#ButteRyBalance
1 messages · Page 2 of 1
There is no mechanism, even in this mod, that makes Maneater’s growth meter deplete
This mod just does many things to slow it
as far as i'm aware, ButteryBalance slows down the growth rate from Man eater if certain conditions are met
the wiki states that Crying Phase for a sum total of 17 seconds seconds the Maneater turns into an adult. Currently there's no reset on growth rate
i would just personally solve this by making it so theres no possible way for a maneater to grow while a player is actively taking care of it regardless of what scares it (ergo making the meter go down or maybe even reset when you make it stop crying)
not by removing functionality that ties into its lore (the baby maneater is supposed to be afraid of death and violence)
I wished that the growth meter reseted or lowered if you were to feed Candy to the Maneater
it's a cool idea
candy is a t3 themed scrap 
dang it
feed pickles to the baby
even if it isn't useful, it's a cool interaction
lol @daring oar ive thought about this many times before but can you imagine tackling interior based scrap pools
would be such a nightmare but
imagine getting manor on offense for example and stuff like robots and lamps spawn instead of the usual stuff
would make runs a lot more interesting I think
but i would never pour my effort into doing that lol
otherwise it'd be in rebalanced moons already
Central Config actually has a similar thing to this, it has a config that lets you add scrap to moons based on what tags they have
yea but i was moreso thinking like
swapping out the pool entirely on a per moon basis depending on what interior generated
lmfaooo

yep theres a reason i never did it lol
but wouldnt that be so cool in gameplay
imagine getting lamps and paintings on manor march xd
would really make getting rare interior swaps a ton more interesting imo haha
I could see how this is done, you recycle all of the item spawn weights and just assign them to different item lists based on what interior spawns. Have each list ordered so 2-handeds in each pool share weights, etc
hmmm
ya i could do that but id have to reorder all the lists haha
not the worst thing in the world
thats definitely not a bad idea
ill have to note that down
I did a somewhat similar thing in my modpack, I divided my moons into 6 categories based on their difficulty and dominant interior, and have a general scrap spawn pool for each category that is then slightly changed for each moon. It was the best way to make each moon have unique-enough scrap spawns with only LLL
You could take this to the next level though
I see that you can move through the jester when it begins winding up, Would it be compatible with MoreCounterplay where you can place items on top of it?
Are the man-eater patches compatible with Man Eater Damage Patch?
well i like that it is an irreversible eventuality
thats why i didnt add any way for growth to be halted
im mixed on it
i wouldnt mind if it was like a t3 enemy
but the thing is basically guaranteed on offense
and man it sucks
maybe i could change its growth time depending on a moon's difficulty as well
i like its frequency on vow and offense
but it can be a real handful yeah
growth rate being dynamic based on difficulty actually sounds like a really neat mechanic
it can have 3 behaviors
default, aggressive, and very aggressive
you could probably fix up moon hazard ratings (if you havent already) and base it on that
based on moon category
i moved experimentation to D and march to C and i think the rest are basically fine where they sit
maybe offense would be A and rend B but i sorta like that the first A is the "first" paid moon
yeah
then u should totally base it on that bc i think it would be interesting for modded moons too
each paid moon steps up exactly one tier from the previous
if you do a switch case for every hazard rating
from like D to S++
or smth
idk i just like the idea of that rating having more meaning lols
is a cool concept 2 me
that could be interesting not only for the maneater but possibly other entities
yeahh
well TBH the scaling growth rate thing was spitballing on my part
im actually not that married to it
but it's easy to implement and i can always turn it off
so that's fine
i should make it so clay surgeons only spawn in pairs on S and beyond or something
that sounds really cool to me
i know you only do stuff in the concept of vanilla but risk levels are very much a cosmetic thing
i know they are but you can still read them iirc
feels a little off to use them as reference
it should theoretically be completely possible
oh yeah im not questioning if it's possible
oh
just more that the risk level is seemingly the result of the moons difficulty, this would be the other way around
the risk level is always manually set though right?
oh wait no
i forgot lll has an auto risk level thing
in vanilla yes it's arbitrarily applied
by default lll tries to auto assign it but also many moons set it to things completely outside of the vanilla ones
do you have a better idea for doing something like this
isnt there a difficulty rating separate from the hazard level thats not visible to the player
no
no that's me throwing numbers around like a monkey
which only goes so far because i can't sample the actual level design of the moons
fair
You could do it on moons with a certain power level or higher (or this plus looking at the hazard rating)
eg. the biggest difficulty diff between march and rend isn't it's balancing it's the blizzard
that's why i assumed hazard levels were the best option bc i assumed they were always set manually
but alas i forgor
they are always set manually
not in lll
but it's a string rather than an enum
even so
i can just fallback to the default if it's an unrecognized string
and not change the growth rate
What are you talking about Experimentation is 100% more dangerous than March
and it's not really that major of an issueif the maneater's growth rate is lower than it "should be" on some custom moons
in my eyes i just don't think it's that much of a problem
but yeah
that's the main reason i said i wasn't married to the idea or anything
oh ya some moon dev would prolly think they're funny and enter in something completely random for the hazard rating
then my thing would not work
so thats fun
im also just not super into the idea that different monsters will work differently on different moons in general
right now the only instance of that i've kinda got going on is the dynamic spawn settings for barbers
just randomly spitballing but if you wanted a rough but reasonably consistent value i'd maybe consider inverse lerping the moons route price compared to the most expensive moon loaded and using that
but that's because i think the mineshaft interior combines awfully with the barber's mechanics
Wesley's Moons ||B.... for bees||
I do not think Maneater should have a way to reverse its growth meter personally, it is supposed to be a ticking time bomb. Besides people are getting good at killing them anyway
the food old days

anyways yeah that's my philosophy as well
also butlers spawning more on mansions but thats similar to the maneater for mineshafts
but i do think it shouldn't be so easy for it to transform if you're playing your cards right
the game yearns for more interior powered control
i didnt rlly think about the negative consequences of this but i can see how this would be unintuitive
i kinda just saw it as like a custom night fnaf ai level thing
lol
Ye, I think you are on the right track already with what you already have added
and obviously it is a massive problem if you can walk into the building on offense and get killed by a maneater at like 10 AM the first time you encounter it
so that's what i tackled first
theoretically the problem is still there
its a shame i havent gotten to try this yet
if both entrances spawn on the opposite end of where the maneater spawns and a player enters the building
it could step on a landmine and cause itself to cry
gg
which normally gives you almost 4 minutes to find it and calm it down before it transforms
but offense is 1.25x mineshaft
and even if you found it 2 minutes in and calmed it down, that's half your bar gone
and i don't love that possibility
the solution to that is cheating imo
because I do want to provide for the rare occurrence that you will show up in the interior and have a freshly grown maneater to deal with
so i dont want to just disable it completely
if a player isn't in the area it probably shouldn't start crying
but i do want it to be far less common
well right now i added a bunch of cheats already
you're evil
if a maneater takes hits, it normally loses 60% of its transformation meter instantly
and also starts crying, which causes it to inevitably spiral into a transform
This is just the vanilla maneater on a moon with a considerable amount of landmines (Which is most of them)
my mod forces maneaters to be unable to cry if a player has never stepped foot in the interior before
and i also removed the instant transformation progress if they haven't encountered a player at least once before
