#ButteRyBalance
1 messages · Page 11 of 1
I would argue things like indoor fog and radar “no signal” ironically hurt the causal experience more than the sweaty one, sweaty players have strategies that can work in spite of these inconveniences while casuals are still taking everything in
Its me im the casual
The way I went about this in my modpack is adding items in the store that counter certain weathers. I have beacons that can be scanned from far away for foggy, a lighting rod for stormy, and the jetpack/cruiser negate flooded/rainy. This way weathers are much easier, but still not necessarily better than clear, not to mention you have to buy this stuff in the first place. I agree increased scrap in weather-affected moons is bad, good players will see foggy or rainy as just free money
Does indoor fog work differently from outdoor fog and blizzards? I have used flashlights to try to increase my visibility on Rend or during foggy days, and its light just refracts and ends up hurting my vision more than helping. On blizzard moons my friends sometimes like to drive with the cruiser’s headlights turned off too, they think they see better with them off. I assumed indoor fog was the same
In reality bright lights and fog dont mix
I think weathers giving you a reason to go is against what they are meant to be though. If weathers were not a thing, I doubt players would go to any of the free moons besides Adamance and Assurance since it is well-known how profitable they are compared to the others. We are also different players, I am more sweaty while you are more casual. My friend group can probably exploit any balancing issues in a modpack much easier than yours, making things like this a bigger consideration for me
If increased scrap value works for you, by all means. It does not work for me though, in principle and practice
Well the problem is you are forced to go to other moons in high quota
Also referring to this
But it seems everyone has a differing opinion so there is no way to solve it
Without mods anyways lol
I suppose weather can also act as a motivator not to go to the same moon lots of times.
Inevitably some moons will be better than others, so to stop people from constantly going to one or two moons which typically isnt fun, weather can motivate casual players to not go to certain moons and instead think about which one they want to visit with the options available.
That being said, it varies between groups how hard each weather is, so it isn’t just a definitive force out of going to moons.
I’m guessing that’s what the original intended part of weather was, alongside being a fun feature for variety.
My opinion, upgrades that counter weather doesn't work for weather balance at all, it just makes convenient spending money to avoid having hardships on any weather. The big problem is obviously players evading it because the game doesn't offer any reward by playing on it. I use MeteoMultiplier to increase the money slightly but it isn't the best solution... Probably the best solution would be an increase in the scrap quantity (like Mineshaft) but personalized, like +3 two handed items when Flooded moons, +3 conductive items when Stormy moons, +2 heavy items when Foggy, +1 item when Rainy...
But there isn't any mod that does something like that
to be honest the best way is probably some form of outright restricting access to some moons at some times
That sounds even more unfun
Also that's basically what eclipsed does (at least for casual players)
playing the same level over an over again sounds unfun
Well maybe the levels should be worth going to
Forcing players to go somewhere isnt the best option
And my group does spread things out and go to differentl levels all the time, but its no secret some levels are just straight up better
But we get the choice of doing so, which is my point
bitta both would be a healthy solution imo
it's perfectly okay to take away some choice from the player
Weather makes players at least weigh options
At least with paid moons anyway
Malfunctions does it a good way since you can be forced to any moon
The ugly truth yes
Either locking moons or giving diminishing returns with subsequent visits, kinda lame but it is the most effective solution. Ideally Zeekerss could just better balance the moons so they all have a (good) reason to be visited, but from my attempts to do so I know this is not easy
In my implementation the upgrades do not completely mitigate the weather, just make it somewhat easier. Like, I have the Lightning Rod only remove random lightning from Stormy, also with a 10% chance to remove a targeted strike. I get what you mean though, the upgrades could feel pointless if they do not remove enough of the weather’s threat, though this itself runs the risk of what you said
I really dont see how its the best way
Taking away player choice does nothing but piss off the player
Another way to look at it: why should the player be punished for the devs lack of balance
The best in that it will make players actually visit different moons. If there is a moon meta we all know a lot of players will be too stubborn to visit any others
Like i said
Its a dumb idea to punish the player because zeekers isnt trying to improve moons
Why not just make the other moons better instead?
