#ButteRyBalance
1 messages · Page 8 of 1
optimization is not fun for a lot of people and i'm sure he'd rather release more content than have to do it
i can say this myself as i play this at average 30 fps with a lot of optimizations mods and have to filter out the QoL mods
and also i know you are a believer in this so i don't have to explain to you, but optimization is pretty much bonus in early access
It's also like, to an extent I don't even think the game is unoptimised, in the sense that the two major reasons for it's performance are DunGen and HDRP
i have a friend that plays at a lower FPS because the fog kills the FPS
that being said, it is still the only thing that i'd argue people should look into before playing the game
regardless of their technical skill or interest in mods
there are a bunch of optimization mods that make 0 changes to basegame content and make it way more accessible, and mod managers are pretty easy to set up with minimal knowledge, so i think it's a huge benefit
The only big issue with the game is the networking, if that were improved like 99% of its current objective issues would be fixed
meh
i don't think the game is that unoptimized either
Nah
Yeah interior culling is the biggest solvable problem
the latest versions of cullfactory are indistinguishable from vanilla and boost performance a ton, so i'd argue nobody shouldn't be using it
there are a few other mods i'd lump into that as well
Not that you disagree but I do wanna acknowledge how long it's taken Zaggy to make that though
nvidia mx130 
yeah
the amount of effort that goes into some of these mods fills me with a small sense of dread
money issue
because i assume they will never be officially adopted into vanilla, at least not to the same degree of quality
Matty’s fixes is up there for me, patches orphaned radar icons from sold scrap and helps make lamps not spawn inside kitchen counters
just because zeekerss has his hands full with everything else about the game
but it does make me happy that adibtw (the loadstone dev) made a huge post about dungen optimizations in the zeekcord bug reports channel
and most of the big names here (matty, zaggy, 1a3, you) have made some other posts in there that could be of use once the channel starts being used again
any improvement is still improvement, although i feel like it's inevitable there will always be stuff for the modding community to improve anyway
A rough estimate on the time i've spent developing lethal company mods calculated with the legal minimum wage of that role where i live equals about $64,000 AUD
lol
I hope you have had fun
i consider LC mods a nice portfolio piece
i guess
but yeah
definitely would've been nice to be paid for the amount of work that goes into these things
me too until they weren't lol
We may disagree on things and people may give you trouble for LLL not being 100% stable but your contributions to the community are undeniable, much thanks 🙏
You too Buttery
Btw can I have a link to this
It seems I have some homework to do
I wonder if it'll be a game over type ending or if it'll be another layer of difficulty that you unlock that allows you to go for even harder runs/quotas
Oh yeah that's true tbh, completely forgot those exist
It's crazy but my group just doesn't play with it
I'd have to ask the host why he insists on keeping it out again its been a hot minute since I asked
I have never run into any of the issues with CullFactory that Glitch always does tbh
I mean you played with it when we played for the 600 follower stream
it works fine

never encountered issues with it either, outside of one-off hotfix patches that were corrected less than a day later
i actually turned it off earlier today to test something and i was kind of surprised how used i've gotten to it
i saw the "apparatus machine" get culled on screen because it was at the end of the hallway and totally forgot vanilla did that cuz i havent seen it in months
Lol
Lol, I like it too though since I'm usually only ever testing I don't use it since it's a bit annoying having it cull the interior when I'm trying to check stuff there
weird request but, it's possible to add an feature that guarantees that apparatus will always spawn on Factory?
Also, saw this on the wiki and i'm starting to doubt every information so i'll check here first
if it's true Offense is taking the L again
Apparatus can't spawn on other interiors?
it is a dungen bug
"bug", i guess
the apparatus is guaranteed to generate inside one of two factory rooms
it only doesn't generate if, for some reason, the entire interior generates without spawning either of those rooms
Yeah but the percents look like it’s factoring in that other interiors can spawn on the moon lol
i have no idea how to fix it (while minimally impacting other aspects of generation) because i have absolutely no experience working with dungen
also yes it's almost definitely because it factors in the other interior types
rend and dine are so low because they are almost never factory
this table offers no new information because it's just identical to the chance factory generates on that map
as the caption suggests
The spawn chance of Apparatus is the same as moon's Factory spawn chance.
the only maps where this is even notably an issue are Experimentation and Assurance, in my experience
because they both generate the smallest factories of any map in the game
even then, most of the time, it's there
i didn't notice that it was referring to the chance of an factory spawning, I misinterpreted
In your defence it’s a silly table that likely only exists out of item page consistency
probably yeah
that was my thought
anyway
the table isnt even up to date because the interior chances changed again in v64
weird bug, but messing with the dungen might cause desyncs so it's better to not even touch that
well, if i was gonna mess with dungen, this would be the place to do it
i already rescale the mineshaft and rescale some of the maps, which would cause desync if not for the fact that this mod networks it
i just don't want to impact factory generation (outside of uniform scaling) because i think it's fine
the only change i would make is guaranteeing that the dungeon must have at least one of the two apparatus rooms
but idk how to do that
Idk if you can in a way that preserves the current generation
yea
you can ask to the loadstone dev i guess 
i guess the caveman way of doing it would be to generate the dungeon
count the rooms
and regenerate the whole dungeon with another seed if it doesn't fit the criteria
brute forcing like that would probably work okay, since this bug is skewed to affect the smaller maps rather than the large ones
and it's such a rare occurrence you'd probably be pretty close to guaranteed to find a good seed with only 1 or 2 attempts
imagine having an extreme bad luck and be stuck on loading screen for lots of time
I think SDM does that
but that seems like a lot of trouble for what is such a minor issue anyway
Semi offtopic but you’d probably have fun messing with dungen generation
beforehand, it would have been terrible to get a map without the apparatus, because you had to use it to recharge the elevator or you couldn't continue
but now the apparatus is just a drill part that can't even be used yet
and a pretty lackluster piece of scrap that makes your life worse when you pick it up
Lol
well im not saying it isn't worth grabbing it
it's worth money and you should definitely go for it if you are able to
i just dont think it's so good that it demands over-engineering a solution to force it to spawn
in the rare situation of failure
it's even weird that Zeekerss didn't guarantee it being able to spawn everytime
The bug turned into feature
tbh id just guess it didnt fail often enough that he needed to fix it early in development
and also pretty early into development, the elevator got completely scrapped, so there was no longer an incentive to even fix it once he reached that point
sad that the elevator got scrapped, it would been cool if at least Experimentation was the only moon that used him
If I were to ask to tweak one thing about dungeon generation it would be to make Fire exits spawn a minimum distance apart
It isn’t aware of App room either yet Buttery outlined ways of doing it
it is aware of app room
I meant in the sense it should be guaranteed in factory
ok but that is saying a different thing
Well sorry for asking then
im just explaining that fixing that wouldn't be via dungeon tweaking
The way you just show up in seconds with a dry “not how it works” just comes off as hostile
Call me sensitive
I suppose you get this request a lot though so it must be a tired topic
These are probably two special cases that the dungeon gen should account but doesn't...