so worst case, what can happen is once you step foot in the building
it can scare itself on a landmine
Very good compromises imo
but then you still have the full 222.2222(222222...)s grace period to find it and soothe it before it would grow up
but then you still have a ton of its growth meter permanently missing
and there's no way to reverse that
maybe i should make the baby cap its growth meter at a certain value once it first meets a player
so if you don't find it for the full duration, then it'll transform, but if you do find it, you can still do a full parenting phase
idk
This is worse case scenario though, and LC is all about dealing with crazy rng. Plus with your other nerfs to growth meter you should be able to keep it under control for a while in even that worse case
i like that lethal company is a game of bad scenarios that can happen
and there are very few scenarios that i dislike being able to happen at all
there are plenty of scenarios that i think happen too frequently
i think the game is more exciting to play when there is always this feeling that everything can go wrong and you have to do your best to push against it or get consumed by it
but i don't like that offense practically guarantees maneaters will transform before you can do anything about it in vanilla
offense is already the least fun interior for me because of all the unkillable coilheads and thumper spam
and adding the maneater which is almost unkillable and extremely persistent does not make that much better
but i think it'd encroach too much on "defanging" offense if i made it completely impossible for the transformation to happen offscreen
This is a very rough vibe but I think every isolated encounter should have a reasonable way to manage and resolve it (avoiding it can be a valid option). And the difficulty comes with overlapping multiple of these at the same time
If I were to ever implement a way for the growth meter to deplete it would be where if you hold the baby for a long period to time (15 seconds) it becomes calm and very slowly drains its meter the more you hold it from that point, like it is being soothed by you cradling it
well that's basically true for the maneater
i suppose
just in general i mean
the maneater has a really complicated AI once it's an adult, but the gist is it won't approach you if you watch it, and it loiters a specific area and only hunts people in its territory
you will practically never be attacked by it as long as you are always looking in its direction and moving away from it (sort of like a coilhead and sort of like a bracken)
the problem is just that it, like many other enemies, demands constant attention and any slip of that could get you killed
and im on the fence about how fun that actually is
I was actually about to mention this, you could tweak these values to make adult Maneater less aggressive. Apparently its territory enlarges over time with no cap until a player is within it, you could adjust this
the game's difficulty definitely comes from monster combos, but combos like coilhead + bracken often make me just want to completely unplug from the game and go take off and start the day over
having to endlessly stare at a coilhead to keep it off of you, but know exactly when to turn around to stop a bracken is more frustrating than interesting
and the alternative is spinning in endless circles which i don't think is that fun either
it's actually kind of fucked up that vow is the only tier 1 moon that can spawn the coilhead and it also has the highest bracken spawn rate in the game
on that note
but that's neither here nor there
I think a lot of the free moons could have their monster spawn pools adjusted
Sometimes being fucked is a reasonable conclusion in that regard but i do hear you. Honestly I think at that point the best solution might be more ways of empowering the player rather than changing the enemies. Lethal is obv. a game that thrives on not empowering the player but more items and interior mechanics that allows you to manage situations in a creative way that doesn't just lead to combat would be really cool to see
yeah it is hard
i don't really want to incentivize combat that much
i am making a couple QoL changes that "buff" combat i guess
more interior hazards that could be used in a way to help manage encounters would be so nice
like letting you pop butlers with 1 explosion or shotgun blast rather than 2 or 1 + some shovels
Remove rare Coil Head from Vow
Remove rare Bracken from Offense
Remove rare Jester from March
Leave the exclusively insanity for the paid moons, not for bad luck on any moon
and i want to reduce the kidnapper fox HP a bit so it can be more constantly killed with both shotgun barrels unloaded into it
but both of those are kind of rare scenarios, and i just wanted to make them feel more rewarding when they occur
as far as actually fighting enemies goes, i don't want to incentivize it that much more than vanilla already does
but that does mean some other things require alternate methods of "combatting" them
curbing the maneater's transformation values to reward you for actually playing its minigame is an example of that, and i think it helps it feel a lot less "Ughh" to encounter
I really like FairAI for this, it makes the game more interactive and players can get crafty with baiting monsters without necessarily incentivizing combat
i also reduced butler's aggression a lot as long as you are sticking in groups, or at least not trying to actively kill them
since they can feel kind of oppressive
maybe Jesters spawn rates could be increased on mansions then lowered on march
i kinda like the idea of a jester happening on march just because it's so weird and anomalous
i've only ever seen it once
but with 4 entrances + a slightly reduced interior size, i think the possibility of countering it isn't actually that unrealistic
and it's only going to happen once in a blue moon anyway
Lowered? March Jester is 0.33%, Zeekerss just wants some players to loose the ultimate lottery ig
oh wait I just remembered in vanilla that only facility spawns on march
thematically i think the bracken fits
and imo it'd just feel a bit wrong without him being there
No Bracken on Offense just makes it crazy monster pool have some advantage to it
but also, he does distract from the moon's big shtick which seems to be "you can kill almost everything but you have to be good at doing it"
coilheads are an exception to that
12 power, crazy spawn curve, and slow exterior with no real upside in vanilla
and hygros
so the bracken isnt entirely out of place
but i can see it being frustrating practicing thumper kiting and then getting your neck snapped
lol
before I knew the spawnrates I remember thinking it was that desert moons have thumpers as the main enemy then brackens on forest moons
well at some point, that was kinda true? sorta
the bracken has the highest spawn rates on vow and march
it's really only adamance that breaks the rule and it was added as post launch content
Offense Bracken is 1.42%, it is not as rare as March Jester but it does feel like a rare random ‘screw you’ event imo
thumpers can spawn almost anywhere and would probably be more common in deserts if 2/3 desert moons weren't the first 2 moons in the entire game
I find adamance really interesting since its a little taste of the tier 3 moons
but as a tier 2
it's too much a taste IMO
offense and adamance eclipses are way too punishing so i reduced both by 1 spawn per wave
and i also think adamance having 13 outdoor power is overkill so i reduced it to 10
that reminds me
Adamance needs to be scaled back imo, lower power levels and less loot to put it in line with the other moons. Free moon meta post v50 is just Adamance all the time
adamance is still definitely the craziest outdoor experience of any moon but the fact it goes head-to-head with artifice for that is a bit sillyy
either forest giants should be removed on adamance or lowered a lot
idk
since I think its interesting having it be the baboon hawk moon and giants kinda ruin that a lot
if you reduce the forest giants you just increase the dogs and/or baboons
and the number one complaint i see about adamance is that everyone hates the baboon overload
and the layout of adamance makes dogs a lot more threatening than they tend to be
I honestly feel like Embrion’s exterior is easier than Adamance’s at times, the valley is unusable after like 4pm. You basically have to know cheese strats to make the moon consistent
there's a lot of places where progressing to/from the building is likely to make dogs further down your path aggro and interrupt you
and baboons are everywhere pissing off the dogs on their own
which causes the dogs to wind up going everywhere
im actually a bit worried i might be making adamance too meta
I think thats an interesting effect that you don't really get that often but then the giants just run over and kill you, also there isn't as much cover as there is on march and vow
i reduced the outdoor spawns and restored loot counts from the v50 beta
Wasn’t v50 beta loot better than release?
