#Natural selection - food chains and ecosystems / EEI

2594 messages · Page 3 of 3 (latest)

dreamy jewel
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Natural Selection my beloathed problem child

dense path
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Natural selection

0.4.9

Reworked data containers

  • All data containers are stored in single dictionary
  • Fixed EnemyAI and Spiderweb issues getting their containers
  • Enemies will destroy their data containers when destroyed

Library

  • Added option to use Pathfinding to find and determine the closest enemy
  • Added PathfindingLib support
    • Highly recommended when using pathfinding to find closest enemy
    • Coroutines are required to be turned on
  • Global enemy lists are now accessed with methods instead of directly

Other changes

  • Reorganized and cleaned up code
  • Added killswitch for logs
    • Stops all logs from logging
  • Added coroutines
    • Enemies will asynchronously find the closest enemy

Fixes

  • Fixed sandworms not targetting immortal enemies
  • Some small fixed I forgot
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If you're using EEI switch to NS until there's another update. I wont bother to update EEI too.

dreamy jewel
dreamy jewel
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I just dunno why you keep the lib seperated for normal NS lol

dense path
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So other devs (Dopadream) can use my library.

dreamy jewel
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Ahhh

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Is she making use of it? ;o

dense path
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AFAIK no and its been like over 6 months or so

dreamy jewel
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Yes

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lol

dense path
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I dont look into profiles often

marsh tundra
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I don’t either tbf, though I have trained myself to check them for pronouns

half zealot
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Damn are caves this big now or is this modded?

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Or am I actually just stupid, but I could've sworn mineshaft is much more cramped than this

maiden totem
marsh sparrow
marsh sparrow
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playing for a bit longer, it seems like it's killswitching on every enemy spawn

dense path
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Fuuuuuck!

maiden totem
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had the same happening

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idk what it does tho

dense path
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0.4.11

  • Fixed loggers falsely triggering unsupported type message
  • Instead of triggering kill switch on meeting an unsupported type, it adds the source to a blacklist and ignores logs.
    • Blacklist is cleared after user leaves moon or disconnects fropm the game
upper gust
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Seems like circuit bees can't hurt the giant sapsucker no matter what after vers 0.4.8 and lib vers 0.7.1

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the bees still go after the kiwi they just push it around

upper gust
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Also idk if this is patchable but, worms can eat each other if they happen to attack the same enemy. Whatever worm pops first the other is also eaten lmao

upper gust
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I did

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It’s whatever lol

hazy jasper
dense path
# hazy jasper wut

You can ignore these errors. It's just an oversight in logging the items.

hazy jasper
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you know what may cause these errors?

oblique raven
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umm your game is haunted

unique dune
upper gust
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today i discovered the mod works off client as well

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sorta

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the worm seems to never play its grumble noise

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and some monsters targeting each other is a bit janky

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but yea pretty cool

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safe to say i'll be using this mod only when i host tho

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it works better like that

plain gull
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[23:54:15.3394360] [Error : Unity Log] InvalidOperationException: An RPC called on a NetworkObject that is not in the spawned objects list. Please make sure the NetworkObject is spawned before calling RPCs.
Stack trace:
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0026)
Unity.Netcode.ServerRpcMessage.Handle (Unity.Netcode.NetworkContext& context) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0037)
Unity.Netcode.NetworkBehaviour.__endSendServerRpc (Unity.Netcode.FastBufferWriter& bufferWriter, System.UInt32 rpcMethodId, Unity.Netcode.ServerRpcParams serverRpcParams, Unity.Netcode.RpcDelivery rpcDelivery) (at <895801699cfc4b4ab52267f31e2a4998>:IL_00FE)
NutcrackerEnemyAI.DropGunServerRpc (UnityEngine.Vector3 dropPosition) (at <31f0351006d541aeb5ae92a12fc7161b>:IL_00C5)
(wrapper dynamic-method) NutcrackerEnemyAI.DMDNutcrackerEnemyAI::KillEnemy(NutcrackerEnemyAI,bool)
EnemyAI.KillEnemyOnOwnerClient (System.Boolean overrideDestroy) (at <31f0351006d541aeb5ae92a12fc7161b>:IL_005E)
(wrapper dynamic-method) SandWormAI.DMDSandWormAI::OnCollideWithEnemy(SandWormAI,UnityEngine.Collider,EnemyAI)
(wrapper dynamic-method) EnemyAICollisionDetect.DMDEnemyAICollisionDetect::OnTriggerStay(EnemyAICollisionDetect,UnityEngine.Collider)

dreamy jewel
dreamy jewel
# upper gust

Have you even seen if it's fixed with 0.4.13 and Lib 0.8.1?

