#ButteRyBalance
1 messages · Page 4 of 1
I don't remember that while playing v2 and v4
add it on ButteryFixes lol
he removed them because i think it causes white screens for some players
Did it exist then?
it's cool as hell
but you have the option to just... not install my mod for it, if this is an issue
and it's cool for atmosphere
so i think it's a net positive
probably not butteryfixes because of that issue i just mentioned
just to be safe
or, at least, it'd be disabled by default
but i do want to add it back some how or another
i love restoring cut content
it's like that one mod i made for lasso man
im pretty sure it's in v9
Chameleon?
idk about v4
Speaking of, have you ever considered restoring Red Pill's old model
Obunga feels out of place when I add it as a secret in moon rosters lol
o I forgor
v4 and v9 I think
There's no available v2 I think
or am I misremembering
i mean
no not really
but it's there
"Restore", moreso a recreation like uh
you just have to enable its renderer and then change the material to something other than obunga's face
the classic suit
an unlit red material is probably accurate enoug
Would go good as apart of RestroLasso methinks
i get hyped thinking what if lethal company had lasso man, but it would probably be like that mod of SnatchinBracken
chat is this real redpill gaming
and the entity would be annoying as hell
idk what lasso man would act like
I've always imagined it as throwing outdoor entities at you
Like a better
mysterious harbinger
and i think zeekerss said he's not going to add it anymore
or like
puffo or blueray said he wont
or something
Wiki says that, but there's no source to it
anyways it probably wont be added and that's fine i guess
i dont have any sort of strong love for it exactly
but i do think it's a shame to not use the cool red pipe cleaner man design
it's really surreal and unique
I do personally since it has potential from just looking at its design
thank you Art Gallery wesley interior
and it fits at home in the same game with the barber
Even Sigurd says that the lasso man freaks him out
True!
Well, non-canon Sigurd, I guess
i mean
im pretty sure all sigurd is canon and simultaneously not canon
as much as i like the concept of zeekerss' world and i love to hear more about it in each update
i think it is pretty obvious he's winging it a bit
because it doesn't stand up well to scrutiny
he has had to correct like 4 separate sigurd timeline errors
at this point
and at this point it's like
does it even matter
it just gets even strange when looking at the stats
large pip size, 30 seconds of stun
I think Sigurd shouldn't just
butteryfixes adds sigurd's text back to the old bird bestiary entry in spite of the broken timeline because whatever sigurd is fun
maybe
Explains the drill's cleanliness anyways
So you could keep all the fun stuff in Sigurd's vandalism
Bro's the 16th Doctor
it will be revealed on v80 cinematic
Would Sigurd make a good time lord
shovel hp 6?
(no idea where they got this number, it has 3 HP)
fandom wiki moment
Pretty sure all of the invincible entities had 3 hp
Including the old versions of forest keepers
im pretty sure 3 is just the default value
tulip snakes have 3 HP
but their damage function just instakills them
Yeah this is why the Fandom wiki sucks ass
instead of counting their HP
No offense to Giosuel, but it seems like he doesn't maintain it a lot anymore
Like
The toy train's values are ? and ? on their wiki page
Like
lol??
is it not becuase he's busy
in any case i dont think he should be solely responsible from maintaining it
for a while i worked on the miraheze wiki
but then there was some weird stuff going on
The miraheze and wiki.gg wikis are 10x more reliable than the Fandom wiki, that's for sure
i think one of the admins or the owner or something ran a really tight ship and kept reverting page edits
but i might just be misremembering
idek anymore
at this point i dont use the wiki for anything
it's honestly easier to just look at the game code or unity project and figure it out from there instead
Edits should be processed by a higher up, not automatically set lol
because at least it wont have misinformation
attack damage instant kill
even though it deals no damage
because it's bugged and can't collide with players
it says instakill, but he was planned to do 40 dmg?
yes
Wait
They have an attack animation, right?
yes
but the animator doesnt have any transitions set up
so only the idle animation works
Are you planning to restore their entire behavior, or just gonna allow them to spawn?
Lasso man is very appealing to restore, but thinking about how would he work is annoying
There’s no footage of their attack animation online, and it’d be really interesting to see in action
his attack animation is called "BeginPulling" and looks pretty much exactly like it sounds
anyways
Wtf
if i ever make the lasso man mod
It’s literally a precursor to the kidnapper fox
all im going to do is fix them not being able to deal 40 damage on hit
I got a question since you're active in here right now Buttery
I get a lot of lag when going back into orbit and stuff anytime a Cruiser is attached to the ship, do you know if any mods like Cruiser Improved/Additions/Magnet Lock might be running checks every frame?
not off the top of my head
Might be magnet lock
I would guess not Improved since you said you use that, no idea if you use Cruiser Additions though
I haven’t gotten lag from the former
I think so too
I don’t use Magnet Lock, or even knew of its existence until now, so this is just a guess
But I could also see the move script in Cruiser Additions maybe causing overhead
Ah, so basically an anti-troll mod
Ya
Idk how that would cause lag…
that's sad, he would be just like a thumper then
A pre-v47 thumper?