I do agree with that, though I wish there was another endgame moon than just Artifice
Liquidation when
That I can agree with
Balancing the moons while keeping the currently implemented themes is also just very difficult. I think some moons like Rend and Offense need fundamental reworks to be brought in line with their contemporaries
Which makes the lore and “feel” of the moons suffer
Thats why I use rebalanced moons
Rend is fine imo
Dine is the one that needs work
March just needs better loot generation
Rebalanced moons no longer changes moon stats, just their exterior layouts
Rend is lowkey busted for what it is, in v49 HQ it is considered better than Titan, and for solo it still is the meta for some today
In the future I assume he'll make some of the shittier lower value moons important in the quest to power the drill
It would be a very good way to bump those moons up
ehhhhhh not really
story sure, but people are gonna play it once and then go back to highest quota
Zeekerss adding an ending will change everything we have talked about a lot. Rather than h the current high-score setup, we only need to survive long enough to get the drill parts or whatever
It is a kinda shallow bandage fix though, I agree with Jarinex on that
We are here for the gameplay at this point, the ending will be old news after enough time, as crazy as it is to say
Instead of 0 visits per play through, Embrion will get 1, just for the drill part there
I really hope he doesnt screw up the game by doing that
I think people only viewing moons for their total scrap yield is kind of a boring mindset
It's what's to be expected but it makes me think y'all play to win rather than to have fun ykno
I also think it's kind of disrespectful to not have faith in the dev cuz of one or two weird balance changes :P
Like you're playing his game, you know?
Yall really got riled up over that opinion jesus
We are used to the moons being just their scrap pools, but I think it is clear that Zeekerss does not intend for them to stay like that for the full release
Best way to make hq players kill themselves
Make scrap spawns lower based on the amount of times youve visited
I didn't get riled up, I'm just stating what I think with 0 aggression
I just don't get why it's hard to see a moon for like. everything else, like the spawns or the curves or anything else
All im saying is id prefer to have the ability to go for high scores and not be forced into a story
Yah cuz I think what you said is super extreme, not gonna say anything about it other than that
So I dont understand why yall have to insult me like that tbh
Do you think he's gonna wesley journeys it or smth?
I wouldnt know cuz i Have no clue what wesleys journeys is
Then I have no idea where you got that idea from :P
No ones forcing you
Saying it would ruin the game to add the natural, setup conclusion to it is stupid imo
Im not saying adding it woult ruin it
Im saying FORCING it
which like you said we dont know
I just assume the worse
but why would it be forced
Adding drill parts to moons does not force you there
Your getting mad over a nonexistent reason
I wonder if high quota players try to get max points in super Mario world
I mean, sure lmao
I did when I got bored as a kid
Its a bit different here since quota is important compared to points in mario world
Batby had this same discussion with me through a couple months ago, lol
I called the current setup of LC a high score game and it did not sit well
I disagree based on intent
It just will not hold up when an ending is added
I believe the quota is a solution to ensuring players try, and overall a vessel to delivering the intended experience
Well... problem with that is its been out for nearly 2 years
at this point it has an identity
But not to the extent where it demands bring minmaxed
like it or not, intentional or not, its currently about collecitng the scrap
Well, we shall see about that, the drill parts could take a while to get. I am inclined to agree though
That’s what you do, but I don’t agree that that’s what the games about
I mean tbf itll be fun to have another objective
wth is going on here 😭
Once an ending is added the game is no longer about the moment-to-moment
100%
I don’t know if I agree with that entirely
I mean, im going to be honest, I couldnt give two rat behinds about the story
Like I think achieving the quota will be the vehicle for achieving the objective, not the objective itself
@analog cypress start reading from here for full context
No longer just about I meant
And that’s fine! But it’s worth considering the intent of the mechanics and/or if the games updates should necessarily align with what you personally might want from the game
Indeed, the ending is Zeekerss’ ultimate goal here
Jeb turns out to be the giant neighbor from the hit game Hello Neighbor TM
Idk how to feel about an ending... I wish there was but i feel that Zeekerss won't be able to deliver it right
Not talking about the "Breaking the wall and unleashing a monster that will consume everything", it's about what we have to do to fix the drill
I truthfully am worried it will not fully land either, I kind of like the cosmic horror angle of the current lore. Plus the hype will be hard to match as always
Oh, you beat me to it
Okay, im really glad Im not the only one thinking this
Its currently how i feel in general
Mean as it sounds
As long as the drill parts are not just 1% spawns or Apparatus 2, which both would be kind of lame
Idk how i can express myself, Lethal Company was more fun when it came out? The updates added cool things but nothing substancial or game changer
I'm inclined to agree
The mineshaft update was probably the last update I felt was substantial
but...perhaps this convo can be taken elsewhere so as not to gunk up butteryrebalance discussion
general
crafting update when
That doesn’t really hold up well when that was the update prior to the current version
Except maybe v65
But that was essentially just belt bag and meteor shower, and was specifically because Zeekerss was going to take a break on the game to work on other stuff for a while, but he still had some content that was meant for a larger update.
