry for updates

upper gust
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I never used that mod or heard of that mod tbh

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I mean it looks good and sounds cool from reading what it does but if it seems to cause a lot of problems for some reason

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Maybe i’ll pass for now

simple prism
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Will configs be made for the hoarder bug (when you update it) to disable its changes, I'm worried it will conflict with the hoarderbud mod

dense path
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there already are

marsh tundra
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Yeah you can choose to keep whatever monsters you want as vanilla

dreamy jewel
# dense path It's lethalPerformance

@wise sapphire I had asked fandovec to speak to you about this so you can look at his mod, I know generally when something like this with LP happens it means something is wrong on the mod maker's end and not LP itself so maybe you can help them resolve the problem ^^

dense path
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Rookie mistake

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Temporary deprecated Library and NS till update is pushed.

limpid musk
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Deprecated?

pliant beacon
limpid musk
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Ah kk

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Just read up

half zealot
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Hello people, in case these have not been considered yet, I bring a few ideas to the table:

• Forest giants can also target masked
• Circuit bees get angry at hoarding bugs and/or baboon hawks if attempting to take the nest
• Maybe eyeless dogs and baboon hawks would also treat masked like players...

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Take your time ofc, I read up and saw there are more important matters at the moment

dense path
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Uploaded patch to experimental branch

tribal oak
pliant beacon
pliant beacon
mellow wolf
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I thought that was in issue with ColorfulEnemyVariety

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Only certain bee skins are invisible

marsh tundra
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That might be a separate issue maybe

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Lethalperformance having issues checks out for me though, hopefully it fixes everything

pliant beacon
patent grail
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Deprecated gets used by some as a hey we're a wee bit buggy right now but I feel like users will see that and just permadelete without checking back in for awhile, assuming it's completely abandoned?

tribal oak
patent grail
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Because they both have the issue?

dense path
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The cause of the issue was significant and likely affected more mods than just lethal performance

dense path
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Use the beta branch for now and report any issue and if bees are fixed

dense path
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Accidentally uploaded a duplicate of the branch

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Fixed

river quiver
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are the bees still invisible?

dense path
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They shouldn't be but can't confirm atm

dense path
high glen
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i still need to actually use that api that fandovec split for me

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if you recall i asked you to do so so i could add new ai stuff to #1306079837064265780

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like surgeons snipping maskeds lol (and coilheads with morecounterplay installed)

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i might do that soon

dense path
high glen
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yeah i'll get to it

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ive been super busy xp

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also admittedly i have been waiting for it to flesh out a bit more

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but it seems to be in a useable state atm (?)

dense path
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while testing I took the time to change and optimize the library to both work better fix mishaps

high glen
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so how's it lookin right now?

dense path
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less broken and working

dense path
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The update is...

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DELAYED!

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|| just kidding uploaded on thunderstore
0.2.4

  • Updated README
  • Updated mod for newest Library version
    • Finally fixed invisible bees!
    • Enemies can now target enemies outside of their usual domain! Inside enemies can target outside enemies when outsise and vice versa
  • Fixed bees not returning to beehives after chasing/killing enemy
  • Global enemy lists get cleared at the end of rounds or when client disconnects ||
sonic marten
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just to check, is a config not meant to generate?

half zealot
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Why, is there nothing in it?

final bolt
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yeah no there is no config that generates

dense path
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There were no changes to config in this update

upper gust
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yea still nothing's being generated

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seems fine with the expirmental version tho

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so idk whats up

half zealot
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I think experimental is like, the main version now if I'm not mistaken

dense path
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Not anymore

upper gust
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yea idk seems like the config just doesn't wanna work 😭

dense path
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I see the problem. Forgot to upload one of the files

upper gust
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damn

dense path
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actually forgot to upload the dll

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Reuploaded on Thunderstore

upper gust
dense path
# dense path
poll_question_text

Did version 0.2.2 massively improved the experience from previous versions?

victor_answer_votes

3

total_votes

3

victor_answer_id

1

victor_answer_text

Yes! Performance is much better.

still flax
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So wait

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Does only the host have to have the mod installed?

dense path
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Everyone needs to have the mod installed

upper gust
still flax
still flax
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Yeah I wanted to know cuz I think it would have been fascinating to see like public lobby people see a giant "naturally" get eaten by a worm

marsh tundra
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I got a little question, when the blacklist configs say “Any enemy inside the blacklist will be ignored by others.” what does this mean? Do enemies share the same blacklist or something?

dense path
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That's typo they don't share the same blacklist

marsh tundra
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Ok cool, thanks

upper gust
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i mean maybe im wrong but so far nothing's bugged out but i still do stand by getting a group for best experience

patent grail
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The worm consumes all, but what gets the worm?

dense path
patent grail
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There's always a bigger worm

marsh tundra
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I thought it was funny how worms can kill each other if they are not blacklisted

dense path
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they still can

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they dont target eachother regardless of blacklist

marsh tundra
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I see

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I feel like that should be fixed imo

patent grail
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They kinda live on a plane in the depths, not sure how they would line up to attack eachother intentionally

marsh tundra
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Probably them aggroing on the same enemies above ground and then whichever one springs first kills the slower worm

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I was testing with Imperium and noticed Worms only died when a Worm was killing above ground enemies

wooden garden
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Hello! While playing with Natural Selection on a modded moon from Generic Moons, I noticed the console started spamming this error. I’m not sure what it means, but I observed something strange on the moon’s exterior. Some Circuit Bees were frozen above their hives, surrounded by several dead Hoarding Bugs. It seems like the bees might have attacked the Hoarding Bugs, possibly because they tried to steal their hive, and then glitched afterward...maybe because these two species aren’t supposed to encounter each other...

dense path
wooden garden
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Oh I see! So that’s why they didn’t return to their hive?

keen swift
#

it would be interesting if nutcrackers would target enemies like masked or whatever hits them while they are hidden

dense path
#

uploaded an update

wooden garden
wooden garden
#

Well I come with bad news...

#

Some bees was like around an invisible hive and moving

#

And some Masked enemies were completely invisible while playing. Here’s the console error I encountered

wooden garden
tribal oak
dense path
stuck spindle
#

What version of natural selection should I use?

