#ButteRyBalance

1 messages · Page 9 of 1

naive mesa
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Snare fleas could just not make you drop items in solo. But I’d argue that’s worse than how it is now since it gives poor feedback for multiplayer and also doesn’t apply if you don’t have a shovel.

daring oar
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i mean

raven patrol
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It mainly is to help new players, veterans hardly die to them anyway

daring oar
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what problem does that solve

sly pivot
daring oar
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it makes the problem worse because it gives you incorrect information and having items in your inventory doesn't save you from snare fleas

analog cypress
daring oar
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unless one of those items happens to be a shovel

analog cypress
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lol

daring oar
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which you could already pick up off the ground while you are blinded

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it's even better if it's a stop sign or yield sign because you can scan the floor with the thing on your face

naive mesa
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That’s why I said it probably wasn’t a good idea

daring oar
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having any scrap would let you find your pile of items on the ground

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and get your shovel back

sly pivot
analog cypress
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Lethal company shouldn't be easy

raven patrol
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The elegance of the grace period solution is that it parallels multiplayer because it played to natural player response and it is rare for Fleas to fall right on a player anyway. The chance for poor feedback is minimized

sly pivot
analog cypress
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At least to some degree

naive mesa
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What if the snare flea had a larger detection radius for dropping onto players in solo?

analog cypress
naive mesa
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So it’s more likely to drop near the player and not on them

raven patrol
analog cypress
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or jesters traping you in an room

naive mesa
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Still would drop onto the player if you run under it.

sly pivot
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Nowhere is safe or fair, basically, in solo

analog cypress
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this snare flea change doesn't balance anything, just changes the mechanic and makes it easier

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it's an easy enemy

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you can easily spot it in the ceiling if you don't just blindly run in the facility

raven patrol
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Not for newbies though, which is what this change is meant to cater to. With the current vanilla change they literally cannot kill you unless you let them grab you twice so if anything this is harder

sly pivot
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Indeed, newer players will get killed even more often

analog cypress
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the snare flea having an window of forgiviness on solo is exactly to teach them to be careful

sly pivot
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Unless the forgiveness just doesnt get applied, then it just kills them

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In the literal first level

raven patrol
sly pivot
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You're usually going to get thumpered or killed by a spider

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I think it feels fair, even though its clearly just a second chance, because the rest of the enemies keep being lethal threats

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Removing it would just serve to aggravate it

raven patrol
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I do not have any particular issue is the current vanilla nerf, but Buttery’s criticism of it is undeniable

analog cypress
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i won't elaborate further on why this change feels unnecessary, it's just my opinion

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everybody has their own opinions

daring oar
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it's all ultimately kind of a wash because snare fleas are not a huge hazard anyway

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even with the current (imo kind of bad) feedback in solo, you aren't likely to want to get grabbed by snare fleas in multiplayer

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once you learn in multiplayer that they can outright kill, you won't be surprised if it happens again

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it's basically just a minor gripe but it does highlight the design philosophy i'd like to take with potential solo changes pretty well

raven patrol
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Well said

daring oar
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the real issue with snare fleas in solo

runic cobalt
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better there than in what water tbh

analog cypress
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snare flea should be buffed greed

raven patrol
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I have seen land mines in that spot too

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Blockers on the cave water tile would be great

crude pier
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the water cave geometry is so damn jank

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it's basically a one way tunnel where you can't see anything

naive mesa
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I’m fine with the cave water being janky since it requires repositioning your head and is use usually possible. It’s just a little stupid that it’s fine on one way and janky on the way back. Not much you can really do to fix or stop it but still

analog cypress
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The water tiles design is intentional btw

raven patrol
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I prefer the idea I had of making you take damage after running out of oxygen instead of dying to make the water tile more forgiving

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If we were to make it more forgiving

analog cypress
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Personal opinion too: I thought it would be cool if the oxygen drained your health from 100 to 0 in 1 second like the Sans attacks from Undertale

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But i'm not very interested in the oxygen mechanic rn cuz it works fine

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LC doesn't have any moon focused on water

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yet

marble spruce
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i feel like that would look really awkward in practice

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esp cuz every time you take damage in lc theres like an impact sound like you're being hit by something

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unless u can subtract health from the player somehow without playing the damage animation

raven patrol
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I think playing the damage animation is fine, it gives feedback that your character has run out of oxygen and is dying

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When crouched the normal animation does not play but your screen still flashes red

runic cobalt
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if you take damage when crouched, game forces you to stand up even when u cant

raven patrol
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So if you are crouched in the water tile in vanilla and are damaged non-fatally what happens

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Do you clip though the ceiling

runic cobalt
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im not sure if u fully clip, it might be that the player is forced to stand up then stands back down forcefully, but i remember being very annoyed about the player being forced to stand up so u might clip loool

raven patrol
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Well regardless of an oxygen rework that should be addressed imo, not too hard to have happen in normal gameplay

ripe tartan
raven patrol
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If you are hit by the edge an explosion, glanced by a monster/player, fall victim to net-lag giving you fall damage, etc.

raven patrol
vague pewter
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Bit late but on the previous topic of the tzp voice thing, if that was fixable for even 8 players that would be so cool. Mainly I'm just mentioning it bc as I had said the underwater voice filter works for some reason... but apparently the tzp one doesn't, which I find very odd.

On the subject of game balance not sure if anyone has mentioned but what about making the baboon hawks increase their fear rating from yelling at them, ala the prevalent myth? If I'm right on how it works it's only loud scrap like airhorns that do it (and only a little bit, giving like 1 point). Would be nice way to make baboons less awful when there's like 10 of them.

analog cypress
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It's not as interesting as it seems because they become passive

vague pewter
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Ah ty, might give that a try bc my frens keep getting bodied by baboons lol

jagged nexus
unreal ginkgo
jagged nexus
unreal ginkgo
jagged nexus
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And their mods tend to not work or all use the same shoddy GUID

vague pewter
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Ah this is the same person who made the fairbirds mod that doesn't work at all lmao

unreal ginkgo
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Now that you say it, this mod is kind of an example is that

jagged nexus
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Yeah lol

unreal ginkgo
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All ScaredBaboon does is send baboon hawks into their retreat phase when you scream at them, not keep them at a comfortable distance from you

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(Which as you can imagine is op)

vague pewter
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Yeah ig I wouldn't want them to just be essentially removed from the game

unreal ginkgo
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Yuh

vague pewter
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ty all

analog cypress
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But I have to bring it every time because people keep asking for that and it's the only mod he did that doesn't seem to ctrl+c ctrl+v other mods

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Althrough

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I think that ScaredBaboon breaks the baboon AI

raven patrol
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It works fine for me, it just is OP unless you have it turned up to the max where only very certain stuff trigger it

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Log spam is the bigger issue for me

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Does not help that the config is vague on how sensitive it makes the Hawks

analog cypress
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Apparently, only Airhorn, Hairdryer, Clown horn and cash register triggers this condition

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Doesn't seem hard to tweak it and make it apply to boombox, teeth, toy robot