Yeah that is bad, it needs less loot imo
when it was first added adamance and artifice had the same loot counts
artifice just had better quality scrap
Ye, also explains them having the same power levels
I think that could be balanced toward baboon hawks just stealing it
pretty quickly that was nerfed
You would need to modify the map for that, there are a lot of loot safe spots
adamance ultimately launched with 19-23 items per day, and after v50 hit full release, he nerfed it to 16-18 in a hotfix a couple of days later
oh I didn't know that
but IMO i dont think high loot counts on adamance are a problem
that moon is so crazy that it requires a good and organized crew to fully loot it anyway
and very often my friends and i fall into the trap of looting for way too long
Biggest is that Fire has no AI nodes so loot is safe there unless Baboons follow a player there
and then dying before we can even get half of our scrap back to the ship
which causes our returns to be way lower despite the moon generating so much value
I assume you do not use cheese strats then
depends on what you consider cheese strats
i know a couple of shortcuts to get up hills
and i know that you can climb the tree somehow
but this is dumb and i dont do it
i'd rather just bring a ladder (and usually we do)
anyways i think adamance is probably the hardest free moon and really encroaches on being a tier 3, outside of the fact that it's free
I prefer to not learn use them
unless I discover them on my own
- Walking up the tree to get easy path
- Putting clipboard on top of ship lights to make Baboons get stuck on top of ship
- 2 or so ways to get slightly OOB
- That path by the cabin that lets you sorta walk along the wall of the valley (not really a cheese but I thought I should include it)
THE CLIPBOARD?
we dont do clipboard cheese
that sounds like a rumor you would hear in some old forum
idk what you mean by "slightly OOB"
not on mine uwu
i know about the other 2 for sure but i've only used the 4th
probably stuff like getting on top of the hills
You put the clipboard on the lights mast and the Baboon Hawks climb on top of the ship tying to get it, but they cannot so they get stuck. They are nearly harmless like this
the whole area is smoothened out so you can drive down there but it also made it way too strong for escaping enemies
so i added ai nodes all around that area
that is evil
yeah i really dont like clipboard cheese
I must make sure none of my friends learn of that
but there is basically no point in fixing it
if i fix it and don't make it an option then it is just going to generate strife
and if i fix it as an option (in this mod, where it would probably wind up going)
You can climb into the mountains presumably meant for decoration on the edges of the map for a somewhat long but safe route
everyone who uses clipboard cheese is just going to turn it off
and everyone else wasn't going to do it anyway
so it's just there. a thing
that isn't that bad
i think its still nice for hosts to have the option to enforce it not being possible
but
that could work if your friends do clipboard cheese but the host doesn't want it
i get it
lol
although
i need to see how it happens
also on most maps to get to the ship you would need to get into the enemies area
iirc baboons are always owned by the host so i might not even have to network anything
if their scrap targeting is done on the server
otherwise it would definitely have to be a feature here
so i could network it to clients
but it would probably wind up being in this mod eitherw ay
because people will definitely want to turn it off
It will never not be funny to me how the Baboon cheese meant Bread put Clipboard in B tier on his HQ equipment tier list
how on earth is walkie where it is
anyways
i basically wasted most of today not doing anything
i've just been super sluggish and also kind of sleepy
i was hoping the moon update would be done by now but i haven't even started on rend
Take your time, burnout is a beast
i suppose so
but this is kind of blocking me from being able to play with my friends
because i'd like to have all of our rebalance stuff ready-to-go and networked
before we next play
so that is unfortunate
when you get to dine the clock should be added to the scrap pool there
maybe titan
They are efficient enough on their own that coordinated talk with Walkies is only needed for finding super hidden peices of loot with someone on the terminal
I'm more questioning lock picker
lockpickers are good
imo once you are going to tier 3s you should always be carrying one to the fire exit
Locked doors are a big problem for HQ so players need them
oh
you can bring a small pile of keys
yeah I guess thats fair
but if you keep bringing keys you either risk wasting time bringing them back or losing them
keys are weightless so imo best practice is to just carry as many keys as you can fit and bring the lockpicker with you to fire on your first trip
They have a pile of keys on Cruiser they can quickly grab (it is Artifice only you know)
usually in my games we amass a small pile of keys
if you wind up at rend, use a key or two, and then get stuck again without a lockpicker, going back to ship suuucks
at rend fire, anyway
on artifice it doesnt matter as much because you can usually just walk to main or jetpack to ship for keys
artifice also has good places to park the car and you can have it carry your keys
we leave them at the good hands shrine
Lol nice
It only crops up when a few items are left, so time is of the essence and players can spare a slot. Translator is next to Walkie though
Anyway Rend is in a similar spot as Adamance imo, nerf its loot and make it cheaper to give Dine some breathing room and make Rend’s low indoor power more appropriate
I think we actually discussed this before
i am doing weird stuff with rend and dine
on the surface i think it might come off as making the problem worse
i really dont know
but i think altogether, it has a chance at working
Consider me intrigued
well like
i think the best days of rend/dine balance
were the v50 betas before dine starting getting nerfs again
although it was good in v56 too, when the cruiser was much more appealing to use on dine over rend
anyways
What was beta v50 Dine like compared to release, is there a big difference?
