#Brutal Company Minus Extra Reborn
1 messages Β· Page 2 of 1
Here are some logs when it seems brutal is trying to execute some weather events with LethalElements 1.3.5 * When pulling the lever to land on the moon -> resulting in waiting for players screen showing and being frozen there.
This might be a silly question but you have the weather tweaks and weather toolkit mod?
Combined Weather Toolkit - 1.1.0 and weather tweeks - 1.1.8, I do have them.
Do you happen to have the whole log file?
I.... Am not sure certain how to do that yet. I'll take a look.
I believe this is it, let me know if you need something else. * I was mistaken, this it not it :p
Alright! I finally found it! Here you go.
Heatwave + WeatherTweaks tweaking I see
Log cuts off so either altf4 or hard crash, hard to say, I'm just gonna blame WeatherTweaks for this one.
Yup! If it helps, this problem was run into many of the weather effecting modifiers when trying to test this out. (Windy, Majora Moon. and "all weathers" - vanilla -> this one was special, this one didn't freeze the game when it happened, it loaded in with I believe all vanilla weathers. with a whole bunch of red errors*, I can go try to recreate this scenario if it helps) But didn't test all the special+ weather effecting ones. - of course this was in respect to the effectively needed mods installed and running.
----------Currently not having red errors popping up when running this time... but still the same results, which is of course no problem.
For the logs being cut off, it was mainly getting "frozen" there at "waiting for players" screen (even though it was only I)
--Frozen being, nothing load, but I can still walk around and interact with things, minus the ship lever. I grab the logs while the game was running at the time for this.
---- Now that I am looking at the logs I sent...... that doesn't look right.... <- Turns out I didn't understand how discord worked here, I had to download the files to see it all.
It was not suppose to cut off here
->Info :WeatherRegistry] [Startup] Weather-weather weights: <Then a whole bunch of weather weights, seems I should exit the game properly and send the logs>
Alright, here is a clean exit of the game, of bloodmoon trying to be invoked by brutal.
I'm not going to be able to push out an update for a little while due to being on the road moving, but my suggestion would be to downgrade the weather related mods for now.
Ah no worries! I just thought I'd let you know. Thanks for the advice.
I also disabled all weather altering events for the current version
oops pressed entered too soon xP
(for now) and it runs fine
The game, even though it's installed, is very, very easy. I don't understand many of the settings, but I can change them to make it much harder.
would this cause the level to fail loading
Yep, weather events are causing softlocks at the moment with BCMER. If you want to use the mod right now you'll have to disable them in the config.
and any custom events you have made involving weathers
@lethal stratus
they are aware
thought id throw it out there, not the end of the world but normal nutcrackers and coilheads seem to always spawn with nutslayer and anti-coilhead skins
[22:54:03.8490429] [Error : Unity Log] NullReferenceException
Stack trace:
BrutalCompanyMinus.Minus.MonoBehaviours.KamikazieBugAI.CheckLineOfSightForItem (HoarderBugItemStatus searchForItemsOfStatus, System.Single width, System.Int32 range, System.Single proximityAwareness) (at D:/Projects/BrutalCompanyMinusExtraReborn/BrutalCompanyMinus/Minus/MonoBehaviours/KamikazieBugAI.cs:901)
BrutalCompanyMinus.Minus.MonoBehaviours.KamikazieBugAI.DoAIInterval () (at D:/Projects/BrutalCompanyMinusExtraReborn/BrutalCompanyMinus/Minus/MonoBehaviours/KamikazieBugAI.cs:222)
EnemyAI.Update () (at <83220f1fc337491eba19b3618ec61339>:IL_0333)
BrutalCompanyMinus.Minus.MonoBehaviours.KamikazieBugAI.Update () (at D:/Projects/BrutalCompanyMinusExtraReborn/BrutalCompanyMinus/Minus/MonoBehaviours/KamikazieBugAI.cs:599)
Hey! I get this error log spam quite often. Is it troublesome?
kamikazie bugs become immortal after exploding sometimes
Hi, does anyone know how to configure Brutal Company?
yes
1.28.3
Fixes
- Weather should be fixed as of the newest update for BCMER. Rebuilt BCMER against the newest updates to the weather mods.
holy shit fellas our guy is back
Do you know if the mod will break if I decide to translate the events included in the mod into my language (Spanish)?