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and +3 if they hear the loud horn within x units

vapid pier
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where's my goat whoopie cushion

raven patrol
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It was too OP so it had to be left out

vapid pier
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✊😔 justice for whoopie cushion

analog cypress
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Masked on Offense is so goofy, you can keep running around him here

naive mesa
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Silly guy

unreal ginkgo
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Request: Decrease the adult maneater's door opening speed so it's impossible to cheese them with it. This is because I've noticed that my group, and a decent amount of players in general, have been immediately going and trying to kill the maneater upon their spawning instead of taking care of them, which... defeats the entire purpose of the entity.

raven patrol
analog cypress
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-> Close the door
-> He can't catch you because it's closed
-> Opens it and hit him
-> Close again when he's ready to lunge
-> New cheese tech

viscid edge
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or maybe make it so it can open doors while lunging? that sounds like the issue here

hushed dawn
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Clearly the solution is to make his lunge blow up the door

analog cypress
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just make the lunge longer if he hits a closed door during it

marble spruce
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^

crude pier
unreal ginkgo
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nop

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You can do it just fine with a shovel

crude pier
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dang I guess that does sound kinda op

dense flicker
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Holy crap I'm glad I stumbled on this

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These are some great changes

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Like "they should officially be added" changes

raven patrol
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I would agree for most

balmy pier
# unreal ginkgo Request: Decrease the adult maneater's door opening speed so it's impossible to ...

the thing is this is not an easy thing to do without a knife
it takes a ton of practice and is also harder to do when you arent the host of the server
and if you fuck it up, you have an extremely persistant annoyance roaming the map now that has very little you can do as a response to it besides just staying back, and its likely fucking up the kill without a knife would mean you cannot get any more scrap

unreal ginkgo
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I don't care

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Y'all have been doing it consistently that it defeats the entire purpose of the entity

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and it's not that hard to learn

balmy pier
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and using doors to stall other entities doesnt cheese them?
for butlers, sure, but stalling hoarding bugs, thumpers, and brackens especially with doors, can really save you
is that a cheese?

unreal ginkgo
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No, considering you're not taking care of the maneater in their juvenile phase

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Which is why I've said this cheese defeats the purpose of the entity as a whole

balmy pier
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ok and learning how to strafe a bracken or using a zap gun on one to kill it defeats the purpose of them also

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according to this logic

unreal ginkgo
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How do those two correlate

balmy pier
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because the entity gets killed when it "shouldnt be killable"

unreal ginkgo
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That is not what I said

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The entity is fine being killable, but it shouldn't be this easy to the point it negates the main gimmick of it

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A gimmick as major as this

balmy pier
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ok
and the bracken isnt like this?

unreal ginkgo
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no

balmy pier
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ok

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whatever you say

unreal ginkgo
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lol

raven patrol
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I find myself agreeing with Purple here, in our runs people are killing everything indiscriminately, ignoring tons of interactions

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Butlers, Brackens, and Hoarding Bugs hardly have a chance to show their mechanics before they are pounded with a shovel

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If you wanna have fun taking care of the baby instead of just adding its corpse into the pile you can just say so, it would be pretty low of Purple or Alex to steal it

unreal ginkgo
raven patrol
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Fair enough

unreal ginkgo
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The entities you listed you can at least get a glimpse of their mechanics, but not with the maneater

ebon sandal
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cuz when it starts doing it, it never stops

raven patrol
# unreal ginkgo The entities you listed you can at least get a glimpse of their mechanics, but n...

Not sure I agree, Hoarding Bugs are often killed without holding any scrap, so players do not see that. Maneaters cry and run away when hit which shows even an aggressive player that they are scared babies.

There also is the point that people killing Maneaters already know their mechanics, and prefer killing it to having the baby slow them down. There are other Maneater cheeses and they can be killed without any cheese, and skilled players will prefer any of these to babysitting. You would have to buff Maneater to the point of being completely overpowered to force all player types to babysit

crude pier
crude pier
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I think being about to cheese it and kill it with a knife makes sense

raven patrol
crude pier
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Oh BabyManater

raven patrol
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All of this probably does not matter to most players

raven patrol
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This is usable for a lot of monsters but it is most pronounced with Maneaters

daring oar
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i dont think that this is an issue

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just to finally weigh in to all the discussion above

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i also think there is a weird correlation between "enemies should have counterplay that isnt just killing it" a la the butler discussion but being able to shut doors on maneaters to save yourself from a lunge is apparently cheese?

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like, you gotta do what you can to survive

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doors will only save you from a lunge if there's considerable distance between it and the door anyway

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otherwise it'll just bash it open and continue the lunge and catch you

analog cypress
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Maskeds are able to spawn in Adamance?

daring oar
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yes

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adamance and artifice spawn all enemies in the game

dense flicker
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for your forest keeper balance, I only see one setting when there were two in the wiki onilne. Is that somewhere else?

daring oar
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yes, sorry, the wiki is a little out-of-date

analog cypress
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Didn't know that

daring oar
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i moved the "forget out-of-sight players" to the "FixGiantSight" option in butteryfixes

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because it is like 99% likely it's a bugfix and it's also host-sided so it doesnt demand custom networking

analog cypress
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I had a heart-attack when I was testing LethalSponge earlier and heard steps behind me on Adamance

dense flicker
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Oh aight cool

raven patrol
marble spruce
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its an inevitibility that doesnt really feel rewarding to take care of

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you're circumventing it i guess

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that's fun

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but it has so many cases where it just turns into an adult without you being able to do anything so stuff like door cheese is kind of a necessary evil

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but if the maneater was like actually something preventable that punished you for neglecting it then it shouldn't have that

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i know you'll like entirely disagree with me on this i just felt like giving my two cents lol

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all in all it just feels really Jank but hey its letal ompany

dense flicker
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I think the baby is pretty manageable

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Assuming you have a group lol

marble spruce
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every time ive played w/ it w my group (barring i havent seen how it works with butterybalance ingame) it basically always turns into an adult near 6 or 7pm regardless of how well we are watching it

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its kind of just a timer shortener that feels kinda stup[id

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like the game literally already has a clock why do we need another mechanic that shortens how long you can stay on a planet

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unless you got mineshaft then just put it on the top floor and win Lol

unreal ginkgo
marble spruce
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I've never had it leave the upper floor when doing that

vapid pier
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What 😭

marble spruce
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so i dont think so no

unreal ginkgo
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or could do it at a certain point

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I remember distinctly watching an adult maneater teleport while spectating them

crude pier
marble spruce
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I've suggested something like this a few times before yeah

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but the item eating mechanic is too random and inconsistent for me to agree with specifically that

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like I don't really get what causes him to get "hungry"

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ive tried dropping stuff at his feet sometimes for fun and sometimes he just wont eat

unreal ginkgo
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It's a random chance

crude pier
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They have a chance to just devour an item that they are staring at

unreal ginkgo
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8% chance iIrc to eat an item they're observing

crude pier
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Yeah

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I think it’s like 8% every second

vapid pier
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If it was I thiiink it’d be documented and more talked about

unreal ginkgo
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Did v60 have a beta

marble spruce
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I've trapped maneaters behind security doors in facility too