back then rend and dine had almost equal profit margins, dine just had a small margin in average profits (think $1.4k per day vs $1.3k per day)
it wasnt perfect because nutcracker farming vs butler farming would close that gap pretty quickly
but my philosophy for rend/dine balance is i want them to be almost equals
with dine having very slightly more maximum potential in exchange for rend being safer
and rend being the "transition moon" from freebies into all the endgame stuff
the main difference were the traps
An understated issue for Dine imo is its higher quantity but lesser items, you need more transfers for nearly the same profit
yes
i will be significantly increasing the quality of dine's loot pool
and not-insignificantly decreasing the quality of rend's loot pool
i will also give dine slightly more items + the fact it has a higher mineshaft chance means it'll get the +6 bonus *more often than rend
This is a huge shake-up but swapping Nutcracker and Butler spawns between Rend and Dine would do a lot
but what i mean by this
i want to shrink rend's interior
ehhhh
and that is going to boost its scrap density and make it way easier to loot
but i think it will sort of balance out
because it will let rend's low indoor powers have a better chance of populating the map and being more present as threats
and im hoping that the decrease in scrap quality is enough to offset the items being much easier to find
as for this, i think nutcrackers are too inherent to rend's identity and butlers to dine
so i don't like the idea of swapping them
but i am trying to close the gap there
knives are worth a lot more if you use this mod's default settings
avg price increased from $35 to ~$56
im going to adjust rend's pool to make nutcrackers less dominant of the spawn pool
misclick
a small adjustment, like 25% spawn rate down to 20%
and then i think the biggest change (and im not sure how popular this will be, even with myself... i kinda need to see it in-game to get a feel)
im going to make nutcrackers resist death from shotguns or explosions
well, shotguns anyway
Very interesting
i can probably do that without making explosions no longer instant kill
something that I think is interesting is that when you have a butler and a nutcracker after you, the butler is a bullet sponge and quite often just blocks the shot
shooting a nutcracker will set it to 1 HP instead of killing it
which should give it enough time to do a berserk shot and kill you before *your shotgun is off cooldown
if you don't have any cover
i can not deny that shooting nutcrackers in the eye and watching them explode in a gorefest is really satisfying
I see the vision but yeah players will need to get used to it. Funny enough I see a lot of sweaty players instinctively use Shovels over Shotguns anyway (probably to save ammo for Bracken) so they may not mind too much
but i think it is really bad for balance
the fact that one shotgun infinitely generates more shotguns is one of the things that lets nutcracker farming get out of control
even though knives infinitely generate more knives in the same way, nutcrackers don't spawn permanent murder bees...
this might be better for mask fixes but I think the masked should do more with their stun animation since its really cool
I really like how it twitches
but you don't really see it that often
i think the 4 damage change will at least add some strategy to this
and it feels like a waste when you usually can kill it with a shovel
I am down for trying it
you will need to survive 2 shots and double blast it while it's reloading
or you will need to shoot it and have a plan to survive the immediate following shot
before you can hit it again
meanwhile knives will keep the benefit of easy recursion
Could it be though where players go up to Nutcrackers with both a Shotgun + Shovel/Knife to quickly get the last hit in
and knives will also be nice to use on nutcrackers
since you can control leaving it at 2 HP and getting the two last swings at the same time
and i buffed the attack rate + added auto swing so it's less of a QoL nightmare
and yeah
none of these changes affect the shovel
so the basic nutcracker fight will pretty much always be the same
i could be wrong but i think you mostly just risk killing your friend with this strategy
shotgun hit detection is really weird though so maybe im just not accustomed to how it works
any time i've fired a shotgun with my friends even remotely nearby it has killed them
I think generally the masked should have more unnatural behaviors
I mean just you, Shotgun on one slot and Shovel in the other
ah
that has its upsides and downsides
well it's definitely true
It does have downsides, 2 slots and weapons needed
but yeah
So it does not trivialize the change
also it requires a quick reaction time
you'd need to carry 30lbs of weapons
much more skill based than just 1 shot
or have both a shotgun and a knife in your inventory at the same time
and both of those, i think, are fair prices for getting in the one *cycle
i just want to encourage more planning and strategy
turning off your brain and oneshotting nutcrackers to infinitely generate "the nutcracker oneshot device" is dumb
that reminds me, butlers dying in 1 hit with the shotgun is good since the mask hornets balance it out
This is an aside, but I think Zeekerss overestimates how dangers Nutcrackers are, which sorta explains the Shotgun farming and Rend being kinda busted
Ye, plus it is a sort of trade for Nutcracker buff
anyways my current thoughts are: i will allow this in the next big release since i think it's probably ok
but if it winds up feeling too trivial i can change it so doing a melee hit followed by a shotgun blast will still leave the nutcracker with 1 HP left
i think that borders on over-complicating things and having bad player feedback
and i don't think it'll be a major issue anyway, so for now i'd rather not
I do not either, just being making sure though
also yea probably
tbf it at least makes sense that the kitchen knife is worth less money than the shotgun
from a "common sense" perspective, not necessarily game design
it is just weird
though
everything about nutcracker/butler farming, in a vacuum, feels fine
but i think all of those factors combined and then compared against each other creates a really bad feeling
Ye
it is really satisfying to squish nutcrackers with one shotgun blast
and it feels like you earn that reward from having to kill that first nutcracker the hard way
the shotgun is definitely more valuable than a knife, so it makes sense it'd sell for more, and it makes sense you'd want to risk more value carrying it in to use it
etc.
on the other hand with butlers, it makes sense that they drop a knife worth money so they can fill a similar farming role to nutcrackers (since rend and dine are analogous to one another)
it also makes sense that they dump bees on you, since you're incentivized to deal with their mechanics rather than steamroll through them when they spawn
etc.
all of this stuff feels fine separate
I think butlers might be my favorite enemy
but then you look at it like this:
"both moons have enemies that drop farmable weapons, but one costs $60 and is acquired at little-to-zero personal risk, the other costs $35 and spawns a permanent monster"
and now it feels bad
design wise
shrug
they really cool
but for me i love old birds because i have a bias towards robot characters
and i think bracken is still my #2
This is why I proposed the Butler and Nutcracker swap, even though it breaks the themes it could solve balance rather quickly
We talked about that already though
brackens and jesters are the entities that scares me still (stuff like thumpers and other stuff might jumpscare me but not anything above that)
yeah from a balance perspective i completely agree
i just think i can't separate rend from nutcrackers and dine from butlers
anymore
it's been status quo for too long
its just part of their identities
¯_(ツ)_/¯
If I ever do a rebalancing modpack of the moons that does not change everything (meaning I can keep spawns but change everything else), I may do this honestly. I am fine with changing the moon’s themes if it lowkey is for the better
i might make it an option but it definitely wouldnt be enabled by default and i probably wouldnt use it
also yeah it'd be really easy to do this in a modpack and experiment
My current modpack is way too deep for something like this 😭
b-but candy has a chance to spawn on march!!!