well it is true but i don't have much interest in working with it beyond that
it's in an extremely unfinished and broken state and i don't think anybody other than zeekerss will be able to meaningfully restore it
but if someone tried maybe they could make something cool out of it
idk
I love the unique way Wesley restored it for Art Gallery
i did look at the code of this
tbh
it doesn't look like it's doing too much
It's prolly Cruiser Additions then if I had to guess since it has that script for moving scrap into the ship
i do have a cool concept, but idk if that would fit lasso man
https://thunderstore.io/c/lethal-company/p/4902/Cruiser_Additions/source/ Unfortunately the full source can't be viewed
Also if you ever get around to it, a fix for the host only bug of colliding with the cruiser when entering the passenger seat or getting the door in the back of the cruiser closed on you would be great. It gets Exaggerated with Mel's Cruiser mod really badly sometimes
👀
why is it so big
i added an optional side mode that makes embrion enormous (larger than titan) and adds a ton of scrap to it
it's disabled by default and i probably wont do a ton of balance testing
o
but it's the most interesting thing i can think of doing with it
maybe in the future i'll even slow down the speed of the day passing
i like the idea of just having a behemoth map that's really calm on the inside
What size?
and i think the best place to put that is embrion (low indoor spawn rates, pretty amethyst caverns, "meme tier" status)
2.2x mineshaft (but it's not shrunk like titan's is)
2.4x manor
2.35x factory
Lord
on average i don't think it's going to be that much more profitable
but i like the idea of it having more maximum potential if you really strategize to squeeze it dry
even if the average returns are still terrible
like vanilla embrion
im designing that infestation rework now
this is the last bit i want to push for in this update
and im going to downscale my original plans
i wanted to include barber infestations
and i wanted to add outdoor infestations (dog/baboons)
and i was even thinking about some crazy stuff like coil and snare flea infestations
but i think this update will take another week if i keep pushing for more
so i will just do the mechanical rework
and i will add masked + butler infestations
and the rest can be a future update
Is ButteRyBalance vanilla compatible
Vanilla maneater just sucks too much balls for me to enjoy
I see
my goal was to make it configurable where everybody needed the mod, but only the host needed to customize settings for everyone to sync and get the right stuff
all of my other mods (except for barber fixes kinda) are host-only or client-side
but i couldn't really do that this time
i could maybe make a dll of some of the maneater changes
maneater power level and growth mechanics are all completely host-sided
It's up to you, you're not obligated to go thru the process of removing all the networking + not that big of a deal anyway overall
i'm pretty sure the lunge is client-side, though, so that wouldnt work in vanilla
Unrelated to BR, but do you know what causes forest keepers to Micheal Jackson towards you
wdym
Sometimes a forest keeper's AI tweaks out, and walks sideways toward their target during their aggravated phase
As seen here
never seen it before
They pretty much remain sideways until they either calm down, or come eye-to-eye with a player (Doesn't matter if its their target or not)
Shrug, this happened in my client-side modpack, and it happens in Purple's as well
It's not common though
Weird
I wasn't the host in this instance, so it couldn't be FairGiants doing this as (I assume) it's not active while client-side
Just finished catching up on today’s conversation, man I wish my afternoon was not so busy. Just want to add a couple things:
- I also would like Bees to be able to spawn on Offense, the moon’s giant exterior would feel less empty and pointless if it had them. It also helps balance the moon
- Please please please add the VHS menu effects, I want those so badly!
- I see Buttery’s point on the Experimentation garage door, very interesting. The more you know…
I'm kinda glad it sounds like Buttery is gonna add the essential things from FairGiants into this mod. The Anti-Camp patch I realized isn't even needed anymore
They walk away just fine on their own in recent game versions
FairGiants is a mod I hate keeping around as a seperate mod but it's good for the vision nerf
So these two are good to disable?
Random Wander is kinda nice, but Enhanced Anti Camp is kinda unnecessary
What was she gonna add again?
Their vision's decay, right?
yeah
i think you need enhanced anti camp on for it to work
random wander
the random wander setting just makes it so when they walk away from the ship after a chase, they go to a random spot
instead of going to a specific node every single time (the one furthest from the ship)
the vanilla behavior (and what enhanced anti-camp used to do, if random wander was off) was this
https://thunderstore.io/c/lethal-company/p/TestAccount666/AntiSlimeCamp/ Btw @daring oar If TestAccount is cool with it this could probably be merged in too
Quick question
Can we expect thumper infestations at any point?
probably not
i dont like thumpers (skill issue) but they are also capped at 4 per day
i did think about adding some iframes
when you use an entrance
but i wont be doing that in 0.1.0
Update today at 10PM 🗣️ 🔥
an idea from another mod, Jester despawns after it kills someone, someone can sacrifice to be rid of it? or maybe just force him back into its box after a kill? does it already do that? or does it run around killing everyone (i really should google this instead of typing this here)
It runs around killing until everyone is outside for like 5 seconds or something
It goes back in the box immediately after everyone leaves
close enough
I don't agree with that, but I use a mod called JesterTimetout, that makes him hunt for a limited time (60 seconds)
Jester killing only one player would make him not very dangerous
true actually
its a unique thing for it kill all
yeah the only other thing i might do for jester is force it to go away from the entrances
once it goes back in the box
you could have it do a similar thing the bracken does if no one is inside
but obviously not all the way to the furthest point
cause then it wouldnt do anything anymore
i am actually confident the update will release today
it feels like i've gotten my energy back and im making good progress on a new system
the infestation stuff is probably about ready for testing and that's the last feature coming in this update
ditto xd
i have finished every scene but artifice which is like half done
fuckin
scriptable objects wasted my time for so much i got tired and had to sleep
Masked Masked Masked Masked Masked
The dream stans are coming
Beat me to it
In Arduous Hardships where high tier moons are infested with Masked I constantly make Dream Stan jokes
Are these unrelated or the same day
for clarity
unrelated i just thought it was interesting
anyways the custom infestation stuff is like
"done"
except it seems to lock up and stop spawning enemies
which obviously a major issue
Honestly it would be interesting if Masked infestations forced Mask SID
this is really weird
i was able to get a masked infestation working on dine
but now i cant even get infestations to work at all on assurance
Hmm
enemies are being assigned to the vents and never actually spawning
i wrote custom spawn logic for the infestations (i'll explain why once it's finished)
and it's supposed to piggyback off of indoor waves
but it's not working right
Is there some sort of check that is messed up by the custom spawning?