dense path
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I haven't looked at it yet

dreamy jewel
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Idk if it's caused by your mod or not though it doesn't mention the culprit

upper gust
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Actually the clip showcasing the bees just pushing around the bird was in the lastest versions lmao

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Mb for not mentioning that

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Something else I noticed is regardless of the sap-sucker being blacklisted, the bees will still attack and hurt it

ivory citrus
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does kiwibirdtweaks default values match the vanilla sapsucker?

bronze badge
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Not sure what I would've changed recently, but Bunker Spiders can't actually attack any enemy they are chasing after now.

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Log from that test session (I think I enabled the right debug options when I got this log)

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Pack code: 0198c033-da78-10c8-79fc-c5415d749b87

dull frost
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just tested with Natural Selection and dependencies and saw the same thing. Unless Imperium's doing something, but I'm pretty sure that's unlikely as it worked before

dull frost
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you know, I can't seem to figure out when this broke. even rolling back versions on Natural Selection, the library, and Spider Position Fix it still seems to occur.

upper gust
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im glad people are noticing this cuz it happens to me as well

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but they even chase enemies that aren't on their blacklist, and this goes for other enemies too. Like the circuit bees still "attacking" the giant sap-sucker even tho it's blacklisted

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i noticed the weird behaviour every since the blacklist update

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plus the fact bees just push around the sap-sucker now instead of actually hurting it

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i think the blacklist update just somehow messed up a lot of interactions and stuff

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i downgraded to 0.4.7 and everything works fine so

dull frost
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ah yeah. I didn't go back that far. 0.4.7 and the corresponding 0.7.0 for the library seems to make it work again.

upper gust
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yep

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just wish old birds would get eaten by worms again </3

marsh sparrow
upper gust
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i did

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it's false

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always has been

marsh sparrow
upper gust
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yes

marsh sparrow
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and now they work like every other mod

upper gust
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what

marsh sparrow
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so if radmech is in there at all its blacklisted

upper gust
marsh sparrow
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like this

upper gust
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oh

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so that's what that meant

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i was typing it as the old blacklists the whole time

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ty

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also use gale it's sm better

marsh sparrow
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no

upper gust
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🥀

upper gust
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and not do like, radmech:false

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it'll work

marsh sparrow
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it should

upper gust
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ty vaporion pokemon

marsh sparrow
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glaceon

upper gust
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my only real pokemon experience was on leaf green on my gb advance sp

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and i caught a dido with a master ball cuz i was an idiot

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never beat the game,.,..,

upper gust
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so it does i was just dumb

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it works perfectly fine but the circuit bees and bunker spider both seem to be broken in general

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they just push around whatever enemy they target instead of hurting them

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and ReXuvination's compatibility is on

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so idk wsp

upper gust
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the slime and worm are fine tho

plain gull
late helm
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Could be another mod getting an allergic reaction to natural selection

upper gust
maiden totem
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i just got this error message spammed a billion times and made the game go at 1 fps per sometimes

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this was on oldred, i can send the log if necessary

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wait actually i cant send it, its 300 mb xD

dense path
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I'll look into the issues sometime in the future but rn I focus on other thing or just gaming.

maiden totem
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Hehe np, its gaming time!!!

upper gust
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nice little suggestion for spiders is if they could ignore snare flees attached to the celling

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when that happens they just stare at it for eternity

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or if the spider could actually reach it on the celling after staring at it for a bit, that'd be cooler actually

maiden totem
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Imagine the spider going on the wall and the ceiling

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That would be so peak

upper gust
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i would LOVE that

normal vessel
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does this work with modded enemies?

maiden totem
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Nope

late helm
bronze badge
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Leviathans have grabbed Driftwood menaces multiple times.