Checkmate
rar
kind of bizarrely designed
I just remembered this
like its just the most off-from-zeekerss
2 handed out the wazoo that make Offense blush
well the bigger problem with the whole "feed the maneater" thing is that you can't force it to eat scrap
and im pretty sure it doesnt eat scrap unless it's left alone in general
the metabolism setting is just a consolation prize for maneaters deleting potential value off the map
basically
technically that isnt true but you would have to wait like 21 seconds for it to lose interest after picking it up
you get unlucky and lose some profit, but then the maneater is a bit less problematic, which might let you squeeze out a bit more value
so hopefully it doesnt feel as sucky anymore
so like, pick it up and bring it to a dead end, place the candy outside it with no other items nearby
after it loses interest in you, it should go to focus on the candy
now it is rng if it eats it
but its very likely it will happen
We simply do what NeedyCats does and have an order-able Maneater food, easy
(Joking)
spray it with weed killer
i might've made feeding the baby items more of a balance mechanic
if there was a pre-existing mechanic to pull it off
Feeding it Weedkiller would be funny
ok weird suggestion
but im definitely not interested in implementing a system for it myself
idk how youll feel about this one
and i think it's pretty hard to balance deleting profit with keeping a maneater happy
that is the only thing that i would consider letting players reverse the transformation meter for
when i was first experimenting with the maneater, one thing i thought about was "does this thing get excessively interested in staring at an active radar booster?"
the radar booster turned on is something i could genuinely see capturing the attention of a baby
for quite some time
but it just
doesnt do that
irl human babies tend to stare a bright lights funny enough
zeekerss addressed this problem on his own accord too
When talking with my friends, someone jokingly mentioned the idea of feeding the Maneater scrap to keep it tame, like feeding Shrimp. I had considered the idea before, but I determined it wouldn't work because the enemy would have to be over-powered for players to want to sacrifice the main objective.
which is probably why it is pratically impossible to encourage
it's a little weird it's a mechanic at all, because it's funny, but nearly impossible to observe as a player
"the enemy would have to be over-powered"
the enemy also being one of the most dangerous things in the game:
I mean I almost see that as a reason to add it, it is an underpowered mechanic people would do if they are desperate
well yeah
that's why i'd be willing to let players reverse a maneater's transformation progress by doing it
i think it is the only sacrifice worthy enough of such a benefit
but i still don't want to create mechanics to let you feed the maneater TBH
so ¯_(ツ)_/¯
Thoughts on this Purple?
he barely shoots them anyway
Nonetheless Purple can share his thoughts
yeah i like this
always felt off that one nutcracker kill essentially makes all others freebies
especially when you have to take the effort to learn how to kill it, and expand upon the strategy to where you can always do it in a basic setting at least
thats why i dont really shoot them too much, or anything else really
takes fun out of it
What is funny too is that general consensus is that Butlers are harder to kill, they take more hits and are more aggressive. The balancing is completely lopsided
i cant really say which of the two is harder
nutcrackers are way easier but the punishment for failure is more extreme
i suppose an average person wouldnt figure out how to strafe butlers as fast as figuring out how to dodge shotgun bullets
butlers at least don't instant kill
but they are way more mobile and also way harder to lose in a chase
they dont but its easy for them to take huge hp chunks
You need an exit or other player close by or they will make quick work of you
Killing them is situational too, you need an open tile. Mineshaft caves or single Factory hallways are almost a death sentence
i honestly see the knife as a higher priority tool to get than the gun is because always doing a shovel kill on a butler isnt really a good idea
and knives will make you not have to do that
allowing saving health for other things
both make getting the other a lot easier too
if you have a shotgun you can just double barrel your first butler and then use the knife on future butlers
and nutcrackers are one of the few enemies where knives are a viable alternative to a shovel
Especially with your mod where Shotguns one hit Butlers
my discovery of the scientific term known as the 1-4 cycle has made me desire knife usage less
but i guess most people wouldnt figure out thats a thing you can do
its not tight at all actually
i only failed doing this one time out of like 30 so far where i forgot to wait until the nutcracker is preparing to fire
that wasnt even due to timing that was just me forgetting the most important part of it
Can you explain
So in the fail did he kick you because you forget he moves
basically
you can wind up a shovel hit after the third hit
wait until its preparing to fire
and then you can do two more hits after that before it fires
I see
it wont shoot faster because the shot its prepared to fire isnt set to be faster from it being at 1 health
and its not tight at all
Ye, I know about the Beserk mode
its very easy to do this actually
what i did wrong that one time was i just forgot to wind up the 4th hit
so it immediately fired from being enraged
god i really do not want to write the readme for all of this
the in-game config settings are supposed to just explain what the setting does, and then the readme is going to have the rationale
A wiki might be better for this mod
but i now have 31 config settings i need to write descriptions for
yeah i've never made one before but im strongly considering it for this one
i need to look at how they work
if im being honest i don't really want to spend too much time describing changes vs. just implementing them right now
so the next version might stick to the readme format
i dont think they auto generate anything
just so i can get it out
so youd still be typing out regardless
They just may be better formatted for organizing long texts without having to use spoilers
if that is done it might be good to also use it for some of the other mods
sighhh... yeahhh...
i wont lie
as i release more stuff i get less and less interested in maintaining thunderstore pages
like the readme's?
im still doing it because it's the right thing to do
but there are times where i feel like it is distracting me and slowing down work on the actual mod
and this has been by far the worst example of it so far
this is just me venting
basically
obviously i am going to keep doing it
but it is probably my least favorite part of the process at this point
While making my modpack I am making a separate Google Doc where I can save and easily reference my config settings. It is painful and increases my work time, but it is a super nice resource to have. If r2modman deletes my profile I can (relatively) easily restore it, plus it does its intended job very well. If you could find a use like this for mod descriptions for yourself it could be better
i will say
at least part of the issue is just the tools
normally i love source editing because visual editing tools sometimes have annoying UI
<details>
<summary><ins><b>Barber</b></ins></summary>
but stuff like this is painful to look at
I will always find it funny that for players it’s a cone but for enemies it’s a pill
and i hate working with these dropdown things because sometimes i forgot a <details> or </details> somewhere and it breaks the formatting of the page
Might as well give wikis a shot I say
red pill?!?!?