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and it pacifies them

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well

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it prevents them from ever getting to you

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i mean

crude pier
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Enhanced lock picker my beloved

unreal ginkgo
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I feel like I encountered this phenomenon a few times somewhere around when juvenile maneaters were first given the ability to pathfind off of drops

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Then never again

vapid pier
marble spruce
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iirc adult maneaters can still tp out of pits

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but not like

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sectioned off rooms

unreal ginkgo
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It'd be cool instead of pathfinding off of pits the maneater straight up climbed out of them
with like

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the kidnapper fox's inverse kinematics

marble spruce
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or spider

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yea

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u know the barber has IK too

unreal ginkgo
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what

marble spruce
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yeah

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the arms bouncing

unreal ginkgo
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oh

marble spruce
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its IK stuff calculated in unity

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not baked into the animations

unreal ginkgo
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That's

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an interesting move by Zeekerss

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but Ig it's to make the arms look more bouncy

marble spruce
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I did IK too for clay surgeon but i baked the frames in blender

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so it doesn't actually have IK in game

unreal ginkgo
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No more Ik 😔

marble spruce
unreal ginkgo
crude pier
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I need to play more upturned

unreal ginkgo
unreal ginkgo
daring oar
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adult maneaters teleport only if they are stuck in a position where they can never route to players

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which pretty much demands a player intentionally dropped them in one of those places and let them transform

unreal ginkgo
daring oar
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pretty sure no to the blast doors thing

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less sure about mineshaft start but i think that is also a no

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im pretty sure the condition is it only TPs if it cant reach any ai nodes

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from being dropped on top of a table or rock

unreal ginkgo
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Ic

daring oar
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but i haventconfirmed

daring oar
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to spawn something that can be delayed from actually being a monster for a long time

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and it has unique counterplay separate from all other entities

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which i think is lethal's biggest strength

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obviously i am not perfectly happy with its vanilla execution

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hence why there were changes made to it to begin with

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but i feel that the whole "it's an inevitability" thing is important because it is still a monster

unreal ginkgo
daring oar
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especially since the entire baby phase was bolted on to it after it was completely finished

unreal ginkgo
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Which this mod does the former

daring oar
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that is why i also don't completely hate the possibility that it can transform without players having ever encountered it

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it is sort of reminiscent of its original design as "the terrifying cave predator you never ever want to meet in your run"

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but obv i think it's ridiculous that it can transform instantly by like 9 AM before anybody has even entered the building just because of trap RNG

unreal ginkgo
daring oar
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okay so unless im reading this incorrectly

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basically, every 15 seconds, the cave dweller checks if it has a valid path to the closest AI node to its current position

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and if it doesn't, and it's out of sight from all players, it can teleport to the nearest AI node

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which should be the same node in both circumstances

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so it shouldn't ever teleport while it's being observed, and it should only be short (ideally unnoticeable) distances

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there are AI nodes at the top of the elevator and i think it's impossible for blast doors to generate without AI nodes on both sides

daring oar
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anyways

daring oar
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i think maneaters in adult form have enough counterplay that it is not a complete frustration or deterrent from continuing to play

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but i don't necessarily think they are high on the list of the game's fun encounters

unreal ginkgo
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I mean

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What do they do that's necessarily dangerous

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They have a pretty loud sound cue and constantly keep a comfortable distance from you

daring oar
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i think they are uniquely terrifying which is why i don't really want to change their adult behavior at all

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except for this

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but i do think they are deserving of 3 power level once they are transformed

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and 3 power level also alleviates some of the weight of constantly having to care for them to delay the transformation

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and pre-transformed maneaters cropping up on occasion is ok and scary, but it happens way too consistently in vanilla for my taste, especially in a place like offense

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which simultaneously has a huge maneater spawn rate and enough traps to consistently transform them

unreal ginkgo
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Unrelated but why people talk about LC entities that emit music they don't bring up the maneater
It isn't even on the wiki either

daring oar
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on top of all the other shit you normally have to do with

unreal ginkgo
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Or is it not considered music

daring oar
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it's not music, it's their bodies buzzing

unreal ginkgo
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It sounds like it's designed in a way to sound like music, doesn't mean it's canonically music though

daring oar
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yeah it feels like ambient music kinda

unreal ginkgo
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Like, thriller horror movie type stuff

daring oar
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but i believe the idea is that it's a diagetic sound

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could be wrong, i am not 100% sure

unreal ginkgo
daring oar
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maneaters were originally intended to deafen players so it's possible it's just supposed to fill this space with non-diagetic creep

raven patrol
unreal ginkgo
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  • you can hear the clacking of their jaws behind the music
daring oar
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and was left in after the deafen mechanic was dropped

daring oar
unreal ginkgo
daring oar
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if you are at the bottom of the factory stairs tile and it starts a lunge while you are at the top

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it will run up the stairs with perfect accuracy and get you at the top before the lunge is over

raven patrol
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I see

daring oar
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basically having them lunge anywhere except for a straight line with a lot of stamina to use is a death sentence

unreal ginkgo
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You can see this by just having a maneater charge at you around a corner

daring oar
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it is nearly unavoidable

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tbf the changes i made don't really make that consistent counterplay either

raven patrol
daring oar
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you need a lot of sharp turns, like the railing in the center of the locker room

unreal ginkgo
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The clacking of their jaws you hear while they're stalking you

daring oar
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or the factory stairs

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and even still, if you dont have enough distance, it might nab you right at the tail end of the lunge

daring oar
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the mandible clicking is what's supposed to deafen you

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i think the scream just amplified the deafening effect

unreal ginkgo
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It's funny Zeek went from the old bird to the maneater with the defeaning mechanic and neither of them made the cut in that aspect lol

raven patrol
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I can see why that was dropped, how on earth is that meant to deaden you

daring oar
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the buzzing audio plays during the clicking, which is why i mentioned it's possible it could be intended to fill the silence with non-diagetic noise

crude pier
daring oar
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in any case the buzzing is creepy as fuck and i hate it

crude pier
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With ringing

daring oar
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the maneater makes horrible horrible sounds

raven patrol
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Maneater does have peak sound design

daring oar
crude pier
daring oar
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the weather alert temporarily reduces the volume of everything else

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using the same mechanics that were removed from the old birds and maneaters

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i actually considered bringing it back for the maneater and i might still do that in the future

unreal ginkgo
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I assume

daring oar
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most of the code zeekerss used for the maneaters wasn't properly removed until like, late v62 or v64

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i think old birds are already good enough without the deafening effect

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embrion is already nearly unplayable

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Lol

raven patrol
raven patrol
daring oar
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if i restore it it'll be off by default

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anyway

raven patrol
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Old Birds are meant to be the final boss of outdoor enemies and yet Giants still have the crown for most players

daring oar
crude pier
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I love the design of the maneater

unreal ginkgo
daring oar
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it kind of goes back and forth between fake cries to lure you out and the weird deafening clicks

crude pier
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Same with the kidnapper fox (just not gameplay design for the most part)

daring oar
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i'll post the clips if you give me a second

raven patrol
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Kidnapper Fox’s model was like the one good part of it when it came out since parts of its AI and everything about Vain Shrouds were bugged

unreal ginkgo
# raven patrol I would think Old Bird would be up first

Just to add onto this, it'd be cool the make old birds... more bird-like with this mechanic? Like how the song about them described them as
When they use their lrad, they'll stop, arch backward a bit, and emit a defeaning call, kind of like bigger terrestrial birds(?)