Experimental or normal?

dense path
#

Normal

wooden garden
dense path
#

still I fixed an issue in the library thanks to that log

wooden garden
upper gust
#

i had the option on to keep them from not opening doors

#

grumble mumble

#

erfgh

ivory citrus
#

it has no hands how does it do that

half zealot
#

Eated door handle yummy

dense path
#

either something broke or someone didn't have the setting turned on. Can't think of anything else

upper gust
#

so i may or may not have had the entire mod disabled without knowing

#

my bad

#

wait if i had it disabled then wtf why did it open the door, without the mod it wouldn't have done it anyways

#

oh well it don't matter, im testing rn it works fine

dreamy jewel
#

@dense path Just wanted to let you know since the mod has been in a stable state for a bit now I'm finally adding it :3

#

The Forest Giant changes interested me lol

dense path
#

😄

upper gust
#

i check on the fan wiki to find nothing of this sort, all it mentions is they have a door speed of 0.4 but they can't open doors in general so idk what gives

mellow wolf
#

Earth leviathan is targeting a dead eyeless dog

high glen
#

super late just curious lol

mellow wolf
#

Uhh

#

I don't think so

#

Fan's never mentioned anything like that

#

It would be weird if they could since dead bodies don't typically make vibrations lol

marsh tundra
#

Oh yeah btw, ButteryFixes 1.1.1 patched Earth Leviathans colliding with each other to fix lag, so if that is installed we may no longer have them killing each other when clustering on a target, which I think is a cool change

mellow wolf
#

Even though this mod seems to have been put on hiatus, I have a request: Entities reacting to damage, like how forest keepers (seem to) do.

#

It's a bit immersion-breaking that entities like thumpers don't immediately retaliate when smacked by a shovel.

#

If I was a thumper, I would be pretty pissed if some bald ape with a jumpsuit on tries to thwack me to death.

upper gust
#

Yes yes this ^^

#

Cuz corner smacking thumpers is funny and all but

#

Where my challenge

#

Also brackens do it already so why not others yk

magic lance
#

Might be a bit much but i feel like hoarding bugs willing to trade with things they consider worthless so shinies have high value but paintings dont mean much to them

paper radish
#

you have cured a itch ive been DYING to find!

#

me and my buddies have always been like "Why dont they kill each and way always us?"

dense path
upper gust
marsh tundra
#

Wait is the mod actually stopping development?

dense path
#

no not really

marsh tundra
#

Cool cool

tame phoenix
#
[23:01:55.0503956] [Error  : Unity Log] NullReferenceException
Stack trace:
NaturalSelection.EnemyPatches.BeeAIPatch.DoAIIntervalPostfixPatch (RedLocustBees __instance) (at ./EnemyPatches/BeeAIPatch.cs:146)
RedLocustBees.DoAIInterval () (at <bdf6a080e98a49fd84b92b24894f768c>:IL_0474)
EnemyAI.Update () (at <bdf6a080e98a49fd84b92b24894f768c>:IL_04EF)
DMD<>?1785678672.Trampoline<EnemyAI::Update>?-963010378 (EnemyAI ) (at <d35512fb3c00495d977466732ef55509>:IL_0025)
CodeRebirth.src.Patches.EnemyAIPatch.EnemyAI_Update (On.EnemyAI+orig_Update orig, EnemyAI self) (at ./src/Patches/EnemyAIPatch.cs:55)
DMD<>?-971307318.Hook<EnemyAI::Update>?1317716332 (EnemyAI ) (at <010b8a0fe1ed4635a81a5200960161c4>:IL_000F)
RedLocustBees.Update () (at <bdf6a080e98a49fd84b92b24894f768c>:IL_0000)
dreamy jewel
dusky sun
dense path
#

Seems like an edge case with a hive being null

dense path
#

As far as I can tell its not the mod itself and from the logs I assume someone stored hive into ship inventory that caused the NRE spam.

#

even then I was only able to replicate something similar by directly deleting hive with imperium.

dreamy jewel
#

I didn't expect it to crash all the clients after a while

#

Guess I gotta blacklist Hives

dense path
#

Very unfortunate timing

dreamy jewel
#

Tbf they were in there for like

#

Half of the ingame day

#

before they crashed

#

so

#

🤷‍♀️

#

That's why I'm confused

dense path
#

Bees has a hives as one of their variables so blacklisting hives will be the best solution

dreamy jewel
#

Yeah I did

dense path
#

how's the mod? I've seen the clip with yipee bugs

dreamy jewel
#

Btw why are Slimes able to open doors if you disable the revamp for them? In Vanilla they can't so it's a bit weird

dense path
#

i have no idea

dreamy jewel
dense path
#

has anyone got eaten by falling worm yet?

dreamy jewel
#

I haven't actually tested the worm one yet lol

#

I thought it would attack other enemies but I realize now I misunderstood and it's set not to by default

#

lol

dense path
#

it does but it ignores some by default

dreamy jewel
#

Ahhh

dense path
#

I'll probably make a toggle for spider webs slowing other entities while I start working on spider again

dense path
#

New upcoming update uploaded to the pre-release branch.

Spider webs are now able to slow down enemies!

  • Includes new config options
  • You can modify strength of the slowdown or blacklist entities from being caught by webs.
  • Generates automatically on launch!
marsh tundra
#

Epic

tepid compass
#

the hoarding bug didn't have DEV ONLY

#

does it work fine

dense path
#

Still affected by the toggle

dense path
#

Development of Natural selection and Spider position fix is sadly canceled. Mods will receive important bug fixes and qol improvements from time to time.

dreamy jewel
marsh tundra
#

Cries in Western Time Zone (still March 31st)

amber gorge
#

😭

clear osprey
#

Is this compatible

dense path
#

It is

little beacon
#

do the worms eat dogs?

marsh tundra
#

They eat anything not specified in the blacklist

dense path
#

I'll switch generating the blacklists so you don't have to find the names manually.

dense path
marsh sparrow
#

oh nvm

#

saw the dedicated thread

paper pebble
#

Heya, really cool mod! Using the latest experimental & I was wanting to clarify the blacklists: does setting an enemy to True mean that it will not be targeted?

marsh tundra
#

(Check the date)

paper pebble
dense path
# paper pebble Thank you!

I've seen you mentioned EEIs backlists seem to not want to work regardless of the setting. Was it with 0.5.1 or newer 0.5.2?

