#ButteRyBalance

1 messages · Page 10 of 1

marble spruce
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how did you fix that

unreal ginkgo
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This would make the Cruiser less fun to use
Lethal Company is more fun over balancing, and this would ruin the Cruiser quite a bit since you're just taking a shot in the dark with your jump here at that point

daring oar
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well it is subjective but i think driving the car is way more fun than turbo boosting anyway

unreal ginkgo
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I drive personally, but I know why people can see how the turbo boost is fun, and this would take a significant portion away from it

daring oar
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but it is a reward for the effort you invest into learning how to do it

raven patrol
marble spruce
daring oar
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what

marble spruce
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that was such a head scratcher for me

daring oar
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it's not an issue with the triggers

marble spruce
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how did you fix kill triggers not working on seated players

daring oar
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it's an issue with the cruiser code

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players don't activate touch triggers in the middle of animations

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and sitting in the seat is considered a special animation

marble spruce
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oh

daring oar
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i just added an exception for that

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i thought we talked about this already

marble spruce
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did we?

daring oar
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but maybe i am misremembering

marble spruce
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i might've forgotten

raven patrol
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Which one of you two is more insane?

daring oar
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in any situation it's fixed

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no more driving the car off cliffs on dine

marble spruce
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great

raven patrol
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Darn I loved doing that

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Anyway I posted my ideas also because some people seem to think the CC is broken and will either be useless or OP with no in-between. My changes are my way of showing how I think that is not the case, we just need to make the Cruiser not be a one-trick pony with Art jump

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Make driving it more consistent and accessible and remove the blatantly OP jump, so the CC is used as, you know, a car

marble spruce
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i will admit it would be cool if someone made the turbo jump into a more controllable thing thats more intuitive

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but i dont think it would fit for this

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mod

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bc yea the turbo jump is kinda just like

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good for 1 or 2 things lol

analog cypress
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How much is the "rare" masked chance on Offense?

daring oar
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in the next version i will reduce coilhead spawn chance which also boosts masked to 3.8%

analog cypress
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I swear out of 7 times me and my friends went to Offense at least 5 we had a masked spawning

daring oar
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well

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offense has insanely high spawn rates

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second only to titan, i believe

analog cypress
daring oar
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and most enemies that offense spawns with high chance have low spawn caps

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only 4 thumpers, only 1 spider, only 4 snare fleas, etc.

analog cypress
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Have you considered increasing the max spawn cap from the spiders to 2?

viscid edge
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spiders have a max cap of 1?

unreal ginkgo
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If Buttery does end up giving them a cap of 2, then they should have a downward falloff to compensate a bit

daring oar
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i disagree that spiders are oppressive but i also don't think they require a higher spawn cap

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i think it is way too easy to just wipe them out as soon as they spawn

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and increasing how many can spawn doesn't really fix that

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it just takes away potential spawn slots for other enemies

unreal ginkgo
daring oar
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i am unfamiliar with arachnophobia

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outside of knowing it exists

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the only times i feel like the spider is ever actually problematic in vanilla is when it nests inside the caverns

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the caverns are so claustrophobic it is really tight jumping over them

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or bypassing their webs (either routing around or jumping over)

unreal ginkgo
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Well, that’s one of its features. I had their setup speed as vanilla, and their hunting speed increased by 0.25x

daring oar
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so in those cases spiders can definitely be a menace

unreal ginkgo
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Made them a bit more of a challenge then they are already

daring oar
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in any other scenario i think they get completely clowned on by their slow speed and straightforward behavior

unreal ginkgo
daring oar
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not really

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unless there's shit on the ceiling jumping over them and their webs is completely free

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so you just have to be conscious of where you are

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you see the webs long before you see the spider itself in most cases

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and can avoid it outright if it's in a bad spot and you have no weapon

unreal ginkgo
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The spider itself is the problem I mean

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They have been usually blocking the rest of the complex off, leading to a hefty chase sequence in order to progress

daring oar
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the maze itself usually has enough paths you can just run straight away from it and it will eventually lose interest in you

daring oar
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it has an extremely tiny aggro range so it would have to be directly blocking the only path to progress

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or you'd have to fuck up and step inside of its web by mistake

unreal ginkgo
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Maybe I’ve just been having bad luck, or not looking for another ways around. That’s just how it’s felt playing with my group

daring oar
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anyways i think the spider could use some buffs but i also think it's "mostly fine"

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so it is not high on my list of priorities to adjust it

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but maybe in the longterm i will do something

unreal ginkgo
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It’s more or less in the same boat with snare fleas, yeah

daring oar
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spiders got buffed from 3 to 2 power level in v50

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and that's enough of a change to make them fine

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for me

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to be honest they could be a 1 power level enemy and i wouldn't care that much

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but i suppose it is a bit more of a roadblock than snare fleas or hoarding bugs tend to be

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just because it can slow you down and get you stuck in a web if you are distracted by another enemy

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which usually leads to both monsters chasing you

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spiders are also a lot more punishing for mistakes than hoarding bugs or snare fleas

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since they instant kill if you are not at full HP

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and drop you low enough to make everything else basically instant kill

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so there is way more room for error but any errors cost a lot more than most 1 power level enemies

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nutcrackers are way more dangerous and they're 1 power level though, so shrug

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i feel like nutcrackers make more sense as 2 power level enemies but they are most dangerous when they spawn in large groups so i think the low power level makes some sense

marble spruce
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like

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it sucks to play with unless u turn it down a fuckton

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it just spams webs everywhere and blocks off entire corridors

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the web raycasting stuff is cool but idk

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i feel like it should be adjusted better out the box

unreal ginkgo
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It’s like if vain shrouds were cranked to 100

daring oar
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you remind me

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i wanted to make it so you could hide from enemies inside of vain shrouds

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in this mod

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still need to figure out if that would be "possible" and/or "easy"

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because i think it would be fun

analog cypress
analog cypress
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i see them more like path blockers/obstacles

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same with slime

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They're easily avoidable

marble spruce
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perhaps you could put a box trigger inside vain shrouds on the interactable object layer

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so enemies cant see you if you're crouched in it

daring oar
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enemies see through triggers

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all enemies except nutcrackers (which i've fixed in butteryfixes and those aren't outside enemies anyway)

marble spruce
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oh

analog cypress
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ITP can teleport masked enemies to the facility?

daring oar
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but i could be wrong

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they do hve the inverse teleport particles attached to their model

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iirc

analog cypress
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I never tried because it's too risky

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but it would be strange if they're able to be teleported to the ship but weren't able to inverse teleport

dense flicker
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Idk if I want the spider to be more dangerous 😆

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I sort of see it as a lower end enemy

naive mesa
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Can’t tell if what you mean by that is if you want it to be buffed or stay a lower end enemy

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IMO I like it as a rarer hard enemy for early game moons, like how jesters are on Titan. Of course not in the same way but still

unreal ginkgo
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Lore-based, "rebalance", idea: Have old birds within the proximity of an aggravated old bird's lrad soundscape to turn on their spotlight, stare briefly at the aggravated old bird, then head toward the general direction they're going in