the problem seems to be with enemySpawnTimes
oh
you know
i think i just figured out what's up
actually
yeah i see
that's kind of annoying
but i can work with that
whatever
it was basically just coincidence this worked
spawns only worked if a natural wave spawned enemies
and only if that natural enemy spawned after the infestation enemies
on assurance spawn rates were so low that had way less likelihood of happening
Are you not just modifying spawn weights
okay i had to fix one more very silly bug
but im gonna retest and it might be good to go, now
i discovered a bug with vanilla in the middle of doing this
Lol
so i needed a sec to write a bug report for that
that would be cool
the bountiful fields of experimentation
what on earth
If that's your own foliage pls tag it with the tag/layer foliage, zeekerss doesn't always do that and it annoys me 
the weeds are on top of the silo
i just took a screenshot
I'm gonna reduce to atoms
this is all vanilla foliage + vain shrouds
I swear, I see screenshots are the colors are more bold and saturated than on my computer. Does LC/Unity do things to make the game look fancier while being run in more powerful hardware (I am only on a laptop)
It is not that
i play with reduced brightness
which makes the game darker but makes the colors richer
Ah, it may be that
i did the whole brightness calibration thing on the title screen
when you first launch
i like the vain shrouds on top of the silo thing
and for me the symbol was barely visible after going several clicks below default
Yeah, I just out the slider on max and called it a day
Hopefully I can change that, I am somewhat regretting that now
you might be able to apply some color grading to resaturate the image but idk if any mods exist to do that yet
yea it's on the pause menu, but the calibration screen is only visible the first time you launch
you can move your save file to a diff directory, launch, calibrate, screenshot the slider, then put your save file back and re-adjust the slider until it's in the right spot
Damn didn't remember experimentation to have that much foliage
probably because most of the time the foliage is red and blends in
but when it's far away from the camera it changes to a material that's green
🙂
very cool
Is foliage affected by the seed
nah that's all just part of the scene
I have seen that, it is very strange
the boulder and vain shrouds were seeded
Lmao
Just as weird as when in a very large interior tile (only really seen in modded interiors), there is a distant fog effect that makes super far away things easier to see than things closer. I assume it part of Unity
ok new infestations work
update very soon
sorry it took me like
a week longer than i predicted it would
but i think it will live up to the wait

Cool beans
Drugs
I think increasing the recovery speed of stamina would help since it tanks your recovery speed
might also be nice if it could temporarily decrease the intensity of the weight penalty
just spitballing because im having to write out descriptions for all this shit im adding
and it's on my mind
increase the capacity a little to allow you to get a full effect + medium effect
this ALONE is peak
imo tzp cans should just have enough to equal 3 full dosage effects
yeah but you have to take like 14 seconds to get one of those
plus if its stormy, thats even more risky, cause the more drunk you get, the harder it is to hear the can could be sparking
its also just not better than the cruiser in any capacity as it is right now
besides on a moon cruiser isnt really good
You should kick the bucket on the fourth dose because funny
Drug overdose
i want to make driving the car harder while you're on tzp
zeekerss implied he would do it but im pretty sure he didn't change anything about it
i think it'll be funny
and it's not like it impacts any real gameplay scenario anyway
Finally, real drunk driving in Lethal Company
the funny thing is, this is only really good for adamance
cruiser is perfectly functional on every other moon except titan
but TZP is also not good for titan so like
If you can do some whack-ass jumps, it’s apparently good there too
I still don’t get how you would get down without immediately exploding on impact though
you can just land into the magnet
probably harder than landing up there
but regardless, its a pointless thing to do
Lethal Company players trying to perform bullshit
I think it could be made cheaper, its current 80 credit price still feels too expensive. Back when it was just TZP and Jetpack, TZP had its niche for transferring 2 handeds, but now with Cruiser you are better just saving for Cruiser. Making TZP cost 50 or maybe even less would make it be the cheap consumable option
can you buff radar boosters /srs
i have no idea how
but like
i really like them and i wish they were more useful
maybe making them have more visible range on the monitor would be cool
i was gonna make them work with the 2 teleporters
but apparently a mod already exists to do that
that's the only change i'd make to them, so as long as that mod works, i don't think i really need to do anything
radar boosters have "some" added niche in that they set coilheads on cooldown
so they get stunned for 20 seconds now, instead of 5.6875 (flashes normally dont last as long as full stuns)
thats fair
being able to inverse a bunch of boosters and then teleport them back into ship is super fun if you're Ship Guy™️
oh actually i lied
another thing i wanted to do was make them attract random lightning
like lightning rods
they are already conductive, but I mean that within a certain range, even the random lightning that instantly strikes the map itself
would hit the radar boosters instead
i think that'd be nice
especially if you could warp them back on to the ship at the end of the day
you could also ping them constantly to attract dogs
and get them struck by lightning
EnhancedRadarBooster still works afaik
You cannot Inverse Boosters with it, instead what happens is if the Ship Camera is pointed at a Booster, the Inverse Teleporter brings players to the Booster instead of randomly on the map
I really like this interact as it buffs Inverse too
ehhh that feels too strong
you can just carry a radar booster in a belt bag or something and drop it in the middle of the map when you're ready to go back to ship
and immediately put yourself back exactly where you need to be
it is cool as a feature but i think it obsoletes a bit too much of the gameplay
it's sort of the problem with cruisers and jetpacks
huh
where they are undeniably fun but they do bypass a lot of the game's design
i think you're thinking of a different mod ngl
enhanced radar booster just lets you inverse them normally
it doesnt teleport players or whatever
Does this really help that much with transfers? You get to get to facility for free but have to bring stuff back
- Radar Booster can be teleported to random location in facility by Inverse Teleporter.