I'm trying to compile a DLL for translation purposes, but I'm getting an error...
Did u publicize the HotBarPlus assembly?
omg i forgot that sry and thx
You don't need to compile a new DLL. Just set up a thunderstore project that changes the config.
Thanks for the reply!, but I started this because I wanted to translate all the details, like the terminal, etc. Thank you for making such a great mod.
how can i completely turn off all events on all maps?
Does anyone know how the difficulty settings work in Lethal Company?
Everything is explained here https://thunderstore.io/c/lethal-company/p/SoftDiamond/BrutalCompanyMinusExtraReborn/
Im tweaking spawnable enemies using Lunar Config, and it seems like every time a Hoarding Bug spawns, it spawns a Kamikaze Bug, same with Nutcrackers it instead spawns Nutslayers, is this intended?
Ive been testing by making only Hoarding Bugsand Nutcrackers spawn
and every single time, it always spawns their variants instead, even after decreasing the spawn weights in the configs
That might be a LunarConfig issue. I had the same problem with it when using wesleys enemy variants.
yeah now that u mention it i noticed that too when using Facto
most of the times it spawns the croc variants of monsters
hmm ill try right now
these are the aliases of the vanilla nutcracker
and these are of the nutslayer
ill try removing "Nutcracker" to see if it works
i wonder why those aliases get picked up like that by lunarconfig
okay thank god it works now
tysm π
i was worried that i had to remove bc from my pack cuz of this issue π
ggs π₯
i wonder if such a thing could be related to this. was wrong though, not 'always'
1.29.0
This update is likely a breaking changes update.. so 1.29.x may not be compatible with users using 1.28.x or below.
Fixes
- Kamikazie bugs could sometimes have an item search bug occur that would result in null states occurring in the AI.
- The "Failed to update keyPressEnabledTyping: Object reference not set to an instance of an object" should no longer occur at all.
Changes
- Attempts a keyboard layout fallback (related to keyPressEnabledTyping issue)
- VeryLateShip Time Modifier can be adjusted and scaled via config
- Hell time modifier can be adjusted and scaled via config.
Additions
- MetalOff Event (Good)
- IsMetal Event (Bad)
- MetalSwitch Event (Neutral)
In other news, preparing for some custom weather things and Dawnlib support.
1.29.1
Small fix for previous update. 97% sure it is compatible with 1.29.0.
Fixes
- MetalSwitch, NotMetal, IsMetal should no longer overlap eachother.
brutal company minus extra reborn the fire fades edition
hmmm?
real ones know...
is the null state of kamikazie bugs youre referring to about the immortality? I'm torn if its related to BCMER still or fairAI, since it never used to happen before
I'm not sure if it is related to immortatility issues. I personally never ran into a kamikazie bug that was immortal, but this fix definitely should fix some errors at the minimum
what is your current goal right this second? fixing/optimising, just fixing some errors? other than prepping for the dawnlib update
what kinda projects are you working on? if it isnt a devious secret of course...
Various mods, some 3d professional modeling and more work for my portfolio, other programming stuff
Survivable
cities skylines 2 when you zone low density residential
currently bcmer supports hazards for dawnlib outside as of update im working on
satisfactory
I'm gonna be releasing it despite v80 apparentlycoming soon
1.29.2
Potentially the last v73 update for BCMER. V73 versions are from 1.26.0 to 1.29.x. 1.30.x and above will mark v80 (and other future versions of Lethal that may come out).
Additions
- Currently ONLY outside hazard support for Dawnlib managed map object for custom events is now a thing. Please keep in mind this feature is a work in progress, and only hazards placed outside may work at this moment. I plan to continue development on the compatibility with Xu's help as Dawnlib enters V80.
Changes
- Removed unnecessary comment pertaining to Metal events (was a leftover debug thing not needed)
Thank you for always providing great mods.
I'm going to begin dev on v80 brutal ^^
A build for v80 is ready but its definitely broken. The issue currently that I'm having with the game is that it's showing 0 events registered in the game for some reason? Yeah, we're gonna have to check that through. This DLL should be up to date with Commit 5333195 and was tested on the second v80 beta. For this DLL to work, just drag and drop it in place of a existing BCMER installation in the plugins folder so that it is alongside its asset bundles.