#

actually its probably on both

paper pebble
#

As I wanted to properly confirm before I reported

dense path
#

I broke the blacklists with the generator

#

TLDR I pass each string entry to the library that can't read them

#

I already caught onto it yesterday so its fixed in the dev build

paper pebble
paper pebble
paper pebble
#

The auto blacklists are a super convenient though 🙏

dense path
#

0.5.3

  • Updated README
    • Added link to stable version
  • Added blacklist for bunker spider

Bug fixes

  • Fixed passing blacklist entries to library in unreadable format
  • Fixed variables getting blacklist entries from incorrect source
  • Few more bugs related to blacklists

Internal

  • Moved Calls to the library to its own class
  • Updated config generation
    • Sorted code into functions
    • Enemies are put into secondary list on failing to get their name for later 2nd attempt

Known issues

  • Spider web doesn't visually stick onto enemies
#

ScarletDevilMansion is no longer bane of my existence!

pliant beacon
dense path
#

Once I fix remaining issues, tweak it a bit and I am satisfied I will

pliant beacon
#

yay

dense path
#

Hopefully I will then get on making more exciting stuff

#

Like remaking spider position fix for the 5th time

pliant beacon
dense path
#

Rn no but I kept rewriting parts of the code to try get the best results for both host and clients.

pliant beacon
#

gotcha

dense path
#

What helped me a lot was visualising where different vectors were on runtime. Now I know where wall and floor position is, which direction is spider heading ect.

dense path
#

I can even use the code in the future for improved wall climbing movement

dense path
#

I already improved it to the point it's almost ready

pliant beacon
#

cool!

dense path
#

This is an older iteration

pliant beacon
#

I use the arachnophobia mod that improves the spiders a bit, it's a great addition with this :]

dense path
#

I could even scan the balls if they werent inside walls

#

You can try out the debug balls via the toggle

#

In the config

dense path
#

I am realizing I am blacklisting every enemy instead of the selected ones. Woops...

paper pebble
#

Oh hmm. I tried briefly yesterday and seemingly couldn't get the blacklist to work yeah

dense path
#

It does work but I didn't exclude enemies that shouldnt so it worked too well

#

I'll make sure local blacklists contain only enemies that are blacklisted and not everything

dreamy jewel
#

Oh so that's why it didn't work today

dense path
#

Thank god its not the main branch

dreamy jewel
#

Hope you can get a fix pushed soon

dense path
#

that would also explain why spider wasnt targeting anything all day

#

its an easy fix. Just hope I wont break something else 🙏

paper pebble
#

So, assuming this is the same issue, currently bees attack enemies regardless of whether the blacklist setting is True/False

dense path
#

Apparently changing enemy data structures from classes to structs breaks everything. How?

dense path
#

0.5.4

  • Updated Config
  • Updated Logs.
    • Some logs were put behind debugTriggerFlag bool.

Bug fixes

  • Fixed enemies not working
  • multiple bug fixes for blacklists

Library

  • Updated to work with current build
  • Added short form for DebugStringHead
dense path
#

This one is quite revolutionary

0.5.5

  • Updated immortal enemies check to include enemies with set canDie bool to false
  • Enemies no longer collide with blacklisted enemies (with exception of Sandworm)
  • Updated description and README

Config

  • Debug bools now update whenever value is changed ingame
    • Csync not required!
  • Updated entries to use AcceptableRange
paper pebble
#

0_0 That config feature is great! 🙏

still flax
#

it really is only bug fixes

#

and config options

#

granted still great

#

I will miss this mod's potential

high glen
#

weird comment

marsh sparrow
#

like what are you implying here

#

its not like the mods being deprecated

dense path
#

It's slow but not really dead by any means

dense path
#

If everything goes well I'll see if I push the updates to main branch. 3 months without update is loooong!

#

Passed 91000 download marks just few days ago 🔥

dreamy jewel
#

lol

dense path
#

Took a break from modding and when I was modding I was working on Spider Position Fix. Now that I am happy how it works now I can focus on EEI.

#

I want to work on another monster already but QOL and bug fixes can't wait.

main ravine
#

Quick clarification, any entity inside the blacklist marked as 'false' means that they will not be targeted by the bees, blob, worm, etc.

Would putting them on true cause them to be targeted by the other entities? Or would I just have to remove them from there? I don't understand the purpose of a true/false in this case for the settings.

#

Asking because I wish to customize which entities are ignored/targeted.

dense path
#

False means they are not in the blacklist. When set to true that enemy is then included and will be ignored.

#

I should revisit the descriptions and make them more clear what they do/how they work.

paper pebble
#

When I tested on the latest experimental, bees still seemed to attack any enemy regardless of the blacklist setting.

dense path
#

same with hygro

paper pebble
#

Glad you found the issue :D

dense path
#

Experimental Enemy Interactions

0.5.6

  • Updated immortal enemies check to include enemies with set canDie bool to false Reverted

Config

  • Updated descriptions to be more clear
  • Orphaned entries will be printed out in console before clearing
  • Updated debug bools update event
  • Updated Credits

Fixes

  • Fixed bees and blob blacklists not adding entries into internal blacklists
#

This should be final update before release to main branch

pliant beacon
#

Yay

dense path
#

Can't decite if the mod is big or small or somewhere between. Sure 140k is a big number but it doesn't feel like it. I dont see much engagement either.

pliant beacon
marsh tundra
#

I think the thing is that this is not a super technical bug fix mod, so you do not have all the nerds in here constantly suggesting and commenting on stuff

You also seem to have quite the large roadmap so I personally have been trying to not lay on my own ideas. I do really like the mod though, keep up the good work!

paper pebble
#

Yeah exactly, you have a good number of downloads. I really like the mod and I'm sure more people will play with it given time

dense path
#

Got a working prototype for a compatibility patch for#1212448321017483275

#

Same is planned for #1234613338969866341

#

They won't be in the next update though

pliant beacon
#

cool!

dense path
#

Since dead bodies get replaced by the mods and become items stuff like eating bodies wont work as intended

dense path
#

Got Sellbodies prototype too but it was much trickier

dense path
#

Its here.

  • Happy easter everone btw!

Natural selection

0.3.0

Major changes

Added support for spider webs

  • Spider webs slow down and stick to enemies passing through them

Configuration file rewamped

  • Updated Layout and descriptions
  • Added more options and variables
  • Added automatically generating entries for blacklists and similar lists
    • Generates on booting up the game or 2nd time on loading into lobby if some entries fail to generate
  • Debug toggles update automatically if they're changed on runtime with LethalConfig/LethalSettings

Misc

  • Updated description, readme, changelog and links
  • Updated logs
    • More logs are toggled with trigger flags bool

Bug fixes

  • Fixed sandworm's networking connections and variables not being disposed of
  • Fixed ememies colliding with blacklisted enemies
dense path
marsh tundra
marsh sparrow
#

how's the setup for blacklist? is it EnemyName:False means that they will be ignored? or does false mean they arent blacklisted?