- When Radar Booster selected on Ship Monitor and Inverse Teleporter activated Player will be teleported to selected Radar Booster.
does both
well it's true that loot transfer is the limiting factor
but strong
but then you have the cruiser and jetpack to optimize loot transfer
and so you've kind of optimized foot travel out of the picture
at least mostly - obviously you will always be walking in this game
have to take the stuff out of the building before it can be transferred to ship
etc
I think it is fine, it is a niche endgame situation that is not a priority buy
Inverse has 210 second cooldown too
Not like you can just spam this to travel anywhere, it probably will be faster to walk back on most moons if there is like 40 seconds or higher on the cooldown left
Anyway though these are all configs in EnhancedRadarBooster, if you think Inverse targeting Boosters is OP you can turn it off
EnchancedRadarBoosters also does this
You can configure how much of a range boost it get, if any
Update coming out at 7:45pm
update coming in 52 minutes
Fnaf will be real in five minute
idk what you'll think about this suggestion
But what if you made 120% sell rate at the company true
BuyRateSettings allows u to do this
yeah, it's the only reason i use that mod
I customized to have 2% chance of randomly the rates soaring to 120%
it's a cool mechanic in my opinion
would also give this mechanic a utility
it would be cool for lore consistency but i've decided against it before for the reason you just mentioned
overtime effectively makes any scrap you sell over the limit worth 120% value
though, if i had to guess, the overtime bonus is probably a carryover from the days when company price used to fluctuate
it's a fair trade off, you sell earlier, lose the chance to get a good/bad day
accumulating scrap is more advantageous for experienced players, but noobs (like me) would benefit more from this random mechanic
because the $15 extra per day makes sense when selling on any day is a reasonable choice, depending on the company's price
but in the final game there's no universe where +$15 is better than the hundreds you lose from selling at 70% value
well, it's just weird that Zeekerss left this
I think it might be interesting if masked did the stun animation sometimes while it thinks it is alone (seeing it twitch in the darkness facing away from you)

v0.1.0
- Initial pass on moon balance
- Several new options for enemies and items
- Reworked foggy weather
- Reworked infestations
- Oh hey, a wiki
buttery stancakes my goat
i didn't finish writing the page for artifice or titan
my brain is mush
it was not going to be unmush before 10 pm
and i've been delaying this update for hours just coalescing my thoughts into the wiki
i will pick it back up later
i am most interested to know how the store price changes and the weather changes sync in multiplayer - they should work "mostly ok" but they might require a little more elbow grease in the future to ensure proper syncing
im honestly surprised you left offense's power count alone
not a criticism or anything
ive always just found it interesting, bc assurance/offense/adamance respectively have power counts 6, 12, and 13
offense has a really weird jump that isn't very linear between the moon tiers
i made it 10 bc of that
offense has kind of rightfully earned a reputation for being super dangerous
and i didn't want to just nerf that danger
i feel like it will be regardless because of the enemy weights
adding masked to the pool sort of helps, because they are a lot less threatening than coils and thumpers, and reduce the spawn rate of those
well keep in mind that maneater and coilhead both had their power level increased
ah
i thought i remembered you debating higher coil head powers with me before lol
like you said it made sense it was 1 because they work in pairs
i always thought it should be higher because they're invincible enemies that sprint towards you and instakill you lmao
i dont remember saying that
i've always been a believer in increasing coilhead's power level
i think that, as of the v60 nerfs, they are a lot less demanding of increased power
they are "fine" at 1, now that you can get away from them while they are recharging
but i'd still personally make them power level 2
I'm guessing the weight rebalance for the Yield Sign would be intended to pair with TerrasRebalance which reduces the weight of the Shovel and Stop Sign?
no i just think a 42lb weapon is almost useless
and leafar suggested swapping its weight with the chemical jug
which sounded good enough to me
Also the Foggy Weather Rework being configurable like the Mineshaft Variants in Chameleon could be cool, if you can't figure out custom moon support
it would have to be implemented on a case-by-case basis
i disabled foggy weather's object
instead i adjust the volume on the actual moon
which requires a hierarchy search
Lmfao
I can see why Mrov is not as interested in LethalRichPresence lol
that one just needs custom moons to be able to put feedback back into something like the data tags batby was cooking a while ago that he can read
but the problem is similar
new foggy is extra cool on embrion and adamance
embrion looks awful in screenshots but in action it's pretty awesome
it looks a little weird on vow because it doesn't fog up the valley
i might adjust that in the future
I love data tags I wish they we’re real
if you would like to suggest a way for me to scene search for a moon's volume object based on data tags i am all ears
jokes aside
I forget whats the volume object
it is too much of an undertaking for me
Sky And Fog smthn
ugh
on all the vanilla moons, it's where zeekerss sets the color and density of the fog
so thats why there were 2
there is no telling what custom moons do with their volumes
buttery can u pls do me a favor and show me the ladder trigger here on offense
i screwed up and im having a hard time lining it back up
Whats on that object
huh
Sky And Fog? just a Volume component
why can’t you just get that again
oh wtf
typo in config
oops
btw i know about the typo in the titan description
says 28-31 scrap -> 22-35
the 22 is a typo
it's 28-35
uh, dunno, i think buttery's problem mainly is just that it doesn't guarantee that whatever volume you find is the one that controls fog for custom moons
I thought radar boosters were $60 in vanilla wtf
Am I misremembering
yes, there are multiple volumes per scene
and there's also no guarantee they follow the vanilla format either
Nah they are I'm pretty sure lol
there's also no guarantee that my way of adjusting the volumes will look good on custom moons
I remember them always being 60 dollars
its supposed to be stun grenades
the typo is radar booster @jagged nexus @unreal ginkgo
Oh I see lol??