And I've had spiders mess up Scrap-E bots too.

maiden totem
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Oh yeah

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It depends on what you mean by "work with modded enemies"

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Bit maybe yeah it works

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Idk if everything works wirh modded enemies

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But it works hehe

dense path
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Heyo everyone long time no see. Still not quite out from hiatus but I at last looked at some of the bigger problems I found rn and pushed a patch.

Experimental Enemy Interactions

0.5.31

  • Fixed spider webs slowing down enemies that haven't finished vent animation, resulting in deformities
  • Fixed Bees and Spiders not being able to damage enemies
  • Added try/catch block so the body will destroy properly in case of failure

It's not much but it will at least work as intended now.

marsh tundra
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Btw I meant to report this sooner, when I was playing with my friends a while ago one had an issue where they got completely immobilized in a Spider web and had to wait for someone else to hit the web with a Shovel. I am not sure if it was your mod but it is the obvious culprit, nothing else in my back touches webs

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Nice to have you back though

dreamy jewel
late helm
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Update approved

dense path
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Update pushed to main branch

runic fjord
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i gotten this error just now, i don't know if you fixed this one already

dense path
mellow wolf
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Their descriptions aren't helping

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What do each of these config settings do?

mellow wolf
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And what are, "sizes,"?

marsh sparrow
# mellow wolf

1: modifier for how long the spider will chase an enemy
2: modifier of enemy movement speed when caught in a web
3: modifier of enemy movement speed when caught in a web (again)

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i might be wrong

mellow wolf
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Also what is the point of two movement speed configs

marsh sparrow
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idk

dull frost
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Maybe a base multiplier for all entities but then you can tweak it by increasing/decreasing the multiplier for the enemy in that list? Idk

dense path
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Chase after enemies modifier is there to balance the chase timer for enemies relative to normal chase timer. Without it because of how enemy AI works would chase enemies would spend more time chasing than doing their usual activities. For instance since it's only used for spider they chase players for 12.5 seconds. The modifier divides it by the value in it (in this instance 3) so it would chase enemies for 4.5 seconds.

Web speed modifier and Spider web strength is for calculating movement and animation speed of enemies stuck in spider webs. The formula is [(Enemy speed when entering/colliding with spider web / ( (1 + number of traps enemy is stuck in) * web strength ) * web speed modifier]. In short web strength is used in calculation while web speed modifier multiplies the result of it. This way it's much more customizable for players.

Sizes are used in enemy behaviors and largely depend on the implementation. V70 coincidentally also introduced sizes but for the purpose of the mod there are too few options so I made my own. Sizes are first calculated from health and vanilla size of the enemy and range from 0 to 5 are: Undefined, Tiny, Small, Medium, Large, Giant.

upper gust
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I honestly needed these explanations as well lol

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Thanks

maiden totem
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Sorry to bother, does anyone know if this mod is working on v73?

pliant beacon
pliant beacon
dense path
pliant beacon
dull frost
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That might be something Biodiversity does, but I don’t really know. If that’s true idk if this mod’s blacklist would override it

pliant beacon
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I'll check if I can find it

pliant beacon
dense path
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That was changed while ago. Now you have to add names to blacklists. Enemy names generate automatically though.

pliant beacon
dense path
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Nope. Just add enemy names you want to be blacklisted

pliant beacon
pliant beacon
late helm
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Which interestingly there were spider webs but no spider

dull frost
pliant beacon
boreal scroll
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I have always gotten this at random intervals, and found it was just easier to keep it turned off

nova ravine
boreal scroll
pliant beacon
nova ravine
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right now dogs look kinda awkward just nonchalantly walking away from the bees actively stinging them so I hope the changes for them come sooner in a future update lol

maiden totem
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hiiii so idk if this mod is still working

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does anyone know?

late helm
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There’s been a few error spams with spiderwebs that might be from either this or arachnophilia but those are scarce and I haven’t found the source yet

maiden totem
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Hmmm

marsh tundra
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Ye, the mod seems pretty stable atm

maiden totem
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yippee!!

boreal scroll
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Spiders and webs are very broken, wdym?