I really dislike Mineshaft
v62, v65, and v69 are the minor updates between v60 and v70, so I would say there is enough of a gap
v62 patched some v60 bugs, introduced haunted doors, changed how long Coil-Heads recharge, and reduced Barber spawn cap to 1
v69 was the holiday update with snowmen
I mean i didnt say it was great, j said it was substantial 😆
But idk with this mod mineshaft is better
Is RNG configurator compatible with the reworked infestations and the new types of infestations that were added?
I'm hoping to make infestations more common in my eclipsed only modpack
yes
Alrighty, that's good to know, thank you :)
to give more details, my custom logic for infestations runs whenever the game detects a vanilla infestation started
so anything that modifies how infestations start should automatically be detected and replaced
as long as weird stuff isn't happening, like them trying to start infestations in the middle of an actively running day
but anything that changes the chance formula should be detected
yeah
Sounds good
Another question that's on my mind currently: have you considered adding in a option to buff the battery life of the green flashlight?
Like from 2 minutes 20 seconds to 3 minutes for example?
not really
we pretty much only use green flashlights sometimes on quota 1 and then we stop bothering with them
and i think it's fine that they are bad since they exist to pretty much be outclassed by the pro flashlights
once you have a little more spending cash
technically they have some sort of niche in that they don't cost any weight
but i think the beam is just not bright enough to be genuinely usable as a staple item
Wish they were different instead of simple upgrade. Like stronger but narrower beam vs weaker by wider beam, for example.
Some people really out stock into the green flashlight being weightless, apparently they noice the 5lb
i think i definitely need to do something about the cruiser
the most recent time we played the game i left the cruiser in park at the dine fire exit
with the engine running
and it killed 4 dogs on its own with 0 player interaction and took no more than 10-15% damage
lol
even if it took more it would've just regenerated it all back
What in the
How does that even happen lmao
I guess the sound attracts but thats silly
plz
imo the best state the cruiser has been in was pre v70 with that cruiser improvements mod that added a damage cooldown
still easy to break but it wouldnt get instantly destroyed by physics glitches
100%
Everyone on Bread’s server is liking how the Cruiser is killing dogs for them for free, it is genuinely ridiculous
It did not need any buffs at all imo, aside from maybe a damage cooldown

Mod makers make an evil dog mod that adds a blue dog that doesn't kill players but instead just kills the cruiser /j
But yeah that sounds genuinely unbalanced -
Fr.
how do folks feel about new scrap spawns in the mineshaft's other tiles
right now i've only made adjustments to mineshaft scaling, to reduce the total size of the dungeon, but with the same general gameplay of "find the caves to find the loot"
but since the factories and tunnel tiles share some props, and some of those props have scrap spawns attributed to them in factory, i could port those over to maybe improve the loot spread
could add tabletops to the stacks of pallets or small items to the shelves
That could be nice, there's also apparently a rare issue that can happen when traversing the underwater section that can make you fall through the map
Had that happen to a friend earlier
That’d be great. Makes it coherent with the other interiors where items usually spawn on tables or shelves, instead of always being on the floor.
i havent ever seen this happen and honestly i dont really know what i'd do to fix it
Either way, although you do want to get folks in the caverns
Which atm your mod does a good job of
I am fine with Mineshaft’s current emphasis on the caves, the biggest issue I hear is that some seeds have a lot of the loot generate in one clump in a corner of all the caves
I love mineshafts mainly because of the elevator
makes things more interesting
and gives the main entrance a small airlock of safety
most of the time*
As long as a masked doesn't appear
I never saw this happen
I was testing this today btw and it doesn't work
it probably has something to do with butteryfixes
i patch the exact same logic they patch
because the vanilla logic is not good
i prefix canceled it and replaced it completely
i still have a butteryfixes patch floating around i need to eventually publish
i should probably add compat for this
Probably 
Is ButteRyBalance compatible with coilhead tweaks? I want to nerf the coilhead's damage ever so slightly but I'm not sure whether the changes to the coilhead are compatible with coilhead tweaks
(Also apologies for the potential poor grammer, I haven't slept yet lol)
im not sure which mod you are referring to
as long as it doesn't change any of the stuff im changing it should be fine
This one
I know there's a option to change spawn curves in ButteRyBalance and CoilHeadSettings also allows you to change that
So I figure that might be a incompatibility right there
Just use one and toggle off the other.