#

nevermind

#

i reread the description

slate flower
#

Getting a lot of [21:41:39.6528845] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object Stack trace: NaturalSelection.EnemyPatches.SandSpiderWebTrapPatch.OnTriggerStayPatch (UnityEngine.Collider other, SandSpiderWebTrap __instance) (at ./EnemyPatches/SandSpiderWebTrapPatch.cs:99) SandSpiderWebTrap.OnTriggerStay (UnityEngine.Collider other) (at <bdf6a080e98a49fd84b92b24894f768c>:IL_0007). Dunno if relevant, but it was an Eclipsed day on Pinnacle with just a Facility interior. Mod code: 0196562a-a95d-fa85-8044-5a6bbc7077a8

#

I'm hunting down something else and the log spam was just a little concerning, but I don't think we saw slowdowns.

dense path
#

Couldn't find a source of the problem

slate flower
#

Ah well. It didn't seem to be much of an issue when it did occur, but I could be convinced something else caused it.

dreamy jewel
marsh sparrow
#

This mod has been a real help but in a different way than I was expecting

#

Since it auto generates config for the blacklists it's been very helpful for determining internal names for enemies

#

Like it pointed out to me that I didn't have a space in the name for the crystal ray from lethal things

#

So kudos for this feature

#

Very very helpful

dense path
#

glad you found another use for it

upper gust
#

i love your mod.,.,,.

marsh tundra
#

So last night I finally got around to adjusting all the configs for this mod, can someone please offer an elaboration on the Web Speed Modifier and Spider Web Strength configs? I sorta get them but would like to know the difference between the two

upper gust
#

Same, idk what the exact difference is either

#

Also for some reason hoarding bugs are almost entirely immune to webs, unless it gets trapped by multiple then that’s when it really starts to slow down

#

Snare flees also get trapped forever but that actually kinda makes sense lol

#

And maybe it’s just my other mods fuckin’ things up but the spider doesn’t get triggered when an enemy steps its web. But this also could be because of the fact the sider behavioural changes are still a wip

#

Anyways tho awesome ass update

dense path
upper gust
#

I didn’t actually try this myself but would negative numbers work?

marsh sparrow
#

probably not

dreamy jewel
ivory citrus
#

what do the wip entity settings for the spore lizard, nutcracker and hoarding bug do?

dreamy jewel
dense path
#

btw @dreamy jewel I can't pinpoint how the error spam happened. The only explanation I can think of is somehow AIFix erroring out in start my patch to be executed and bees to be added into a list I use for storing data.

dense path
#

Haven't been focusing on the mod atm but I do read everything. I am currently busy preparing for twitchcon.

dense path
#

Best I can do ATM is adding more debug logs so I know if the library was created or not. Updated EEI with that and some minor changes but it's nearly the same as the main branch.

dreamy jewel
#

I saw you pushed an update, and if it helps that error I posted under bug reports relating to bees only spammed every frame for clients

dreamy jewel
dreamy jewel
dreamy jewel
#

019715c1-5e95-ea69-73c2-d154ba33dd2e @dense path Btw a manual code for you to test

#

Maybe you can isolate what it is since the error spam only happens for clients, that being said as host I notice some micro stutters that aren't there with the bee patch off, you'll need to turn it back on while testing cus I forgor lol

dense path
dreamy jewel
#

You don't have it try/catched at all right?

dense path
#

not aware of any that wouldn't return error log

dreamy jewel
#

Yeah, I still suspect it was ReXuvination and NS not getting along since I've been unable to test the update with a group yet, cus I never saw it error out like that until the day I reported it. But I'm also unsure why there was an aifix error relating to a bee hive for clients too

#

Nothing in my pack would touch bee hives except your mod and one of Buttery's mods that fixes their random prices lol

#

And the patch in AiFix that makes it so hoarding bugs can't grab hives on moons except for like Hyve lol

dense path
#

either way I am adding check so if it happened again it would only throw Fatal log and then create the dictionary instead of spamming error logs.

dreamy jewel
#

Yeah

#

Anything to help fix whatever happened is good

#

Well LethalElements touches hives in the sense that it tries to make bees be blacklisted during Snowfall and Blizzard

dense path
dreamy jewel
#

But that never caused compat issues before

dreamy jewel
dense path
#

it only happened because AIFix errored out and since Start is only called once my code was never executed and I didn't have that covered.

dreamy jewel
#

Ah yeah that would do it

dense path
#

I am patching every enemy just to be safe

dreamy jewel
#

The game has a few methods that seem to be really volatile for some reason

dense path
dreamy jewel
# dense path

Testing the update right now and bees aren't attacking hoarding bugs on Hyve anymore

#

So idk if the mod is working

dense path
#

If you have lethal config turn on the debug toggles and check the logger

dreamy jewel
#

Something is odd

dense path
#

What if you despawn the masked? Will bees switch to hoarding bugs?

dreamy jewel
#

I don't think so, this was way after

dense path
#

I can think of 2 possibilities:

  1. Bees are stuck attacking masked
  2. Hoarding bugs are somehow not in the enemy list
#

Is it just hyve where it occurs?

dreamy jewel
#

They're attacking other bugs like Baboon hawks fine

#

So I think you might have ended up excluding hoarding bugs somehow yeah

dense path
#

Maybe they spawned with variable isOutside to false when it should be true

#

and since bees have the variable on true it would exclude the hoarding bugs

dreamy jewel
#

Possible

#

but they used to attack them fine and iirc Wesley hasn't changed that

dense path
#

weird

#

I would turn on the library debug or all toggles for that matter and checked what's happening in the library but you need to restart for settings to apply to the library.

#

and ofc turned all logs in bepinex

dreamy jewel
#

@worn swift I guess I may as well just ping you to ask if you've changed this or not lol

worn swift
#

Nope

dreamy jewel
#

I didn't think so lol

dreamy jewel
#

@dense path You'll prob wanna see if V70 broke anything with this mod btw

dense path
#

Can't but will when I return.

upper gust
#

i adore this mod

mellow jacinth
#

Obviously making sure everything works in in v70 takes priority, but is there any chance of getting Tulip Snake support?

#

I'd love to see 10 Tulip Snakes fly away carrying an eyeless dog

upper vine
dense path
#

V70 added some very great mechanics and changes that will help a lot. I can check if enemy throught Ivisiblethreat if enemy is holding an item or even better I can check enemy size through the enemy type!

dense path
#

Found a way to add compatibility to both Enhanced Monsters and SellBodiesFixed with single script.

marsh tundra
#

Cool beans

dreamy jewel
#

lol

dense path
#

That won't impact the patch as what I do is add a tracker script on dead bodies and on Sellbodies I add it to the prefabs itself.