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oh okay was said

maiden totem
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WHAT

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Is it fine or not then

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Brain exploding!!

boreal scroll
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its fine since you can turn off the spider web and spider changes in config, everything else work

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the spiders visually function fine but they will throw null exceptions nonstop when something goes through their webs and when a blob consumes a spiders body

maiden totem
boreal scroll
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well it spams every frame so i wouldnt say its harmless nya

maiden totem
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Niche?

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Idk what im saying

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Is it niche tweaks time or

boreal scroll
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i did try to patch it... but i failed... it would be easier to directly edit it and reupload it

maiden totem
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Oki

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Yeah i dont know if fandovec is still active or not

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I hope he is doing fine

boreal scroll
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at the end of rounds usually, the compat script for ReXuvination will also spam every frame but only for 2 or so seconds, i have accepted this however since its only at the end of round

boreal scroll
maiden totem
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Ok so i gotta disable the best fearire for the mod to work fine?

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The spider tweak

boreal scroll
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yess spider + webs

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the worm one is wodnerful

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its a bit like broken though... not in the glitchy way but it can really make things easier with how often it just eats up giant things outside loll

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i think theres a blacklisthowever

maiden totem
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Oh yeah worm one is peak

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Its so cool to get outside and see worms attacking everywhere

dense path
pliant beacon
maiden totem
dense path
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Package got rejected for a minute lol

Natural selection

0.4.15

  • Fixed NREs caused by spider webs in several cases
  • Changed how Slimes delete enemy bodies
    • Previously it directly deleted the network object itself. Changed to invoke server-side kill with destroy parameter to hopefully avoid unintended behavior
  • Updated descriptions in config file to be more detailed

Removed Herobrine and updated localization files

  • Yes I've been inactive for some time and this mod has been stagnant. I'll keep updating the mod as needed to keep it running.
dreamy jewel
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He exists in my pack as a main stay

dense path
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Warez, Bedrock or Java?

dreamy jewel
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Whichever Kittenji's mod is based on

marsh tundra
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Well now the spider webs are no longer an issue

boreal scroll
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im gonna stress test this teehee

marsh citrus
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@dense path Do I need to change any settings if I'm also using AntiSlimeCamp?

dense path
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I dont think so

maiden totem
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Isnt anti slime camp broken?

late helm
maiden totem
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Yeah some have said it softlocks or smth like that

upper gust
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<3

dense path
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❤️

thick phoenix
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why it happen ?

maiden totem
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Thats how slimes eat :3

restive wing
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Lemme talk here so I remember to add this mod

thick phoenix
maiden totem
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Thats how they sound when they eat hehe

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(Im joking)

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Seems like the hit sound is getting triggered every frame

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Making that sound

thick phoenix
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or its a problem from my modpack

maiden totem
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I havent played yet so im not quite sure

thick phoenix
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yes

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man idk why i have too many problem today

maiden totem
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Classic modding experience

copper moss
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I need this mod

dense path
# thick phoenix

Did you play solo or lobby? If So were you the host?

I changed how the enemies are actually deleted from the world.

thick phoenix
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im not the host

night karma
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@dense path

I get this error on boot up

[20:30:25.9790631] [Error : Unity Log] TypeLoadException: Failure has occurred while loading a type.
Stack trace:
NaturalSelection.Script.Patch () (at ./Script.cs:231)
NaturalSelection.Script.Awake () (at ./Script.cs:124)
UnityEngine.GameObject:DMDUnityEngine.GameObject::AddComponent(GameObject, Type)
BepInEx.Bootstrap.Chainloader:DMDBepInEx.Bootstrap.Chainloader::Start()
MonoMod.Utils.DynamicMethodDefinition:TrampolineBepInEx.Bootstrap.Chainloader::Start?-2123192976()
AsyncLoggers.Patches.ChainloaderPatch:DetourStart(Action) (at ./Preloader/src/Patches/ChainloaderPatch.cs:42)
MonoMod.Utils.DynamicMethodDefinition:HookBepInEx.Bootstrap.Chainloader::Start?-1308530496()
UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset:OnEnable()

maiden totem
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(I think thst was the name)

dreamy jewel
night karma
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Actually maybe not. I was helping someone test their pack let me check

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Yep they have it.

carmine nova
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I saw that in the dev category, there is an option to enable the spore lizard, nutcracker and hoarding bug. Does this enable them to attack other monsters? If so then how stable is it, I haven't seen anyone talk about it.