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IIRC their LRADS are not only used for traumatization, but also according to their bestiary, communication, so it would make sense that they would react to their kin sounding their alarm

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It's always been weird to me that an old bird sounding their alarm doesn't cause a chain reaction, or at least have other members of their kind take notice to it, even though it's probably bad balance-wise

daring oar
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this is a late response

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i forgot to say

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i checked the bestiary entry again and i don't see what you are referring to

unreal ginkgo
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Oh

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Seems like I misremembered

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Either that, or Zeek mentioned it in a Patreon post

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I swear I remember something like that

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Guess I'm wrong though

daring oar
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i have uploaded v0.2.2

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no new features this time but i fixed mech riding breaking flight mode

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and i also fixed maneaters that spawn outside being unable to transform before players enter the building

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since multiple custom moons have outdoor maneater spawns

unreal ginkgo
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Maneaters cry indoors, but don't outdoors if they happen to spawn outside

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It's not necessary for this mod at all, just wondering what ur thoughts on it was since it was brought up

daring oar
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im nearly certain mod authors that are placing maneaters outdoors are intending for them to transform

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almost immediately

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i just forgot that people were doing that when i blacklisted maneaters from transforming before entering the building

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which would spam shit in the logs and upset the balance of those moons (only until people walked inside the building, but still)

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i dont think there's much reason to implement this because i dont know anybody intending to spawn permababy maneaters outside in the first place

unreal ginkgo
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It'd be a nice qol thing since adult maneaters are really bad outside, maybe have it off by default, but I understand why you wouldn't be interested in this since this is more of a mod thing than vanilla thing

daring oar
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well my opinion is maneaters shouldnt be spawning outside at all

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but people are doing it purposefully because that's the experience they want

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on their moons

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that would be broken if the maneater would act like a baby on the surface and cry when entering the building

marble spruce
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ty for fixing mechs

marble spruce
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shotgun no longer deals bonus damasge

viscid edge
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you could perhaps do a rebalance to make maneaters have less charge range outside?

dense flicker
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God that sounds awful having maneaters outside

naive mesa
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||Gloom from Wesley’s moons|| can spawn maneaters outside rarely and it’s flipping terrifying

dense flicker
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Probably why I don't use modded moons ever

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They just don't have good balance compared to the ones in lethal (even if some aren't as good as others)

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Thats why this mod is perfect for me

cloud rover
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there is still no point in doing it, but it's very funny to scare your friends when they see you holding a baby on the ship

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also funny when said friend brings back a body, causing your fear to rise and losing your ability to soothe the baby, and then oops, there's an adult maneater on the ship

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(speaking from experience)

dense flicker
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We should be able to take the baby on the ship

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And it becomes scrap and is our son

raven patrol
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Is the indoor fog density randomizer working? Last night I was playing on my modpack with it turned on and indoor fog chance increased to 10%, but when it showed up it seemed thick as ever, with little to no changes in thickness being apparent. Maybe it just does not nerf the fog as much as I thought

daring oar
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at its lowest it is the same as before

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at its highest it is twice as thin

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i am not aware of it not working

raven patrol
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Hmm, I guess even at around half strength it still is very impactful. I guess the fog I had in mind would land around 30-50% strength, you cannot see the distance but can navigate your tile just fine. Thanks for clarifying

dense flicker
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Would there be a way to make it so jesters don't appear until a bit later in the day? Friend of mine was complaining about them recently

raven patrol
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You can lower their spawn weight using LLL or a similar mod, so they on average take more spawn waves to roll their odds. Otherwise yeah Buttery would need to modify their spawn curve

dense flicker
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Its not the spawn as much as it is having it happen later

dense flicker
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Oh well it's not that big a deal lol

daring oar
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jester does have a spawn curve

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it has lower chance earlier in the day which increases later in the day

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i forget the numbers though

unreal ginkgo
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Wtf

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I never knew this

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What entities have a unique spawn curve?

dense flicker
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Oh huh

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So maybe we just get super unlucky lmao

marble spruce
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for ages ive explained that clay surgeon overhaul modifies the spawn curve of clay surgeons

unreal ginkgo
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No, I’m asking, which entities do?

marble spruce
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every one??

unreal ginkgo
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What the fuck

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Every entity has a unique falloff?

marble spruce
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yup

unreal ginkgo
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I never knew this. I’ve just been told that it’s nutcrackers, barbers, ghost girls, and masked that have them

marble spruce
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well

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its possible that some entities can have a flat spawn curve

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i havent looked through them all

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but they all have a curve value

unreal ginkgo
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Oh yeah I know that, but I’m asking which ones aren’t flat

dense flicker
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Now i want a graph lol

unreal ginkgo
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Same, if anybody is willing to do it

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It’d be helpful in modpack creation

dense flicker
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Is there an equation used, bet it could be plotted

daring oar
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yeah

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jester has ~80% spawn rate at the start of the day which increases to 100% by midnight

daring oar
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nutcrackers and masked have a "number falloff curve"

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which changes their spawn rate as more of them spawn

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all enemies have a "spawn chance throughout day" curve that is separate

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for most enemies both curves are flat

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nutcrackers have a flat hourly spawn rate (100% at 6 AM, 100% at midnight) but their spawn chance increases as more nutcrackers spawn

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until it starts to flatten out again once 8 (7?) total have spawned

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masked are similar but not identical (im not sure if he set up the curve both times, or if masked just inherit from an earlier version of the nutcracker enemy type, since we know they are derived from nutcrackers)

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barbers have no number falloff curve but their spawn chance decreases from 100% at 6 AM to 0% at midnight

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so you are most likely to get one earlier in the day

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ghost girl has a spawn chance curve but it is nearly meaningless

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it's like 96% spawn chance at 6 AM and 100% by 7 or 9

dense flicker
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When you say 80%, is that like....a multiplier of sorts

daring oar
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yes

dense flicker
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Aww 1a3s lethal company thing isn't there anymore

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I was gonna use that as an example of spawns and such

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But gotcha

daring oar
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the lethal wiki is more or less accurate on spawn chances

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i havent noticed any discrepancies the times i've checked in on it

dense flicker
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Ehhh I just hate using fandom wiki

dry current
dense flicker
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Story of my life

civic parrot
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Does the mod make mask hornets not open doors??

marble spruce
civic parrot
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Oh yeah I was just not sure since I remember reading about that but it might be me misremembering

marble spruce
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well

civic parrot
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As I thought it had that built in stead of using that mod

marble spruce
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her stance could have changed

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but iirc she doesnt mind that they can open doors

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ill check rq

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just in case

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butterybalance does not patch bee ai