They are meant for information dumps like this
and make 0.1.1 or 0.2.0 or whatever literally just "the wiki update"
because i dont want to delay a huge feature release to write a million wiki pages
Love TerrasRebalance's nutcracker buff
1-4 isn't so easy now
if its a wiki you could possibly have other people to maintain it
Oh you missed it, Buttery has her own change in mind
See this
The two will be good in combination...
I already nerfed nutcrackers a lot by equalizing their falloff
Btw Buttery what do you have in mind for Embrion? The big question…
i dont know
i like embrion being shit because it's funny
but i also want to make it at least good enough that it's not completely worth avoiding...
Fair
i ported over most of liquidation's loot table
none of the "manor" items (like fancy lamps, golden cups, etc.)
but all the toys, and reduced spawn chances for heavy metal sheet (although it's still there, because it does fit embrion, for sure)
and im making mineshaft more frequent
to be honest most of my embrion changes are going to just be afterthoughts though
my only problem with embrion is how much two-handed items spawn on it
and also a lot of 16-24 lbs items
Embrion as the new best/hardest moon could be interesting, like at a 2500 credit price point
i would make it mineshaft dominant but i kinda like the idea that the factories are where old birds were developed
all 3 interiors fit embrion very well
and i also like idea of toy factories on embrion
idk i dont think manors "fit" embrion, i just think they are cool as a rare occurrence
I do not see Manor
Mineshaft Embrion is kinda carried by Chameleon imo, Factory is the obvious winner
At least in vanilla
oh for sure
but
i really like the amethyst caverns
and i never get to appreciate them
also
There are theories that a diverse geothermal ecosystem may be thriving within a vast cave network under Embrion's surface.
Slapping it on every moon jusr so I can see it
mineshafts would definitely fit in vanilla
i just think that the vanilla mineshaft texture is a really bad fit for embrion's environment, visually
default caves are super ugly on rend and dine too
those 3 maps are just not meant to be brown
I would do Factory as primary with like 33% chance for Mineshaft with Chameleon. Factory in the obvious theme but Mineshaft is a nice visual treat every few days
i used it for seichi and bozoros caverns
bozoros intending to be like a hall of mirrors
yeah
Very good
Man all this talk is making me want to make a vanilla rebalance modpack separate from my current one. It will be called ‘Buttery Dreams’ or something and be a mashup of Dopadream and Buttery mods, with a few of my own embellishments. Times are good right now
it is very nice how easy the lc community makes it to fine tune the game to your liking
LC is a game with some of the best "balance how you want to play" features ive seen, short of games that add officially maintained customization tools
modding is easy, and customization is even more accessible since people are making generalized mods that just expose configs to the end user
you can completely rebalance every moon in the game (short of some values, like interior size) using just LLL and entering text in a field and that is pretty cool
Central Config does the rest, you can even modify spawn curves with it
Nothing is off-limits nowadays
I can think of one thing that isn't very customizable yet
Are you gonna say it
RNGConfigurator
Hit gold by having a mod that allows customization of any enemy found in your pack to have an Infestation
bonus points for a per-moon basis chance
Not sure that is customization or inventing a new mechanic
I bet Nutcracker infestations were made as an alternative to general infestations to address Rend
Butler infestations for Dine could be funny
i plan to add butler and masked infestations
and im thinking about baboon/dog infestations as well
i also want to just rework how infestations work in general
IMO the vanilla mechanics are not very good
There is the Curse of Embrion mod which is basically Old Bird infestation
they are kind of fun and exciting but i think i can do it in a similar way that keeps the feel but without craziness like ghost girl matching the bunker spider's spawn rate on experimentation
or jester matching thumper spawn rates on march
Wait do infestations modify monster spawn chances? I thought it was just Hoarding Bug spam plus 30 power level?
infestations have a ~2.91% chance to occur per day
then a 75% chance to be a hoarding bug infestation or a 25% chance to be a nutcracker infestation
(rend will always have nutcracker infestations, vow will always have hoarding bug infestations)
hoarding bug infestations set power level to 30 and nutcracker infestations set power level to 20
both infestation types add +2 enemies to every spawn wave
(which stacks with eclipses, meaning offense/dine/embrion will spawn 6 enemies every 2 hours)
LOL
yeah its
and the infestation works by setting the "infestation enemy" to 100 weight and all other enemies to 1 weight
really bad
which means the spawn pool will be completely dominated by the infestation enemy, until they reach their spawn cap
Ah I see
which is 10 for both hoarding bugs and nutcrackers
after which all other enemies have equalized spawn chances
its 8 for bugs not 10
because they are all 1 weight
the infestation update increased their max count from 8 to 10
That is pretty crazy
what the fuck
anyways
i have plans to "fix" infestations
keeping the whole idea of 1 enemy type overpopulating the map
but without fucking up power level or causing other enemies to become more frequent
i have mechanics in mind that i think will work well at both
I love how a single shotgun can make them all irrelevant due to them hitting their max count almost instantly in the morning
One group to take 'em all out
With this we will have infestations for:
-
Hoarding Bug
-
Nutcracker
-
Masked
-
Butler
-
Eyeless Dog
-
Baboon Hawk
-
Old Bird
-
Barber
i was gonna make a separate mod for the infestation rework
Baboon hawk infestations good god
and i started working on it after chameleon v2.1.0
but i could never seem to get that mod off the ground
idk why
it got like halfway done but i never finished it
i will probably just cannibalize it into this mod and make it one of the many config options
Curse of Adamance
An idea could be that whatever monster is the most dominant on a moon (excluding ones with a spawn cap of 1) could be the one that gets spammed in an infestation
yeah one of the changes i made was weighted infestations
i think it is good to allow for nutcracker infestations on the earlier maps
Wait, in the code is there a provision for if a moon does not spawn Hoarding Bugs or Nutcrackers, or on such modded moons is there just a 3% chance for a soft lock/crash
like, if i reused the exact weight numbers for assurance, then you would have 78/79 hoarding bug infestations and 1/79 nutcracker infestations
if a nutcracker infestation tries to start and there are no nutcrackers, it tries to become a hoarding bug infestation
if there are no hoarding bugs the event is cancelled completely
if a hoarding bug infestation tries to start and there are no hoarding bugs, it cancels the event too
so infestations have a lower chance to occur on rend than other moons, since it doesn't spawn hoarding bugs
Ok cool, I got worried for a second
anyways i think it requires a little more tuning to prevent this from happening
but i do like the idea of butler infestations being more frequent on dine than other moons
for example
Just have be where when considering what enemy for an infestation, enemies with too low weight are bumped up to a flat amount
Coil Head infestation on Offense
lol that separate infestation mod was actually going to have coilhead infestations
extremely rare with increased chance on offense and rend
but i hate coilheads and wound up deciding to make it off by default
i am torn between hating coilheads and wanting to add coilhead infestations because i think they would be really funny
anyways im not sure if that will survive the leap to this mod or not
I mean infestations as a whole are ‘funny’
i also added barber infestations
which more or less were going to work identically to how dopadream implemented them
even if its disabled by default it would be cool
Throw balance out the window and make indoor fog 20% because why not
i think dopadream's implementation causes 4 barbers to spawn at once