it's supposed to say stun grenade
That's funny
i missed this description
Ah yeah I saw that but then Narpy got me sidetracked
XD
i do some kind of hacky shit with weather
I do find this nerf weird tho considering how
- Expendable they are
- How the full purchase stacks up high quick when you're buying multiple of them
- Easy to miss actively moving targets
i dont apply any patches to the first weather call that occurs on each client
in the future i think i need to just rewrite weather to be host authoritative
(which will probably make it unusable with weather tweaks)
I still get uneasy going outside with a stun grenade late in the day because I know it's easy to miss an aggravated forest keeper
you can just turn it off if you don't want it
that is why it's a config setting
but anyways
I know, I'm just curious behind ur thought process
it's $40 for a couple of reasons
That's why I was asking
i want to make some other items appealing to use
in vanilla you can afford over 13 stun grenades for the price of 1 zap gun
with these changes, 1 zap gun is 5 stun grenades
radar boosters got cheaper and their flash function is more useful on coilheads
The Zap Gun is never worth buying with the Vanilla pricing, the way I always have gotten them is through Code Rebirth crates lol
Cus I'm not wasting 400 credits XD
Even though UsefulZapGun makes them amazing
Idk what Zeek was smoking taggin the zap gun at $400
well that's the thing
it was $200 in v9
i just reverted the random huge price nerf he did at some point
lol
all of the price adjustments i did in the store were just reverting changes from previous updates that i dont agree with
with the exception of the jetpack discount thing
i just feel like it makes sense that jetpacks would have a reduced max sale price
since he reduced ladders (for some reason)
Cruiser is $500 and Jetpack is $1000 in my modpack, I agree with the changes he made
and jetpacks completely break the game as-is
Ya
to be honest i feel like the jetpack is more like $1200-1500 value
but above all else, the biggest thing is just reducing discount effectiveness
Purple had it at that at one point, but it completely killed the fun factor of getting jetpacks
I don't wanna be spending an arm and a leg for one jetpack lol
being able to afford like 5 jetpacks because you get lucky and they are marked down to $180 is kind of dumb
because then those 5 jetpacks will last you the rest of the game basically
anyways
reducing the max discount also reduces the average discount
so you will more often be paying for jetpacks at full price, or at least at a smaller more reasonable discount
I feel like the default Zap Gun price is cus Zeekerss probably had plans for it to be useful at some point, then he never really did anything with it and it got left in Purgatory
Even with Fumo's mod it's not with 400 dollars
zap gun used to be an essential tool
vents didn't exist and instead you'd have to use the "zap gun" to patch over anomalies that would make the map "unstable"
instability would cause enemies to spawn
I didn't play v4 (Or was it v2?) enough to see the intruders spawn from anomalies
Was it even in the game at that point?
but when he completely redesigned the game, zap guns needed a brand new use case, which turned into a stun gun instead
Aside from the default map
i havent really played the alphas
so i dont know all of the differences between them
zap gun would've already been transformed by v9
im not sure if v4 has the instability + anomalies mechanics
so v4 probably had it
either version of v4
one of them at least has the old clipboard that explains this mechanic
It's still interesting to me that brackens went from anomalies to animals, which is probably why they're the most iconic Lethal Company entity (Not to me though)
but the main reason i know this is because zeekerss uploaded dev footage of this
They still have traits of what they once were
you can see instability, see him using the zap gun on anomalies, see a "red pill" spawn out of one, etc.
in his early footage
I wanted to ask about Jetpack by the way, I saw you have an option enable v49 Jetpack physics, is this basically your v49Jetpacks mod without the bug fixes?