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so

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it does add circuit bees to offense tho

civic parrot
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Ah okay

As I remember it being that but as said might be me misremembering or it being removed early on

daring oar
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i dont patch mask hornets at this point in time and i dont like just locking them behind doors as counterplay

raven patrol
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Mask Hornets are not that much of a threat imo, they are relatively slow and loose track of players quickly

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Just lead them away a little from Butler corpses and you have the knife easy

dense flicker
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How does a hornet open a door 🤔

vapid pier
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the power of friendship

raven patrol
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The all land on the handle and collectively work to turn the mechanism to open the door

vague pewter
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Hey Buttery I saw you were working on a patch for the fire exits in one of the other threads, is that real? Is that soon? Not to rush you haha just wondering hahah plink haha.... ||these fire exits got me pulling my hair out is all||

cloud rover
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whats wrong with fire exits?

marble spruce
cloud rover
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ah, I have noticed that happen before

marble spruce
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idk

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i still have doubts that some mod is explicitly causing it but i dont know any better than these eggheads do

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ig its dungenplus

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i dont know

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it just seems strange to me

civic parrot
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Wait so if I had LCoffice with rebalanced moons, it would be bugged?

civic parrot
ebon sandal
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It's the combination of LLL, JLL and DunGenPlus that increases the chances of ocurring

civic parrot
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Well I have all those-

ebon sandal
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reason of why a patch is being made :]

civic parrot
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Makes me glad I actually installed LCoffice separately on a test profile

ebon sandal
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again, the issue is not LCOffice lol

civic parrot
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Oh

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I know it's just that LCoffice requires dungenplus

marble spruce
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so it could cause it to start happening for users yes

ebon sandal
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oof

civic parrot
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Yea that's what I was saying

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As it just got updated to be improved

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Like today

daring oar
raven patrol
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Right next to the ship too, they are ready to kick your butt as a pair

dense flicker
marble spruce
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i hate how that works, would be cool if it randomized the search each time

proven delta
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does revisit stingers apply to modded ones if they add them

civic parrot
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Yea-

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like stingers from generic interiors

daring oar
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ive heard stingers on wesley's interiors for example

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but anyways i dont have any code prohibiting modded stingers from working but im not expressly designing it for compatibility

vapid pier
daring oar
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maybe

civic parrot
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though is the stinger tweaks compatible with the dynamic interiors mod I guess?

daring oar
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depends how batby implemented it

civic parrot
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Ah makes sense

dry current
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generic's does this thing where there's a trigger in front of the main entrance door where once per round it rolls a chance for it to play a sound effect locally

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which is why you can get it on storehouse if you enter through a fire exit and leave through main

daring oar
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i see

signal stream
# daring oar im pretty sure LLL fixed this

When I touched it I put them in the right spot but they will still only play once per general save + I don’t recall if the interior audio injection thing zeekerss added for mineshaft goofed anything up

shut torrent
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Is this mod still getting updated by chance? I haven't kept track of the lethal modding scene as of late

daring oar
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it is still being supported

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i have not been adding new features to it because i havent been playing lethal company recently

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none of my friends are playing

karmic cloak
dense flicker
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Oh I'm blind af

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Its mobile too so I didn't see it properly until now

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Also i forgot I said that lol

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But thanks for pointing it out

karmic cloak
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Yeah the navbar is a bit shit on mobile tbf

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But idk how to rly improve it cuz there's not much space 🤷‍♂️

dry current
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the fuck, is this real?

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that's whack ive never seen that

unreal ginkgo
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Oh shit

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It’s a restored behavior from the eyeless dogs that was cut in v50

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I’ve got to see this

dry current
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no this is from v50

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like v50 beta 1

dry current
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it's patchnotes for each version I think? idk if it has a diff purpose but thats what im looking at rn

civic parrot
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oh wait it isn't some new feature???

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for another update???

dry current
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nah like i said im just reading patch notes from old versions

unreal ginkgo
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Oh what the fuck

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It wasn’t unused? It literally got cut from the beta?

dry current
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it apparently? was in a beta? atleast from what im reading

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i didn't catch where it was removed, if that is included in any changelog

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or if it was removed even, though I suppose it was

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didn't know rend and dine were once smaller, never really noticed the size change

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this explains some outdated wikis still listing this as the nut's entry

unreal ginkgo
dry current
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whatever reason he had it allows nuts and barbers to fit in properly in me lore

daring oar
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zeekerss added this functionality to the dogs but it was used for the old bird's "sound cannon"

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dogs would cower on the flor when hearing it

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except he either never finished hooking that behavior up or removed it before release

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like how he removed the sound cannon deafening players

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idk where the myth started that it was related to explosions

dry current
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i guess "loud blast" could be tied to the sound cannons

dry current
daring oar
dry current
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from the v50 beta 1 patch notes

daring oar
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rend was increased from 1.2 to 1.8 (1.5x), but then manors divide it by 1.5x again and it's the same size

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dine was shrunk though, because it should have been 1.95x to maintain the same size

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the main reason the change was made though was just because titan manors were enormous

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its base size multiplier was reduced from 2.35x to 2.2x which made all interiors smaller

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and then manors had the additional 1.5x divisor

dry current
dry current
raven patrol
raven patrol
daring oar
daring oar
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which causes their size to increase

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Lol

karmic cloak
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😦

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cuz i found a fix for the bug that caused it to be removed a day after the bug was found but he never re-added it

daring oar
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i added it back in this mod

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actually

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lol

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i do hope he reintegrates it into basegame eventually

karmic cloak
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did u do the fix as well?

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as in #1281728554975100988 message

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cuz if not I'd definitely suggest doing it so people don't experience #974101195545280542 message

daring oar
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i added the physics trigger in start() after it fetches the renderers

karmic cloak
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ah

daring oar
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but i was aware of the bug yeah

karmic cloak
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niceeee

raven patrol
unreal ginkgo
dry current
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based?

daring oar
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most of them are, anyway

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there is still a really obvious general trend that mineshafts are way bigger than factories or manors

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both in terms of volume and dimensions

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so if he was trying to balance them out he definitely would have increased the divisor

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i think he probably just
A. didn't spend a lot of time comparing it to the other interiors and making adjustments (maybe no time at all)
B. intentionally wants mineshafts to be huge

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hard to say for sure

dense flicker
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Considering the way zeekers does things, it's definitely a.

raven patrol
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Either way this is not the way it should be imo, Mineshaft is nearly unplayable on dungeon size 2.0 or higher, especially if the moon has lots of traps (Titan moment)

dense flicker
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I find this mod does a good job of making it tolerable

civic parrot
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question:

what weight are the earth liviathans on Rend?

civic parrot
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As I wanna swap the weights for the keepers and worms

raven patrol
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Ever since v55 worms have had 0 weight, so you will be removing Giants and having Worms be the secondary spawn

civic parrot
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AH okay so rn it's just not spawning the worms at all

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??

raven patrol
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This mod does have a setting to restore the worms

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Assuming Buttery wants to achieve the pre-v55 spawns, Worms probably are added with weight 18

civic parrot
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ah okay

raven patrol
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So v69 Rend with BRB changes is:
Giant - 60 weight
Dog - 74 weight
Worm - 18 weight