since it uses the vanilla enemy rush system
and the vent spawn fix makes them spawn in pairs
and imo i think it would scale better if it was 2 per wave
regardless of the pair setting
Even after v60 nerf I wonder if Coil Heads should be 2 power honestly
also having 8 barbers on the map pairs horribly with other enemy types and practically warrants disabling other enemy spawns completely
they definitely should have been 2 power before
now i'm not so sure
the coilhead hater within me says "yes just make them 2 power still"
but i mean
it's not that difficult to lock them up and then just run away
anymore
Before v60 I saw arguments for 3 power. I am sure we all saw Wurp’s v45 tier list where he put Coil Heads above S tier in Coil Head tier
you dont even need a door to get a head start anymore
i dont think coilheads are a 3 power enemy personally
i could see 3 power level, but for my money, i'd be happy with just 2
3 power was pre nerf
yeah but i mean even before the nerf
2 power is as far as I would go
i would've been fine with 3 power back then, but i think 2 would've been enough still
1 was definitely too little until the nerf
and now im just on the fence
because on one hand... nutcrackers are 1 power level
I think they could be 2 power nowadays purely on the fact they can show up and kill you faster than human reaction time
which seems wrong just due to common sense (although once you know how they work i think it's actually pretty fair)
meanwhile thumpers are 3
I thought those got lowered to 2
which seems sort of overtuned, maybe? i dunno
spiders used to be 3 and were lowered to 2 in v50
might be what you're thinking of
spiders were definitely never worthy of 3
Oh
one thing for me is like
it's crazy that the bracken is 3 power level and coils are just 1
the bracken is definitely paranoia inducing
and a persistent threat that is difficult to kill
so you usually just have to put up with it for the rest of the day
but coilheads demant constant attention
they persist for the entire day because they are unkillable and also used to have no break period between attacks
This plus what I said makes a compelling argument for 2 power. Similar to Maneater they immediately and (unlike Maneater) permanently hinder your ability to loot
This is what makes Jester so dangerous
lol well tbf jester is a 3 power level
but yeah
i guess i should probably add a 2 power level coilhead setting after all
we used to play with that change but i dropped it with the v60 nerf to give them a chance
I think it is justified as a config
but TBH i feel like it still pretty much makes sense
I remember Dopadream made a rebalance mod a while ago where she full stop made Coil Heads 3 power
Probably should be updated now
i had no idea but that would make sense
i think 3 power level is kind of a lot
because if you get 5 coilheads, that eats up 15 power which is pretty much overflowing spawn cap on all maps other than titan
3 power level would also demand reducing coilheads to 2-3 max IMO
but im personally more partial to 3 max, 2 power each
So you want to lower max spawns too? I never thought about that
can you make it so when turrets hit you you dont stand up if youre crouched
ive had multiple times i crouched to dodge a turret behind like, the kitchen counter
i used to
and it hit me as i was
causing me to stand up and take another hit to it
its genuinely stupid
instead, in this next update, i just gave them a number spawned falloff curve
so as coilheads spawn it reduces the likelihood future coilheads will spawn
in case i decide i want to go with the coilhead infestation after all
I can see that being annoying
probably not
damage just uncrouches the player universally, i believe
and i also just dont see this as a big deal
Certified Arduous Hardships moment, getting killed over crazy edge cases is how we roll
its only a problem for turrets
???? this isnt a problem only in that
turrets call the exact same *damage function as everything else
at least to me it is one
I mean it just feels straight out of that, even if it technically is not
Have you seen the amount of posts I edited tonight?
the food old days
Yes
Among others
Man to think I was initially gonna pass of this mod, if Baboon Hawks being scared of Boomboxes/Loud Horn gets added I will not have a choice
This could end up being my favorite of yours
anyways we currently sit at 48 settings and i still have not added any of dine's settings (beyond the one i added to counteract manor butlers)
afterwards i still have to add titan, artifice, and embrion changes
and then i will probably do 0.1.0
Sounds good
I know I'm probably in the vast minority of people when I say this, but even if the mechanic to feed the maneater scrap was a fully implemented feature, it'd still be better to just kill them anyway
And even if I didn't know how to kill them, sacrificing money just to make the maneater happy is just way too much of a downside for very little upside
I'd much rather have them trail behind me or have another person watch over them rather than just feed them stuff just to delay the inevitable
That still feels like a drastic change, Coilhead max 4 power 1.5 would be more subtle?
Forgot to reply
Also spore lizard isn't much of a threat honestly could have power 0.5
@daring oar auto-swing for knife still auto swings when the setting is false, (not that i don't think its cool) but wanted to let you know 😄
adding onto it, you might also want to check if the knife can be used while youre being corrupted by a masked
cause thats a problem the mod designed for auto knife swinging has
just throwing an idea at the wall here. what if the bracken were afraid of the coilheads? like if a bracken gains line of sight to a coilhead its anger meter goes down and it paths away for a few seconds? this would mean that if you were facing both enemies, you could use the coilhead to manage the bracken and keep your attention primarily on the coilhead
maybe the bracken could even be a valid target for a coilhead to attack? or maybe I'm off my rocker with this one
i might be off my rocker, but i dont really think the combo is actually as unfair as most people make it out to be
but thats largely due to how much i know how the game works i guess
but i feel like even more casual players could agree that earth leviathan plus eyeless dog is hellish
just mentioning that @silent needs to be the very first thing in the message for it to work
but also this sounds pretty damn cool
ill check, thank you
this is basically true but killing maneaters are a pretty tall order
5 hits from any weapon and they insta players
i don't think it hurts to have options, in any case
not that this was anything more than a hypothetical in the first place tho
__instance.currentlyHeldObjectServer is KnifeItem knifeItem && __instance.CanUseItem()
the other mod was missing any cooldown checks and didn't check CanUseItem()
autoswing is subject to all the normal criteria that swinging the knife is
this is really cool
i probably wouldn't go this far with it
but i really like the idea that the bracken avoids coil-heads
it is sort of difficult to tune interactions like this correctly, since so much of LC's difficulty demands a variety of threats to deal with, and if those threats start killing each other then the game gets really easy
but there are cases where it really works and it's super cool to see it happen
like being oppressed by a forest giant and then it gets murdered by an old bird that just woke up
or being chased by an enemy into a nutcracker, and it kills whatever's after you with its shotgun
(not that there's special targeting code, that's just a happy accident when it happens)
anyways
bracken + coilhead would be an example of this i think, because it is by far one of the least fun interactions in the game
monster combos are only fun when they encourage variety of strategy or require quick thinking
but the counterplay to coil + bracken is extremely obvious, and that counterplay is "always watch the coil except make sure you see the bracken before it collides with you"
and that is not fun to balance at all
im not changing the coil's max value anymore, just its power level
and a spawn curve to make its spawn chance decrease if coils are already on the map
and both are individually disableable
there are no enemies with 1.5 power level and all the enemies that currently exist with 0.5 power spawn in groups that make them collectively take up a whole number of power
it doesn't?