#

Literally the only difference is how the script is added

dense path
#

For anyone wondering the mod works on V72 without issues.

paper pebble
#

Ah that's great to hear!😄

dreamy jewel
#

Oh right, so the bug with Hyve is weirder now

dense path
#

Literally the only potential problem is bees targetting the bird but thats more of an unintended design.

dreamy jewel
#

So on v72 the bees get angry and float around the hoarding bugs but don't damage and kill them on Hyve

#

lol

dense path
#

Now thats really weird.

dreamy jewel
#

Yeah

dense path
#

I'll look into it later. I wanna get V72 unity project working first

dreamy jewel
#

I almost wonder if it has to do with the enemy ai changes, cus on v69 they ignored them entirely

#

Yeah

#

it should hopefully be easy to fix

dense path
#

They move towards and try to attack the bugs but don't do damage sounds like an issue with collisions

#

Maybe I'll have to unoptimize all colliders on them effectively nullifying rexuvination changes

#

I knew I forgot to debug something

#

One thing I'll look into is nerfing the bird so it doesn't instakill everything so fast

dreamy jewel
#

Yeah I was wondering if it could be a side effect of the ReXuvination compat

dense path
#

pretty sure I removed the deoptimization last patch

dense path
#

I might make a separate mod for tweaking the kiwi bird. I'll definitely touch it's stats and animations too to make it more fair.

marsh tundra
#

Wdym by that? I think the bird is balanced, it is an optional encounter and there are strats for getting eggs that are not cheeses or techs

still flax
#

wait is this cooking again!?

dense path
#

Wdym?

dreamy jewel
#

@dense path spams when Butler Bees go over spider webs

dense path
#

I'll look into it but I think I know where the problem is

dense path
#

Experimental Enemy Interactions

0.5.9

  • Fixed spider web NRE spam when enemy didn't have animator
  • Sandworm now ignores enemies by enemy sizes
    • Done with custom enemy size enum. Vanilla is too limiting
    • New config for enemy sizes ranging from 1 - 5 [Tiny - Giant] and 0 [Undefined]
  • Merged Sellbodiesfixed and Enhanced Monsters compatibility into one script
    • still in WIP
  • Improved Curcuit Bees
    • Removed old and redundant code
    • Bees now actually prioritize enemies holding its nest
    • More consistent behavior
#

@dreamy jewel Let me know if anything breaks

dense path
#

While I am working on Sapsucker config mod I might as well ask what you guys would like want to be able to modify.

marsh sparrow
#

sapsucker already attacks basically anything that gets close to its nest right

dense path
#

Yeah

marsh sparrow
#

maybe a min/max aggro range for the nest?

dense path
#

Can definitely look into it

marsh sparrow
#

i can't really think of anything else that would change the sapsucker

#

it doesn't start chasing player with egg until the egg hatches and the chick starts crying right?

dense path
#

Chick alerts it to the egg's position

#

So far I got walk speed, walk animation and head turning speed working

#

All done with transpillers

#

I'll add damage and health configs and release when its ready.

dense path
#

Sapsucker is almost perfect but for NS it's very strong to the point other enemies wouldn't stand a chance.

#

But the mod focuses more on behaviors and minor stats but not on completely rebalancing enemies so I am making a separate mod for it.

#

It also gives me excuse to not work on NS 🙂

#

I will definitely make baboon hawks steal sapsuckers eggs be it via large numbers or stealth.

charred raft
#

A target blacklist would also be nice. I'm not sure if they still do, but they used to pointlessly attack old birds when v70 released

dense path
#

They still do

dreamy jewel
# dense path They still do

So we had some bad lag earlier when pairing your mod together with Enhanced Monsters, got a bad lag spike then a bad one when going back to the main menu

#

I think your patch is causing some kind of negative interaction or memory leak cus no errors in logs

#

but swapping out for SellBodies helped for now

dense path
#

Wait have the Compatibility patch on?

dreamy jewel
#

@pastel tiger Figured I'd ping you too

dreamy jewel
#

only the ReXuvination one can be turned on or off

#

so it's just on I believe

dense path
#

I am not sure but the comp patch might be on by default

dreamy jewel
#

Yeah I do also wonder if part of the problem could be EM's Save Checker

dense path
#

One sec

#

Shit I fucked up its turning on

#

gonna be a quick patch

dense path
#

@dreamy jewel Why do you have stable mode off?

dreamy jewel
#

To use the Spider Stuff

#

lol

dense path
#

Spider or Spider webs?

dreamy jewel
#

Webs

#

Both maybe?

dense path
#

You dont need it for spider webs

#

And I am still not quite happy with spider's behavior but I got an idea but for now I consider it in progress

#

I recommend turning the toggle on again or otherwise the unfinished compatibilities will turn on again

dreamy jewel
#

Okay

dense path
#

@dreamy jewel Patch is out. Let me know if it fixed the issue

pastel tiger
#

what is this about

#

Enhanced Monsters does not have the save checker anymore

#

It have been removed a while ago

#

or was it ?

#

Anyways, from experience it did not cause lags but I'll check

#

when were the lags happening ?

dense path
#

Might be something with my compatibility patches

dreamy jewel
#

lol

#

So it is still there

marsh sparrow
#

i was gonna say it still logs that its save checking

#

but it didn't really lag when going back to main menu

#

it just added a few frames when going back to orbit

pastel tiger
#

Yeah I'm removing that code in the next update anyways

unique dune
#

Very dope mod, i like it a whole lot. Here's some ideas i thought of that could be added for the fun of it (As well as more lore accuracy):

1: Make it so that the giant sapsucker actually attacks other enemies that go near it's nest (Cause i don't think it does that yet).

2: Make it so that forest giants can target masked.

3: Make it so that the butler hornets target other mortal enemies (Would probably also be configurable).

4: (Maybe if possible) Make it so that certain enemies could also be affected by quick sand, and also make it so that the enemies affected by it can try and avoid the quick sand.

5: And as an extra compatibility feature, maybe you could make it so that ogopogo can target certain enemies (Would be pretty funny imo).

dense path
#

Thank you I appreciate it! As for the ideas:

  1. It already does that.

  2. I really like this idea. Will definitely add it at some point

  3. They will definitely do that but make it a bit more advanced. Attacking every enemy in LOS would be too basic.

  4. Quicksand is something that would fit fairAI better.

  5. It's something Xu would have to add a compatobility for. I won't touch any modded enemy whatsoever.

dull frost
tulip ruin
#

what did we break

#

Oh yeah im not Xu hi

young shadow
#

everything

#

hi xu

tulip ruin
#

shut up woman

#

hi xu!!!!

young shadow
#

back to work you go xu

#

you only have to rewrite like 55 assetbundles to use a new system

tulip ruin
#

no I just got out of work!!!