i discovered that the safety intervals for spike traps doesn't seem to work in v72
so i was thinking of just adding a setting to restore the old v50 beta behavior
where spike traps were completely blocked from spawning within a certain range of entrances
landmines inside of entrances have counterplay
even turrets facing entrances have some counterplay (basically a reaction check to survive, if you're good you might not even take damage)
spike traps kill instantly, and if you enter during the slam animation there's nowhere near enough time to react to it + then run out of the way or exit the building
even if it hasnt begun slamming yet you are only given 1.2s of grace period which is still kind of unnecessarily punishing
that would be nice. even with the safety buffer ive really disliked that spike traps can spawn at entrances
Come on Zeekerss, really??
v50 beta is a treasure trove, isn’t it?
Why thats not in the main game is a mystery
would this also mean that LethalFixes' spike trap fixes are also broken?
i play with lethalfixes and at least in my case it didn't prevent cheap spike trap deaths
but im not 100% sure what 1a3 is doing under the hood
i know there was one bug with vanilla that he used to fix that zeekerss fixed in v70
I think I would have to agree, I play a lot of AH with Purple and have seen cheap entrance deaths
However iirc 1a3’s fix only applies to Inverse Teleporter, not general entrance usage. Obviously a very important distinction
What about SpikeTrapFixes?
SpikeTrapFixes doesn't affect their spawn locations
Lethalfixes fix safety intervals.
What weights are for Embrion actually?
Or all the tweaked moons-
Like for enemies/entities
There should be a wiki on the thunderstore
I know that is but I was thinking like the actual numbers and things of them-
Cause uh-
I want to know for modpack making

As like I have a enemy weight spreadsheet for inside enemies and I want to make it accurate and also tweak things accordingly for vanilla moons
if you look at the "adjustedEnemies" dictionary in the various moon overrides files
you can see the weights im assigning
Thanks!!
btw yes
it's because i patched the same logic in butteryfixes and i prefix cancel their prefix cancel (lol)
it has been fixed in the update i am releasing right now
[Debug :ButteRyBalance] RendLevel.spawnableOutsideObjects: SnowmanShort
[Debug :ButteRyBalance] RendLevel.spawnableOutsideObjects: SnowmanTall
Ooh are you bringing them back?
yippie!
how
If you scanned it early enough beehives weren't given their value yet iirc
But other than that, daym
the worst vow i have seen in a long time
i dont even know what the hell happened
i guess there must've just been a dozen metal sheets
More like metal sheit
wowie. at 8 AM on eclipsed dine? you shouldnt have. really. genuinely
Thats your punishment for going to dine
Dine isnt so bad with ButteryBalance
Youre going to vanilla dine now
With BRB Dine still has 4 spawn cycle during Eclipse, so I imagine it is nearly as bad as vanilla. Nerfed spawn curve is not too impactful when enemies are guaranteed
@analog cypress yes, it replicates in a profile with only unityexplorer used to set march's size to 1.8x
so this is a problem with vanilla gen
i dont know why this particular seed fails to activate any of the potential fire exits, and only at 1.8x size (whereas 2x size is fine)
but that is the problem
but that only happens on challenge moons right?
if that's the case i guess there's no harm, almost nobody play those
it would probably still happen in a regular game
if it rolled that particular seed
it's just consistently replicable because the challenge moon is a set seed on a set moon
yikes
lol
it is a giant patch of weeds on top of the ship + cruiser with an old bird on the cliffside
I see
in the next version i might investigate if i can disable easter egg instakills
easter eggs are already among my least favorite additions to the game but like
at least getting launched into the air because you dropped an egg and it exploded can be kind of funny sometimes
when you drop an egg and instantly get killed because you are within a teeny tiny radius it's just like "why"
Should also have a set damage for monsters since its easy to cheese nuts with it
Will the next version have any new changes related to moons or infestations? Those are probably the most exciting changes that ButteRyBalance brings to the table
well unfortunately easter eggs utilize the same explosion damage as everything else meaning they are hardcoded to deal the same damage as lightning, landmines, etc.