Generate at least one room that guarantees an apparatus on Factory
There can't be more than 1 fire exit at the same room
the apparatus and fire exit make use of the exact same system internally
Both aren't treated because there are only a few cases that happens
but it is a little more complicated to address the problem of fire exit spacing vs. apparatus' whole "not existing" thing
what is happening is that the dungeon is being generated
it places all the rooms and connects them through doorways
empty doorways have a blocker object placed instead
and then after the entire map is generated, it populates the dungeon with random props
true but misleading in this context
each of the doorway blockers has a potential fire exit object that it "can spawn" (technically it's already there, just inactive)
and the two rooms with the apparatus machine, likewise, have invisible apparatus machines
the dungeon will select one of the apparatus machines at complete random and activate it
and will select either 1 or 3 of the fire exits and activate them
this guarantees there will always be an apparatus, unless both of the apparatus rooms did not generate, because that would mean there are no candidates for its location to be selected
the same bug can also affect fire exits if certain seeds generate a dungeon without any doorway blockers, which is why you sometimes get the "This entrance appears to be blocked." thing
although that's a lot more rare because doorway blockers are much more numerous
you are practically guaranteed that at least one will exist unless you exclusively get a starting room and maze tiles, because fire exits do not exist on the maze tile's blockers
anyways
the problem with the apparatus not spawning is just the moderately higher chance that no candidate locations will spawn, due to them being comparatively rarer than blockers
the problem with fire exits is that the prop system used to randomly choose the fire exit to activate has no concept of distance or weight
it picks from the list completely at random (based on a seed, obv, but that's it)
it is kind of a clever way to implement the system with minimal work on zeekerss' part, but it does fall prey to the limitations of dungen's primitive prop system
i feel like you could pretty easily just unplug fire exits from the interior's prop list
Playing on the same seed could result in fire exits spawning at different places?
and write your own code to generate a list of all the deactivated fire exits, and then pick from them using your own criteria (presumably distance checks from other entrances, not sure if anything else has surfaced complaints?)
you'd just need to do that pretty early in the generation process
dungen has hooks to do this kinda thing btw
because after the dungeon is completely generated, then the game runs SpawnSyncedProps which will actually place the apparatus itself + place the teleporter object for the fire exit
the fire exit's teleporter is placed on the host's end and it's just positionally synced to all other players, which is why interior desync usually causes you to fall out of the map when you enter through the fire exit
you enter through fire exit at the host's spot, but there's no collision there to catch you on your client
i guess you do have the option to just relocate the entrance teleport after you select a new fire exit, just seems like a bunch of extra work + each client would have to be told to do it since it'd already be network spawned
no, because the entire dungeon generation process is seeded
i just mean it's random because there is no additional criteria
the game just makes a giant list of "here's all the potential fire exits" and any one of them is chosen
all clients will pick the same one, and if they don't, it means their seed desynced (which would result in a completely different interior layout anyhow)
but the complete lack of criteria is why you can get fire exits that are a room away from main
or you can get a fire exit on the opposite end of the caves from main, but behind a locked door with nowhere to go
or why you can get 3 fire exits in the exact same room on march
What exactly is the fix for the ear ringing duration of the shotgun in meleefixes? (askin bc I kinda liked how the ear ringing worked but I can't really tell whats changed)
when it is fired within 5 units of your position (absolute point blank range) it is supposed to make your ears ring for 0.8s
but when it is fired within 15 units, it's only supposed to be 0.5s of ear ringing
the problem is that there is no else statement between these two cases
so if it's within 5 units, it gets set to 0.8s, then immediately overridden to 0.5s
Ah ok, so does that mean it will now ring for longer when it goes off closer to you like it should?
yes
Ty for the fix and ty for the answer!
Yes
Also, I should've specified
Most of them walk in place, but some are free for some reason
But disabling the restored v64 behavior frees all of them
How does the Barber infestation work if all settings that allow you to increase the number of Barbers are false? (first setting in ButteRyBalance and all settings in BarberFixes)
(i still like the idea of having a Barber infestation, even if i dont like having more than one normally)
Buttery has a setting to change infestations to where the chosen entity spawns until its spawn cap is reached, and then normal spawns more or less resume. If you have Barbers at 1 spawn cap a revamped infestation would mean you get that 1 guaranteed but that is it
barber infestations do not occur in mineshafts
(at least, not unless you use clay surgeon overhaul)
you could technically use the setting without increasing barber count
but like
you probably shouldn't
it will just make the game really boring
because you'll get 1 barber and 1-2 other monsters
i told you that you could overwrite my infestation stuff
i.e them not spawning in mineshafts is something i dont mind
if you want klay world to work in mineshafts
then i kind of have to assume any time clay surgeon overhaul assigns a barber infestation
it should just default to a barber infestation
because without reading your config there's no confirmation it was randomly selected or guaranteed by klay world
iirc Klay World is not just infestations, it makes it so Barbers are literally the only entity that spawns. So if you could detect that no other entities are set to spawn then it would denote Klay World
nahh bro
klay world forces infestations on each day
i was too lazy to write it any other way
@daring oar wasnt i doing some stupid shit causing some curve to be instantiated on each tick
i remember you telling me about that but i forgot
if you could remind me what it is i needed to fix that would be neat lol
also... i think i did something wrong with the skins
i have them randomized based on seed
but it appears that when surgeons spawn in pairs, that pair always has the same skin as each other
kind of unintended but i dont really mind
that's just how barber infestations work in clay surgeon overhaul
the power level is set to (barber power level * barber max spawns)
which will usually guarantee that only barbers will spawn
Ah my bad
klay world just makes any day that's not a hoarding bug or nutcracker infestation a barber infestation i believe
maybe it overrides HB/NC infestations too, have to check
anyways the barber infestations in this mod work sort of similarly
having 8 barbers combined with other normal enemies would be pretty terrible
so right now it sets power level to a random number between 0-3 and guarantees all 8 barbers will spawn throughout the day
but right now it doesn't actually verify that barbers have a max count above 1 before it allows the infestation to occur
so if barbers are capped at 1 they will basically just blacklist other spawns for no reason
i will address that in the next patch
im also open to tuning this number a bit more if it's apparent this is too easy, but i see barber infestations as less of an addition to a normal day's challenge, and more like an "alternate gamemode" of sorts
completely different threat catalog
i think if barbers worked the same as other infestations it'd probably be pretty terrible
but only having 1-2 other power level 1 entities is maybe too forgiving
im not sure
Maybe like half power level, rounded down
Experimentation would be 2 power while Artifice would be 6. Titan would be the highest at 9
That would be my idea, it is meant to be harder than a normal day
Anyway I wanted to ask, does the setting to add Bees to Offense increase the spawn curve at all? Now that I am aware that Offense’s ultra low curve is the real culprit
yes
if you enable offense bees
it adds them to the spawn table (with 31 weight)
so ~24% chance
basically
and it increases the spawn curve value at 6 AM to around -1.25
whenever the first spawn wave happens, it'll sample the curve, add a random value (-10, 9) to it
and then that number is the amount of "spawn slots" that will be rolled
each slot has 24% chance to be bees
i didn't actually do any math or testing to see how common bees were on offense compared to assurance
my guess is that offense will still have a pretty low average chance of bees
and if it still feels bad maybe i could bump it up a bit
but i do think bees should mainly be a forest moon characteristic, and it should just be a special "lucky day" encounter on the deserts
I am fine with rare bees
Having absolutely 0 just feels cruel though, especially for an underpowered moon in vanilla
Offense does have a rather high Daytime Spawn Deviation which helps Bees
yeah
10 is what assurance used to have, for comparison's sake
(because assurance = offense haha get it anyways)
at some point zeekerss lowered assurance to 8 and if i had to guess it was probably to reduce the commonality of bees
although reducing the spawn deviation doesn't really affect the average, just highs and lows
because the whole point is the spawn deviation controls how much it can deviate from the average, which is a fixed value
maybe he also lowered the curve when he nerfed it to 8
i didn't actually check
Did you leave the Off daytime power at 20
yeah but there's not really a point in changing it anyway
the only other thing in the spawn pool is manticoils which at best can take up 16 of those slots
at most you can have 6 bees worth 6 power level
Oh yeah not complaining, it just is funny how many Manticoils there may be now
and the absolute maximum enemies you'll get during the first spawn wave is 7
the first spawn wave being the only one that can generate bees anyway
in this case bees are mostly just impacted by the spawn weight of manticoils which i don't see reason to change *yet
but it is a tool for future tweaking, should it feel necessary
also yeah
but tbh that's fine
manticoils are funny and zeekerss made them leave moons way earlier in the day in one of the recent updates
i think they leave at like 12:30 now when they used to leave at 5 or something
so i think by the time offense starts to heat up most of the dodos will be gone anyway
I do wonder why he changed that
I kinda liked them leaving as the sun is going down to strengthen the transition to the ominous night
honestly no clue
i think manticoils just started being a much bigger part of endgame
since artifice actually had the capacity to spawn them
and maybe he just felt like they were out of place in that lategame stage
that sort of leads into an unrelated conversation
i do think lethal company would benefit from a lot more fine control being granted to individual scenarios
right now the game gets away with a lot of simple rules
like the illusion that manors have high value loot like paintings, fancy lamps, golden cups, etc.