dense path
carmine nova
ruby trout
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Slimes dupes lgu samples

maiden totem
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i can confirm that slimes are really buggy rn

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they dont seem to be able to eat enemies

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lagging the game like crazy

thick phoenix
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yes

maiden totem
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I also had an issue with the spider webs but it seems to be tied with sector-0 moon, which is outdated

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natural selection (+rexuvination compat) + rexuvination + sector0 drops a million errors and lags the game a lot

019b9eb3-6ee3-46ed-158d-37813c41531f

dense path
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0.4.16
⦁ Hopefully fixed slimes not actually eating corpses due to client/server shenanigans

maiden totem
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:0 lets goo

dense path
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I hope the 5 minute fix will actually work in multiplayer and not just in local mode

maiden totem
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lets hope!

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also do you know anything bout the error i just sent?

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its different from the slime

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says its the spiderweb

dense path
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huh

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ah i see. Basically the same as the spider web errors before

maiden totem
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it happens consistently in sector0

dense path
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null check should fix that

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0.4.17
⦁ Added a null ckeck in ReXuvination compatibility script
⦁ its been barely 5 minute since last patch lol

maiden totem
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OMG

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tysm!!!!!!!

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also i hope you've been doing well !

dense path
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been doing fine

fathom vector
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After recent changes from Natural Selection I was curious to read the whole description and saw the WIP section, what enemy will be the most likely to get a new interaction soon (or not soon)?

maiden totem
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are there any spoilers for what they will do?

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:3

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im guessing uhm

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shoot enemies hehe

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and kick them

thick phoenix
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nutcracker vs bracken

maiden totem
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would be too op!!

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nutcracker vs maneater would be better

nova ravine
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(unless its outdated)

late helm
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Reading this after some time i can’t wait for these other changes

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It’s a complex mod so I don’t expect it soon but it’s still really cool yoiled

maiden totem
dull frost
ruby trout
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I would imagine the Bracken would stand still when nutcracker is inspecting

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Masked would do the same but when they're chasing a player they would ignore the nutcracker completely, giving an opportunity for the masked to aggro a nutcracker when player is involved

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Now that is something the nutcracker would need to have more interesting interactions

fathom vector
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Will the Eyeless Dogs get a rework with this mod? Like will they aggro on other monsters when they make noise? Since in vanilla I saw them kill Baboon Hawks when they hear them make sounds, but that wasn't the case for all monsters

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Or maybe Idk everything about the Dogs and I am just uneducated fully about their behaviour

maiden totem
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Is thst baboon hawks attack them and that triggers them

fathom vector
maiden totem
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That shouldnt happen

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@vivid field sorry to bother you but you might know better about this :3

fathom vector
vivid field
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they do hear baboon hawks

maiden totem
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😭

distant storm
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after.. gods... months of trial and error me and my friend have found that Natural Selection is the culprit that gets them silently disconnected by unity netcode almost every moon, but we still aren't sure why. We imagine it's 99% desynch but if that were the case, stuff like LethalMin and a couple other heavy changing mods should do it too but we're able to play fine now

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Any chance that might be able to get explained and hopefully fixed? We love this mod because we enjoy the chaos

dense path
fiery sandal
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Is this something to be worried about

unique dune
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Hey so there's like a bug with hydrodere's just continuously consuming bodies which in-turn lags the hell out of the game and it's pretty bad 0_0 (Not sure if it's conflicting with something else so i'm reporting it anyway just in case)

Would much appreciate if you made a patch to make these organisms less gluttonous TerminalThumbsUp

ruby trout
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please, fix the mod, thank you

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in case nobody noticed

maiden totem
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no codes

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no logs

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just fix and do it quick

late helm
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Hey i found a bug can you fix

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dont have a code, logs, screenshots or proof tho

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fix it fast thanks greed

marsh tundra
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Physical bug in your computer

dreamy jewel
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Also the samples spawning are part of LGU

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If it relates to Auto Cone's report try disabling the Hygrodere stuff

boreal scroll
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it looks like it is related to the slime eating dead bodies

dreamy jewel
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Yeah so they should disable that feature for now

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I think fandovec is on hiatus like most devs til v80