i dunno
i feel like i already did all the changes with the moons i wanted
i am thinking about changing daytime spawns on assurance to work more like they did in v69 (v70 increased them which means more bees and that's a pretty big buff)
and im adding back the snowmen to the ice planets
outside of that i dont think there's much i'd still change
as for infestations, i think i've already added infestations for the enemy types that make sense
i could add snare flea or thumper infestations, for example, but both of those enemies have really low spawn caps
coilhead infestations
i kinda played with the idea of coilhead infestations but i think everybody would hate those Lol
lol you kinda beat me to it
masked health to 5 will be cool to "match" player health
i have thought a little about doing that
And we need buttery desbalance
technically "player health" would mean 6 HP total, and they regenerate from 1 HP back to 2 HP if they aren't damaged for 15s
hmmm
masked are a really easy kill though, so just making them tankier doesn't make a huge difference IMO
it's still kind of a fun setting idea though
and i think it'd make infestations a little scarier
so i might do it anyway
I like killed 4 once during an infestation of masked on Kenji's moon, Ascension
For what it's worth, even with the low spawn cap of 4 I'd still think that thumper infestations would be really awesome and interesting
Snare flea infestations are interesting, but in practice I'm not sure it'd do much if you have one person holding a shovel and stick by them
next update we'll have snowman back? = )
that is the plan
could we also have sapsucker on March pls? You can leave it off by default or put a lower chance than Assurance, I just think it's a waste that March has a big exterior and doesn't have it
Would you perhaps want to look into improving how moon routing works?
Also yea this would be nice, though I think the reason it isn’t in March is because of all of the fire exits probably (making it potentially easier? Though it’s still a death wish imo haha)
i mean it's pretty easy to add sapsuckers to march with any other mod and it doesnt align with my personal vision
which is more or less the point of using my moon settings
I think it's because entities can't path to the white stone on the fire exits
i made an exception for offense bees because that requires curve editing and LLL doesn't provide options for that out-of-the-box
i guess i could add it disabled-by-default but i just dont feel like i need to
i guess
im not sure
forever ago i was gonna change moon prices but i never wound up doing that
why though
it's okay if you don't wanna add, I just though it would be convenient this mod having this option as I hate having to include mods required by all clients
and probably many people are also interested on it
well
this mod is also required by all clients
and enemy spawns are host-side which means even clientside mods can add sapsuckers to march
but i suppose i understand the perspective
I phrased it wrong, adding more mods required by everyone*
Is there any host-side mods that lets me mess with enemy spawn?
I think I have a pretty good idea on how to mostly solve the whole getting stuck on one specific moon during the late game. Obviously this won't 100% solve it because Artifice's loot pool is just too good and since loot and enemy spawns don't scale so yea.
-# I'll be referring to these moons when I say "Tier (x) moons"
-# Tier 1: Experimentation, Assurance, Vow
-# Tier 2: Offense, March, Adamance
-# Tier 3: Rend, Dine, Titan. Since it's hidden, Embrion still will require an additional routing cost if you route to the tier 3 moons.
-# Tier 4: Artifice is hidden and the only tier 4 moon so it'll require it's full price
Basically, the routing system should work by paying to route to a specific group/tier of moons. So if I pay to route to the tier 3 moons, then I would have the ability to route to all of the moons that are within tier 3 for free -- with an exception to the hidden moons.
Now if I paid for the tier 3 moons, all of the tiers below tier 3 will now be discounted by a specific amount to make routing to previous tiers less painful. Also hidden moons within the same tier or below will also be discounted to make routing to them a lot less painful and more feasible. Artifice is the only "tier 4" moon so you would only be paying for that, but still getting a discount on the previous tiers as well. Ideally the discount will increase depending on how much the routing cost is.
This would hopefully make the late-game feel a lot less repetitive since you will now be able to jump between moons a lot easier without throwing all of your money away. I really don't think getting locked into a specific moon is very fun.
I'm not sure if Titan should be in it's own tier or not since the loot there can get really good sometimes, though I typically don't make a whole lot more there compared to a good Rend run.