i call it an illusion because that good loot is actually a characteristic of the moon
and it only feels like it's "manor loot" because it's common on all the moons that commonly spawn manors
but rend/dine factories will still have manor loot
and it's even more obvious with dineshaft spawning manor loot now in v60
he did implement a way for specific enemies to be more common in specific interiors
and right now that system is exclusively used by the maneater for mineshafts
but it's a very rigid system
you can only define 1 interior, and that interior always applies a flat 1.7x mult to its weight
there's no sliding scale with support for multiple interiors
i think it'd be cool if you could define overrides for different enemies/items on different levels/interiors
it would allow for a lot more dynamic "sliding scale" interactions
Central Config has settings for these (I think) so it is possible
like barbers having 10% spawn chance on mineshafts because they are terrible to play against there, or fancy lamps being rarer in factories and mineshafts but having bonus chance in manors
and it would allow you to address something like this
manticoils could be made to leave later in the day on endgame moons via overrides
but could stay present for longer in the earlier moons
Maybe they caused problems with the Old Birds, like the Old Birds targeted them but had trouble killing the tiny targets
Like if Manticoils were chilling on top of a warehouse they would occupy Old Bird aggro until 5pm
i might be wrong (i've never actually paid attention to this in game) but it looks like manticoils lack the functionality to be targeted by old birds
in fairness i've made that incorrect assumption before
like for a while i didn't think hoarding bugs could actually hear audio because their AI was missing some components, but that was just because i didn't understand all the underlying systems that connect to make audio propogation work, at the time
i still need to figure out what makes manticoils just bug the fuck out
and spin around in circles
i have no idea if it broke at some point in the game's update history or if it was always broken
Actually it could be that their death animation being bugged is why they leave early. Having them leave before Dogs and Old Birds that can kill them spawn reduces the chance of normal players seeing this
They've always done this after dying iirc
I can't remember playing a version of the game where they didn't spin out
Lol
Maybe the being mortal is actually unintentional, since both types of Bees and Spore Lizards are immortal
Tulip Snakes have to be mortal for gameplay reasons
Nah I just don't think they were ever given a proper death animation
Cus you can run them other with the Cruiser for example
If they weren't meant to be killed he likely would have fixed that when that was added
i dont think they were made with anything like the cruiser being made in mind
Probably not lol
but anyway
their death is intentional
or atleast i'd hope so because he made a death soun
Mhm
if you use imperium to make yourself untargetable they spin around like crazy even when they aren't dead
so that doesn't seem to be the whole picture
at least
oh nvm they do have a death animation
yea
I have noticed this, like not being able to detect the player bugs them out
it is definitely possible
on the topic of maskfixes
that's what caused the whole enter/exit bug with masked constantly using the entrances
Maybe their AI being disabled when they die bugs any intended death animation for some reason. Does not affect anything else though
you talking about manticoils?
I did notice that, I am testing on a Masked dominant moon and there is a parade of them going back and forth through the doors
dunno, cant preview their animations properly for some reason in unity, but any type of force kills em and turns on the death animation, i dont see a place where they turn off their AI
manticoils have two animators
ah
one controls the position of their body relative to their agent and the other is their actual body animations
you might just have the first one selected
probably, im guessing manticoils are one of the first things he did because this seems like just something you'd layer the animator rather than having2
their death animation is them getting stunned and falling down onto the ground i think
i really hope this is the ripper doing this and not zeekerss not knowing he can add more conditions to a transition
This is my favorite bug in the entire game
How does this mod choose what moons can have what kinds of infestations?
I think it is based on the moon’s standard spawn pool, with higher weight emeritus having a higher chance to be selected
@daring oar have you considered buffing the survival kit or is this also something i missed that you did a change to
You did not (seemingly) fix this
Might be a thing with MoreCompany, not sure
01952182-b1dc-26c5-4946-dcba27a6664d
@balmy pier Send your logs as well
It's covered in Additional networking's update
Upcoming update?
I see
I was in VC with Matty last night while he was working on the update
Sweet
Something I have thought about is that when you run out of oxygen, maybe it would be better to have you take damage over time rather than instantly die. Maybe like 20 damage a second or something, enough that it is impactful but not mega quick.
Sometimes the Mineshaft cave water tile makes me get caught on its geometry, or the air pockets do not work properly, and I just die if I do not act fast enough. It is frustrating and something like this would be good compensation I think
Good idea, I currently use an unlimited oxygen mod cause I don't like drowning from thinking I'll definitely make it while being metres from the ship, or being stuck on a pixel in the Mineshaft cave. Something more than the 5 secs of oxygen we get would be nice
We have 10s of oxygen. I always thought the system was kind of scuffed though. You get instakilled from it, and oxygen immediately resets its timer if your head goes above water for a fraction of a second.
Just nitpicking though. The system works fine itself and it’s rarely something you’ll pay attention to.
@daring oar I see why your crouch fix isn't working
Since Additional Networking has it now you can just remove it probably if you want
@daring oar you forgot a parameter to the [ServerRpc] annotation 😅
ahh Lol
i will update this mod sooner rather than later this time
so i can fix it spamming logs
not too long from now
anyways i only run ServerRpcs on the owner of the respective object (the apparatus, the player object) but i forgot the network object itself is always owned by the host
so that's my goof
If you play in Mineshaft a lot and do not avoid the water tile you will notice it
It definitely has the jankiest collision of all tiles, I cannot get a consistent path
Mineshaft is a lot more common in my modpack LOL
I have died from it a few times but there are genuine counters like repositioning, but you 5 times out of 10 don’t have enough time and need to go back to re-evaluate
Huh. I guess I just have skill issue
Zeekerss got the felling on spot with these water holes
Cave divers worst nightmare
The oxygen system is very primitive and works well because the game doesn't focus around water exploration, he'll probably develop it futher when adding Liquidation
Liquidation is the one thing I want most 😭
Or just don't and make an building on an island
He has said Liquidation is meant to have a significant gimmick so I assume the water will not just be aesthetic
Has he said anything actually about liquidation besides it being an ocean moon?
I didn’t pay attention much about it in v50
It has indoor entity and loot tables
There also apparently is unused audio for scuba equipment, according to file names
I know but any official statements?
As I said previously, water on LC lacks a lot of environment interaction and I hope he develops it in future updates
Source?
this gives me an idea actually, a chance for the water tiles to not have water
I tried to look around but I guess it is just rumors I heard
Swear I saw something though
When did he ever say this?