well that's a shame
only 2 0.5 power level enemies are baboons and tulips
baboons spawn in groups of 2 and tulips in groups of 4
how would the bracken and coildhead interaction goes? If the coil-head is on the LOS from the player, the bracken will avoid to attack or he won't come near a certain radius from the coilhead?
Also, i reunited some extra changes to the list made last night and made more readable compared to last night after more thoughts, i know that some mods does some changes in different or similar ways but it doesn't hurt suggesting anyways
Upgrade changes (Cool ideas)
- Loud horn makes Baboon hawk go away from a certain radius around the ship
- Loud horn interferes with the Leviathan if he's close enough and it won't be able to follow players, although they'll still emerge if the player is on range
- Loud horn makes Masked go straight to the ship if they wandering outside and don't have encountered a player
- Remove Signal translator negative luck (kinda stupid) and make it 0 value
Entity changes (Subjective)
- Coilhead from max 5 to max 4
- Spore lizard from power 1 to power 0.5 (Allows more dangerous entities to spawn)
- Spider damage from 90 to 70 (Allows to tank some extra hits from Butler, Baboon hawk, Circuit bee and Snare flea)
- Eyeless dog from 12 HP to 10 HP (Allows to kill it with 2 close shots with the shotgun)
- Forest Keeper has 50 vision range on snowy moons (Average between 30 from foggy moons and 70 from clear moons)
- Ghost girl can explode landmines she steps on during chase sequences (Makes it more chaotic and fun)
- Weed Killer will make bracken retreat immediately if he hasn't been attacked but for a longer time instead of 21 seconds (Not very useful but cool interaction with flowerman)
Tools Changes (Very subjective)
- Decrease time required by lockpicker to unlock from 30s to 20s
- Increasing Extension ladder weight from 0lb to 14lb
- Decrease price of Extension Ladder on store from 60$ to 45$
Scrap Changes (Fair changes)
- Swap Yield sign (42) and Chemical Jug (31~32) weight
- Swap Hairbrush (11) and Hairdryer (7) weight
- Swap Candy (11) and Garbage lid (0) weight
- Swap Tea kettle (21) and Golden cup (16) weight
- Swap Fancy lamp (21) and Clock (26) weight
- Lowering Soccer ball from 19lb to 14lb
- Lowering Flask from 19lb to 11lb
- Lowering Old phone from 5lb to 0lb
- Increasing Large axle from 16lb to 21lb
- Increasing V-type engine from 16lb to 19lb
- Allowing Dust pans to spawn on Assurance and Offense
- Allowing gift boxes to spawn shotgun sheels
the lockpicker is 11 lbs in vanilla
not 16
i think it used to be 16
but both wikis have outdated shit all over the place
its kind of insane
Fandom wiki correctly lists Lockpicker weight as 10.5 lbs, I think it is easily the better of the two wikis at this point. It is better maintained and has cleaned up its act from the early days
Still not perfect but it is the best we got
I was looking at the store table
too much work checking the items individually
It takes literally seconds
Anyway though if you want to do these changes you actually can accomplish most of them with other mods right now
The upgrade changes are the only thing that cannot be done, some of the entity changes may not have mods
Maybe ScaredBaboon would in a way let the Loud Horn scaring Baboons work
nuh uh
A beautiful picture of Jackdedestroyer and a Nutcracker. vs The mighty blessed wooden spear of the one-armed old hermit man from the northern mountain caves near the backside of my house
@glass yacht Do you have the skill issue forest keeper gif
Lol
brackens have 5 HP so you need a perfect point blank blast for them to go down
you were probably at the 3 damage range
always a sad day when the bracken resists the double barrel 😔
i don't think so
Augh it's so old it's probably lost to time if certain LCM channels weren't wiped
some channels were wiped?
No, I'm just saying in the case that they potentially were
lethal snap still works?
indeed
it works good?
Last time I've seen it was not working for clients
Don’t the pictures stay in your files forever?
Or was that changed
I last heard of it a while ago
alright folks
for the third day in a row
"hopefully update today"
im starting to experience the worst sort of burnout
the burnout where i'm not disinterested in working on stuff
but i'm too easily distracted by other things to get it done at any reasonable pace
but we will try to power through
I've had that happen to me too with plenty of things in my life
recently I've been making a check list of things I want to accomplish in a day, and every x things I get through I grant myself a break
maybe such a thing can help you
yeah usually i just let my thoughts kinda swim around and i tackle them as they come to mind
im not the best at keeping to-do lists, and so the lack of organization probably contributes to the mental wandering
yeah. I would always just keep things in my head and it made it easy to forget or to switch to something else. turning everything into something tangible that I can see and refer to, and freeing up the space in my mind, and incentivizing myself actually committing to and completing things, has worked amazingly for me
also I always put "make todo list" as the first item in the todo list just so that I commit to finishing the todo list and I can have something completed right away lmao
finally put the nutcracker change into the game
and TBH im really happy with it
having to bait 2 shots for a reload if you want to use the shotgun
or combo with another weapon into the shotgun
yes you can turn the auto swing setting off
i forgot to check the config setting
so it was force enabled
that was the only problem with it
anyways i'll get to work on the artifice changes
and i will do "Something" for embrion
probably not going to be fixing it or anything
but i will make it less of a total joke
and a niche "ok" choice
embrion only needs a better way to leave from main entrance in my honest opinion
artifice will be easy because pretty much the only changes i want to make are reverting the v60 balance changes
not removing the v60 content
but like
making factories and manors bigger again
spawning more loot
he reduced the factory/manor chance when he added mineshaft, so i'm just going to increase them again and leave mineshaft chance the same
(coincidentally this turns a 15/35/50 split into 15/50/35 just by how the math works out)