Also I'm not sure if Embrion should be a tier 2 or 3 moon since I haven't been there in a while and I'm not sure how good the loot is there when playing with ButteRyBalance.
oh yea idk what the prices should be, but off the top of my head they could be something like:
Tier 1: Free
Tier 2: $300 or $400?
Tier 3: $700 or $800? (30% or 40% discount for previous tiers)
Tier 4: $1500 (60% discount for previous tiers)
Embrion would still cost $150, though it will be discounted if you paid to route to the same tier of moons as Embrion. So in this case, Embrion would get tier 3 discounts.
Requires LLL so naurrr
And I didn’t like how the terminal was laid out
I understand, i'm also trying to avoid using LLL
The idea is cool but idk how to feel about it, i've played the game for over a year and changing the route system at this point would be very hard ngl
Good thing it’s a mod!
Or would be
The biggest flaw with lethal company is its moon routing system (imo at least)
Just late game in general
The entire gameplay loop is just make enough to get to at least Rend, then jump to Titan or just skip Rend and go straight to Titan.
Then you stick with those two moons for 60% of the game
Unless you’re able to make it to Art, which then by that point the last 30 days would’ve all happened all on 3 different moons
I mean, making Offense, March and Adamance cost money doesn't fix the fact that I can gather my friends on Assurance or Vow and go straight to Titan or Artifice after quota if we're lucky enough
The problem doesn't lie in the routing system, but in the balance between moons
The most fun part of lethal company is the early game where you’re dodging hard weathers and swapping between moons, strategizing and planning out the best way to success, or just having fun and experimenting with different moons
Yes that’s why I said it wouldn’t solve that aspect lol
And with the routing system I pitched you have the option to route between moons
In vanilla you literally don’t have any other option
(If your going for high quotas that is)
Meh, I'm not that interested in discussing this and there are many subjective points
Don't wanna flood this thread
Oke
I skimmed so apologies if I missed this but this would encourage moon hopping to avoid weathers which I don't agree with completely
but this IS a way to fix that issue,yea
True; since I play with weather tweaks I have loot prices increased slightly for specific weathers so there more of an incentive to hunt down moons with harder weathers. But if you're worried you're going to die and don't have much gear, then you could hop on over to another moon if you don't want to risk it.
-# (the scrap price increases that I have configured are very minor so you don't get an insane amount of money hunting down eclipsed moons)
But yea moon hopping to avoid weathers would become more of a thing. Which I'm not entirely against, though I do see why people would be against that.
Wow I disagree its the best item ever added 😤
Also I think id prefer to keep the moons that are free free. They come with their own danger
Especially adamance
In most modpacks using constellations that’s always a problem since there’s only 3-4 moons per constellation.
Until ofc all 4 of them have weather. That’s when you force players to make a tough decision 
immediately regretting adding butterybalance when i get 6 two handed scrap items on solo assurance
that's why I use weather tweaks' unknown weather feature honestly
We use the extra weathwrs with snow and toxic smog
And most places will have some kind of weather
Whixh is why it's nice to have those three free along with the beginner moons
personally i think this warrants its own mod rather than being lumped in with the features in this one
it's a pretty major overhaul and i could see people being interested in it but not the rest of this mod and vice versa
monty already pointed out my biggest concern with the system though
the one good thing about vanilla's price system is that you have to lock into a particular moon regardless of what happens with the weather on future days of quota
or you risk losing all the money you invested
that could maybe be solved by having a small re-route cost (like $20-50) so you have to be mindful of holding extra money + death penalty
i suppose
Yea I also think it should probably be its own thing if it were to exist
Oh this could also work, just a small reroute fee for moons on the current tier
More on the topic of snare flea infestations: Snare fleas as a whole are feast or famine entities. They're extremely deadly and troublesome if you don't have weaponry, often requiring you to obsessive compulsively check the ceiling to hopefully detect their whereabouts just so you won't slowly suffocate to death.
On the other hand, if you do have a shovel (and you really should), the snare flea interaction as a whole boils down to: snare flea drops down, you whack it 3 times, it dies. Sure, it might latch onto you, but finding your shovel isn't hard at all if you stay calm and focus, and if you're dealing with other entities it's not too much of a hassle to just whack the snare flea once to make it go away. Only way I could see a snare flea doing anything is if it catches you off guard while currently in combat with other monsters, but that rarely happens in my experience.