Issue 34 has been opened pertaining to this
So I made a mistake that caused that issue.. fixing..
1.30.0
Built for V80! The second release for a v80 beta build. (The first one was posted onto the Modding Discord). Some events features might be broken, like the lightning on the hell event. I cannot guarantee that every event works, but hopefully they all do for the most part. Some modded events may not work at all as of this moment. Events for new enemies will be coming later.
Changes
- All Item Events were fixed to use new constructor
- Cleaned up a lot of code in the main plugin file.
- Reworked Enemy Spawn slightly
- Reworked Item Spawn Slightly
- Redid some networking
- Added new internal handling for new enemies.
1.30.1
This update adds events for v80. The ||fox|| event will come later. Please keep in mind these events are not final and require special events to be enabled. I have not tested these too well so be careful and use at your own risk!
Additions
- Added|| Puma ||Event
- Added ||Cadaver|| Event
- Added ||Stingray|| Event
1.30.2
Additions
- Added MHazard Terminal Command
- All Events have a whitelist mode and can be toggled between blacklist and whitelist. Please keep in note an empty blacklist means no moons block any events. An empty whitelist will not mean the same, but rather blocks any and all instances of the event across any moon. If you do not get the config changes, you might need to regenerate the event config files. This change was added so that the ||Puma|| event can function properly.
1.30.3
Additions
- Added a Global Event Disable feature. This could be useful for those wanting to use Brutal without all the events, but still get the other features out of the mod, such as the time scaling, spawn mechanics, day count scaling etc. Or even just debugging something using Brutal.
Is mod "mimics" still incompatible with BCMER? I remember there was an issue before
The mod works. But event was removed earlier
me and obi and minx are having a issue with scrap = mines event. making us not being able pick items up
019d64a8-08c3-baf7-9b63-4eb7ef32768b
this is what we are running.
Noted.
idk if it works but it was also breaking mirage when using bcmer and mimics
mirage doesnt work in v81
it was v73 or lower i think
oh okay
i think thats been a known issue since the dawn of time, some odd conflict between the three
yes and its always the best mods
Thatβs sad π’I canβt imagine Lethal Company without Mirage
1.30.4
Fixes
- A error in RealityShift preventing item grabs.
Oopsie Woopsie
Hangs on landing.
(I am not running WeatherRegistry and its not a dependency for BCMER rn)
Looks like an oversight :p
A check is missing in the "Windy" event class at "AddEventIfOnly" method, it does check for CodeRebirth, but should also check for WeatherRegistry even tho the custom method specified in "Execute" method does check for it, but due to the fact that the core of Brutal Company works in mysterious ways, if an event needs any mod to function, its presence should always be checked for at "AddEventIfOnly" so the event manager can ditch the event when it's loading(I had a great share of these kinds of oversights when i was in charge).
I will do that. Good idea and a bit of an oversight on my side.
Right now dealing with food poisoning π
1.30.5
Fixes
- Some events executed when they were not supposed to.
Changes
- Some events were moved to the new Beta events feature that can be enabled to distinguish itself from Special Events, which are more feature complete.
how to make events just say what they are and not something like "consider yourself cursed by the storm gods"
im wondering the same
There is no way right now that I've implemented. The best option would be for one to setup a language/translation pack containing the actual event name and use that as the current solution.
cant you manually change them all in the config?
Hmmm? It can be changed in the config yes
Next patch update should contain (at the very minimum) patches for the new scan van for cruiserfailure, and a fix to the cadaver event (which may exit beta, doing a bit more testing still on things).
1.30.6
Additions
- Scan Van is now affected by CruiserFailure
Changes
- Cadaver is now out of "beta Events", those with older versions of Brutal may need to delete the Cadaver event section or the whole VanillaEvents config file to get the fixed entry.
First off, want to thank @formal fulcrum for allowing me to have permission to post this here, and I will be deleting it when I get a job going and proper things moving along. I tend to not like to ask for help like this but I was recommended that I should post this alongside sharing my Ko-Fi so people can help.