Iambatby beat you to it, I cannot find a source
Hrm
i would guess you just got a couple different statements mixed up
around the time of v50's release and patreon post he confirmed he has 2 "significant non-gimmick moons" he would be interested in adding
and v50 was also the first version where liquidation popped up as unused content
but also
liquidation does, uniquely, have all of the outdoor monsters removed from its spawn list
which i think makes a good argument that the water will be significantly transformative for gameplay
or at least, he intends for it to be transformative
because he went through the effort of deleting all the existing cast from the outdoors
Eee I can't wait for new LC content
That is cool, but I still must admit there is no definitive indication of Liquidation being a “gimmick moon”. Did the moon have outdoor enemies at some point, the term ‘removed’ implies there were?
zeekerss duplicates the level definitions and then makes alterations to them
the reason adamance and artifice have such similar stats is that artifice was created first
then he cloned its level definitions and changed them to make adamance
liquidation is based off an earlier version of artifice (which was more similar to titan) but one of the most notable manual adjustments is that the enemies were removed
What causes the melee bug where you can't swing your shovel anyways? Bc even with the fix it still happens here and there. Just curious if there's any way to mitigate it...
i dont know for sure because i've never encountered it myself
but when you start to swing a shovel it sets a boolean flag to indicate the shovel is reeling up
and while it's reeling, you aren't allowed to activate the item with left click anymore
im pretty sure what happens is that if you die while reeling up the shovel, it can sometimes get locked up instead of resetting
melee fixes will unmark the shovel as reeling up if any player other than the previous holder picks it up
but iirc it might still be possible for it to lock up if you die holding it, then you pick it up next round (dying on the ship with it)
if you're aware of a consistent way to replicate it, or aware of it happening in other contexts, let me know and it might require further investigation
ty I'll try to figure it out. It's only happened to me as host once, but happens at least once a session to someone else.
I think it may have to do with bunkbedrevive and it's tough to figure out because (I think) the shovel works for one swing then stops working
Probably false alarm or incompatibility with lethalparrying, my bad. I finally caught it today and this was what hit the log when it did. What I get for using an old mod lol. The weird thing is everything else about lethalparrying works, ig if you hit something it doesn't expect like the cruiser or weird geometry it was causing this to happen.
it is definitely possible it is lethal parrying
if it's crashing the hitshovel function, i believe it wont run the code that sets reelingUp to false
Pretty sure it doesn’t but thought I’d check anyway, does ButteRyBalance increase the chances of events like meteor shower or indoor fog?
When I played with my group yesterday we got indoor fog three times and meteor shower once
We have no other mods that touch the events so I’m just wondering whether we got lucky or not.
On a side note the indoor fog is a lot more bearable in ButteRyBalance. Big fan of that. We could actually play on those moons that day.
no
i dont touch meteor showers at all
indoor fog i just change the thickness
chances are the same as always
I honestly wonder if the stated odds in the wikis are wrong, they seem way too low in my experience
Indoor fog is rare but meteor showers happen at least once every other session
Maybe the rng generator has some quirks
I’ve only had meteor shower 3 times since v65
To be fair as of the last few months we hardly played LC at all. Only this last week has my group decided to start playing more again
I’m glad since it’s been one of if not my favourite game since early 2024
meteor shower is a 0.7% chance per day and honestly i would believe it
only seen it like 3 times with default odds and all of those times it's just been in testing
once every ~140 days on average (with high and low runs existing) seems right
infestations are nearly 3% per day and each infestation increases indoor fog chance to 20%
with indoor fog being 2% on non-infestation days
I need to check if the modpacks I play have RNGConfigurator
1/50 makes some sense for indoor fog
Only explanation unless I am just lucky
I’ve always thought if it was slightly more wight than it should be common on foggy moons
In ButteRyBalance I don’t mind it so much now, I might use some mod to make it 1/10 or 1/20 instead of 1/50
Never liked this tbh, vanilla infestations are chaos so throwing in fog would be miserable
Although that’d inevitably make it less special
I have been hoping for a per-moon event odds mod but one has yet to be made
Asteroid moons have higher meteor shower chance, blizzard moons with indoor fog chance, forest moons with infestation, etc.
Monty made a thread on it and I’ve always loved the idea
Meteor shower being upgraded to a much higher chance, like 4%-10% depending on preference I guess on assurance and offense would work really well
Since they were both a part of the same moon but broke apart. There’s probably clouds of rocks still in orbit around Big Grin
And experimentation too I guess.
One day 🙏
meh
i think it's just because they were added in the same update
or at least, same pocket of updates
infestations were added for the anniversary on 22-23 and spooky fog 30-31
tying them together sort of makes sense
i have finally pushed the update
no new features this time, sorry
just fixes
haven't spent very much time in the modding space recently
those books better be damn good
“Titan is not that bad”
It doesnt help for my modpack titan has a similar indoor spawnrate to offense
and a similar scrap spawning too
mostly inspired by offense. You can just imagine offense but with titans turrets and titans max spawnrate of 18.
In hindsight nobody in my group has enjoyed going to offense recently like they used to, including me. Maybe its worth actually making it fun to play LOL
I do feel like the moon is kinda broken fundamentally, Buttery’s description of it having “hard but mortal” enemies is really cool but the highest Coil-Head spawn rate in the game throws a wrench into that
Thumper, Spider, and Hoarding Bug spam would not be that bad if not for them
I like your idea of relegating these spawns to Titan, they are more reminiscent of an endgame moon
Most of my endgame moons are reminiscent or just harder of early game moons.
Rend = adamance (Adamance is a mansion moon in my modpack. Rend is unchanged.)
Dine = march
Titan = offence
Ofc with rather heavily adjusted spawning for everything but the rough idea you get from it is similar to those moons, with an exception of the exterior.
this is artifice 🙂
i have considered reducing coilhead spawn rate a bit
as of right now i haven't, since coils have adjusted curves and increased power level
but i agree that they kind of throw a wrench into offense conceptually (at least, what offense is to me)
i was just a bit worried that trimming coilheads from the equation too much would make offense feel less unique
offense, while uniquely terrible, is unique and that is a positive quality to some extent
Definitely a cool way of approaching it, not how I do it but I can definitely see the vision
Never would have guessed
Ah right
had 3 turrets in main entrance and like 6 in this side room with the landmines
crazy stuff
seed is 91711558 i was just doing some solo playtesting so i barely explored
maybe there's some other cool stuff here
there's a gold bar gift box
I do not have those turned on because I have custom trap spawn rates
I forget how much stuff this mod has
This tricking me into thinking it is Titan reminds me, could this or Fixes have an option to adjust the color temperature of the facility lights, just a simple hexadecimal input like GeneralImprovments? I tried out RebalancedMoons and the white lights on Titan did stick with me
Actually wait this should be on Chameleon, my brain is being slow
Anyway though I do really like this idea for the moon, Coil-Heads (at least this spawn rate) should not be on a free moon imo
Offense has a shovel’s paradise is cool
that would belong most in chameleon yes
which is sort of indefinite hiatus atm until i feel up to working on it again
but i do want to do more with interiors there
Sounds good
Have you edited titan in any way? I’d love some suggestions for it since the last few times we went to titan it wasn’t fun at all, including myself. Imagine offences scrap and monster spawning in a mineshaft with titans size and turrets.
Alongside titans spawn curve (which I chose not to modify), meaning the most recent time we had 2 turrets at fire exit, 3 at main, a thumper at fire and a thumper + coil head at main. It wasn’t the nicest experience.