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Kinda why I also went on hiatus, the lack of new content is really causing major burn out

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As much as I love this game

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For now just toggle off Enable Slime

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That will Kill Switch the mechanics for the Hygrodere since it's causing issues

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@ruby trout @unique dune Hope this helps you both

boreal scroll
ruby trout
unique dune
hazy jasper
dense path
# ruby trout please, fix the mod, thank you

I hate how I have to tell the network object SPECIFICALLY to delete itself when THE VANILLA FUNCTION DOESN'T WORK FOR SOME REASON! I even tested it out on local with multiple instances and it worked so WHY IT DOESN'T IN MULTIPLAYER! Worst part Is despawning the network object will cause other issues like NREs. I hate this.

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I simply cannot comprehend how calling the KillEnemy function with the destroy parameter DOES NOT WORK when I call it but when the game itself does that and IT DOES.

fiery sandal
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Here and here

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Oh @dense path what is this most recent update? I didn't know you pushed one before I changed those configs.

dense path
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Just manually deleting the network objects to at least delete the bodies that way

hazy jasper
# fiery sandal Here and here

blacklisting Hygrodere on SellBodies wont do anything since it just disable the "dead hygrodere" item when hygrodere "dies" (if you have a mod that can kill slimes).
also I tried only disabling slime on natural selection config but the error stills shows (before the latest update)

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didnt try the latest update yet

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still shows with latest
something with Sellbodies compat shows that error

normal vessel
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would you make it so forest giants go after and eat baboon hawks and masked that move near it?

quartz lynx
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is this mod when enabled always spawns entities which are enabled?

late helm
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It just modifies the behaviour of entities to make them hunt or interact with each other in various ways

still flax
quartz lynx
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aight

late helm
# still flax

I’m on phone right now can someone translate this with onomatopoeia

still flax
late helm
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and this ^

still flax
plain gull
#

||Company Monster eats all the moons in the end||

ivory shard
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is this mod required on all clients? if so, can the clients disable the dependency SpiderPositionFix as it's a host mod?

late helm
clear osprey
#

@dense path You should make Brackens get infected by Cadaver Growths and enemies slip on Backwater Gunkfish vomit

late helm
marsh tundra
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I would say they are more plant

marsh tundra
#

Scientific name “Rapax-folium”suggests they are akin to plants

distant storm
# still flax Omg wait YESSSS

when they get infected they act weird. Looking at them doesn't seem to anger them, but they stop in their tracks for a while or just slowly approach. Slowed down audio maybe for creep factor?
Chance for SnatchinBracken shenanigans..... where it instead pulls you to the cadavers and holds you in them until your infected before just... letting you go, off to catch another player.

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sounds like pain to make but also wonderful

still flax
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Hey soooooo

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if this mod does end up getting updated

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Could we get Feiopars sneaking and scratching at Baboon Hawks, Dogs & Masked?

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I wanna hear the shrieks of the Feiopars from afar >:3

unique dune
# still flax if this mod does end up getting updated

Fire suggestions unironically! Really do hope that this mod get's updated someday 🙏

Y'know another thing i'd also like is if there was a feature where spider-webs got turned into passively spawning hazards without the need for a bunker spider to be present to make them.
-# ||And maybe also do that for the gunkfish's gunk too.||

maiden totem
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I HOPE this mod comes back

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I love it

pliant beacon
maiden totem
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I dont knowwww

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No way it works fine right????

pliant beacon
clear osprey
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It touches enemy ai so it doesn't work

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Any enemies involved have broken ai

maiden totem
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there is no way this is working!!!

still flax
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no chance

maiden totem
#

i would scream if it does

still flax
#

want me to test

pliant beacon
still flax
#

I will do it

pliant beacon
#

at least in a surfaced way

still flax
pliant beacon
#

the enemy pathfinds other enemies and it hunts them

#

so...

still flax
#

wait so

#

they still like

#

attack the other enemies?

#

Like the worm emerges

#

and shit?

pliant beacon
#

at least when I tested it

still flax
#

uhm

pliant beacon
#

spiders hunted a puffer

still flax
#

Huh

still flax
#

also wait

#

ACTUALLY

#

wait

#

I wanna ask

pliant beacon
still flax
#

Now that I really really think about it

#

why the fuck can’t they die???