Right now, just in a bit of a pickle with my partner @uncut pawn with job stuff after recently moving together and getting engaged together. Essentially, just looking for a bit of support financially whilst in between looking for jobs, and working on paid commissions.
I will be a bit slow with Brutal updates, and other mods, given the situation that I'm in. Despite what happens, I still plan to maintain and work on mods as I can.
1.30.7
Small patches from now on for now on.
##Fixes
- Zeddog event is fixed now. Entry in game before was
Zed dog, and now isZeddog. File may need to be regenerated, or manually changed to reflect these changes.
Do you know if it's necessary for everyone to have the same configuration, or does only the host need to have it?
im curious what circumstances will lead you to not having the same configuration?
Sometimes we set the difficulty. And not everyone has the same one.
I just needed to send the configuration, but I had a question.
like, share profile codes or all manually go change one of the config?
also no worries about the question, i dont know the answer myself, ive always kept the config synced up to be safe
I haven't thought about that really but I'd assume it's best just to keep the configs the same. There are some settings that do not need to be shared as Brutal handles it on the host itself for it but yeah just recommend keeping it synced up anyways.
new event soon...
1.31.0
This update adds breaking changes that are present from the Kidnapper Fox event that will most likely break if playing with older BCMER versions.
Additions
- New mold spawn flag scaling system
- Added KidnapperFox event.
Fixes
- Toilet Paper event is fixed now. Entry should be
ToiletPaperRolls. File may need to be regenerated, or manually changed to reflect these changes. - Garbage Lids event is fixed now. Entry should be
GarbageLid. File may need to be regenerated, or manually changed to reflect these changes. - Control Pads event is fixed now. Entry should be
ControlPad. File may need to be regenerated, or manually changed to reflect these changes. - Plastic cup event is fixed now. Entry should be
PlasticCup. File may need to be regenerated, or manually changed to reflect these changes.
does all enemies config working as it should? i feel like it bugged because when i set some monster do not spawn they still spawn
i would have to do some precise research on that later
yup i understand this mod is pain in the ass to work on it but in the All Enemies config monsters getting named with their 2nd nickname which is kinda confusing when using for modded enemies (ex.spore lizard is puffer)
Special enemies from this mod should have their own enemyName on the EnemyType. For example, Anti Coil-Heads still have the name of Coil-Head. This interferes with my MonsterHotkeys mod which makes Coil-Head only spawn Anti Coil-Heads
@lethal stratus
whats the best way to do that?
Just change the enemyName in the EnemyType
is this something in unity or code wise?
You can do it in either
I'm thinking code is easier,
Next update should have this fixed, as well as the heat mechanic from older BrutalCompanies built by other devs, and the start of Speedrun mode.
I am most likely going to relase the update with the heat feature in beta, so potential issues or desyncs there could be a thing. I'm actually excited for this feature as it is going to change how Brutal works with a long-awaited feature (at least in my opinion).
The speedrun mode currently only affects potential cheat commands such as mpay and mevent. I wanted to make this version of Brutal able to be used for speedrunning communities. and I think that this would be a good idea. This feature may affect other settings in the future, such as disabling certain events, or disabling features like time scaling, starting time, etc.
Current formula, where d: current difficulty (For the non-difficulty stuff, just substitute their value in.
m: multiplier
c: dampening factor
i: current planets heat (from 0 to 10, int). Only affects entries if i is above 0.
I've released a beta build here: https://github.com/TheSoftDiamond/BrutalCompanyMinusExtraReborn/releases/tag/1.40.0. I'm hoping to have this released before my birthday which is <t:1777370220:R>.
New logo I want to upload with potentially. made it in blender.
1.40.0
This update is most definitely incompatible with older BCMER versions, but packs a lot of features in.
Additions
- Speedrun Mode.
- Heat Scaling System, which makes revisiting moons more dangerous. Disabled by default. (Check readme for more information).
Fixes
- A bug that would occur because of incorrectly named enemies, which would cause other mods to pull their vanilla-like counterparts.
I made a little trailer for the update!
I brought back the old heat mechanic system from older Brutal Companies to BCMER. It is still receiving new features but the update is out! Be careful exploring the same moon (should you decide to use the heat mechanic)!