Well my modpack does not adhere to vanilla too closely, so my Titan is quite different. I kept the Turret count the same because I am evil, but lowered the Landmine count and kept the Spike Trap count low. The big thing though is that I bumped up the moon to be a “tier 5” of sorts, costing 2000 credits to route to and having 1900-2400 scrap value range. The danger level was kept largely the same but the profit was scaled up to make it not just a risk-reward moon
My Titan is more consistent, but to make it worthwhile you have to say into the later hours when monsters will be out and about. I personally do not like the idea of moons where you are expected to be leaving at a time before 12am (the general Titan strategy is to play fast and be leaving by maybe 6pm)
This is just my perspective though, yeah you can stay until 12am on vanilla Titan, but with the way it is designed there will be too many monsters to make looting practical
I should also mention my modpack has FairAI, which allows any monster I want (it is very configurable) to trigger traps, including turrets, so trap spam is not quite as bad in my pack because monsters will get killed too
I think this mod may cause some console spam while no players have entered the facility and a maneater is present:
Not 100% sure it's this mod doing it but I don't have any other mod that would be preventing maneaters crying
vanilla is responsible for this log
i do override the SetCryingLocalClient function (which is making this log) to make baby crying always false unless a player has entered the building
but im not sure there is an easy way to avoid that
i will have to dig into it
ah
are you playing a moon with outdoor maneater spawns
lol
because i realized i never had a check to allow the maneater to cry while it's outside
unless a player has been in the building before
that is one of the things that could cause this to happen and should probably be fixed
but it looks like there are some other criterias for crying that will be sort of inconvenient to work around
Just had a thought today, should your SafeSoloScrap mod be merged into this one like v49Jetpacks was? Not sure if it fits your vision for the game but it would fit right in
safe solo scrap works host-side and is not my vision of game balance
i do use it just because it makes the game more playable in smaller lobbies but i dont think balance matters that much below 4 player counts
v49 jetpacks was merged so i could make enforcing that host side
Solo balance is just as important as 4 player count
i completely disagree
lethal company is a 4 player game with support for any smaller player count, it is true
and there are extremely limited instances of compromises made for solo play (like snare flea forgiveness, butler nerfs, etc.)
but it is pretty difficult to design a game for both multiplayer and singleplayer and i think it's pretty obvious lethal is not developed with singleplayer in mind
lethal company has absolutely no scaling based on player count so it's honestly not ideal with any player count below 4
that doesnt mean things need to be designed to be antagonistic to singleplayer, but it is not a focus of mine and not something i care about pursuing
I am a little surprised by this, solo lobbies not loosing all their scrap upon death is a (I think) pretty popular opinion since it is a simple way to throw solo players a bone. Solo is a great way to get better at the game and sometimes your friends just do not feel like playing. The atmosphere also hits different while solo
Oh well
changing the game based on player count that arbitrarily would be weird af
personally scrap loss per player doesn't seem totally arbitrary to me and makes sense in my head
but its a big thing to change
Many different opinions, but i kinda agree that SafeSoloScrap should be something at least in singleplayer
Lethal Company does have some changes from multi and single
but idk if it should be included in this mod
It works fine as an individual mod
i do think safesoloscrap is better for overall singleplayer balance
but i think it makes more sense as a separate release
and i dont intend to balance the game around singleplayer anyway, as i've said
also i personally use it when we have lobbies of 3 just because it makes the game a lot less strenuous and less likely for us to have to do earlygame again if we wipe in the midgame
but i dont think it's actually necessarily good for 3 players, because a better group of players could handle a lot more with -1 player than we could
that is true but I feel like that balancing for solo should go towards enemy tweaks rather than other parts of the game
like reduced butler health and other silly stuff like that is super cool for solo players
yee
agreed
Regarding playercount (sort of) would it be possible (or would you be interested in) fixing the tzp high pitch bug with morecompany?
I know it's not technically a vanilla bug, and idk if it's fixable because I've heard it's like an audio overlay thing that's too performance intensive in bigger lobbies - but other voice filters work like being underwater so I'm curious if fixing the tzp pitch would be possible.
i have spoken with 1a3 about it before
That's a problem with MoreCompany itself, ButteryBalance doesn't take into account that
but
i'm not against
yeah
i think it might be worth expanding to like
8 players
people aren't really making 50 player lobbies and using tzp
i havent looked at the process that'd be required to do that yet
Lethal Company is a 4 player game but you shouldn't have disregard for players who choose to play solo or less than 4 players.
If you want to Terra I would be all over a solo-friendly buffs mod. Have solo lobbies not lose all scrap on wipe and nerf a couple enemies like how Snare Flea and Jester are already in vanilla. Stuff like Butlers taking a bit longer to pull their knife, Vain Shrouds having a lowered spread rate, and Maneaters having a lengthened growth timer are my ideas of cool solo-only nerfs
Nah, I don't think players in solo should be super over-compensated but there should be things taken into account for solo players, such as how snare fleas are handled.
I think butlers in this instance should have entirely different mechanics exclusive to solo since they just do not work there
Playing solo is it's own skillset and it can really help someone improve at the game.
Health compensation isn’t going to help the times when you don’t have a shovel while a butler is present
maybe, but them being lower hp makes em easier to take out so there's that
butlers also have their speed reduced to 75% in singleplayer
That still doesn’t take away the fact they generally just do not work in solo
I mean buts aren't on many moons, right? if you know to a butler moon you shuold probably have a shovel juuust in case idk!!
They’re pretty much walking homing missiles since you don’t have another player to watch your back from them
i mean neither do baboons idk
i never said there was disregard but it's not an interest of mine to account for it with additional changes
I would not want many changes beyond what I just said, I just think these enemies could use these tweaks. Even if we have these nerfs solo is still punishing, loosing a day’s scrap basically ends the run after not too long
Baboon hawks don’t require multiple players to deal with them
i am ok making exceptions for that where it makes sense, it's just not a major design goal
Generally just staring at them, even without a weapon, is enough to have them keep their distance
I'm kind of on the fence about Butlers in solo because on one hand the 2 HP is a really suited changed needed for them. But on the other hand you're kind of required to face off of them in solo.
The bigger issue with butlers is that you can't close out bees
i dont see how butlers "do not work in solo" any more than enemies like the girl, coil-heads, etc.
I say Butlers have the extended aggro time I mentioned but have their normal 8 HP
having reduced HP makes them a total joke to kill and both butlers and the mask hornets have significantly reduced speed in singleplayer
The HP does not make them a joke on solo
butlers almost never spawn outside of dine (i've seen a couple on artifice and even fewer on adamance) and a shovel is only $30
and if you can afford to visit any moon (except for adamance which is free) there is no reason a shovel should be a hard limiting factor
I mainly think it is weird how Butlers are basically different enemies in solo since not killing them just has a mini Jester following you around. My idea keeps them closer to their normal mechanics
well i mean
they have to be different enemies
their entire gimmick is that they don't attack people in groups and you can't make groups in singleplayer
either you leave that unchanged or you change it for singleplayer, there's really not an in-between
sometimes you don't want to bring a shovel so you can carry more scrap
i understand that but then you either visit moons that don't spawn butlers or you leave a shovel where it is easily accessible for emergencies
Since you don’t have another player to watch your back, they give you little chance to loot before they become aggravated, pretty much requiring you go to another entrance if you don’t have a weapon since 1. They’ll almost always know where you are, and 2. Easily outrun you if you’re running away from them at a long distance. If they find you there, you pretty much have no choice but backtrack to another (or the same) entrance, or bite the bullet, and play an annoying game of cat & mouse with them
what are you going to do against thumpers in solo if not shovel them
The solution isn’t, “Just kill them.” That isn’t fun
what are you going to do against nutcrackers (which spawn on the maps that spawn butlers)
what about hoarding bugs
Thumpers can be out manuevered (sometimes)
even in singleplayer there isn't an excuse to be blaming butlers on not bringing a shovel
The health nerf implies you should just kill them though instead of getting away from them though, which I think is weird. Them being so tanky in multiplayer encourages playing to their normal mechanics
You're not forced to engage with hoarding bugs
You're not forced to engage with nutcrackers
Thumpers you're kind of forced to engage with but there's still a way to get them off your tail enough to survive
i mean if we're going to draw the line there, you are very rarely forced to engage with butlers either
dine is the only place where you are likely to encounter more than one per day and the building has two entrances
No other enemy has special mechanics to make them find players faster though, Butlers are a special case
this is maybe just my anecdotal experience but i've never seen more than 1 butler at a time on artifice and i rarely see them at all
anyways we can nitpick about the specifics all day
Just because they are rare does not mean it is a non-issue. You are fine with Dine being just off-limits to solo?