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If you wanna swap stuff there you go

civic parrot
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oh thanks!

raven patrol
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NP, hopefully I got my facts right

daring oar
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everything ANN said was correct

raven patrol
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Epic

shut torrent
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@daring oar Quick question: would you consider adjusting some of the scrap prices like you did with the item weights? the scrap weight changes you made were really cool and I'd love to see your take on how some items should be priced

marble spruce
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to some items

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like the metal sheet costs more

daring oar
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the metal sheet is like genuinely awful

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so i decreased its weight and increased its price a bit

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it's still not good but it's at least not "terrible enough it's always worth leaving behind"

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i dont have any specific ideas in mind for rebalancing other scrap prices because generally speaking i think they are okay

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most of the weight changes were also recommendations from leafar, i just went through each of them and agreed because they are good

raven patrol
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Only thing I can think of are some Manor scrap like Pill Bottle and Toothpaste not being worth all that much, but I feel like that is intentional to give Manors bad scrap while still making them feel different than Factories

dense flicker
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If we see metal sheets, we ignore them

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Mod makes it better but

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I tend to go for the better scroop

marble spruce
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not every spawned scrap should be valuable realistically

civic parrot
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Yea-

Like I love the vending machine mod and not like the gambling mod as it's a risk/reward situation -

The lesser scrap you sell, the more likely you'll die

dense flicker
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Without going too crazy

wind spoke
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because it would make sense that random pills could be both basically trash and highly expensive

raven patrol
marble spruce
raven patrol
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Indeed. In Arduous Hardships, Purple nerfed the weight of a lot of lower value scraps so that only stuff like Cash Registers were very heavy. While it is better for gameplay, especially in a modpack like AH, all the scraps kinda blend together a bit

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Compare this to my modpack where we found a Cement Bag weighing 50lb and was worth 14c, and besides me wanted to just leave it behind. We are not the same

proven delta
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just a mod that lets you change LOD levels

daring oar
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change LOD levels how

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you mean just like how HDLC lets you set an LOD bias?

proven delta
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HDLC conflicts with certain mods even with the patch soo id rather not touch that one haha

daring oar
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it probably wouldnt be very difficult

#

ive been on a bit of a hiatus from LC recently

#

unfortunately i am motivated most by my desire to play with the stuff im working on

#

so when my friends aren't playing my motivation is also pretty shot

#

but i think i could knock this out sort of quickly

#

at least

proven delta
#

and as I said id give some $ to sweeten the deal hehe

daring oar
#

lol

#

that's very kind but i dont have any sort of donation page set up anyhow

#

and it's such a simple ask it's not even demanding of a price imo

proven delta
# daring oar lol

no offense but I also like to pay bc it usually ensures it gets finished compared to just asking a modder hahaha'

#

too bad tho id throw a dono your way either way for the awesome mods you made

daring oar
#

maybe one of these days

#

i have a tendency to be kind of stubborn about what i spend my time doing, and i think if you're accepting donations, that's not exactly courteous

#

maybe that's a selfish way to look at it

#

i dunno

proven delta
daring oar
#

yeah i will work on it

daring oar
#

@proven delta i see batby helped you already

#

cheers

#

Lol

proven delta
daring oar
#

it's good you're set now, though

#

hooray

dense flicker
#

Hopefully with the eventual update your friends will be motivated to play

#

Or that the very least the mod will update 😆

#

This mod is a need for me

daring oar
#

i dont think they lost interest in the game

#

they are just burnt out from lack of new sights to see

#

i tend to have an unusual amount of energy for replaying stuff beyond a reasonable timeframe

#

Lol

dense flicker
#

We've been trying some other moons and interiors lately

#

Some are neat....some are kinda annoying and unfun

#

Like they make a gorgeous moon, but they forget that we are collecting scrap

#

And make it soooooo long or twisted

daring oar
#

yeah i wouldnt mind exploring some modded content

#

but unfortunately the two groups i play with each have one player with really shitty hardware

dense flicker
#

They could require the cruiser, but still

#

Oof

daring oar
#

so they'd have to get left out if we were playing with content mods

#

and that sucks

#

the recent lethallevelloader update helped a lot with one of them

#

they got a lot better performance

#

but we had to spend like an extra minute every time we went to orbit, routed the moon, landed, etc. so it was still far from feasible

#

the other one would crash every time they launched if they tried to load mods LOL

#

they just dont have enough resources to support anything beyond what they already use to play

#

sometimes they blue screen in the middle of games already so it's major yikes

dense flicker
#

We got a lot of mods and there's always something being messed up

#

We have a weird one where people show up as "nameless" and their pfp isn't showing

#

BTW I did have a question a long time ago about the apparatus and changing that value range

#

We've had some incredibly unlucky rolls lately lol

#

And we have the escape mod so it almost seems like it's not worth getting half the time 😆

daring oar
#

maybe i will make the value ranges configurable at some point

#

for the apparatus, i just went with the unused $40-119 range in the files

#

but then i saw that it was $130 in v9

#

and boosted the max to 130 to try and escalate the trend a bit more

#

IIRC factory escape increases the apparatus value on its own, so having my setting enabled is probably just overriding that behavior and causing it to be significantly lower than intended

crude pier
#

I feel like the apparatus has a terrible price considering it removes power from the facility when you take it

daring oar
#

in my eyes it's "pretty okay"

#

the penalty of no lights + extra monsters adds some strategy in that you'd want to unplug it as late as you can get away with, generally

#

and while $80 avg is not incredible, that's still an extra scrap item you wouldnt get in other interior types

#

and $80 is pretty solid up until you reach the tier 3s anyhow

#

most tier 1 and 2 loot caps out around the high 50s

#

and a lot of it is more like $30 avg

crude pier
#

Hmmm maybe it would be nice if it had its price increased on the later moons so there still a reason to go looking for it (if you get the facility)

dense flicker
#

Thats why we added the factory escape

#

But yeah if there can be configuration that would be cool

crude pier
#

And the higher risk that is involved with taking it out on higher moons

dense flicker
#

Might suggest to my friend to turn it off

crude pier
#

It would be fun to have an Apparatus run only gamemode (with mods) where your main objective is to successfully find and extract the apparatus

dense flicker
#

Oh god, imagine doing that on titan

daring oar
#

my friends and i have this weird modded gamemode we came up with called "shotgun company"

#

the tldr is taht everyone has shotguns and ammo and tons of inventory

#

all scrap is weightless and one-handed

#

but monster spawns are cranked up a ton and quotas are huge

daring oar
#

and it's the only scrap with weight + it's actually 2 handed

#

and then if you take damage or leave it sitting on the floor

#

it bleeds value

#

until you return it to the ship

#

so it's like a little "final objective" holdout type deal

#

it's kind of fun

#

i wouldnt call the mod particularly polished because it's something we homebrewed over the course of a couple days and just fuck around with on occasion