βΊLikes & favorites are always appreciated, as well as any feedback. Also, don't forget to subscribe!
Is brutal company reborn compatible with cabinet?
Like events relating to it or not yet?
cabinet?
yeah I could
If custom events still work in v80, they should, it can also be added there too. You could take this template, and adjust it a bit. You can find the enemy name inside of **MENEMIES **command.
There might still be some bugs to fix with this heat thing but we're gonna make it work π
This is a lot nicer to work with! I highly recommend updating to this update to fix a kinda critical bug!
1.40.1
This update fixes a bug, and does some minor tweaks.
Additions
- Drop down for selecting values that are affected by heat. You may need to regenerate the config for it to run properly.
- Ability to force certain events if max heat is reached.
Fixes
- Fixed a bug that could cause some heat data to be wiped after a lobby reset after quitting out of the game.
This is just at least until I play around with it a bit and all that
1.40.2
This update provides some minor tweaks, and removals of some features.
Additions
- Added (Work In Progress) API. More on this later with potential documentation.
- Vanilla events that cause enemies to spawn in places that would require StarLancerEnemyEscape for them to otherwise behave properly will have those values set to 0 to prevent improper or broken AI behaviour. The events will still work without StarlancerEnemyEscape, but just with the spawning location changes. Let me know if I missed any.
- Added a config option for the Enemy Escape Mod Checks (This is for preventing spawning enemies where they would break if the mod isn't present). Disable if you wish to allow enemies to spawn in spots that may potentially break its behavior.
Removal
- Removed EndlessElevatorPatch from Zeranos.
- Removed reroll on dynamic interior setting.
You say starlancer enemy escape but do you mean ai fix?
has someone great balanced config that doesnt overwhelm from the start but gradually increase difficulty?
I was using before savage company and i really liked how it worked with events but it seems that it doesnt work anymore so im looking for mod that will gradually increase dificulty but at the same time doesnt destroy the game with hundreds of monsters.
There are some changes I can recommend
i woud really appreciate
I recommend checking this file in the brutal config. lots of these numbers affect the scaling and you can make it much slower to increase in difficulty
also giving verygood-neutral events a bigger weight than the negative events CAN help too
thank you
[19:49:24.3379646] [Error : Unity Log] Tag: grass is not defined.
[19:49:24.3379646] [Error : Unity Log] Tag: grass is not defined.
[19:49:24.3379646] [Error : Unity Log] Tag: grass is not defined.
[19:49:24.3379646] [Error : Unity Log] Tag: grass is not defined.
[19:49:24.3379646] [Error : Unity Log] Tag: grass is not defined.
[19:49:24.3379646] [Error : Unity Log] Tag: grass is not defined.
[19:49:24.3379646] [Error : Unity Log] Tag: grass is not defined.
[19:49:24.3379646] [Error : Unity Log] Tag: grass is not defined.
[19:49:24.3379646] [Error : Unity Log] Tag: grass is not defined.
[19:49:24.3379646] [Error : Unity Log] Tag: grass is not defined.
[19:49:24.3379646] [Error : Unity Log] Tag: gravel is not defined.
[19:49:24.3379646] [Error : Unity Log] Tag: gravel is not defined.
[19:49:24.3379646] [Error : Unity Log] Tag: gravel is not defined.
[19:49:24.3379646] [Error : Unity Log] Tag: gravel is not defined.
[19:49:24.3379646] [Error : Unity Log] Tag: gravel is not defined.
[19:49:24.3379646] [Error : Unity Log] Tag: gravel is not defined.
[19:49:24.3379646] [Error : Unity Log] Tag: gravel is not defined.
[19:49:24.3379646] [Error : Unity Log] Tag: gravel is not defined.
[19:49:24.3379646] [Error : Unity Log] Tag: gravel is not defined.
[19:49:24.3379646] [Error : Unity Log] Tag: gravel is not defined.
[19:49:24.3379646] [Error : Unity Log] Tag: snow is not defined.
[19:49:24.3379646] [Error : Unity Log] Tag: snow is not defined.
[19:49:24.3379646] [Error : Unity Log] Tag: snow is not defined.