Also has the ui in the alpha no
oh shit i knew i forgot something
i meant to put jetpack fixes in the dependencies
v49jetpacks has absolutely no fixes
it just rolls back the physics
i will probably deprecate v49 jetpacks because this mod is going to be the only v49 jetpack mod i maintain going forward
Speaking of, are you interested in restoring the jetpack's behavior in the v50 beta
In this mod, I guess
Why would you want that
v49 jetpacks is just the standalone version that works on vanilla
it will with mine at least
this mod lets you network v49 jetpacks to all clients
so thats something
Because I don't like the v49 nor stable v50 jetpacks
I really liked how clunky the v50 beta jetpacks were
masked
if you wanted
no because they are no fun at all
to me
a long time ago i thought about making adjustments to the jetpack
this might be better for masked fixes
I don't know
making it fly worse as you were carrying more weight
Wait this is peak actually
that would be cool
and bringing back the long warmup period when you were trying to take off
and maybe i will still do that, now that this mod gives me an avenue to release it
In the config for that mod you have an option to patch the ““overheating”” explosions to make for a cleaner v49-esk experience
Jetpacks need a nerf in one way or another, which is why I keep its bugs enabled in my modpack (Sorry, Purple)
oh lord i just realized this mod probably fights with mrov's foggy patches
well, it's complicated
Thankfully JetpackWarning makes it a lil less annoying
Zeekerss moment
v49 doesn't un-fix what he fixed by default
iirc
but you have the option to unfix it, which makes explosions way more common
I see
and also makes them more accurate to v49 behavior
that being said
if you're using jetpackfixes (and you should be)
it will most likely overwrite whatever setting you have in v49 jetpacks
because i actually fixed the overheat bug for real there
if you want the v49 experience you should set "MidAirExplosions" to "Always" in the jetpackfixes config
This is interesting, I always did think it was funny how 100 lb became nothing when you were flying
my jetpack catalog is extremely confusing
and even now, sitting here explaining the deal with that, i feel like i am not making it any less confusing
but alas
I think I get it
v50 came with some fixes in addition to physics change, JetpackFixes takes the fixes to their full extent, v49Jetpacks has the option to restore v49 physics with either v50 fixes or no fixes
if im understanding you right
then yes
that's what im getting at
both jetpackfixes and v49jetpacks fix a bug that was newly introduced in v50
jetpackfixes completely fixes overheat explosions, v49jetpacks gives you the option to un-fix it (and they probably conflict, which is why i say don't use the v49jetpacks setting and just turn on "always" in jetpackfixes)
and then this mod and v49jetpacks allow you to get the old physics back
with the crazy inertia
v49jetpacks is a client mod that will work in all lobbies
this mod requires everyone to use it, but will let you enable v49 jetpacks for all players as the host
I see
I guess replacing v49 Jetpacks with this mod is how I slip this mod into my modpack
oh yeah
most of the wiki is just the ramblings of an insane person
but i do recommend reading this page
to make sense of the infestation rework i finished earlier today
if you are creating a modpack it is probably information you will want to know
and it is less self explanatory than everything else
You're acting like any of us here are any more sane
lol wtf are you even doing here
caching the mask so i dont do GetMask multiple times
Stop being so hard on yourself Buttery
one of the masks i use like.. 5 times an update cycle 
i have just run myself a little thin this entire week
i am just so completely spent
no thoughts, head empty
It’s only Monday give yourself a break 😭
i will write the artifice page later but it is pretty much just "reverted all the v60 changes but didn't remove the v60 content"
also v50 beta turret spawn rates
since artifice's interior is really easy
and it gives ship player something to do
i mean throughout all of last week up until now
What were v50 beta turrets
0 min, 35 max, no major curve (pretty much just straight randomization)
So only slightly easier than Titan
right around the time v50 left beta, he reduced it to 9 max, and changed the curve
50% of days have 0 turrets, 35% have only 1
and the remaining 15% range from 2-9
do we know how the interior stuff works with LLL n shit
I agree with this change, Artifice interior does feel too easy
my complete lack of testing is one of the reasons this is 0.1.0
as long as lethallevelloader uses vanilla's dungeonFlowTypes list on SelectableLevel
and applies scalars to the RuntimeDungeon.Generator
it "should work more or less"
Missed this message, very interesting take. I cannot say I have ever heard this before
You probably have never heard it before
i've heard a couple people say they like v50 beta jetpacks because they were really easy to use
and like
yeah, i guess
I'm pretty sure I'm the only person who prefers it due to how shit it is
but they are just so boring
Super low skill ceiling
ig it does have that LC jank
you burn half the battery just going to the entrance
and then you need the other half to take it back and recharge
I think it's just because how low you are to the ground
Makes you more vulnerable to old birds, earth leviathans, and forest keepers
i do think 40s is a good battery life for the jetpack
and those entities are usually squashed by jetpacks
it actually makes running out of battery at a bad time a real risk, if you aren't constantly recharging it
and constantly recharging it is reducing the margins on the time you are saving
but 40s battery is terrible with how slowly the v50 beta jetpacks got around
you had no choice but to keep recharging it, which was really annoying and still meant you'd basically never run out in a bad situation
i don't know if i will rework the jetpacks on the same scale i did way back in the v50 days
i tweaked them a lot in a mod i never wound up releasing
because i could never get them to a state i was completely happy with
but i think nerfing the battery life and making v49 physics an option are both major improvements
and i might add an option to bring back the slow takeoff speed because that was also a good change
having to warm up the thrusters for 2-3 seconds before you could actually get airborne
made instant evasive maneuvers way riskier and gave ground enemies a chance to intercept you
it was the best thing to come out of the v50 beta jetpacks
and then it disappeared in the next update when he super buffed jetpacks
Cool
A chimera of the good aspects of the v50 beta and v50 stable jetpacks would be nice maybe
Shrug
20 megabyte config file 🤑
Make that shit look like the Haunted Harpist's config (There's so many options while being vague that I don't even understand what the fuck any of it is trying to convey)