#

but i could maybe rip out some of the guts of that and repurpose them in something else

dense flicker
#

That sounds entertaining

viscid edge
#

that sounds like a fun gamemode you oughta release that at some point

dry current
#

i love me some good gamemode modpacks

marble spruce
#

I want a burger

runic cobalt
#

now i want a burger

marble spruce
#

I would lowk get a burger w you

#

You pay tab though

#

I'm unemployed

runic cobalt
#

im unemployed but im used to paying for burgers when me and my friends go out lol

dense flicker
#

I can buy ya a burger

#

I had In n out amd thats the only burger I actually like

naive mesa
#

Hot take but hot dogs are better than burgers

raven patrol
#

Depends on the context imo

dense flicker
#

Tbh, I'm inclined to agree mainly because I don't like burgers

unreal ginkgo
#

What's the min max prices of the double-barrel?

daring oar
unreal ginkgo
#

Doesn't matter now since I decided that I'm not using the Phantom Piper, but thank u regardless

balmy pier
#

its configurable by itself also

daring oar
#

@dense flicker im unlikely to change the bird right now

dense flicker
#

How the hell did i not see this

daring oar
#

the update has been out for one day and im not convinced it is a problem at this point in time

#

after it has some time to settle i might tweak it a bit

#

the next update will most likely just be v70 compatibility

dense flicker
#

My only thought was making the eggs not hatch so quickly

#

Everything else is fine

daring oar
#

for example my tzp patch does not work anymore

#

but is also unnecessary because he buffed base TZP a lot

#

my buff was 22s -> 34s

#

vanilla is 38s now

#

etc.

dense flicker
#

Yeah thats insane

#

And good

#

Idk bird doesnt seem worth messing with

#

Which is kinda lame

daring oar
#

maybe

#

i don't think killing it with cruiser is that inconsistent

#

at least as of yet

#

cruiser also makes transporting all the eggs really easy

#

i think, ideally, i would like to add a way for players to sneak off with single eggs from the nest

#

if that is not already consistently possible in vanilla

#

so killing it is not the only option to maximize the loot

#

i might also buff the egg prices in general

#

when the nest is within 120m of the ship the egg prices are pretty bad

#

if they spawn far from the ship and you hoover them all up with cruiser, it's a pretty good payday

#

but that's not going to happen super consistently with the bird, probs

dense flicker
#

Ive been nearly successful

#

Also yes the egg prices being more would be worth it

raven patrol
raven patrol
balmy pier
#

if i had to make a suggestion

#

adding the sapsucker to the spawns of march and artifice would be neat

#

march especially makes no sense for the sapsucker to just not be there

raven patrol
#

Maybe it only being on a couple moons was on purpose, I hear its AI is a bit buggy

daring oar
#

i do wish it was on artifice because right now it doesnt spawn on any of the endgame moons which really limits its ability to be present in the overall game

#

also artifice feels best to me as the "melting pot" where everything spawns

#

since it's the final moon, anyway

#

i probably wont add it to march

#

i like that it's so uncommon because it helps each moon's environment stand out

dense flicker
#

I do agree artifice makes sense

#

march meh

raven patrol
#

On March it will probably spawn on some far flung AI node you would have to go out of your way to find anyway

dense flicker
#

The old birds would just kill it, and itd be free money 😆

daring oar
#

i guess i wasnt thinking about that

dense flicker
#

I didn't either until I just thought about it

raven patrol
dense flicker
#

Oh no lmao

#

When an unstoppable force meets an immovable object

balmy pier
dense flicker
#

Well wheres the fun in that

balmy pier
#

honestly artifice is more interesting without them

#

they make sense to be there in vanilla, but ive always found the occasional lack of them on artifice to be harder to play

raven patrol
#

Well yeah, them killing all the Giants and Dogs makes our life easier

obtuse wave
dense flicker
#

Thst would be great lol

#

Nope nope nope

viscid edge
#

making stun grenades stun the sapsucker for much longer could be an interesting balance change, so waiting for it to sleep isn't the ONLY way to steal from it without killing it

balmy pier
#

honestly id rather have a stun game multiplier nerf if one of the two were to be altered

#

the sapsuckers is x1.6, the highest of any monster, and it is nion impossible to maintain the beam for any longer than like 5 seconds

#

it would give the zap gun an actual good use and be a good fair way to make the sapsucker a possible thing to consider killing

#

i wouldnt want it toned down too much, x1.1 is probably fine

daring oar
#

i probably lean more towards making the zap gun usable against it yes

#

i think stun grenades would be a little too easy and effective against the bird

balmy pier
#

if that sounds too little, it genuinely is not
try maintaining the beam on a barber vs a jester (x0.8 vs x1)

#

the small difference matters a lot in that number

daring oar
#

although regardless of the method you use to stun it, it unleashes hell once it's free

#

so we will have to see how that shakes out

#

zeekerss just released the v70 patreon post and already mentioned plans for some changes to the bird

#

so i wont be touching it until those are done and dealt with, in any case

dense flicker
#

Wait the zap gun didn't work before 1000QuotaStare

balmy pier
daring oar
#

some bird damage bugs were fixed in v71 and egg price buffed

#

still wont be touching it for a little while, in case these changes still arent final

#

but already we are seeing improvements on the vanilla side of things

raven patrol
#

Where did get this information? I have been having trouble getting technical changelogs of v70+, it would be nice to see them for myself

daring oar
#

i just dump the code and look at it myself

#

1a3 will make a detailed changelog in the morning

#

i assume

raven patrol
#

I do know about 1a3’s website, just wondering if there was anything else

dense flicker
#

I'm really surprised nothing was made in the patch notes

#

Thats a pretty big deal imo

#

Although still not enticing enough to go for lol

#

Maybe if we can stunlock it

#

Although that is still someone sacrificing themselves

balmy pier
#

which is no one

dense flicker
#

Not to mention you gonna lose that gun

daring oar
#

0.2.3 is out

#

just small fixes, no features for now still

jagged nexus
#

@daring oar I think the Rare mineshafts setting for Rend might be redundant now

#

Zeekerss lowered it in v71 to be much lower

#

So you could probably safely remove this

daring oar
#

mineshaft weight was 50 for rend in v69

#

it was decreased to 28 in v71

#

my mod reduced it to 14

jagged nexus
#

Ah

#

28 is still so rare I will personally not keep that on anymore

#

Did he change the size of the interior size on March at all btw?