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and those within lethal vicinity have their ears left ringing for like 15 sec

raven patrol
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The thing is the bestiary entry says that their name is arbitrary and not due to any resemblance to birds

crude pier
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I really hope zeekerss goes back to the kidnapper fox when they get back to LC

raven patrol
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Though this would be interesting

vapid pier
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maneater doesn't tp if it's stuck at mineshaft entrance or behind security doors btw

unreal ginkgo
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It would be so cool

daring oar
# raven patrol Kidnapper Fox’s model was like the one good part of it when it came out since pa...

I still think the Kidnapper fox's appearance is a little too cute, since I wanted it to be scary and intimidating without being pitifully gross and nasty--I wanted it to be kind of badass, since it's inspired by real-life predator animals like cougars, as well as the xenomorph. I think its design hasn't quite scratched that itch, but I am satisfied with its sound effects and animations. In solo testing I found it too timid

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i do love the kidnapper fox but i definitely agree with zeekerss here

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it is way too cute and funny to be "badass"

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at least to me

unreal ginkgo
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He def pulled it off being badass Imo

daring oar
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sound effects and animations are both peak as well

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as he said

crude pier
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Hopefully the foxes will return in the future

unreal ginkgo
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v55 was more memorable to me than v50, and I'm not sure why

crude pier
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Even though zeekerss has said it’s unlikely

raven patrol
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Maybe if its fur was ruffled and missing patches than being perfectly pristine. Visually communicate that it is a tough predator that can take a hit

unreal ginkgo
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Discovering vain shrouds and barbers for the first time was so magical because they were not like anything we've seen before

daring oar
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lol yeah it's definitely a cute sort of fluffy

unreal ginkgo
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A plant entity, and an eerily simple entity akin to the lasso man

daring oar
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scrapes/wounds on its legs would be pretty gnarly

unreal ginkgo
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I legit thought the barber was unused at first when I first spawned it in with Imperium, its design is so simple

crude pier
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One of my first encounters with the kidnapper fox was me running it over with cruiser

daring oar
#

maybe even a gash on its face

unreal ginkgo
#

The more you try to make something already both cute and badass more badass, it backfires and amplifies the cuteness aspect

#

at least to me

vapid pier
#

what?

unreal ginkgo
#

Don't question it

crude pier
unreal ginkgo
raven patrol
unreal ginkgo
#

Old birds

#

aren't thjat memorable to me

#

😭

#

Butlers even less so

#

The moons carried the update

daring oar
unreal ginkgo
daring oar
#

no it's a couple of separate audio files with effects applied

#

so i had to edit it together

unreal ginkgo
#

o

#

It would've been hilarious if it was

raven patrol
#

Me on mobile and cannot play .ogg files

crude pier
#

I’m so glad I discovered artifice and embrion naturally

unreal ginkgo
#

Feels really slow here

unreal ginkgo
#

First discovering Embrion...

daring oar
#

this is how it plays in game

#

i mean, roughly

#

i had to estimate the reverb and volumes

#

but the clicking sound is as-it-is

unreal ginkgo
#

The clacking is the same speed each time

crude pier
raven patrol
#

I guess what made Old Birds for me is that my first encounter was on Adamance and its stationary map prop was hidden from view, so I had no reason to expect it

unreal ginkgo
#

I LEGIT THOUGHT THE SAME THING

#

I THOUGHT IT WAS A HALF-SUNKEN STATUE ON ADAMANCE AT FIRST

#

That aspect of them was memorable for sure

#

but I still had better memories with v55

crude pier
#

yeah it was in the dead-center of adamance for me

unreal ginkgo
#

Positioned in a way that I thought it was half-sunken

daring oar
#

there's also the fake cries which range from "subtle, with the adult's buzz underneath it"

crude pier
daring oar
#

it is sort of interesting that it still cries as an adult

unreal ginkgo
vapid pier
#

#bait

daring oar
raven patrol
#

Catfished by a predator

unreal ginkgo
#

Seems like the reason the adult is attacking us is because they're extremely stressed out from whatever made them cry in their juvenile phase initially

#

but Idk

#

That's my interpretation

daring oar
#

which suggests it's maybe not crying just as a lure, but its biology just never develops a deeper voice

#

idk though

#

in gameplay it obviously serves the juxtaposition of the cute baby creature turning into a hideous monster

unreal ginkgo
raven patrol
#

I think the fact it is called ‘FakeCry’ hints at it being a lure

unreal ginkgo
#

It is a lure gameplay-wise tho

#

If you get what I mean

crude pier
daring oar
#

and i feel like that is pretty hard to debate

#

whether you like all of its additions, it was still the only update to add new levels to the game, which have by far the largest impact on how the game is played going forward

raven patrol
daring oar
#

v60 is sort of close with the mineshaft i suppose

vapid pier
#

it is literally just the biggest update

crude pier
#

v60 was so cool to me because of the elevator and caves
I really really liked the idea of the elevator in the beta version of the game and was so happy that it kinda came back in a way

daring oar
#

old birds are definitely memorable and transformed outdoors gameplay regardless of your opinion of their execution

unreal ginkgo
daring oar
#

in fact, now that the fox has been removed, it's the only outdoor threat to change the gameplay loop since v40 added baboon hawks

raven patrol
#

v50 was the biggest update and I agree was the most solid too, every subsequent update has had some issues with its features

unreal ginkgo
#

Idk what reason from a biological perspective adult maneaters would cry as a lure

raven patrol
#

To trick food to come to it?

daring oar
vapid pier
#

we love 3(4) moons, 3(4) enemies, 1 1/2 weapons, disco ball

unreal ginkgo
#

Vee fitty

unreal ginkgo
daring oar
#

butlers, mask hornets, old birds, and tulip snakes

unreal ginkgo
#

Oh right

vapid pier
#

4th moon being Dine

raven patrol
#

Artifice is my favorite moon for its design, if Liquidation becomes the new best moon and is not a fun design-wise I will be sad my favorite moon is no longer also the best

unreal ginkgo
#

I forgot about tulip snakes lo

daring oar
#

i wouldn't call 4 moons accurate since liquidation likely did not see very much development before it was scrapped

daring oar
#

the endless turf wars outside

vapid pier
#

I was referring to Dine since the rework effectively made it a new moon

daring oar
#

ducking between the hangars and warehouses

unreal ginkgo
daring oar
#

the unique autumnal theme

#

even the weird background ambience is super memorable and haunting

unreal ginkgo
#

Having Liquidation be a beach-type thing would be pretty disappointing

daring oar
#

artifice is peak lethal company

#

i think adamance is the best designed free moon as well but i feel like that it is an unpopular opinion

unreal ginkgo
#

We need more industrial moons like Experimentation and Titan

raven patrol
#

Ganimedes is a top 3 modded moon for me because its design is just Artifice dialed to 11

daring oar
#

v50 added the 3 coolest moons to the game (if we discount rend which was available at launch)