#

anyway yeah we'd have to have compatability written

dull frost
#

Today's the day of identity switches! First, Mu becomes Wesley, now Monty becomes Xu!

#

actually, I feel like people's identities shuffling is a common occurrence in this server

unique dune
unique dune
dense path
#

I forgot Ogopogo was in Biodiversity and not in Code Rebirth 💀

tulip ruin
urban root
#

Hi, i've been getting an error when the Leviathans try to attack an entity after their first time attacking. It seems to cause them to stop functioning altogether. Really enjoying this mod otherwise!

urban root
#

Ok so update I deleted the config and let it regen and it seems to be working now? Hopefully that's that

urban root
dense path
urban root
#

Ohh ok. I wonder if something in my pack is causing it to not function correctly. Ill do some digging

marsh sparrow
#

is there a reason why this mod refreshes global lists every second instead of, idk, whenever an enemy spawn/kill function is called? the default interval of 1 second might also be causing some microstutters here and there

hazy jasper
#

hello! mind if I ask what are the balancing planned for the bird?

#

an idea for the bird. when the bird killed a player, it will have a cooldown to aggro again (or if the egg is taken again). the idea is the bird makes the dead player as food for the little bird egg. dunno if I have explained it clearly lol

urban root
dense path
#

Experimental Enemy Interactions

0.5.13

  • Updated spider behavior

    • Spider ignores Snare fleas on the ceiling
    • Spider won't get alerted by immortal enemies that trigger spider webs
  • Implemented compatibility for Sellbodies/Enhanced Monsters

    • Blob now moves towards and consumes enemy bodies from these mods
  • Pre-release

dense path
#

@dreamy jewel Just so yk both spider and compatibilities were moved in the config and both work with stability mode on.

dreamy jewel
#

Got it ^^

dense path
#

Might post a quick update later

dreamy jewel
#

Cus if so I might enable it

dense path
#

I didn't notice any performance drops and it shouldn't be a reason to

#

The patches shouldn't be the problem and in case of enhanced monsters I add a script when body spawns so that shouldn't be an issue either

dreamy jewel
#

Btw what is the Use Toggle Options for?

dense path
#

I hope you enjoy your profit being eaten by slimes

dreamy jewel
dense path
#

Dictates if the compat load automatically or only by their toggle

#

Should prob rename that

#

At least spiders willbe more interesting

dense path
#

0.5.14

  • Fixed collided with corpse spam

Library

  • Updated GetEnemiesInLOS to use OverlapSphere for better optimization
pliant beacon
dense path
#

I just uploaded it lol

pliant beacon
sinful crescent
#

I hate the fact that they always hatch in vanilla

marsh tundra
#

I mean I think they have to for balancing, otherwise you get like 300c for just a bit of sneaking. Maybe extending how long they take to hatch could be interesting

dense path
# pliant beacon what are the tweaks?

Allows you to change sapsucker's enemy damage, maximum speed, acceleration and animations. There will be more options to config the sapsucker in the future.

dense path
#

I think the experimental branch is stable enough and has enough new features I can push it to the main branch. I'll think about it later.

upper gust
#

I just had a cool idea

#

What if the worm landed on the closes player to it outside (not in ship) only after eating a monster?

#

I feel like it would be a cool balance so the worm isn’t just essentially on your side

#

Tho i’m too sure of the possibilities behind such a change

#

it’s just up in the air really

#

Haha

#

Like the worm trol

dense path
#

Natural selection

0.4.0

Bunker spider released

  • Spider webs stick to enemies and alert spider
    • Investigates webs and chases prey. Returns back when the prey gets too far from the nest.

Added compatibility for SellbodiesFixed, Enhanced Monsters and ReXuvination

  • Beware of slimes consuming your profits away!

Major Changes

  • Added checks for enemy data structures
  • Added custom enemy sizes
    • Customizable in config file

Circuit Bees

  • Circuit bees properly prioritize enemies holding its nest

Sandworms

  • Sandworms ignores enemies by custom enemy size

Optimizations, Fixes and QoL

  • Optimized networking with generics
  • Added setting update interval of global enemy lists
  • Updated library to newest version
    • More optimized LOS check
    • Deprecated usage of types
  • Fixed spider webs throwing NREs when enemy is missing animator
  • Fixed spider webs playing audio when it shouldn't
  • Fixed spider webs getting triggered by dead enemies
  • Updated logs

IMPORTANT

  • Regenerate and check your config logs
upper gust
#

Hell yea

#

Good shit bro <3

dense path
#

❤️

oblique raven
#

is anything planned for masked

marsh tundra
#

I think there was a thing mentioned where Nutcrackers would aggro on things that moves in front of them, and Giants would aggro on Masked

#

Current changes to Spider and Hygrodere also affect Masked since they are hostile to everything

dense path
late helm
# dense path

Just so you know baboon hawks can take sapsucker eggs already

#

The sapsucker immediately retaliates though

dense path
marsh tundra
#

Thumper has me interested, what does that entail? Just it aggroing on everything it sees?

marsh sparrow
#

Would be funny if it did the eating animation on any dead monster body it finds

hazy jasper
#

I got this error when I transitioned from SellBodiesFIXED to EnhancedMonsters. any idea what is wrong? I'm using EEI still
Didn't test if mod incompat yet
0197acaa-025e-b6f1-7223-bf06ee53918f

dense path
#

Not sure. Try to delete config file if that helps

hazy jasper
#

it was fixed. thx

upper gust
#

Maybe it's something with my settings or whatever but it seems the bunker spider doesn't actually hurt monsters it chases. I checked if the hoarding bug was off the black list and it is, so idk what gives lol

dense path
#

Do you have Rexuvination?

upper gust
#

nope

#

is that required now or?

dense path
#

nope just thinking

upper gust
#

may or may not have lied

#

i do

#

just checked

#

kk i enabled the compatibility toggle

dense path
#

Thats it

upper gust
#

sick

#

kind of forgot i had that tbh

dense path
#

Since for some reason Rexuvination doesnt show up in bootloader so the compatibility doesnt automatically enable

upper gust
#

oh well

#

ima test it now

#

works now :O)

#

sorry for the inconvenience

dense path
#

nah shit happens

upper gust
#

Dude this update’s so fucking cool

#

The jester’s speed resetting when caught by a web is awesomee

dense path
#

I made an oopsie. Pushing update

young shadow
#

you probably wrote the wrong plugininfo

dense path
#

I never set autoload bool to the value in the config so it was always false

young shadow
#

oh lol

dense path
#

Now the compatibilities will load automatically. Good thing I tried to add LobbyCompatibility compatibility

final bolt
#

So, in the new update 0.4.0, is the spider meant to chase after its prey and attack them? Because for me, the spider just does nothing and walks past them. Doesn't even chase them at all actually. (Yes I'm on 0.4.1)

final bolt
# dense path Works on my end

Ok? If it works on your end, it might not on mine! I only have 18 mods on this test enemies pack. I have Imperium for debugging and your natural selection mod to test out the spider to see if it would work with Arachnophilia. Then I disabled Arachnophilia. Yet this issue still persists.