#

I mean like

#

I get Barbers

#

I get Old Birds

#

But

#

why the actual fuck

#

can Spore Lizards not die

#

is there something I am missing here??

maiden totem
#

coil head

#

jester

#

fedorings

still flax
#

Fiend

late helm
#

If you actually read their bestiary you’d know that

still flax
#

Toasty

#

You have

#

full permission

#

to insult me in the most vile and diabolical way possible

#

about anything

#

I failed in everything StockingCrying

mellow wolf
#

They are just invincible in vanilla for some reason

pliant beacon
still flax
#

I ran this mod with CodeRebirth in my Ultra Modded Modpack back in v73 didn’t do shit to Hygrodere

still flax
#

Oh

#

well

#

this mod

still flax
#

shouldn’t even work with v80-

maiden totem
#

silly fefofa

still flax
#

Halloooo

maiden totem
#

WHAT

#

DONT DELETE

still flax
maiden totem
#

haiiiiiii x3

still flax
#

:3

ivory shard
#

beehive bees attacking dogs worked in the beta branch

late helm
#

I accept being able to insult people though

#

I do it to cheese without his permission regardless

unique dune
# mellow wolf They are just invincible in vanilla for some reason

Yeah it's likely something called "new toy syndrome" where zeekerrs just adds something in for an update and then proceeds to barely even touch it ever again in any significant manner and moves on to the next thing 😔

And i get that it's a solo dev and that the game is partially "meant to suck/be difficult" but i mean come on, at least attempt to have a bit more nuance with more of the mechanics uSerious

dense path
maiden totem
#

Haiii Fandovec!!! Glad to see you here!

#

Hope you've been doing amazing!

dense path
#

A rare sighting of an absent dev

maiden totem
#

Hahaha

#

Do you think it will get updated to v80?

#

This is one of the best mods, i love it :3

#

You did an amazing job

pliant beacon
dense path
#

Bet when I try to compile the current version it will throw errors. Should be a quick fix.

pliant beacon
#

StarlancerAIFix didn't had the same luck :,]

dense path
#

It was likely one of the functions used in all enemy AIs

#

Been too busy playing with spiderpositionfix for 2 days straight. I still am still running into the problem with refVel parameter.

marsh sparrow
#

cus i saw it eat something nowhere near me when i tested last night

pliant beacon
dense path
#

0.4.19

Recompiled for V81+

maiden totem
#

lets goooo

quartz lynx
#

does this mod affect fps for anyone?

late helm
#

It might have an impact if there’s a lot of enemies, but all of the ones with changes don’t spawn in large groups

#

You don’t usually see more than 2-3 bees, worms and spiders

unique dune
#

Fandovec 🤝 goldenkitten
Making awsome enemy interaction mods.

dense path
#

Chat can you list all the problems in the current version of NS and the version before? I never made a To-do list.

pliant beacon
pliant beacon
#

found this

late helm
#

found someone reporting a bug

pliant beacon
#

found someone who reported me for reporting a bug

boreal scroll
#

Here!

dense path
late helm
#

found someone sending the wrong list

unique dune
dense path
clear osprey
#

@dense path do you need to update this mod for the new vr update?

marsh sparrow
#

Flamsey chill bro

dense path
dense path
#

This only impact mods that work with shaders in any capacity.

dense path
#

Good news. The compatibility with SellBodiesFixed is fixed in next patch. Entity must have changed how bundles were loaded and because i was inactive for so long it broke the compatibility.

dreamy jewel
dense path
#

I was working with an older version so thats why the mod compiled but broke in bootstrap

#

and since LobbyCompatibility is deprecated I am removing the compatibility for that

dreamy jewel
#

Oh shit it got deprecated?

dense path
#

I was surprised too

pliant beacon
dense path
#

Because of spider bullshittery I have to remove prefixes skipping the original method so SPF (and in extension any mod patching enemy behavior) can work. I had to quickly learn if its possible to create custom states and I am happy to say yes, it is in fact possible.

pliant beacon
#

Seems like spiders have some trouble pathing onto masked enemies

dense path
#

I just have trouble figuring out bees to take into account both players and enemies and switch states as needed. Rn bees are stuck committing to either one or the other, not both.

dense path
#

Working with IL code is such a pain in the ass but I have to if I want bees to work as intended.

dense path
#

I have sucessfully delobotomized bees!