I do see something interesting coming out of adding snare fleas as a infestation option. They'd offer a interesting gameplay loop of routing around the snare fleas so as to cause as little conflict as possible, but also the shovel just exists, and near entirely nullifies the snare flea as a threat, and people without a shovel will be forced to follow the shovel player around or face a frustrating and deadly gameplay loop of checking the ceiling every few seconds or dying (and that's if the other entities/hazards don't kill them first while they're looking up in the ceiling)
For snare fleas?
yes
You know, it'd really benefit me to learn the spawn caps of each monster
Because I assumed that snare fleas would have a higher spawn cap than 4
They're such a ineffectual entity to me personally that I thought they'd have a higher spawn cap
max spawn is 1
Mostly I was doing more in depth about why I personally think a snare flea infestation isn't the best route to go down in regards to adding more infestation types
Its just one jester
I think a thumper infestation would be the best route to go down, they have a low spawn cap of 4 but that benefits the infestation now that I think about it
Thumpers are extremely powerful and domineering monsters and having any higher than 4 would be pretty OP because of their sheer threat level
Plus it helps that thumpers are much more well rounded entities than snare fleas, they offer a more consistent level of challenge, even if they do incentivize combat more compared to other entities
But then again, infestations incentivize combat as a whole so that flaw nullifies itself
Oh god please no
Spore lizard infestation
I agree
That way you can pet the spore lizards and give them hugs :)
old bird infestation
baboon hawk infestation
embrion
adamance eclipse
nah, mouth dogs keep killing them all the time
bro don't wanna have fun
btw, there's a mod called curse of embrion that does that
it's host-side
baboon hawk infestation actually sounds kinda fun
kiwi infestation
What about the bracken? The vanilla cap is 1, so I think allowing 2 or 3 to spawn that day would spice things up (if it's even possible)
I plan on using central config to mess with things. Like increased weight on a certain interior.
But what or how does the increased butler chance work?
Is it a multiplier or additional weight point? (Plus I would like to know how the maneater one works for mineshafts too-)
Wait I think I get it
If the moon weight is 19, and the interior is manor and the multiplyer being 1
It would be 19 + 19 = 38
If the multiplier is 1 shouldn't it just return 19
Oh idk how it works then
As it's like 1 on the GitHub I think -
Cause I couldn't find it so idk if what I found is correct or not
If so that's weird-
But I was able to use central config to make the mineshaft 1.7 multiplier be on deepcore for maneater so I gotta test how that plays
the increased butler chance just reuses the mechanics from the maneater
it's a 1.7x multiplier in manors
remove easter eggs from loot pool unless its April
remove all seasonal items unless it's their respective season
😇
no more SHIP PUMPKIN!!! NO MORE o a a
Noooooooooooo I love them
I kill my friends with them on accident and its funny
@grim spruce yesfox used to be a dependency of this mod because i made changes to vain shrouds on some moons
the idea being you can get "the experience i intended with using the mod" by just clicking install
but it was an unpopular decision and later on yesfox got updated to include some of the features that used to require this mod
so i just decided to remove it
RBM is probably still pointing to an old version of this mod as a dependency so it's probably downloading yesfox as a dependency
before you update this mod to latest
anyways
every single change i made in this mod (with i think the only exception being the ladder obstacle fix) is toggleable
Awesome! I was just about to type that I found the apparatus config so it's all good!
I personally really would like the kidnapper fox in my modpack but like I'm unsure if it even works. Idk who it was someone was saying how it doesn't work on wesley's moons so I'm a bit nervous it'll just become a scrapped enemy 😭
i love the kidnapper fox and im really upset zeekerss decided to scrap it permanently
but i have also barely played around with it outside of the vanilla moons
it works great in vanilla but im not aware of all the bugs with modded content and if there are workarounds
i will say, personally from my experience playing with both wesley's moons and the kidnapper fox separately
i probably wouldnt add the fox to them
but im not sure if it's actually broken
or anything
I had planned to reduce the chances if it appearing scaled to from vanilla moon amount: modded moon amount in my modpack. These guys I'm playing with want to check it out anyways so I guess I can see rq if it at least works on asteroid and motra
Hopefully modded doesn't screw it up 😭 It was a cool enemy
?
u didnt tell me
this timestamp is literally when i put the pieces together
Lol
tbh
was it difficult?