Have Buttery make the descriptions at the end of the week when her brain is legitimately mush
Reddit copypasta tier descriptions
Oh btw Buttery before I forget, will JetpackFixes be a soft dependency? Part of me wants to not fix the v50 bugs so Jetpacks still have a bit of that jank
I do not want things to be too smooth and reliable
it will be a soft dependency but depending on what you want
i would say just use jetpackfixes and enable always on mid air explosions
if you want jetpacks to explode when you fly too fast with them, that doesn't even happen consistently in vanilla anymore because of zeekerss' partial fix in v50
Where's the non-newtonian dependency
anyways this mod actually has no hard dependencies but it is intended for use with the dependencies listed in thunderstore
my vain shroud settings obviously dont work without yesfox
masked can be extremely laggy without mask fixes
I see
butteryfixes has some things that affect balance
like bee hive price fixes, or mask hornet power level fixes
this mod will function on its own though
Anyway though what about Cruiser, are we gonna nerf that in some way? In meta play it is more powerful than Jetpack at this point, if a HQ WR attempt does not get enough credits for Cruiser + Artifice it is a reset
idk
it is a dumb answer to your question but my party just plays without practicing cruiser jumps
so most of the time, a cruiser jump is like a 50/50 of us fucking losing everything or clutching
Huh?? The Cruiser is a lot less reliable than Jetpacks
One old bird or a pack of baboon hawks is enough to send it into orbit
and driving on its own feels pretty fun and balanced
No that is fair, Jetpack is way easier than Cruiser tech
idk how i'd fix the cruiser without ruining what makes it fun
cruiser jumps are really cool and a good reward for learning the tech IMO
even if they are consistent and reduce the need to deal with outdoor gameplay once you learn it
I do think old birds should be able to see you in the Cruiser though
It's weird that they don't, lore-wise as well since they were programmed to kill anything and everything that breathes
well
I mean when you're seated
that is more of a programming logic issue than a design issue
If you're in the back, you're fine
i think the entire cruiser's collider is the same object on the same layer
That's an intentional design choice Zeekerss has stated
so im not sure how you can give them selective vision into the front seats while not being able to see into the back
But the seats also being a safe spot from old birds specifically is weird when forest keepers can target you
vanilla already has some super hacky logic
lifetime warranty + 20% credit penalty when it explodes or gets left behind
HQ has a spot next to Artifice fire that avoids AI nodes relatively reliably. They turn off engine and put items exclusively in the roof and everything leaves it alone
but thats been done alrd
Hold on what, the latter is a good change
What mod adds that
most enemies are unable to collide with you if you're parented to the cruiser and the backdoor is closed
lifetime cruiser warranty
Oh
it basically treats the cruiser like a ship upgrade which makes perfect sense to me
the kidnapper fox's tongue breaks if you're standing on top of the car and the backdoor is closed
Tbf the kidnapper fox was canned too early for Zeek to have noticed this, so
because those two conditions would be true if you shut the backdoor on the fox's tongue while you're in the back storage area
I really blame the Competitive community for the fact the fox isn't coming back in Vanilla
Oh yeah, another thing that would be a good balance change
Being able to close the ship doors while the kidnapper fox is dragging you to hell
Same Buttery, same
It was really just the shroud system that needed adjustments and the optimizations we have now for the Vehicle Controller stuff tbh
i dont think the fox's tongue prevents you from closing the ship doors
i blame everyone
It does, intentionally or not
i heard complaints from basically everyone
From what I heard they cared about Fox the least, it was casuals that were complaining. Competitive knew the cheese in the corner of the ship to have it dead in seconds
i mean
Literally everybody wouldn't shut the fuck up about it
and they weren't yapping in a respectable manner either
this is precisely how i remember it tbh
jetpack and foxes, everyone was just being very annoying about em both
I only ever complained about the shroud system being too much, I loved the fox
I'm also at fault for treating v60 like shit
it was the whiny babies who we're complaining
from what i saw of it it aligned very closely with the competitive community but not exclusively
Still love the fox, it is such a derpy and cute enemy
Well competitive is not literally everyone, you are painting some pretty board strokes
bread immediately was telling people the fox isnt too big of an issue with high quota stuff and there were multiple ways to cheese it
so it wasnt really comp players
it was a ton of casual players complaining about it iirc
and as much as i love the fox
I'm not in the competitive scene, so I heard complaints about them from everyone
i do not want to misrepresent the truth
the fox was absolutely awful for casual players
not gonna pretend i didnt, i dun remember and i wont claim i didnt complain lol, but i remember it was a mass pile of just basically everyone
in its v56 state
Yeah it was horrible when it existed in Vanilla and felt too rushed
Was it because of the ship bug allowing vain shrouds to draw near it?
i think it is easy enough to fix, and i hope (but no longer expect) that one day zeekerss will be interested in fixing it
Well yeah, all its nerfs did not work 😭
because it's very cool, when you are not getting stomped by bugginess
the funniest parts were people looking at the jetpack and being like "im quitting the game, it is so unplayable", like it aint dat deep
but i think pulling it out of v60 was definitely fair because it had a tendency to make the game completely unplayable if you got unlucky
yeah
they were playing the wrong game lol im ngl
Zeekerss seems to really struggle with confidently acknowledging that a lot of feedback is useless as hell
Oh god the complaints about the Jetpack nerf, he nerfed it for emphasis on the Cruiser honestly
other way around
Hey @daring oar do you know if your meleefixes mod is compatible with https://thunderstore.io/c/lethal-company/p/Entity378/HexiBetterShotgunFixed/ ?
every time zeekerss nerfed it he buffed it again in some way
he nerfed the jetpack in v50 before the cruiser was added
yes
it is
tyty gobbless
Without the bugs... kidnapper foxes are really not a big threat lol
People should've given them a chance, and Zeekerss shouldn't have had his ears plugged towards the (Though understandable) complaints
this comment in isolation means nothing
Oh really?