#

kinda sucks that embrion is only cool because of the spectacle and rarely comes up in serious gameplay

raven patrol
daring oar
#

hopefully the drill bit fixes that

unreal ginkgo
daring oar
#

i discovered the other day that there is a weird chewing sound in the night time ambience for artifice

#

which i've never noticed in game before

unreal ginkgo
#

I'm def imagining that Embrion will having a major drill part since it was used for military purposes

daring oar
unreal ginkgo
daring oar
#

it is super bizarre

unreal ginkgo
#

and also doesn't sound like chewing

daring oar
#

i have no idea what the fuck is happening on artifice

unreal ginkgo
#

More like gurgling

#

Like the inside of a stomach

#

Which is

#

weird

raven patrol
#

I gotta switch to my laptop so I can play these .ogg files, I am missing out

daring oar
#

lol sorry all the files are OGGs and WAVs/MP3s dont even work for me on mobile either

raven patrol
unreal ginkgo
#

Hop off 🙏

daring oar
#

how a mimcket walks

unreal ginkgo
#

true

unreal ginkgo
#

Because machines don't just gurgle like this

raven patrol
#

You say this like their design is realistic otherwise

unreal ginkgo
#

They look pretty dry to me Idk

#

At most there's probably an apparatus powering them

#

but apparatuses don't sound like they're composed of liquid either

daring oar
#

to be fair they are war machines with no objective that isn't unselective murder

#

but the bestiary does say they are powered by fuel from passenger aircraft

#

which implies their original designs are rooted in domestic terrorism

#

so that is strange

unreal ginkgo
#

Imagine

raven patrol
#

Gurgling sound is actually underground water seeping up, Artifice actually was a marsh all along

unreal ginkgo
#

Batby is the Overseer confirmed (I'm not elaborating on this)

unreal ginkgo
#

I don't see people talk about Artifice's ambience often

#

At most people gloss over Embrion's

#

but seems like most just forget that Artifice has music of its own

#

...If you consider its daytime and nighttime ambiences music at least

daring oar
#

i think artifice's main track is pretty memorable

#

i just dont think many realize it has unique night time ambience

#

i pretty much never notice the latter myself

#

if im being honest

unreal ginkgo
#

Seems like the regular and Artifice nighttime ambiences are really obscure to most

#

I wish they were just a tad bit louder like their daytime counterparts

raven patrol
#

Maybe the giant murder robots blasting noises have something to do with it

unreal ginkgo
#

You know like

#

the droning you hear a lot on Assurance and Gordion

#

Yeah

raven patrol
#

I actually do notice that and appreciate it. When a modded moon has no ambience it is eerie, and not in a good, immersive way

daring oar
#

yes

#

the #1 thing that kills custom content for me is the soundscape

unreal ginkgo
#

Bozoros suffered from this for a while. Glad it has ambience now

daring oar
#

i love the design of kast but the fact that it doesn't sound anything like a platform in a mining pit is so jarring and impossible to ignore in game

unreal ginkgo
#

What does it sound like?

daring oar
#

this was a problem with earlier versions of sf_desat's moons but i know they've been updated a bunch since i last explored on them

raven patrol
#

I try to justify it for the moons in my modpack by saying they have super still air in their description, but that is just my coping

daring oar
#

it is dead silent outside

unreal ginkgo
# daring oar absolutely nothing

It could use some ambience but not like constant creaking
There would be constant creaking of there still was active machinery, but these places are abandoned

#

I wouldn't imagine they make a lot of noise

#

Kind of my #1 problem with Oldred

daring oar
#

there needs to be some sort of sound

#

there's no wind

#

no machinery

raven patrol
#

Adding the wind sounds from Assurance or Vow would be enough, the facility it at a high elevation

daring oar
#

no structural sounds

#

it's just you and footsteps

unreal ginkgo
#

That I agree with, but not constant creaking or stuff like that

#

Assurance's ambience or wind would do nicely

#

Moons having silent facilities is both pretty creepy and believable

#

Which is why I like them this way so much

#

Aside from like main entrance's ambient I guess

#

But that goes into the believable aspect

#

Adding constant creaking and stuff to Titan would ruin its atmosphere a lot to me Imo

raven patrol
#

Kast is maintained by Tolian now so if it still is silent we could ask him to add ambience

unreal ginkgo
#

If Titan was a modded moon, it would definitely have it

daring oar
#

i dont know about that

#

but titan is also too quiet for what it is IMO

unreal ginkgo
#

ruining the feel

raven patrol
#

I actually like Titan’s ambience, it is a good eerie

daring oar
#

that main entrance ambience only exists with butteryfixes

#

because zeekerss forgot to move it to the right spot in vanilla

#

and it's off floating in a random spot on the surface

#

since it reuses the position of assurance's main entrance

#

lol

raven patrol
#

It is a truly desolate moon aside from the monolithic facility and has a strange haze, it has a liminal feel to it

raven patrol
daring oar
#

titan is one of the several moons where the entrance ambience is just completely incorrectly placed

unreal ginkgo
#

This goes for many moons, but I'm going off of how it's intended

daring oar
#

experimentation i took some creative liberty with

unreal ginkgo
#

We love Embrion's main entrance ambience being near a fuck off boulder 🤑

daring oar
#

the ambience plays in the elevator room there, but since it's no longer accessible in-bounds, i moved it to the entrance

#

im pretty sure everything else is just bugged

#

9/10 times it's just because they reused assurance's position because i assume zeekerss forgot about it

unreal ginkgo
#

Having all this talk really reminds me of how much Lethal Company needs a health update...

daring oar
#

adamance is unique because it's floating off in a random spot in the sky only accessible with a jetpack

unreal ginkgo
daring oar
#

it doesn't reuse any coordinates

unreal ginkgo
#

What the fuck

daring oar
#

i think he probably moved it there since it was in the middle of nowhere before he added the entrance

#

and then i guess he maybe forgot to put it back once the entrance was finalized

#

who knows

#

maybe it was never intended to be audible on all the moons and he just decided to put it in bumfuck nowhere instead of disable it

#

i have no idea

unreal ginkgo
#

The mystery

raven patrol
#

I like the consistency

daring oar
#

anyways i agree that titan would be okay if the ambience just covered this entire space

#

this is where i put it in butteryfixes

#

better than nothing but i still think the fact the factory is dead silent even on the middle step of the catwalk is sort of strange

unreal ginkgo
#

This would be good for Chameleon if you were to ever do it

daring oar
#

but y'know, this is good too

unreal ginkgo
daring oar
raven patrol
#

Random asset reusing knows no bounds

daring oar
#

there are some maps where it's placed really strangely

#

but seemingly on purpose

#

where i didn't change it

unreal ginkgo
daring oar
#

like it's sitting here on rend

#

i do wonder a bit if the building used to sit at the end of the lights

#

and he moved it off to the side behind the hill

#

because i think in earlier versions, the scan node also had really strange alignment here

#

if i could find more evidence conclusively proving that maybe i'd be more tempted to move it again

unreal ginkgo
#

Company Busters™️

#

Wait a minute that sounds horrible nvm

daring oar
#

oh no, he changed the relative position of the building from its original axis

#

don't tell me

unreal ginkgo
#

😭?

raven patrol
#

More Assurance assets

daring oar
#

god dammit zeek

#

i think that actually is what happened

#

lol

unreal ginkgo
#

What happened?

daring oar
#

i could be mistaken but it seems like he placed the building's entrance in a different spot originally

#

and then adjusted the machine ambience based on that position

daring oar
unreal ginkgo
#

Is Rend in v9?