#

it felt significantly less bad when I played Vanilla v70

#

but it might have just been the nostalgia of playing purely vanilla

#

I also feel Adamance doesn't feel as bad in terms of the chaos lol

daring oar
#

@jagged nexus almost nothing changed for any of the moons

#

assurance indoor spawn rates were made a lot more variable (higher chance of large spawn groups, higher chance of prolonged days where nothing spawns)

jagged nexus
#

Ahhhh

daring oar
#

v71 increased the sapsucker spawn rate on vow

vapid pier
daring oar
#

zed dog was made more frequent on vow and rend (and is supposed to be additionally escalated for all other moons, but that did not happen due to a bug)

#

and v71 reduced mineshaft rate on rend

#

outside of that basically nothing else changed

#

march is completely identical to v69

#

no support for manor, no sapsucker, no changes to factory or its stats

dense flicker
#

Yeah i want rend to be primarily mansion

#

Mineshaft is artifice

analog cypress
#

could we have snowman back

daring oar
#

i plan to add snowmen back yes

analog cypress
raven patrol
#

Custom Outside Objects has snowmen, and its are better imo since they can be destroyed by the cruiser, which I think makes sense

daring oar
#

before they were removed

#

lol

#

not sure what the thought process is there

runic cobalt
#

they're probably still stored for him in his project so i assume he'll bring em back christmas time

#

well they're still in teh game files so i feel like that's probably why

analog cypress
#

wth, another Zeekerss moment 😭

#

good to know they're now destructible at least

#

it's unfair that snowmen from christmas got removed but the pumpkin from halloween didn't

raven patrol
#

The game does have a general spooky tone tbf, Halloween is baked into it a bit

daring oar
#

any mod that restores the snowmen is going to have to be all clients

daring oar
#

the prefabs still exist in rips and stuff

#

which means they are referenced somewhere

#

but i'd need to find them to add them back to the spawn lists

#

oh duh-doy it's in the TestAllEnemiesLevel

runic cobalt
#

yea

marble spruce
#

he added snowmen to that level on the update that added them

#

and never removed it

wind spoke
#

An idea that I think would fit for this mod is having the Facecam for the masked instead be a still image of the player before they put it on

wind spoke
#

maybe

daring oar
#

i think mimics are already extremely unconvincing on the map radar so i probably wont bother with implementing this

#

right now all the facecams render to the same rendertexture

#

so i'd have to register a new render texture for each facecam and then swap them on the monitor depending on who you are observing

#

so that i could selectively stop updating a render texture for a player that gets masked

#

and even after all of that, it's just going to change the tell from "they are wearing a mask" to "they are not moving on the camera"

analog cypress
#

Can we have Sapsucker on March

daring oar
#

i dont want it on march

dense flicker
#

What about April?

wind spoke
#

and the ship person could possibly not notice if they're flipping through the cams

dense flicker
#

We've had some pretty fun interactions with masked enemies and mods

#

They'll legit hid their face

shut torrent
#

@daring oar Sorry to bother you. Are there any plans to include a balance change that returns the cruisers ramming damage to it's original value before the v70s?

daring oar
#

i am considering it

#

cruiser is really OP right now

crude pier
#

it got buffed?

marble spruce
#

yes

jagged nexus
#

I would imagine cus weedkiller stopped being used as much after the removal of the fox

unreal ginkgo
#

Wouldn't this make it worse, since there would be no real incentive to heal your truck because it's almost indestructible

jagged nexus
#

Precisely, High Quota players were mainly using it for the boost mechanic not really healing it

#

Which is understandable cus Weed Killer doesn't last long enough and noone wants to keep buying it

unreal ginkgo
#

Kinda removes what makes the car a little more complex to use, which is sad

#

It's basically an outdoor skip at this point

jagged nexus
#

We don't really know why Zeekerss buffed it but I'm not complaining

#

I never liked how weak the cruiser was tbh

dense flicker
#

Cruiser was kinda crap for my group so avoided using it for the most part

#

We would use it for artifice but even then it got blown up all the time

daring oar
#

it now gets a mini turbo boost the first time you use the pedals after switching gears

#

which i am neither for or against

#

it kind of messes with my muscle memory but it's pretty minor

#

i swear it feels a lot faster in this update though and that is kind of messing with me

#

the biggest change is durability though

#

the cruiser's passive regen got a massive buff

#

it could previously recover 1 HP every 16 seconds up to a maximum of 7 (30 is the total HP for context)

#

so if you ever set the car on fire you could bail out and let it be for a while and it would be usable again

#

now it recovers HP every 5 seconds up to a maximum of 25

#

so basically unless it gets completely smashed in one go there is virtually no possibility of it getting destroyed at all

#

and almost every source of damage to the cruiser was reduced or removed completely

#

just as a litmus test i drove it recklessly through vow

#

going at like full speed, smashing every single tree in the path, dumped it off the cliff face into the valley

#

and somehow it didn't take any damage from doing that

#

it was still at full

#

i havent checked under the hood after using it to kill enemies, but if that's not enough to destroy the new cruiser, im pretty sure nothing is enough to destroy the new cruiser

dry current
#

oh yeah I like smashed the car into the side of a utility pole and the artifice pit and it was full HP

#

it's a lil strong

#

I think he overbuffed it a lil

#

just reducing the damage it took from certain sources woulda made it more beginner friendly already, cuz ig that's what he was going for

dry current
crude pier
#

I noticed the weird gear shift boot thing but other than that

#

I had no idea it got buffed that much

#

Guess this is the perfect time to learn some cruiser jumps :3

#

I really liked how fragile it was before hand

#

I think the HP regen buff would be nice if it wasn’t as extreme, but that’s it

raven patrol
#

I am surprised the Cruiser got buffed, I thought a good chunk of the community knew it was very powerful if you took 15 minutes to learn the controls. Almost every moon has some sort of cruiser strat that does not even need Weedkiller, you can just maneuver it to an entrance. I also thought the Cruiser was kinda meant to be scuffed, like the v69 strats were already beyond what it was meant to do

#

I guess noobs can enjoy it too now, though instant-killing Giants will be missed

jagged nexus
#

@daring oar Curious does the Cruiser even take damage to anything anymore?

jagged nexus
daring oar
#

@jagged nexus yes but it was sharply reduced

#

for example, cruiser used to take 2 damage when crashing into any enemy

#

unless that enemy was instantly killed

#

now it only takes 1 damage and only if the enemy is "giant"

#

which iirc is just old birds and forest keepers

#

also high speed impacts that used to deal 6 damage now dela 2

visual whale
#

im also of the opinion that a more fragile but deadlier cruiser is better than a more durable but less deadly one

dry current
daring oar
#

i could take them or leave them

#

i didnt really mind it before

#

but im definitely not a fan of all the changes to durability and damage

#

it's nice that it's so easy and accessible to folks now but it feels super OP

#

the damage nerf also feels pretty bad and doesnt make a ton of sense except in the context of the sapsucker i guess

#

which might be the reason he changed it

#

but not instakilling giants is a massive loss

visual whale
dry current
raven patrol
daring oar
#

because the cruiser instakilled enemies, and it could do so to outdoor maneaters even in v69