i disagree that it is off limits to solo
and i dont think that dine is exclusive in the regard that it spawns monsters that are hostile to solo players
You can't say that and also say you're not forced to engage with butlers
? wdym
Butlers are even worse in this aspect you play the game heavily modded
True but that is somewhat beyond the scope of the discussion here
I guess
You said that you aren't forced to engage with butlers most of the time because you don't need to go to Dine, but you're also saying Dine shouldn't be off limits to solo because of butlers
because "most of the time" includes all planets that aren't dine
and on dine there is an expectation that you will have to engage and kill the butlers if you go there solo
if you dont want to be killing butlers you probably shouldnt be going to dine anyway
(Oh yeah, should I mention the ButteRyBalance feature that makes butlers more common in the Manor? Yeah…)
but especially not if you are alone
i did this for the sake of reducing butlers on dine, actually
because butlers are really annoying in dineshaft but manors full of butlers has been dine's signature since v50
it's intended that you use both together
But does this mean Butlers are more common on Artifice and Rend compared to vanilla?
and then the only other place it has a notable impact is rend, because i wanted to reduce the nutcracker's domination of the spawn pool there
on artifice it increases butler weight from 91 to 100 (where it is capped)
This now affects moons outside of Dine, which makes playing on the ice and Artifice moons more aids than they already are with butlers
which is less than a 10% increase
So you basically want to take away the thing that defines Rend ok
I would not go that far, even in BYB Rend is still a Nutcracker moon
🙄 why am i sitting here trying to justify changes i made months ago like it's anything new and hasn't already been thoroughly explained
changes that can just be turned off if you disagree with them
what is the purpose of sitting here and arguing about it
genuinely
sorry if im a bit short-tempered today but it feels like this is kind of springing up out of nowhere
We are not saying your changes are bad, we are just saying that they would work even better if solo Butler nerf was added
ok, well, if you think that way it is fine
respectfully, i disagree that butlers are a problem in solo when taking into account vanilla's nerfs
The Butler is already easy to kill in solo though
and i do not have an interest in nerfing them further
if someone else would like to take up that mantle, it is ok
everybody has a different vision for what they want, and this mod is meant to capture my vision, and personally i do not have an issue with butlers in solo
Again, “Just kill them”, is not an argument 😭 They should be manageable on their own
I personally do not agree with their current state in solo @jagged nexus
They literally die in like 2 hits
What is there to complain about?
Them sucking if you don’t have a weapon? lol
Read the comment I linked
They kind of show up at a point you should have a weapon on you tho
i dont know what else there is to say other than "if you dont want to deal with enemies using tools that exist to deal with those enemies, that is more a problem of how you choose to play"

what exactly is the counterplay for jesters in solo
how are coil-heads less problematic in solo than butlers
- Jester being a time bomb is their whole point so I am fine with that
- Jester are nerfed in solo in vanilla
how are thumpers less problematic in solo without a shovel
Butlers also have a way to slow them down if you're being chased and don't have a weapon book it and shut a door behind you cus they can't open them while aggrod then find an exit til they calm down
They are?
if you can compare the butlers to half of the remaining enemy pool and draw the exact same "there is limited counterplay" critique then it is less a problem with the enemy's design and more like they challenge you with your specific playstyle
Their wind timer is longer
I think Butlers are balanced fine
Not at all, in my experience
idk if we're having a discussion about vanilla or this mod specifically, but the increased wind timer doesn't really matter when they can block doorways and trap you in solo
Generally the only time I find myself dying to Butlers is cus I choose to engage them in Multiplayer
at best you are risking guaranteed death any time you are exploring beyond 25s in solo vs 13 in multiplayer
I am just explaining that I think the solo nerf is adequate and further action is not needed
Coil-heads because they don’t immediately b-line and murk you + you can shut them behind doors for a good while
Jesters because you can bring them to secluded areas of the facility + they not only have their following timer, but also their cranking timer, so it takes them a good bit to become aggravated
Plus, neither of these are the point of butlers, so comparing them is negligible to me
Them blocking doorways is bad and I am glad you changed that
coilheads literally do nothing but move straight towards you at an inescapable speed when they are not recharging
Wait what are you about Coil-Heads?? You are loosing me now
They literally B line and murk you
you can run as long as you have no weight and stamina but that will not last forever and won't help you accomplish the objective
And they stop when you look at them, unlike butlers where you pretty much have to leave the facility when they start lingering around you or else they’ll become aggravated fairly quickly
Not much you can do about that without a weapon, which again isn’t fun
They should be manageable without one
then i suppose that is the part where we fundamentally disagree
If coilheads were the only enemy I would agree, but they're always with something else beside them
butlers are designed where you either kill them or you stick together with a friend to keep them from attacking you
Allergy to shovels in the big 2025
when the latter isn't an option in solo, the former is the option you take
the only map where you could make a case that you absolutely would not have access to shovels is adamance which almost never spawns butlers
The only real bad combos coil-heads can have in my experience are coil-heads + thumpers/barbers
if you're going places that can spawn butlers you should bring a shovel for emergencies and i am not going to relent on that point
butlers are not the only enemy that function as area denial when you do not kill them
Outside of that, they’re pretty insignificant… in a way
Literally all inside enemies get deadlier with their presence, they're a literal moving wall
I just have never found coil-heads as much of an issue as everybody else
I’m still surprised to see people sacrificing themselves to watch a single coil-head for the entire round
Butlers pop almost instantly, Mask Hornets are the actual problem
That’s why I like my idea of them having 8 HP but taking longer to aggro, it keeps them closer to this idea where you have to make a choice, rather than their current state in solo where they are cannon fodder or Jester 2 with no in-between
i think that making that change would make encountering them worse
because every butler would have 8 HP and put you at significantly more risk to kill
and you would be forced to keep a knife to kill the rest if there were multiple on the map
8 HP is already kinda too high
a longer aggro timer would not prevent them from eventually aggroing in solo where you have no way to prevent their aggro
it would make them exclusively "jester 2" because once they aggro you have less ability to solve that problem and they do not de-aggro after you leave like jesters do
Considering how they actually go about attacking you, not really
These are the same issues they present in multiplayer though (if no other players are around) so I think it is fine. Plus if this is put in your mod there are ways to kill them more easily
Thumpers have 4 hp but have been way more dangerous to fight in my experience due to their mechanics and hefty damage output
And also their busted AI lol
there is supposedly a consistent way to kite butlers but i dont know how to do it
I mean yeah, but I think players in MP with shovel should be able to hold their own against butlers
I mean you already can kinda but it's very tricky in vanilla
(plus there's the door glitch but I'm not counting that here)
To be transparent most Butler kills I see are done with a cheese, killing them in a true 1v1 seems to be quite difficult
anyways my biggest problem with reworking the butler is that it was an enemy designed for multiplayer
because lethal company is a multiplayer game
I either just do it in a circle (Kiting) or run backwards and strafe if I’m closing in on a wall
it is just a multiplayer game with solo capabilities
the butler nerfs are basically a consolation prize to minimize their ability to stomp a solo player without having to completely rework their design or mechanics
Maybe butler could work like Fox/Maneater?
there is no precedent set in vanilla for enemies to function completely differently in solo vs multiplayer
Having a "nest", I mean
😭?
i don't think there is a good way to change the butler's design in any way other than vanilla does for solo without turning them into a completely different enemy
in multiplayer you have the choice to leave it alive or kill it
I think staring at them solo would be good compensation. It delays their, although still inevitable, attack, like baboon hawks (Or foxes in this instance, but they generally fuck off if you even so much as glance at them)
in singleplayer you basically need to kill it, but the penalties for killing it are drastically reduced
just increasing the aggro timer does not prevent butlers from permanently aggroing you for the rest of the day once the timer expires
and changing that mechanic doesn't make sense with the enemy's design, because its whole thing is that it tries to find players that are alone and murder them
it wouldn't suddenly give up just because that person left the building and re-entered like jesters
But what part of that is fun, especially if you lost a weapon due to a wipe?