[19:49:24.3379646] [Error : Unity Log] Tag: snow is not defined.
[19:49:24.3379646] [Error : Unity Log] Tag: snow is not defined.
[19:49:24.3379646] [Error : Unity Log] Tag: snow is not defined.
[19:49:24.3379646] [Error : Unity Log] Tag: snow is not defined.
[19:49:24.3379646] [Error : Unity Log] Tag: snow is not defined.
[19:49:24.3379646] [Error : Unity Log] Tag: snow is not defined.
[19:49:24.3379646] [Error : Unity Log] Tag: snow is not defined.
[19:49:24.9379805] [Error : Unity Log] Material 'Hidden/UI Default with Premultiplied Alpha (Soft Masked)' with Shader 'Hidden/UI Default with Premultiplied Alpha (Soft Masked)' doesn't have a texture property '_SoftMask'```
Is that bcs of brutal?
That's not belated to BrutalCompanyMinusExtraReborn
Hello, wanted to ask, how exactly do these settings work?
Like, does the Weather setting disable the "Weather Settings" config if I understood correctly? And I don't see Weather ToolKit mod, is it Weather Registry? π€
Also what about the two experimental ones? They just disable the "All Enemies" tab and hand off spawn weights, spawn cap, and power levels to other mods like Lunar Config?
two more lil questions:
- Is it ok that the base total difficulty weight = 96 (not 100)?
- How exactly do time adjustments work (hell/very late ship)? I understood that it nerfs these events, but how exactly does it work, and can I just change these events' configs instead turning on these settings?
For the first question, weights are determined by the sum of all weights provided
So being 96 is ok
Can't answer #2
Combined Weathers Toolkit/Weather Registry if I recall correctly.
The experimental things just turn off brutal's modifications to it, so you can handle it via another mod
The config in the main section for time adjustments is kinda a leftover setting I should remove honestly. The one in the config of the event itself is best to edit as thats what it should use.
does brutal's modifications affect default (without events) spawn weights/spawn cap and power levels or it is just modifies it if suitable event occurred ?
affects default
ok, ty very much!
Hello, tried to enable these settings, but it looks like they don't do what I wanted to, so I'm back to you for another question
Is there a way to disable all multipliers/other changes unrelated to events?
Tried disabling scaling in the Difficulty and LevelProperties tabs, but it looks like it still works sometimes (tried restarting the same savefile and routing to the same moon, and sometimes scrapAmountMultiplier changes to 1.05 from 1.00, and Spawn Curves sometimes change too).
Not fully sure that it's Brutal that causes it, but it looks like it (not sure how to check spawn curves/scrap multipliers ingame without Brutal, so can't say for sure).
also, as I just noticed, "Cleaners" event not working ? π€
Default curves should look like this.
and everything is set to 1.0, 1.0, 1.0, 1.0?
if you could send me your configs that would help too ^-^
019e2615-3991-cdb7-9f4b-16754ddc76c6
yep
I'll check it out as I can and see what I can do/find.
1.40.3
Additions
- Added a feature that disables brutal from modifying level data properties OUTSIDE of events. Disabled by default.
Removal
- Removed unneeded variables/config settings that are not needed (the hell/very late time adjustment thing that was leftover. because you can just adjust the time variable to 1, 1, 1, 1 if you wish for it to be regular lethal time or something. no need for a config to switch between turning it off and on.).
Fixes
- Fixed the readme, again.
- Cleaner event is fixed. May need to regen config or change enemy name to EnemyCleaningDrone for fix.
@hidden hamlet let me know if this update fixes it
ok, ty for the update!
np
1.40.4
Additions
- SID event to the beta events. Single Item Day event. This will be featured under Special Events when ready.
Should Brutal add Insane and Rare (Extremely Good) categories for events?
This would allow for some slight rebalancing, but could make some people upset as it would shift around the difficulties ever so slightly and mess with some people's configs.