but he said part of the reason he added the cruiser is because after the jetpack nerfs got such vitriolic response that he decided to revert them
Just wanted to check b4 installing it and blowing everything up lol
he wanted to add something else to fill the same gap as the reworked jetpack did
Geez everyone came out of the woodworks for Kidnapper Fox discussion, hot button topic
coulda just been that the voices were too loud, its a bit insane how many people kept insistently complaining about the things that i'd maybe have just done the same thing as him
hexishotguntweaks also makes the bullets not look like a debug feature
not out of like feedback but just out of wanting people to stop
last i checked, this mod prefix cancels the method i patch
shameless self plug but yea
well yeah the dumbest babies cry the loudest
Probably because it's just interesting to talk about
so tl;dr yes it is compatible, although my mod doens't change shotgun behavior at all, it's just hexibettershotgun (my logic is ignored)
Speculation is a helluva drug
anyways the fox wasn
fuck
In all honesty I don't fault him for this. The game blew up way more than he anticipated and he's a one man dev team. I feel like he probably feels he holds a lot of responsibility when people dislike a change he makes and it's a shame
I didn't mean to send
The fox wasn't fuck
not much of this is actual speculation tbh
what update was the jetpack craziness again?
v50 beta
v50
I don't think the fox was the main issue I think the vain shrouds were
ah right, the beta
absolutely
Everybody should've pointed fingers toward vain shrouds, yeah
The kidnapper fox was in a good state
I loved how funny Easter Eggs were in the V50 beta tbh
In hindsight yeah
Do you mean like the tracers they add? I haven't actually tested this new hexi fixed ver, but I know how the older one works
Though I'm still sad to see that kidnapper foxes camping on the ship like masked was just a bug
yea its just a nitpick lol i think the red bullets look strange xd
its not about what people were pointing fingers at period
Yeah, dopa's mod makes the tracers feel vanilla
it's how they were doing it
I recommend
makes sense bc the vanilla shotgun is so different, I really just wanted the meleefixes and then thehexi guns
yeye they work together
That too, but there were still a lot of fingers on the fox instead of the real culprit: vain shrouds
i use them both
the point of an early access game and a public discord is to get feedback on the changes
what was given was not feedback, it was aggravated shit-talking
Best combo for shotguns imo
What did you expect from a playerbase composed almost entirely of redditors
from my perspective the vain shrouds were made so that people wouldn't go to the same 2 moons until the paid ones but the problem with this is on the paid ones you can't really switch without a major loss of money
Might have to try it, I kinda like the tracers though bc they show where the boolets hit
This is a joke btw
Unfortunately it's cus the game blew up so much in the v40-v49 era as if it was a fully released game
i can see why some people thought that
that icon narpy made is so cute
i love it
Also on the topic at hand for my 2c having never played with the fox but from what I've read the fox seemed fine (if a lil close to the ship) but yeah the shrouds seemed insane to keep up with
but i dont think this was ever actually zeekerss' intention
maybe not
nothing about how the system was programmed feels that way (although this is just my personal analysis, obviously i am not in his head)
It does stink that valid criticism was drowned out by the crybabies and now nuanced discussion is hard to do
i think the biggest point of confusion was probably how weed killer functioned
yeah
the shrouds and fox are some of the most confusingly implemented systems in the game
and they are very cool and i love them
but it is extremely difficult to explain and it is a maze to learn those mechanics
and a lot of misinformation was being shared, or a lot of intentional behaviors being misunderstood and reported as bugs, etc.
You mean maize :trollface
It wasn't even this
on top of everyone (rightfully deserved, but not rightfully done) complaining that the fox made the game borderline unplayable
To me I hated the system cus Shrouds would grow so out of control, and weed killer was borderline useless at the time
there was a complete maelstrom of correct and incorrect information
you would have to buy so much
community discussion was a disaster for weeks
in fairness unity has nothing directly to support saving changes to scenes at runtime like that. i dont blame the code for being pretty cooked
you could spend so much time spraying shrouds, and by the next land they were all back
and i feel like it's fair enough for zeekerss to want to distance himself from the whole shitshow
It felt like a rushed system that wasn't tested well
Doesn’t help the hitboxes were janky and Weedkiller killed like 3 Shrouds max per bottle, it was pretty bad at its job
this might be false but I think vain shrouds staying on the same moon might be a reference to a rumor during v50 that once an old bird spawns somewhere it stays on the moon in the same place
even if it is sad that the fox will likely never receive his blessing again
whats funny is that he delayed it a bunch of times
I have never heard this?
yeah i remember those days
That doesn't mean you can't not rush certain things
maybe a coincidence then
it was like, extremely early v50 days - it was pretty quickly proven wrong
probably
yeah
like day 1
but i do remember some discussion that people thought old birds persisted across days
I remember the server going crazy
because the bestiary kind of hinted at it (in-universe, not as a mechanic)
I remember seeing an old bird for the first time on Adamance and thinking it was a half-buried statue that I initially missed
It was just compared to everything else he added before hand. Everything else he released came out with really high quality. The Vain Shroud system was very messy. I get your point of course but it just felt lower quality while the fox itself was amazing. I fully respect the original intent and what it was going for it just needed rebalancing instead of him yanking the fox entirely
It was positioned in a way below the tree's shadows that I thought it was half-buried
orrrr it might be making the early game moons harder as you go on
It also had the issue of shrouds always growing in the ship
to my knowledge vain shrouds weren't ever actually that buggy
Leading to insta deaths on the ship from the fox
Oh god I rememeber vain shrouds in the ship lmfao
the main issue was them spawning inside the ship almost every single time they grew, which was a bug that he tried fix that never actually got fixed
but like, for example, a bunch of people reported that weed killer didn't work
No they just grew out of hand, and would cause lag when a bunch of them existed
and weeds would just reappear the next day anyway
Yep
which, yes, that is true, but that wasn't a bug and was actually a mechanic
Weed Killer was so painful
so people reported it to zeekerss and he said "we havent experienced this problem in testing" or something along those lines
You could spray down so many weeds, and then a huge number would come back the next day
which was also true