#

I can check

#

if it's different

daring oar
#

i am opening v9 right now to check

#

but last i looked

#

im pretty sure it's in the same spot

#

yes, it is in the same spot in v9 as v69

unreal ginkgo
#

Bruh

daring oar
unreal ginkgo
#

Zeekerss give us v6 please 🤑

daring oar
#

i am sort of doubtful there was ever a playable version of rend with the old building position

#

he was probably making these changes at the same time as he was designing the level initially

#

at least that is my intuition

#

makes way more sense on dine

unreal ginkgo
#

Ough v49 Dine

daring oar
#

although, y'know... now that i look at it, this is not the same dine from v49

unreal ginkgo
#

Hello

#

It isn't?

daring oar
#

no

#

dine always had that decoration around the main entrance

#

and i think the platform was elevated by that point too

daring oar
#

ah shit

#

there was a video that used to show off all the logs in v49

#

and it had dine's main entrance, since the log was sitting just above the doors there

#

but i think that video got taken down by the uploader when they made their v50 updated version

#

whatever this works

#

thanks Gaming With Brenten

daring oar
#

you can see the water pool

#

the best v49 dine video on youtube

raven patrol
#

On the ambience thing we talked about, is it possibly to assign ambience to moons based on tags with LLL or something? I am thinking of something like Dopadream’s Atlas

daring oar
#

to my knowledge no mods exist to do that

raven patrol
#

One does not, but could one?

#

I would be willing to ask around

unreal ginkgo
#

Well, yeah

#

Code pretty much has no limits

#

...Practically

raven patrol
#

Every time I ask something like this it usually sends in people saying it is not possible

#

mrov told me the vanilla moons cannot have their weathers be edited by a single config and Imbatby told me fire exit minimum spawn distances are not possible via a mod

#

And I just take them at their word because I do not know anything myself

unreal ginkgo
#

It's for sure possible, but also something you would probably need to pay money for due to how much work it'd be, which isn't a bad thing

daring oar
#

it's more that the system used to spawn fire exits in vanilla has no capability for it

#

so you'd need to replace it with custom logic

daring oar
raven patrol
#

His response was “not possible”, which to me sounded quite conclusive

#

Either way

runic cobalt
#

mrov also doesnt want users in an api to be doing things to vanilla moons and whatnot, everything is possible in code for the most part

#

(if you're a dev weather registry lets you do whatever u want with weather on any moon lol)

raven patrol
#

Darn

#

I would like that

raven patrol
unreal ginkgo
runic cobalt
#

neither, users arent allowed to mess with vanilla stuff with WeatherRegistry, but devs who use weatherRegistry are given the capability to

unreal ginkgo
#

Weird

daring oar
#

the placement of the factory ambience is a bit odd on some moons

#

even where it seems intentionally located

#

most moons where it is broken (with the unique exception of adamance) just never moved it from the default spot on assurance's scene

#

but even on assurance, it notably does not emanate from the factory

#

it emanates from the silos next to the factory

raven patrol
#

I actually have noticed this and think it is odd

daring oar
#

IMO this is like, the only example of this weird placement that can be 100% chalked up as intentional design

#

so while it is odd i dont technically think it needs a fix

#

on march, it emanates from this specific corner of the entrance

raven patrol
#

Eh close enough

daring oar
#

it is "possibly misplaced" on rend

#

and it is definitely wrong on offense, titan, adamance, and embrion

unreal ginkgo
#

Why is this the most inconsistent thing in LC wtf lol

daring oar
#

on artifice it's placed below the map

#

which made me think "oh maybe it reuses rend's coordinates" but no it has actually has very slight manual adjustments

#

everything except the Y coordinate (which contrls the altitude) was changed

#

so like

#

Huh

wind spoke
#

something that could be interesting is if there were different building sounds

daring oar
#

also i have no idea how im only just now realizing this

#

but even though zeekerss reused the building

#

it's actually textured differently on the manor maps

#

different concrete

#

feels like that should've been obvious

wind spoke
#

interesting

crude pier
viscid edge
#

i should add main entrance ambience to my moons

daring oar
#

which causes it to be way off here

raven patrol
#

For reference, what moons actually have the sound placed on the entrance door?

daring oar
#

experimentation has it placed in the elevator room

#

assurance, vow, march, (sorta) rend, dine, and (sorta) artifice have it placed by the main entrance

#

it is broken automatically (coordinates carried over from assurance without adjustments) on offense, titan, and embrion

#

and it is "broken" manually on adamance, where zeekerss gave it new coordinates but those new coordinates map to a random point in the sky above the map

#

no idea how much of that is intentional

raven patrol
#

So not counting Experimentation only 4 of the 11 moons have their noise placed correctly, 6 if Rend and Artifice are both considered correct

daring oar
#

i think artifice should be counted as correct

#

i am less certain about rend

#

so that would be 5/11

daring oar
#

so it's 5 or 6 out of 8 are correct

#

by that metric

crude pier
raven patrol
daring oar
#

well i was thinking that you were trying to clarify if it is a design error or intentional

daring oar
#

most of the places where it's wrong, it's wrong because it wasn't changed at all

#

there are only a few edge cases where it was moved by zeekerss and still seems potentially incorrect

#

and that's where it's not clear if it was a mistake, or matched an older design of the moon

#

for rend i personally lean into the possibility that it used to be more correct and then zeekerss moved the entrance somewhere else

raven patrol
#

No difference to me

daring oar
#

i have no idea what's going on with adamance

#

but in my case

#

i chose to "fix" it because adamance reuses vow's main entrance building

#

and it is correct on vow

#

it's hard to say it was ever a hard design rule for zeekerss though

#

in experimentation it was placed inside the elevator room, which makes sense (the sound is called "BigMachineRoom1" and is attached to a game object called "BigMachine")

#

and it's possible he just accidentally stumbled upon it in the hierarchy while making assurance and decided to move it to the main entrance just so it had somewhere to be

#

it's placed between the silos there

#

so it's not even strictly next to the entrance doors

#

and then it seems like he more or less forgot about it after he made dine

#

because it's correct for exp, ass, vow, mar, rend, and dine

#

the next level he made was offense and it's wrong there, then titan where it's also wrong

#

and it's "wrong" for all of the v50 moons, except i think artifice coincidentally wound up being correct