8
10
4
Add both
Seems fine now
Also, how exactly do EventType Scrap Multipliers work? (Mainly curious how it works with multiple events)
Is it something like: 2 good (x0.9) + 2 bad (x1.1) + 1 very bad (x1.2) = 1.2x total, or is it calculated differently?
you're curious how scrap gets multiplied when multiple events are active?
yeah
also, with different event types
foreach (MEvent e in currentEvents)
{
Log.LogInfo("Event chosen: " + e.Name()); // Log Chosen events
Manager.scrapValueMultiplier *= MEvent.Scale.Compute(Configuration.scrapValueByEventTypeScale[e.Type]);
Manager.scrapAmountMultiplier *= MEvent.Scale.Compute(Configuration.scrapAmountByEventTypeScale[e.Type]);
}
I simply just multiply.
The same is true for weather and other things
FootballScrap event doesn't work (Soccer ball -> SoccerBall)
NutSlayerMore event increases scrap value to 4.5, but it doesn't have a modifier in its config, why?
And, is there a way to check events that are in a beta/special state or maybe list of them?
Sorry for disturbing u so often π
1.50.0
This update adds breaking changes (Insane, and Rare). It is recommended that everyone on your sessions updates to 1.50.x in order to play together. Those playing from older versions may need to regenerate their files or manually apply the changes for these to reflect the same.
Additions
- Added Insane
- Added Rare
Changes
- SID => Rare
- Hell => Insane
- NutSlayersMore => Insane
- TimeChaos => Insane
- Tweaked MaskItems
- Tweaked Clock
- Tweaked ControlPad
- Tweaked FootballScrap
- Tweaked EasterEggs
- UI changed to reflect Insane and Rare
Noted, I'll check that out and release a patch.
As for that, a lot of the events were made before I took over Brutal so there's some oversight that I'm not always aware of. I may just go through all events later and expose those settings so they're publically accessible.
https://bcmer.softdiamond.net/events/ has a list of events. I'm a bit behind on it, as I manually enter the data itself.
that would be great
I apologize there's a lot of oversight in some areas. It's a lot to keep track of!
yeah, have seen this, but I meant specifically special/beta events list.
Or perhaps at least some notation in the description of the event or somewhere else.
that's fine, quite understandable π
like, I dunno what events tied to these settings
I have a pontential idea, I will probably play around with it a bit and see if it can do that idea. maybe a flag that can be disabled/enabled that says "Is Beta Event" or/and "Is Special Event"
Beta:
- Puma, Stingray, CatsAndDogs, SID
Special:
- KiwiBird, LockedEntrance, TimeChaos
ty
Thanks for the suggestion @hidden hamlet!
I dont think thatd work, dont they only climb manually placed trees with a special tag
I don't know how exactly it works, but it worked for me.
ok, they still not working properly, my bad.
events not working too:
SussyPaintings (Painiting -> FancyPainting)
Train (Toy train -> ToyTrain)
That's why I put it in Beta. I placed it on the planets that grow trees for sure
Oh its something you actually made, nice... they can be inside soon...
Inside and Outside are kinda a impossible task. Unless someone makes Puma AI fixed to do that
the humble... starlancer aifix (with a soon tm)
Starlancer confirmed they are going to do it?
without going to look, i remember them posting screenshots and said it was gonna be complicated, im not sure if its actively being worked on
Has anyone had any issues with events that spawn scrap outside?
in what way(s)?
Can't load into moons when it rolls one of the outside scrap events
I'll have to re-enable and get the logs
It mentioned something about DawnLib too
works fine for me
I'll have to do some deeper investigating
Modded Events -> Dice (Emergency Dice mod)
Rusty -> RustyItem
Sacrificer -> SacrificerItem
1.50.1
This update adds aliases and some changes and fixes to BCMER. Some settings may need to manually edited or regenerated to reflect these. A future update will come to supply custom events with some of the new things added in recent updates.
Additions
- Event aliases. Keep in mind event aliases are case-insensitive and no two or more events should share the same aliases.
- You can force events via Aliases.
- Aliases added for FootballScrap: SoccerBall, Soccer.
- Aliases added for SussyPainting: Paintings, Painting.
- Aliases added for TimeChaos: FastDay, MadeInHeaven.
Changes
- Kiwibird is now also a beta event (again i think)
- mevents command shows special and beta events, as well as the extra settings for events.