marsh sparrow
#

Imperium hooks into a lot of things so it might be messing up natural selection patches

final bolt
#

Enemies get on the web. The web works fine the spider just doesn't come after them when they get through the web. I've tried this on: Hoarding bugs, Centipedes, and thumpers.

dense path
#

Check if you have both spider and spider web enabled, enemies aren't in blacklist and if youre using rexuvination check compatibility if it's on

final bolt
dense path
upper gust
ruby trout
upper gust
#

me to that fuckass thing

dull frost
# upper gust

The hoarding bug should be able to pick up the baby. Imagine setting it down, turning around and doing something, then turning back around and the hoarding bug is carrying off the baby and it starts crying as it disappears around a corner.

upper gust
#

Absolutely terrible idea but it’s funny asf at the same time

#

Lmao i have like every monster not go after the baby to begin with cuz like

#

I play with randoms and having a transformed baby at the start of a game when no one even got inside initially like

#

Not the best idea

#

And yes, the mod works completely fine on host

marsh sparrow
#

i saw you put out a patch for rexuvination toggle not working, do i have to worry about that if i'm still using EEI

dreamy jewel
dense path
#

Rexuvination doesn't show up in chainloader so you have to turn it on manually

dreamy jewel
#

Or are they basically the same besides the cleanup of some of the config entries?

dense path
#

Besides fix for autoloading compatibilities and added LobbyCompatibility compatibility no

#

The library is literally the same DLL

dense path
#

I honestly thought nutcracker would be no brainer

upper gust
#

Dang

#

Wanted the giant to win

dense path
#

Both NS and EEI are now exactly the same @dreamy jewel

young shadow
dense path
#
foreach (var item in Chainloader.PluginInfos)
        {
            //Logger.LogInfo($"GUID in Metadata> {item.Value.Metadata.GUID} : GUID in Key> {item.Key}");
            string comment = "";
            if (!CompatibilityAutoToggle) break;

            switch (item.Key)
            {
                case "com.velddev.enhancedmonsters":
                    {
                        enhancedMonstersPresent = true;
                        comment = "Enhanced Monsters is present";
                        break;
                    }
                case "Entity378.sellbodies":
                    {
                        sellBodiesPresent = true;
                        comment = "SellbodiesFixed is present";
                        break;
                    }
                case "XuuXiaolan.ReXuvination":
                    {
                        rexuvinationPresent = true;
                        comment = "ReXuvination is present";
                        break;
                    }
            }
            if (comment != "") Logger.LogInfo($"{comment}. Automatically loading compatibility.");
        }

        foreach (var item in BoundingConfig.CompatibilityEntries)
        {
            string comment = "";
            if (item.Value.Value == true)
            {
                switch (item.Key)
                {
                    case "com.velddev.enhancedmonsters":
                        enhancedMonstersPresent = true;
                        break;
                    case "Entity378.sellbodies":
                        sellBodiesPresent = true;
                        break;
                    case "XuuXiaolan.ReXuvination":
                        rexuvinationPresent = true;
                        break;
                }
                comment = $"Manually enabling compatibility for {item.Key}.";
            }
            if (comment != "") Logger.LogInfo(comment);
        }
#

Even when printing all plugininfos rexuvination isn't there

young shadow
#

Hmm

#

@tame phoenix any ideas why lol?

tame phoenix
#

do you have rexuvination as a soft dependency of your plugin class @dense path ?

#

your mod might be loading before rexuvination so it's not in the chainloader list yet

dense path
#

Doesn't chainloader load all plugininfos before it starts patching?

#

I didn't use any bepinex dependency attributes

#

I'll try adding them if that helps

tame phoenix
#

it loads them but only exposes in the API the ones already loaded as some might fail to load and should not be listed in that cas3

dense path
young shadow
#

Some mods like lethalmoddatalib might get unhappy at you using soft dependencies and throw a small fit while loading in but u can ignore those

dense path
#

tnx

#

Uploaded patch to both EEI and Natural Selection

upper gust
#

Played a game with some randoms and saw a slime stuck on a Thumper's corpse. I did some testing and it seems like the Slime can't kill some enemies, even if they're off the blacklist. From what I know it can't kill Thumpers, Hoarding Bugs and Snare Fleas anymore

#

seems like this bug started after the spider update

#

also check out this funny clip I got when testing the webs :O)

upper gust
dense path
#

I am gonna need help with ending my LethalNetworkAPI addiction and learn how to do my own working RPCs

dense path
dense path
#

Made a fix. Gonna push update today

upper gust
#

Oo alr sick

dense path
#

0.4.4 / 0.5.17

  • Fixed ReXuvination patch not working sometimes. Now patch prevents ReXuvination from patching enemy colliders.
upper gust
#

cat_silly 🫶

young shadow
#

it completely prevents rexuvination from working?

#

on enemy colliders*

dense path
#

Kinda I set alreadyPatched to true so it doesn't patch enemies at all.

dreamy jewel
#

Won't that negatively impact performance?

dense path
#

It will to some degree but for now that will do.

dense path
#

0.4.5 / 0.5.18

  • Optimized and Delobotomized Earth Leviathan
#

@dreamy jewel @wise sapphire Leviathan should not cause as much lag anymore.

dreamy jewel
#

So idk why the Auto Detection didn't

#

I don't think preventing the bulk optimization work that ReXuvination is doing is really the way to go about fixing the issue lol

unique dune
#

Sorry not sorryyoiled

oblique raven
#

Ar e you VLC media player

dense path
#

@dreamy jewel Cheers

0.4.6 | 0.5.18

  • Redone ReXuvination patch for enemy colliders
    • Modified enemy collider optimization with transpiller. Enemies will always collide with eachother.
  • Modified debug logs
dense path
#

For anyone interested

dreamy jewel
#

@dense path Slimes are opening doors

#

They shouldn't be

#

;c

unique dune
dense path
#

problem solved

upper gust
#

Least last time i checked

#

But in vanilla they shouldn’t open doors to begin with

young shadow
#

and enemies dont have a distinction about how they open doors

#

they just do

young shadow
#

i have an idea for why that happened ig but idk what natural selection is doing to make it happen

upper gust
#

I mean, what is your idea?