#

because artifice's scene is very derivative of (and was probably created by cloning) rend's scene (and changing it)

#

artifice's object has some very minor alterations to its coordinates, which suggests zeekerss could have made adjustments to it

#

but artifice had a bunch of changes to its hierarchy that could have automatically offset its position by coincidence

#

hard to say

crude pier
#

I’m kinda surprised every moon is basically just a derivative of another and heavily modified(?)
I would’ve thought each moon would have been mostly made from scratch

daring oar
#

lol yeah i could be wrong

#

almost all of what i say is speculation based on pattern recognition

#

and it's possible i'm recognizing patterns where they don't actually exist

#

but there are certain characteristics i found that make those connections

#

and that sort of "development archaeology" is super fun for me so i get into it a lot

#

in the case of artifice and rend, i think it's likely they started out as the same scene file because their main entrances are very similar

#

they both have the same placement and orientation of the "entrance platform" (it's buried under the snow in rend, but you can actually see the opening on artifice)

#

artifice is the only vanilla map that uses this dam prop except for vow

daring oar
#

which is conveniently also enabled on rend, just hidden out of bounds where most players will never see it

#

it is common knowledge now, but artifice also started out as a snowy map and was changed before v50 went into beta

#

the unused terrain even exists in the files still

#

and there are some other leftovers, like artifice still using the snowy maps' volume (causing the sky to appear murky and gray)

#

the fog on artifice also resembles the blizzard fog more than the "clean fog" on all the other non-snowy maps

#

uses a smoke particle texture and also "rolls" through the environment

#

titan suffers from the opposite issue in some respects

vapid pier
#

are you stll wanting to do Mesa Titan Soon™️

daring oar
#

well

#

i wanted to bring that up actually

#

i have sad news for mesa titan believers

#

i went back to v9 titan out of curiosity and found out that it was actually still snowy even then

#

which makes me more doubtful that titan wasn't always snowy

#

i think titan just wasn't always intended to be a blizzard map with low visibility

unreal ginkgo
#

Wasn't this a lore thing

#

Not a gameplay thing

#

I didn't know there was a rumor of an actual playable mesa Titan

#

I just thought of it as a comment from Sigurd about, "Titan not going to look the same in a few years"

daring oar
#

there's also a lot of additional evidence that titan was based on one of the non-snowy moon's scenes and then manually altered

#

since it uses the non-blizzard sun animation container

daring oar
#

(they all probably stemmed from rend's scene originally)

crude pier
#

I’m still sad about titan not having “many entrances” or whatever the moon info says

daring oar
#

titan uses the "normal fog" that other moons use

#

in v9 titan actually used to have almost no fog

#

this isn't an actual v9 screenshot, but this is me replicating the conditions of v9 (volume and fog distance)

#

titan had this aesthetic back in v9

#

i'm actually kind of a fan of it

crude pier
#

Looks kinda nice

daring oar
#

but it might have been changed because this is the map that makes LC's render distance most apparently an issue

#

without a mod to increase the render distance, there is super obvious culling when you look out into the horizon

#

like here

crude pier
#

Yeah I think having just enough fog to hide the vanilla render distance would be nice

daring oar
#

if you fly to the roof it's super obvious

#

this is obfuscated a bit by vanilla's denser fog

#

and if you use chameleon to fix the volume, that also obscures the skybox

#

v9 used the same render distance as v69 currently does so i assume zeekerss would have noticed this issue in playtesting and made the change

analog cypress
#

it's kinda cool but i prefer non-snowy artifice

daring oar
#

it just uses the "high wind" ambience

#

not sure if that's intended or not but i'd venture to guess it could be

#

although i still think it makes titan feel kind of awkward

#

it doesn't have any of the blizzard effects present on rend and dine

#

and just has arbitrarily thick fog

#

maybe i ought to do a proper overhaul of the visuals in chameleon

#

replace the fog with the actual blizzard fog so it looks more dynamic

daring oar
#

the vast empty surface

#

but the render distance thing is pretty distracting and a major turnoff for me

crude pier
#

Would be cool if titan has the dusty clouds effect that experimentation has but snowy looking

#

Then there’s just a bunch of rolling fog on the ground and being relatively clear above it

daring oar
#

well it's sort of funny you mention it

#

technically that rolling fog exists on all maps

analog cypress
#

Idk if i'm the only one who doesn't understand why the dust effect on experimentation only appears when you're outside of the ship

#

like

daring oar
#

it's actually part of the unused "dust clouds" weather

#

and i have no idea if it's intended to exist or not

analog cypress
#

Rend, Dine and Titan has the fog non-stop

daring oar
#

there's like, equal parts evidence to suggest it's a bug that it shows up at all

#

as well as to suggest it was just a really jank way to implement an extra visual effect on certain maps

analog cypress
#

but experimentation is the only one that the fog doesn't appear when you're near the main entrance or the ship

crude pier
#

On experimentation it just goes under the map when you go in the ship and then rises up from underground when you go outside

analog cypress
#

why

#

it would be cooler if it didn't go under the map

daring oar
#

@unreal ginkgo oh yeah

#

i found out why i've never noticed artifice's weird gurgling ambience

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apparently it doesn't actually play in game

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is that a bug or intentional? no fucking clue!

crude pier
analog cypress
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i mean

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Rend blizzard doesn't clip into the ship

daring oar
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the audio source it's attached to is not set to play when the moon loads (like the daytime ambience is)

wind spoke
daring oar
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like, the object for artifice's main ambience is set to play when the moon loads, even though the same object isn't set to play on rend

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what a confusing mess

daring oar
daring oar
unreal ginkgo
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heard it in-game before

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what

daring oar
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but i can not say conclusively

crude pier
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What does the sound sound like?

daring oar
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but as far as i can tell

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it's not attached to any of the audioreverbtriggers

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and idk what else it could be attached to

unreal ginkgo
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I heard it near Artifice's cabin

daring oar
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there is a "lowercliffs" ambient track that should play at low altitudes, like near the fire exit

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but it doesnt look like any triggers are set to activate that sound either, unless i missed them

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have to use mods to turn it on

daring oar
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shrug

vapid pier
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did the lights in the cabins always have extra sound effects for being turned on/off

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(unrelated)

daring oar
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i believe so

daring oar
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even though that same audio source exists on dine and doesnt play blizzard audio

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and dine uses the high/low altitude audio code correctly

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i absolutely despise how moon audio is set up in this game

daring oar
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i do not have access to versions past v55

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at least, not on my computer right now

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but i will check

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i suppose it's possible it was enabled in v50 and got disabled in v55

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because artifice got a visual update in v55

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oh nvm i do have v50 on my computer, just on the wrong hard drive

daring oar
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so at this point the only thing i could guess is that it might be enabled on some specific beta

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or there would have to be some other root cause allowing it to play

marble spruce
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what is this object called

daring oar
viscid edge
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this seems to randomize the values of modded apparatuses instead of just the vanilla one

daring oar
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if the modded apparatus inherit from lungprop, yes

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if that is an issue you probably just need to turn the setting off

marble spruce
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why tf would it only modify the vanilla one anyways?