Fixes
- In the dice events (BadDice, Dice): Rusty => RustyItem, Sacrificer => SacrificerItem
- In the train event: toy train => ToyTrain
- In the SussyPainting event: Painting => FancyPainting
- In the FootballScrap event: Soccer ball => SoccerBall
Now I'm curious :3
My plan for using it is as follows:
- Hide or prevent the UI of events from being displayed. Players wouldn't need to know about event rarity, values, and such.
- Display events in a suitable place that fits the vanilla environment, like a notification, or in the chat if there isn't another option.
- Make these events rarer, so they don't happen all the time or every day, but rather are somewhat infrequent, occurring occasionally to add variety, like once every 2/3 quotas.
I would like the events not to be the main gimmick, but something that can happen at certain times.
like the vanilla meteors, or the infestations
Is some of this possible?
- You can hide the UI completely so no information is known at all. That is a feature for sure.
- Events can be displayed in chat
As for event rarity and them occuring somewhat frequently, this is the best system I have in place. Otherwise your best bet would be to patch inside of EventManager to tell Brutal that the events should not run, specifically within EventManager's ModifyLevel
I don't understand this :,]
the image shows how many events get selected for the day scaled by difficulty and the weight setting for extra events. thats the closest thing I have to how many events can show up per day right now.
hmm, I'll see, thanks!
I think the issues we may have been having were those events that spawned particular scrap, and it just so happened to be doing outside scrap at the same time
So it seemed to be related to the outside scrap events because the three times it happened they were also active lol
Currently trying those fixed scrap events in conjunction with outside scrap to be certain
1.50.2
Adds a few features courtesy of suggestion by @primal crag.
Additions
- Config option that allows you to change the probability of events occurring on any day. Defaults to 100%. Also can be scaled with difficulty.
- Config option to add tip messages (more like warnings) for any event with description selection. Perfect for showing messages like "THERE'S GONNA BE LOaTS OF SPIDERS TODAY" etc. There are also settings to control the initial time the first popup happens and the time in between each one.
Changes
- Show events in chat option has been moved to UI config.
Yay!
By the way, about the tip messages.
If you don't want to use the custom UI, this will be shown to say what events are present in the match.
I'll be adding my custom ones, but we're open for suggestions for each event.
This is an example of one of them:
[When event is Hoarding Bugs]
WARNING:
A high density of Hoarding Bugs
has been detected on the premises.
1.50.3
Fixes
- Fixed an logic mistake that caused events to not show up at all within the event probability feature.
I tested with only brutal and haven't encountered any stack traces like that. If you try a pack with only brutal does it still occur? I'm wondering if it's another mod causing that issue. Also were you the host or?
most prob bad placement (Bees event on Experimentation)
yup and zeekers jank XD
1.50.4
Additions
- Added LockedDoors as a beta.
- Tips can now have custom titles and be toggled between warning mode or alert mode.
Fixes
- Fixed Kiwibird event and turned it out of beta mode.
yes I'm the host, profile with brutal only and it worked fine, must be other mod, will try to disable few and see, thanks
yeah its still odd why it occurs but who knows
1.50.5
Annoying bug fixes but they should be good.
Fixes
- Nutslayer name space issue with Kamikazie bugs should now no longer occur.
- Fixed some inside hazard spawn events, damn it was annoying.
Changes
- SID has some new fun properties.
- Custom events should now be able to handle the new properties that were added to MEvents. Somewhat tested, might be buggy.
- API can now read some properties of custom events.
1.50.6
fixes and stuff
Fixes
- fixed some stuff related to bracken event, and oldbird event.
- removed dead code
- fixed walking turrets event -- may need to regen moddedevent file
- code rebirth used for code rebirth giants event.
Changes
- seamine and bertha use beta events, this will be in place until i fix dawnlib compat with bcmer.
- active state and executed state are public.
Also @mellow valve has cracked the code for external event stuff! I uploaded the code with permission to https://github.com/TheSoftDiamond/bcmerExternal/tree/main but it gives a good idea on how external events can be used and created!
I've made an addon for BCMER that allows you to roll a dice that does a few different BCMER things.
1.50.7
Fixes
- Tips should now run on client.
brubal brompany brinus brextra breborn bice
Exactly
What is the event "He's back and he's not happy" and what does it do?
KIdnapper fox