#

now the instakill function was replaced with a 12 damage hit

#

so it cant instant kill the maneater either

#

if you mean principally though, then yeah

#

i wouldnt mind if the sapsucker just had some weird flat cruiser kill resistance

visual whale
#

interesting, yeah I guess the damage could just be increased to be an effective instant-kill instead of a literal one, lots of possible implementations though

daring oar
#

yeah that would probably be fine

#

although it would mean the maneater is no longer instant death

#

unless a special case was added for it

#

which could be done

#

zeekerss added the capability for "damage types" to be defined on hit

#

and it is exclusively used for the knife so it can instant kill butlers

#

lol

visual whale
daring oar
#

it is definitely not meta but i do like that there is at least one consistent way to insta it

#

it's also a decent risk because maneater gets superpowers outside

raven patrol
#

I mean the meta is cheesing Maneater by putting it inside a wall and then slamming your five hits before its teleport timer elapses

#

People also have strats of killing it without cheese too, we have come a long ways

dense flicker
shut torrent
#

Why take care of the baby when I can pommel it to death with my shovel

#

Maybe in a pacifist run I suppose

raven patrol
balmy pier
#

this is probably not possible but a friend randomly suggested it
if you successfully kill a maneater, it regurgitates whatever it ate, and you can then take them back from it

daring oar
#

items get completely despawned when a maneater eats them

#

i might be able to hack something together for this but we will see

viscid edge
#

can you make the maneater explode like the cruiser when you kill it

cloud rover
#

can you make the maneater grow into an even bigger maneater when you kill it

raven patrol
#

Narpy would like that

marble spruce
#

can you tie c4 to the bracken for april fools

runic cobalt
#

Can we tie c4 onto dopa until the next April fools

runic cobalt
#

Killing the moonlord with this one...

cloud rover
#

Can't wait for the terraria + lethal company collab once they star working on the final final final final final update

rain moat
#

i would not mind seeing the nutcracker fire his shotgun in the frost moon

daring oar
#

62346940

#

awful march seed

#

lights off, turret spam, nutcracker spawns mid day (???)

#

dog at the ship

#

we had it storym

#

worst march game ive EVER PLAYED!!

jagged nexus
#

@daring oar Do your infestations work? Cus I've played several hours with the mod installed and don't think I've ever seen them work tbh

#

I think I last saw Butler and Barber ones work on V69, I haven't seen any of them occur on V70+

#

and I've never seen a masked one happen

daring oar
#

nothing about infestations changed in v70

#

and nothing about my implementation should have changed either

#

i've seen infestations while using my mod in v70+

#

i dont check the spawn list in actual games but it feels like they work as they are supposed to

crude pier
#

I'm not sure if this would be a buttery fixes change or chameleon change, but I think it would be nice if the no signal screen showed up when someone had died (can't remember if this is a thing or not, but afaik it only happens inside of caves)

#

it would also be kinda nice if there was an option to disable the no signal screen for caves because I think that kinda makes the cave tileset worse for no real reason. (to me) It doesn't make sense how a signal can reach through a giant concrete building but not a cave

daring oar
#

i did think about adding a change for "no signal" to display when a body gets destroyed

#

such as when you're eaten by a giant

#

the vanilla logic is so buggy though that i wound up throwing it out and completely remaking it in the butteryfixes v70 patch

raven patrol
#

I am gonna make my case now, I think this mod should have a feature that disables the “no signal” effect when in Mineshaft caves, or offer some sort of other bypass like using Radar Boosters.

Before this Mineshaft was already the hardest interior, even with the size nerf this mod provides. It is comparatively slower to loot, with the elevator slowing down main and loot mainly appearing deep within it in the caves. It is the hardest to navigate since the tiles blend together, and traps being clustered in the facility portions leads to inevitable choke points. And finally, even with several patches it is still buggy, with out-of-bounds loot and janky geometry that players get caught on. I am fine with this, but it of course means I am baffled at this latest change.

The radar facelift seemed like it was meant to buff the at-this-point neglected game feature, with the entrance line and key icons, only for this to also be added, and added the interior that needs a nerf the least. The radar is very powerful but also very hard to use, outright disabling it entirely for some of the already hardest moons (Dine, Titan, and Artifice have large Mineshaft odds) just hurts this game’s strategy in my humble opinion. That will be all, ramble over.

daring oar
#

sometimes the player's sprite is hidden by the sprites of the cavern tiles

#

there are obvious seams where tiles do/don't exist

#

etc.

#

it felt like it was definitely implemented very last minute

#

at least

#

it was super buggy in the v70 release

#

i kinda just assumed it's a temporary stopgap until he reworks mineshafts in v75 or v80 and has more time to polish them

#

but i guess with time we will see if that is true or not

#

on that note, it already can be bypassed in vanilla using radar boosters

#

and this mod apparently already exists

#

so

raven patrol
#

I see

#

I have not had time to dumpster dive in Thunderstore as of late so I kinda took a blind stance

dense flicker
#

Wait what the hell? That sounds like a dumb thing to add and only adds frustration

#

What the hell are you doing zeekers 🤦‍♂️

#

I mean i guess maybe its because later it'll be fixed but idk it just sounds like another one of his "ideas"

naive mesa
dense flicker
#

Guys its already the most challenging interior

#

Why would I want to make it worse

#

It just makes it more frustrating

crude pier
#

But it’s silly and kinda spookie looking

dense flicker
#

So is the indoor fog, but thats also awful

#

If the mineshaft was an interior that was way more worth going to (had more valuable scrap) then id see your point but atm it's not

#

Even with the mod

signal stream
#

nah its cool

#

idc if its harder if its cool enough

rain moat
#

i think people forget this isnt an extremely well designed balanced game this is a goofy ass online party game that was likely not intended to blow up as much as it did

dense flicker
#

Thats not exactly an excuse for unfun game design and balance

signal stream
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true

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it doesnt need an excuse

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its cool

dense flicker
#

Agree to disagree

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Fog you can at least avoid

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This you cant

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And its so thick and also guarantees an infestation, which makes the moon completly awful

daring oar
#

i like both indoor fog and no signal

dense flicker
#

Let me ask this: why

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Your mod makes indoor fog slightly more tolerable

balmy pier
#

i think the only recent addition i genuinely hate is infestations

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theyre such a fucking punch into your gut, especially early game

#

nutcracker one is more profitable but the hoarding bug one is usually intolerable

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maybe i wouldnt mind them as much if hoarding bugs were stunned longer, that way theres an always accessible solution to getting rid of them

#

but right now the only good solution is a shotgun pretty much

signal stream
#

or just not making them angry?

crude pier
#

I love infestations

#

The idea of just a massive infestation of X creature inside sounds so funny

#

Like what occurred inside of that building in order for there to be an infestation

dense flicker
#

What do you expect us to do, just leave 😆

#

I actually dont mind infestation, especially with this mod so we can get all kinds of thjngs

daring oar
#

and it's such a rare occurrence i don't feel like it ever overstays its welcome

dry current
#

never overstays its welcome thankfully, but the density is a bit too much at times and makes it a bit annoying to navigate

daring oar
#

i just feel like this game already has so many things in it that already were like "shit, guess im gonna have a bad time continuing to play today"

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long before indoor fog

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if you weren't accustomed to this game randomly inconveniencing you, and willing to accept that, it doesn't make sense to me that you could play it in the first place

#

like

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you've always been able to get lost in the middle of titan and then have a jester spawn on top of you, even since the game launched...