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that would be kind of stupid

daring oar
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well i guess it's mainly just because i dont know the value of modded apparatus

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and it's a hardcoded range of values

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so if a modded apparatus is worth like $300 instead of $80

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it's gonna still get reduced to $40-130

marble spruce
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oh thats weird

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you should make it calculate some percentage of the apparatus price instead of hard setting some value tbh

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most interiors with a custom app are just reskinned apps but i think they might vary in price

daring oar
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oh wait

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[HarmonyPatch(nameof(LungProp.EquipItem))]
[HarmonyPrefix]
static void LungProp_Pre_EquipItem(LungProp __instance)
{
    if (__instance.IsOwner && __instance.isLungDocked && __instance.scrapValue == 80 && BRBNetworker.Instance.ApparatusPrice.Value)
        BRBNetworker.Instance.SyncScrapPriceServerRpc(__instance.GetComponent<NetworkObject>(), new System.Random(StartOfRound.Instance.randomMapSeed).Next(40, 131));
}
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Lol

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it shouldnt run the randomization code unless the modded apparatus is $80

viscid edge
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i'm pretty sure i've seen it run on a modded apparatus with a value of 120

daring oar
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i would estimate that is occurring because the modded apparatus has its value set to 80 even if the scan node says $120

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the scrapValue attached to grabbableObject and the scan node do not sync at all

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which is why the apparatus is able to say "Value: ???" in the first place

dense flicker
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Would it be possible to have a setting option for apparatus value

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I feel 40 is a bit low for my blood, I'd like to set it to 60 minimum

raven patrol
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I got into a bit of a discussion on Bread’s server about how to balance the CC to make it less OP but also viable without Weed Killer, I figured I would paste my ideas here for if they sound interesting:

  • Collision logic that makes it so hits can be registered in extremely quick succession and vaporize the CC’s health should be removed/fixed (better reliability)
  • Entities avoid CC if nobody is in the cab and the engine is turned off (feature from CruiserImproved I think is good)
  • Mid-air steering with boost jumps is less responsive (effectively removes Art jump)
  • Old Birds see players in the cab but their rockets do not launch players out of it
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Just spitballing in case I am onto something

analog cypress
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CruiserImproved doesn't also have cruiser invulnerability duration that "fixes" the first issue?

raven patrol
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It does but it feels like a band-aid fix

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Also gets super OP depending on config

vapid pier
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only one that u can't technically do (probably) with CruiserImproved is the 3rd one lol

analog cypress
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you can do the 4th one with Cruiser improved?

raven patrol
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CI does not make them see you iirc

vapid pier
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oh

analog cypress
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Idk what to think about the old bird one

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i agree

daring oar
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you should use the cruiser for 1, 2, and 4

analog cypress
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but

daring oar
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i do want to fix old birds not seeing people in the seats and will get around to it "eventually"

marble spruce
daring oar
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not sure what to do about 3

daring oar
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i meant use cruiserimproved

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when i am not in the middle of something i will be able to discuss in more detail

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sorry

analog cypress
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the 4th i agree, but that i'll make Embrion even shitier and Artifice will become a lot harder if you don't master the art of air jumps

marble spruce
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thats literally how you address it taking too much damage too fast though lol, the issue is that the physics engine is thinking the car is taking a ton of impacts in a very short interval

raven patrol
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I do use CI currently but the mod is unmaintained, plus I would like slightly different execution of stuff

marble spruce
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the solution is to add a damage cooldown

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you cant really fix it any other way

analog cypress
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CruiserImproved already deals very well with the first and second problem, it's also client-side

raven patrol
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Doesn’t the current logic also make it so 1 hit can be bigger than it should be? Also making hit spam less of a thing could improve performance

analog cypress
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too much work probably

raven patrol
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idk I am just saying things

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Like I always do

vapid pier
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unrelated but is it a vanilla thing that if an oldbird gets close enough to you to pick you up while you're in a Cruiser it's animations get a little.. frozen

analog cypress
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i'll join the fun and bring back to the table something even more controversial

raven patrol
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As I understand it CC messes with their pathing, hence why they cannot see you

analog cypress
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it was already discussed but i give it a thought days later and came up with an creative solution

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Weathers should be buffed

raven patrol
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Solo Butlers?

analog cypress
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Last time i was talking about giving scrap some extra multiplier like MeteoMultiplier do

raven patrol
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You have some explaining to do

analog cypress
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but that's probably the wrong approach

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The best way to buff it is the Zeekerss way

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mineshaft -> extra scrap

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weather -> extra scrap

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but with an twist

raven patrol
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I think weather would be fine if the vanilla moon meta was more diverse, weather encourages visiting other moons

analog cypress
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Clear: No extra scrap
Rainy and Foggy: +1 two-hand scrap
Stormy: +2 conductive scraps
Flooded: +2 "heavy" scraps (<=42lb and >=19lb)
Eclipsed: +2 random scraps

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These scraps must be on the loot table and the buff won't apply on single item day with one-hand scraps (If you're that unlucky to get an two-hand scrap day, you might as well get the buff lol)

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I mean it's very complex, but maybe it could work

raven patrol
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If I were to to want to buff scrap on weather I would agree with this

marble spruce
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digg has been active pretty much this whole time there just hasnt been a lot to do

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it had a pull request merged like an hour ago

raven patrol
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My bad, I am not keeping track of all these mods

daring oar
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i am not sure how to go about nerfing turbo boosts because like

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the risk of a bad turbo is instantly destroying the car

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and it's already close to useless without a setup

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changing the controls would change the setup

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but it would not prevent it from being utilized

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and it's already kind of a high skill high reward type deal

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if i nerfed the capability of turbo where it could no longer do the artifice trick in general

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then it would just make turbo completely useless

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so im not extremely invested in making changes to it, in general

raven patrol
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I imagine the boost was conceived as a way to get out of stuck positions in an on-brand scuffed manner

raven patrol
marble spruce
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like changing the power of it or anything would be so cruel lol

raven patrol
# daring oar and it's already kind of a high skill high reward type deal

It seems pretty consistent if you know it, I have seen people hit stuff mid-air and be able to save the jump or at least land somewhere to just drive the rest of the way.

Also this is an entirely entirely separate point but I am starting to realize just how prominent save scumming is, even public lobbies do it

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The community seems pretty trigger-happy with it whenever overly risky stuff is involved

daring oar
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and most of those pits are death pits

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it's much easier to maneuver the car by rocking it without turbo

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using turbo boosting will just launch the car and immediately explode it

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or at the very least will disable your ability to rock the car which is a huge loss of control

marble spruce
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one time i got stuck in the dine pit

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bc you know

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kill triggers dont work

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and my friend dropped a bottle in the pit lol

daring oar
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lol well

marble spruce
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and i got out with it

daring oar
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i fixed the kill triggers thing

marble spruce
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wym

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how

daring oar
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i made the kill trigger cover the pit on dine

marble spruce
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lmao

daring oar
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and fixed kill triggers not triggering while you're sitting in the car

marble spruce
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thats not what im talking abt

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yea that