young shadow
#

you closed the door while the slime is clipping into it, so im guessing that the center of it's body for some reason would allow it to open the door but not the colliders it has around it

upper gust
#

I’ll test if this is true, ima get a clip rq just recovering from a fever rn

upper gust
# upper gust

nvm seems somewhere down the line of updates and after my post, it opens both ways now. I have my toggle for slimes to open doors turned off :O(
@young shadow

dense path
#

I checked the code and I have to say the fix will never work

#

because it gets overriden by the vanilla value

#

The door actually controls if enemy opens the door not the enemy itself. Strange choice for Zeekers to make it like that

#

I wont completely disable opening the door but I will instead make it take super long

upper gust
#

make it take the same amount of time a full day takes to end, start to finish

#

just so it at least feeells like it can't open the door at all in general

upper gust
dense path
#

I'll make it a float and do whatever you want with it

dull frost
tulip ruin
#

maybe it checks for both?

tulip ruin
dense path
#

the workaround is just setting Open door speed multiplier to zero

dull frost
#

Oh yeah, I don’t see it. Must’ve just assumed there was one

young shadow
#

Yeah there's no "can open doors", but u can just make the door opening speed Multiplier = 0

dense path
# dense path
poll_question_text

Since I finished work on finishing enemies that were in progress I now have opportunity to choose what enemy I can work on next. I am excited to finally work on something new and not drowning deep in my messy code. I am not quite sure what enemy I should work on next.

victor_answer_votes

16

total_votes

42

victor_answer_id

2

victor_answer_text

Hoarding bug (More collective behavior)

oblique raven
#

What if the bugs tried to pry items out of enemies hands (grab knives from butlers, shotguns from nutcrackers and masks from masks, etc)

dull frost
#

I know there were some mods that let the hoarding bugs use items. One I tried was kind of broken but while the other worked, it was pretty old and not sure if it’s still maintained. That might be something funny to add to this

oblique raven
#

Hoarding bug with a stun grenade

ruby trout
marsh tundra
#

Hoarding Bug with TZP

dull frost
woeful cobalt
#

Symbiosis feature that would fit NS nicely.

oblique raven
#

Can we add this to the mod pls?

bronze plover
marsh tundra
#

Should have been in the Minecraft movie

dreamy jewel
#

@dense path You really need to fix the descriptions for what the KiwiBirdTweaks options do, all of them just say "Enable custom animations."

dense path
#

It's not finished

dreamy jewel
#

Fair

dense path
#

Experimental Enemy Interactions

0.5.21

  • Updated ReXuvination compatibility
  • Updated logs

Internal

  • Replaced majority of loggers with method
  • Rewamped enemy data system

Library

  • Updated DebugStringHead. Now it accepts any type
dense path
#

Natural selection

0.4.8

  • Updated Blacklists.
    • WARNING: Reset your blacklists. Check your config for orphaned entries after loading into game once.
  • Updated ReXuvination compatibility
  • Updated logs

Internal

  • Replaced majority of loggers with method
  • Rewamped enemy data system

Library

  • Updated DebugStringHead. Now it accepts any type
plain gull
#

The blob gets bigger each time it consumes a corpse. (Idk if it's already in the mod)

dreamy jewel
#

@dense path The Blacklists aren't filling after the new update

#

I reset them as suggested and did a game launch but they didn't generate entries

dreamy jewel
#

Ah wait it sounds like this is intended

#

Interesting

dense path
#

Yeah you have to fill the blacklist with names from the enemy names list

marsh sparrow
#

And the enemy list auto generates?

dense path
#

Yeah

marsh sparrow
#

Alr

marsh sparrow
#

enemies in the new blacklist don't require name:True right? just name?

dense path
#

just name

clear osprey
dense path
#

nope

oblique raven
marsh tundra
#

Man

dense path
#

Experimental Enemy Interactions

0.5.25

  • Added toggle for Library calls

Library

  • Put loggers behind toggles

0.5.24

  • Mixed generating bad data container ids resulting in enemies sharing single data container
  • Moved data container base and data container methods into utillities class
  • Enemies when destroyed will destroy their data container aswell

Library

  • FindClosestEnemyCoroutine will work without Pathfindinglib
  • Added checks to prevent enumerator errors
  • Minor internal changes

Known issues

  • Mass killing baboon hawks by earth leviathan often results in error spam.

0.5.23

Data structures

  • Reworked dictionary to use objects of any type as a key
    • Fixes issues getting data structures by spider webs and EnemyAIPatch
    • Merged data structure dictionaries into single dictionary

Added experimental library and toggle

  • Enemies will use a coroutine for finding closest enemy instead of a method
    • May result in better performance but that was not tested
dense path
#

0.5.26

  • Added toggle for PathfindingLib coroutines
    • While on and PathfindingLib present, PathfindingLib will be used in coroutine
  • Added toggle to use Pathfinding to find closest enemy
dense path
#

For now keep the pathfindinglib toggle off. Enemies don't behave as they should while using pathfindinglib

plain gull
#

Can i use Arachnophilia with your mod?

ruby trout
plain gull
dense path
#

0.5.28

  • Removed unused code
  • Added enumerator into LibraryCalls class
  • Updated README

Library

  • Rewrote PathfindingLib implementation (Thanks Zaggy!)
late helm
#

readme update?

marsh sparrow
#

what is this

dense path
#

Aww shit here we go again. Forgot to toggle logs off

dense path
dreamy jewel
#

True, make it an Extended Logging toggle probably

dense path
maiden totem
#

hi hello!!! meaning to ask should i use the stable branch or eei?

#

im not entirely sure at what the differences are besides that the stable version is more... stable... plink

marsh sparrow
#

EEI is way farther ahead but NS was the last version that is confidently stable

#

so its your choice

maiden totem
#

😮

#

but

#

like what are the features that make EEI farther ahead

#

can't seem to find any differences at least in the readmes

marsh sparrow
#

EEI changelog

#

anything after the last thing that synced up with NS is whats different

maiden totem
#

oki ty! time to read hehe

copper moss
#

I would just stick with Natural Selection

dense path
maiden totem
#

tho i would guess there's a long time for that day to come

#

i think im gonna stick with NS unless something really cool shows up in EEI :3

plain gull
#

Idk if it's possible but if a enemy kills other enemy or a player could restore his hp if it isn't full health.

dusty patrol
marsh sparrow
#

noticed NSLib in here, thought i'd let you know

#

this is on Kite's moon Zeranos, after regenerating the dungeon

#

a spider was present in the first dungeon, and the error starts when the first dungeon is deleted and a second one is generated

dense path