#

now that the hardest part is done I am able to implement behaviors seamlessly. No more bees ignoring players when targeting baboon hawks and vice versa.

#

sure it took 3 days of modifying vanilla code and recreating the changes with Transpillers but it will be more than worth it.

#

The only downside to this will be keeping up with the changes Zeekers may make in the future but that is a risk I am willing to take.

normal vessel
#

would it be possible if you could make it so spore lizards eat cadaver growths?

#

or when it sprays its mist it kills the plants

dull frost
#

Oh that would be kind of cool. Useful spore lizard!

normal vessel
#

maybe also if it sprays on you it also kills the cadaver spores on you

unique dune
pliant beacon
#

This could also fit here

dull frost
plain gull
#

The mask will possess a body with a brain full of weeds.

mellow wolf
#

Their supernatural abilities likely shield them from natural elements.. besides the head of a shovel :v

charred raft
#

Maybe they could become a carrier but not actually transform

mellow wolf
#

Now that would be cool

#

Every time they laugh, they blow out a burst of spores, like how infected players do when they speak

charred raft
#

And if they grab you, even if you manage to break free, they could still infect you with spores

mellow wolf
#

Though, this seems to come from the mask itself, as they still laugh/cry, even when dead/hostless

charred raft
#

It could release spores when they body takes damage

mellow wolf
#

Yeah

charred raft
#

Or maybe just when it dies (again)

mellow wolf
#

I think releasing spores upon damage taken would be both more dangerous and fun :3

charred raft
#

I personally would like to see more similar interactions that combine monster abilities to create a new threat

#

Like if a snare flea drops onto a masked, it acts like a helmet that can take a hit for the masked (and potentially jumps off to chase a nearby living player).

marsh tundra
unique dune
#

Just thought of some possible interaction ideas and wanted to share:

Wouldn't it be cool if butlers could kill both the hydrodere and cadaver growths by sweeping them up with it's broom, would make a lot of sense since they do try and keep the place clean.
-# And maybe also make butlers clean the gunkfishe's floor gunk with it's broom too.

clear osprey
#

Butler's pull out bug spray to kill bugs and other hornets

late helm
#

Carjack Bloke pull out weed killer to send the cruiser flying directly upwards 500 meters

pliant beacon
dense path
#

tbh I might copy the vanilla code and have full control over the bee behavior for the dev branch instead of patching and debugging it endlessly. I still haven't figured out how to implement the bee behavior seamlessly.

unique dune
normal vessel
#

forgot i made that

dense path
#

Good news! I figured out both how to modify bee behavior without fragile and complicated Transpillers and more importantly I have figured out Networking without using LethalNetworkAPI!

pliant beacon
#

That's some great news!

dense path
#

🔥

ruby trout
dense path
maiden totem
#

im confused on the poll, if the update will have a rework on the custom behaviour and rewrite the networking code, why do we have to vote on those?

#

as of right now the mod doesnt really have bugs, maybe with the rewrite and rework it will get new bugs, i think compatibility with other mods and performance would be the coolest thing, but that should come after the rwrite and rework hehe

dense path
#

It's just a survey

#

I am going through a lot of technical debt I have left when I started this project

maiden totem
#

yeah im just confused on the wording

#

i mean i think the update should have the rework and the rewrite

#

and from there you can more easily fix bugs, and later on add compat and performance

dense path
#

I am working on everything at once. I want to know what part of the next update is most important and should be a priority. Of course everything I have done will be in the update when it's ready.

maiden totem
#

oooohhhhh ok yeah so you are asking more of priority

#

well what i said before still stands

#

im not good with code so i dont really know if a rewrite is harder than a rework, but definitely those go first, then the bug fixes and compat last

pliant beacon
#

You can take as long as you need to, don't worry

#

We've been here for too long

#

We can wait a bit more

late helm
# dense path

I don’t know how the mod is coded, hit reworking a major system (I assume) like the first option should fix some of the bugs and create new ones anyway

#

Take as much time as you want though, quality over quantity wins any day