Not really built to be fun without another person, unfortunately
would the issue not be that you decided to go to a paid planet without backup shovels for if you wiped
For the record these enemy nerfs are just a personal ideal for me, integrating SafeSoloScrap into ButtRyBalance is all I would ask for. It does not even need the config for 2-3 player lobbies
the game is designed to inconvenience you
and it gives you tools to solve those inconveniences
if you don't like using the tools to solve those inconveniences, then that is fine, and that is your playstyle
but you still sign up for dealing with those inconveniences without the tools designed to solve them
Again, they should be manageable on their own, like every other entity. There will be times that you don’t have a shovel, and again, it’s not fun
Not everybody wants to be forced into bloodlust
i dont think solo play is fun in general
the stakes are way too high and every inconvenience is amplified by 100 and that is not exclusive to butlers
butlers are just in an especially bad spot because their entire design and mechanics revolve around multiplayer
Butlers are the only real problem I find in solo
Outside of that, solo is fine where it’s at
in that case you might have a better time just removing butlers completely when you play solo
like
Though I am considering getting SafeSoloScrap for both to ease the slight headache of it while also keeping the challenge of the deadline instead of just outright resetting
What is your idea for Butler solo nerf btw Narpy, I think I missed it
if we're already talking about mods, and you can single out a specific enemy as making your gameplay experience not fun, legitimately you will probably have a better time just removing it
It was here, Adjective
Thanks
Question mark
the problem with this solution is that it does not translate well into multiplayer
Well yeah but they are not irredeemable imo, just toning them down a bit is all I want
why are butlers so happy to murder me when im alone and staring them down just because they know i have friends in the other room
This is solo-exclusive
yes
Not for multiplayer
and that is a problem
😭
it doesn't make sense from the perspective that a single person alone in a room can exist in both singleplayer and multiplayer
y'know it's this sort of stuff that kinda turns me away from lethal
What
and butlers would be a complete non-issue (adjacent to weaker coil-heads) if staring at them made them a non-issue
and when you are exclusively applying that to singleplayer
their design as an enemy just feels weird going between singleplayer and multiplayer
I legitimately have no idea what you mean here
sorry i am doing a poor job at wording this
Buttery is not obligated to add everything we want, she has said this was her mod from the beginning
Does not stop me from begging incessantly though 
I’m not asking her to add anything btw, I just chimed in because I like discussion of topics such as this
what im trying to get at is: there's no reason a butler should behave completely different in singleplayer vs multiplayer, because being alone in singleplayer should be the same as being alone in multiplayer
it doesn't make sense that butlers would be afraid of stabbing you while you're looking at them just because they know there's nobody else on the planet
and if you applied the same rules to both singleplayer and multiplayer, it basically just makes butlers into coil-heads
because the social aspect is completely irrelevant and you just look at them to avoid them
In multiplayer, you have other players at your disposal that you can use. In solo, you do not. It really isn’t that deep, even if it doesn’t make sense from a lore standpoint
Fun over consistency
i'd disagree that this makes them fun because coil-heads are the least fun encounter for me in solo
but okay
in any case
i'm pretty sure we are just going to be arguing in circles if this keeps up
at the end of the day i am not making any changes to butlers in singleplayer because i disagree that they are a problem
I’m not heated, nor am I asking for anything to be added in this mod rn
if you disagree with me that is okay
but i dont think this is the place to be asking for more or discussing potential changes because it is just going to lead to inevitable disappointment
im sorry if i came off as aggressive or rude, because that wasn't my intention
anyways tl;dr as a rule of thumb i am not planning to make concessions to singleplayer in this mod
if an exception crops up where it makes sense i am not opposed to it but it is not a major design goal and i see situations like that to be sort of unlikely
To give one last word on my idea, I get it does actually kinda push them to Jester 2, but again I like it mainly on the basis of it being more faithful to multiplayer. 2 HP just feels like a strange case of encouraging combat when the game is mostly combat-optional
But alas
on the basis that it makes them function more similarly between singleplayer and multiplayer i do support it
but i think it would make the experience of encountering them in solo less fun and more problematic than it is now
so i personally wouldn't be interested in using that change
the other thing i wanted to mention is that if i were to make changes i would want them to feel more like adjustments and less like redesigns or redefining core enemy behavior
i already feel like it's weird that lethal company makes adjustments to enemy behavior like with snare fleas
Why is that weird
because i learned in singleplayer that snare fleas weren't fatal and that information did not carry over into multiplayer for invisible unexplained reasons
Uh because it'd be bullshit?!
They're still very fatal, just not if you're full hp
We could do 4-6 HP so killing them is still a relatively easy option
Literally 10 hp less you're dead
Ehhhh
i suppose an argument could be made that enemies randomly changing health/speed doesn't make sense but that at least does not teach you incorrect assumptions about their behavior
and in the case of snare fleas it sort of makes sense because they are everywhere on the free moons and it would suck for new players to die without chance at retaliation to something encountered so early
The snare flea solo compensation is nice, but it’s still your fault for getting one on your head
They’re basically worse, mobile spike traps
butlers are pretty much nonexistent until you have already reached the midgame/endgame and at that point it is fair to expect players to have more equipment, and place more emphasis on enemies being persistent obstacles, IMO
I like the Snare Flea change because vanilla Butlers still give you some time to get away, if a Snare Flea gets the jump on you it is immediately over
yes
Not even Brackens are that cutthroat
im not saying that snare fleas are worse because of the solo change
but i have very mixed feelings about it and i don't think it is an exclusively positive change
if i were to be making adjustments for solo play (and im not, but in the case i were) i would want to avoid confusing behavioral changes like that
It's less of a behaviour change and more of a "second chance"
My idea for an alternative Snare Flea nerf would be they have a brief period after hitting the ground where they cannot attach to you
a second chance is a huge behavioral change in this scenario
This way they cannot just fall right into your head
Lessened, because youre solo
snare fleas are guaranteed to kill in multiplayer if you do not force them off of your head
I think in this instance it would be pretty easy to figure out of the solo and multiplayer snare flea differences, and games don’t usually convey stuff like this anyway, so it’s not that big of a deal
And in multiplayer, your team is the second chance
and i dont like that solo automatically forces them off your head, because it teaches you incorrect information about countering their behavior, and the less that potential comes up the better
I guess it would be nice to have a mention of it in their bestiaries
Do you have another solution aside from removing the differences outright?
What about this?
i mean i like this better
so yeah
i guess
even though it's not mine
You can already jump over it, it wouldnt change much
Most people get chased and caught or caught immediately, its not really that impactful
It mainly serves to lessen the noob trap aspect of Snare Flea for vanilla
Specially in factory
but in the context of solo play, it gives you a chance to respond and get away
without being grabbed and having to be saved by the random generosity of a snare flea leaving you alone
Solo is playable but not accessible
this would also be a mostly invisible compromise
it would be easy to chalk it up to dumb luck that it landed without hitting your face
since that can happen in both solo and multiplayer
but in multiplayer, where you have friends that can help you (or at least continue the day if you die), then you dont need the training wheels
i think it is better at accomplishing the goal of reducing the snare flea's lethality in singleplayer without giving you wrong information
But if you learn about it, wouldnt it also make you try to do it in multiplayer?