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you have no control over where monsters spawn and almost no control over when they spawn

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so i don't think indoor fog is unnaturally evil for "you have no control over it being harder to see in the interior for 1 day"

#

that's not to say "i think the jester is fun and the fog is not" isn't a valid argument

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because it definitely is

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but in my mind it's more like, i don't think either of these betray the game's design or are principly that different from one another

#

so i don't understand the outrage indoor fog generated (and continues to generate) personally

crude pier
#

I think maybe because of how thick the fog is maybe

dense flicker
#

Because you can also choose to AVOID fog

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And it's outside, so you usually have an idea of where you are at

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In outdoors

daring oar
#

it is really not that hard to play around interior fog

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even if you dont know the exact layout of the interior, the tile's layouts never change

dense flicker
#

You keep saying that, but its not gonna make meagree 😅

#

Its very thick too is another issue

daring oar
#

and if you use a flashlight for increased visibility (they exist to be used for that exact purpose...) the fog never feels so dense to the point where you can't tell where you are

#

if the point is "I dont want to play with a flashlight and it's hard to do that when there's fog" then like, yeah, i guess that's fair enough

dense flicker
#

Even with a flashlight doesnt help

daring oar
#

but you asked why i like indoor fog

dense flicker
#

Its cool and spooky i guess

daring oar
#

anyways on the topic of indoor fog

#

i did want to implement something to reduce monster vision range when the indoors are foggy

dense flicker
#

Look im not even a guy who is looking for the highest quota lol

daring oar
#

since it is a popular request

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i havent worked on this mod in a really long time but it was a feature i planned to add in the next version

dense flicker
#

I just want to have fun, and its not really fun to not be able to see

daring oar
#

for what that's worth

dense flicker
#

Hmm

daring oar
dense flicker
#

That I do like

daring oar
#

and this is why i think we fundamentally disagree

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and why we are never going to agree

#

i could talk all day about why i think fog isn't as much of a nuisance as most people say it is, etc. blah blah balh

#

but at the end of the day i think the fog is an interesting change of pace and inherently fun, to me

dense flicker
#

Like I said: outdoor fog and weather is tolerable because you prepare for it

daring oar
#

so of course i'm going to like it

dense flicker
#

You cant prepare for indoor

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It just happens

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But your changes I think are good

daring oar
#

but "not being able to see is not fun" is a concise and completely reasonable way to explain why fog doesn't work the same for everybody else

#

that's just how it is

dense flicker
#

Because if I can't see, the enemy shouldn't either

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Or maybe if there is an incentive

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Besides living lol

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Maybe theres more items, maybe they sre more valuable

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Increased chance of all one items

daring oar
#

personally im not a fan of that since i think it gets to be a bit too arcade-y for my taste

#

like

#

from a gameplay perspective, increased loot value for weathers (or random inconvenient events) definitely works in terms of balance

#

i just dont personally like that sort of design

dense flicker
#

I mean is it not a game to get the quota (until some kind of ending is added)

#

I disagree, it makes people want to go there

daring oar
#

i do wish there was more incentive to visit weathered planets because i think they are cool and do a lot for the gameplay

dense flicker
#

And theres the incentive 😆

daring oar
#

but i really do not like the incentive of "moons with stormy weather spawn 25% more loot"

#

specifically

dense flicker
#

Nobody gonna want to go to then

#

You gotta bait the player

#

Its like the sapsucker

#

Nobody gonna mess with it because its absolutely not worth it

daring oar
#

yes, i'm not saying the current system functions how it should

#

right now it is definitely lacking incentive

#

the optimal way to play is avoid weather entirely

crude pier
dense flicker
#

The only time its worth is it to avoid paying to go to another moon

dense flicker
daring oar
#

it's basically only a factor if you already paid to land somewhere and now you have to make the decision "is the routing cost worth this sort of weather"

dense flicker
#

One or the other

#

Yep

daring oar
#

which is sort of functional but it's not ideal

#

it means you can completely avoid weather on free moons if you want

#

and even in the endgame, you can completely avoid a certain weather type if you dont like it. you will just have to account for that in how you budget your money

crude pier
#

I wish paid moons discounted each other once purchasing one so it’s easier to reroute to another paid moon

daring oar
#

i do think the routing costs need a lot of adjustments because right now i dont like how the overall gameplay feels

daring oar
#

imo

#

right now the expensive routing costs are the only incentive to experience weather at all

crude pier
#

Being stuck to just one moon in end game is a little sucky

daring oar
#

in the basegame

crude pier
daring oar
#

if i could just pay $50 to reroute from eclipsed rend into clear dine

#

then that would massively reduce the overall impact weather has on the game loop

daring oar
#

because it definitely isn't

#

it's just an example for why i think there'd have to be push/pull

#

to ensure everything continues to feel like it fits into the overall scheme

#

if you really want to split hairs, weathers already offer some forms of unique benefits to players, however small they may be

#

stormy lets you kill enemies really safely and easily using lightning, once you know how to manipulate it

dense flicker
#

Yep

daring oar
#

eclipses spawn nutcrackers/butlers more frequently, which means greater profits if you take advantage of that

dense flicker
#

Sadly the others dont do much

daring oar
#

etc.

#

foggy reduces the vision range of enemies like giants which can be pretty big for open maps

crude pier
dense flicker
daring oar
#

yes

dense flicker
#

Thought that was mods

daring oar
#

it's always been in base game

dense flicker
#

Maybe it was improved with mods

crude pier
#

I though it only got added recently (like in v55 or something)

daring oar
#

you are probably getting it confused with mods that decrease giant vision on blizzard moons

#

giants have a fixed view distance that's only reduced by *foggy weather

dense flicker
#

Ah

daring oar
#

so on maps like rend and titan which have extremely dense fog by default, giants still have full vision range

crude pier
#

Ah

daring oar
#

anyways

#

all of this is leading up to say that despite how much i like indoor fog

#

i hate foggy weather and actively go out of my way to avoid it whenever i play the game

#

i don't know why indoor fog tickles my brain but foggy weather doesn't

daring oar
#

but it is a contradictory viewpoint that confuses even myself

dry current
#

I do adapt to it, it's just always like "ah god fucking dammit"

dense flicker
#

Ironic lol

crude pier
#

With my mod setup I have it so foggy weather has like 5 or 10% better loot values

dense flicker
#

I much prefer the outdoor

crude pier
#

So I don’t entirely avoid it anymore

dense flicker
#

Yeah some extra incentives is fun

#

Like I said a lower thickness and making enemies also have lower visibility would improve it

naive mesa
#

IMO it's at a reasonable strength due to the mod.