Expecting to be able to got through it
try to do what? run underneath snare fleas and let them grab you? lol
This change wouldnt change that
if you know the snare flea is there you aren't going to walk underneath it unless you want to risk it grabbing you
It says "after" hitting the ground
So if lands on you, nothing changes
in multiplayer you can already bait a snare flea into dropping without landing on your head
This is not very intuitive though, running through the enemy that jump scared you is not what people default to
Unless they know thats how it works, and thats what Im saying
in singleplayer i dont think you are going to see the snare flea land, assume "oh shit, good thing it didn't grab me because im in singleplayer", and then take away the lesson "i can just walk through these things safely" in multiplayer
it would be a lot more likely someone would assume "oh shit, good thing i avoided that thing grabbing me", and they will run away
and if they see a snare flea in the future
they are going to not walk underneath it
Then the change didnt really make that much difference
This would be incredibly niche though, a beginner player would have to encounter Snare Fleas in solo before multiplayer and not learn through the internet that there is a solo-only nerf
i disagree, because it offers you the window of forgiveness that you already get in singleplaye
where you aren't going to immediately die because a snare flea you were unaware of dropped straight on your head
but it doesnt teach you inconsistent information like "sometimes snare fleas choke you to death if you aren't rescued"
But the window of forgiveness wont mean much if it kills you anyway
or "sometimes snare fleas will get off your head and leave you alone"
Its like getting critical health from thumper: youre already dead
the point is that you have time to react because there's a cooldown, and you use that time to run away
and then it doesn't have the chance to grab you
rather than it grabbing you immediately with inconsistent mechanics
It already has a cooldown after it loses you
We are having a long discussion about the solo player compensation this game has
i dont think you are understanding the point im trying to make
i saw some things
i dont know if im explaining it poorly but i don't know how i could express it any more accurately
I get it, its another window of opportunity, but its not one that will lessen the blow of playing solo
Me and a few others bounced ideas to Buttery that she ultimately rejected, and now we are talking about the existing solo changes, specifically Snare Flea and how it is a rather dramatic change
It is nothing like this, Thumper does not run away when getting you to critical
I mean the window of opportunity
I think there is an misunderstand in communication between the "rebalance" trying to be achieved
If the snare flea is certain to kill you after grabbing, doesnt matter if there's a saving grace before that, its just another spike trap
Deadlier, since its silent and mostly unseen
the point is that you make it far less likely that a snare flea will be able to grab an unaware solo player, but you don't decrease the lethality of getting grabbed because that teaches bad lessons
The difference is that if solo Snare Flea gets the jump on you it is not too late, if Spike Trap gets you then you are dead
What's the problem with snare flea on solo
it is a more invisible change than the unexplained second chance mechanic that could be easily conflated
Not really, because they tend to get behind doorframes
Doesnt kill you, just deals up to 100 damage, 10 at a time
and what's the problem with that?
it is far easier to chalk off a snare flea hitting the ground and not grabbing you as a lucky accident than the game intentionally giving you leeway because you're playing solo
Buttery does not like how its damage mechanic is changed, and I proposed an idea where it kills you like in multiplayer but has a grace period where it cannot grab you
Too uncharacteristic, since they kill you in mp
so it has the same effect of reducing the likelihood that a snare flea you didnt see will end your run in solo, but without the side effect of giving you wrong information, and that's why it is an improvement in my eyes
if you dont have the stamina to outrun the snare flea after it lands that is a different problem
but that's an solo buff
But whats the issue with the leeway for playing solo?
and ideally a player will know to watch the ceilings so they are never in that situation anyway
Very minor, very good tho
ive said it several times but the issue is that it teaches you bad information that doesn't work in multiplayer
and it does not inform you of that
My change is like if Spike Traps were forced to wait for a moment before slamming on you if they are due to slam, it is an impactful change
Not really, because it happens after they drop
Centipedes would need to do a windup before dropping, if thats what you envisioned
not really
And I would be fine with that
you just give them an invisible timer where collisions are ignored with players in solo after they drop
but nobody is going to make that assumption
they are going to see a scary monster drop from the ceiling and they are going to run from it
Pretty sure they will, most of the time a snare flea drops on you, you are crossing a door
snare fleas don't always land on player heads when they drop and they are just going to assume they got lucky and dodged it while it was falling
Youll see it literally go through you
Someone knowing this but not knowing the grace period is solo-only seems so niche as to be inconsequential
Completely unrealistic of a player
yes
As much as it just dealing 100 damage, no?
anybody that is unaware of the grace period mechanic is not going to know the snare flea dropped through them
It can still kill you in solo, just not if you're full health
no
Again, 10 hp less, you're dead
no
snare fleas always release you once you reach 15 health in solo
unless you get grabbed by the snare flea twice in a row
if you get grabbed by two different snare fleas it teaches you an even worse lesson
because then you'll learn that they ignore you if you are already low HP
which is not at all how they function
lol
Not my experience with it
If that was the case, it would never kill you
you can try it if you don't believe me
I think snare fleas are pretty balanced in solo regardless
damage yourself with a fall or to another enemy
then let a snare flea grab you
it will not kill you
that is not how they work
It mostly boils down to a skill and awareness check
That is the idea Zeekerss had
A lot of the time snare fleas drop down near you and not on you. Especially if you’re being aware of your surroundings.
If you have good reaction time, check your surroundings, or just bring a shovel they aren’t a big threat.
They have plenty of counters and making them less punishing if you get caught doesn’t seem necessary to me.
this is not really relevant to the discussion at hand
but yes
snare fleas are not a major balance issue and i dont think they ever have been
Sometimes though they are super super sneaky, hence the idea that they give a grace period in solo where they are run killers (in the context where they do the full 100 damage)
Thought it was about balancing solo?
the discussion topic, to be specific, is that snare flea "forgiveness" is a bad change
in my personal opinion
in singleplayer, if a snare flea grabs you, it will get off your head at 15 HP unless it has already grabbed you at least once before
and that teaches new players (who are most likely to fall victim to snare fleas) bad information
Oh that is a good point
because you will assume you can be released from the snare flea's grip in multiplayer
which is not the case
That is actually quite true
what is being discussed is removing snare flea forgiveness
and replacing it with an invisible mechanic where snare fleas can't grab you as they fall from the ceiling in solo
the idea being that you would react to the snare flea being dropped and run away
which prevents it from grabbing you in the first place if you weren't aware of its position
That makes them quite less threatening
but with similarly lethal consequences if it does actually grab you
ok it does let go, but not at 15
It lets go after critical health pops
The first time, that is
If you have weight on you or have slow reaction time they will get you, and I am fine with them being forgiving since they are instant run killers in solo
if (this.stunNormalizedTimer > 0f || (StartOfRound.Instance.connectedPlayersAmount <= 0 && this.clingingToPlayer.health <= 15 && !this.singlePlayerSecondChanceGiven))
{
this.singlePlayerSecondChanceGiven = true;
this.inDroppingOffPlayerAnim = true;
this.StopClingingServerRpc(false);
return;
}
I just tested with imperium, unless its imperium messing with me
Health flashed "critical"
in vanilla, the "critical injury" popup is bugged and displays at 20 HP, when you are actually critically injured at 10 HP
which causes "critical injury to display" when your health is dropped from 30 to 20
Most horror game players don’t have slow reaction time, but I guess I can see your point.
Besides LC is much more an appealing to people who don’t like the horror genre than other horror games are.
This change feels stupid in my opinion
but then you take another tick of damage (which sets you to 10 HP, which immediately regenerates to 11)
and then the next tick of damage is skipped because you are too low health, and the snare flea gets off your head
Yes, it popped up twice
yes
all of that is correct
at least, with vanilla's functionality
it would show up when you hit 20 HP, and then show up again when you drop to 10 (because it shows up any time you take damage, have below 20 HP, and are not already critically injured)
the popup does not correspond to the game actually marking you as critically injured
The forgiveness mechanic works fine, making the snare flea just be unable to grab you in solo when falling right of the bat makes an poor feedback of the enemy mechanic