im prob gonna leave the dependency outdated for now
i like the fox being bundled in
when you download my thing
me too
i literally reworked how vain shrouds spawn specifically for that
i am not 100% happy with removing it on my side because i really wanted "the intended experience" to work with just installing the mod and not having to fuck with anything
i do understand that some people want my changes and dont want the kidnapper fox, especially in a highly tailored mod pack, but like
imo part of the problem there is just i think the dependency system of thunderstore sucks and is only better than nothing
in any case i removed it on my end, so
it is what it is
I wish the fox could just have a nest tbh, not really a fan of Vain Shrouds and how they work
the straw that broke the camel's back was yesfox adding the ability to override shrouds on specific moons
my features have no reason to exist anymore because you can just disable them on titan/embrion using yesfox's config
since i can't change yesfox's config anyway, and my settings would've been redundant, i don't even think it made sense to include anymore
if that makes sense
i guess
I've also been seeing people say the fox doesn't work on custom moons and
I don't really know why it doesn't
yes i've been seeing leubes try to troubleshoot it
but nothing off the top of my head comes to mind
Beanie moons the fox is more active and it looks like all moons has mold attraction points but it never tries to enter into the ship.
So like it's garentee it don't work on modded moons?
I think the removal of the fox was probably a wise decision
Interesting creature but such a pain to deal with
Better off as a mod
this is true
intended experience packs are awesome though
I got generic to make one after I made my own here #1371635220867977286
(he still hasn't released it cuz he hasn't updated)
@daring oar Just out of curiosity, what is the current chance for infestations/single scrap days/meteor events?
I haven't found the v72 percentage values for any of them listed anywhere
meteor events are 0.7% per day (they were 0.6% only for the first v64 patch)
single scrap days are 4.2% right now
enemy infestations are 0.7% chance when the host's clock is october 23rd at the start of a round
~2.6% chance otherwise
anniversary date I assume?
yes
i think zeekerss intended for the chances to be boosted on the game's anniversary
but he messed up and it skips the boosted chance on the anniversary
and on non-anniversary days, it calculates both the normal chance and the boosted chance (lol)
i think someone also mentioned that leap years offset the date or something
it's super jank
i mean it makes sense for it to be lower on anniversary. I assume people would go back to play the game on that day and infestations are the least visually interesting, least immediately noticeable (unless you know about them) of the three events
and also potentially the meanest one lol
maybe, but the 1st anniversary event is the whole reason infestations were added
not saying he intended for that, but i'm glad that it is the way it is right now lol
and they were an 8% chance in that patch
really funny
mfw this post released before v65 added hoarding bug infestations that can happen on any moon (including experimentation) setting it to 30 power level and normalizing all enemy spawn chances
"i am a new player and it's time to play experimentation 🥴"
10 hoarding bugs, 10 nutcrackers, barber, ghost girl, and bracken on experimentation
old birds and forest giants outside
he did change the stats for exp tho, he added OBs there on v50
to be entirely fair, these are veery very rare events
it's also unlikely the game's getting too many new players to the point where this could happen often enough to be a problem
😭 i turned on the artiface turrets increase and this happened lol
this is what release artifice felt like bruh
I agree, though funny enough my friend got Ghost Girl on Experimentation (0.5% spawn) on her very fist session ever, so it does happen
i just think from a design standpoint "the tutorial can randomly serve you total bullshit but it's really rare" is terrible
even if this is true i don't think it amounts to anything because that number could also be 0
lol
i love my turrets on artifice
oh 100% lol
REAL, though it was kind fun hehe
So true
Its like gambling for new players
Either they will learn something and dont rage quit
Or they will get fucked up by a monster that shouldnt even spawn
"the chances are low but never 0" just like with the ghost girl
Zeekers just made a game with mid code, ok mechanics and the best game design/most creative universe/visuals/whatever
And it happened to be great streamer bait
Mid code is definitely true sadly, but i like the mechanics well enough
I do kinda wish zeek would just complete the game already, that way mods dont need to be updated or fixed every time
I don't feel like once the game is "finished" or has a definitive ending updates will completely end
I can see him adding some buuullshit in there after it's out of early access
Given his current feelings on the game I doubt he wants to
He probably just wants it to be done
has he said he hates working on it?
last thing I read him say was that he wasn't loving making the facility tiles and that's it
Idk...just the lack of updates and the burn out kind of implies it to me 🤷
Hes gotten burnt out of it once before and seems to have swapped back to WTTDP for now so he can finish the game before October (he has also stated not much of WTTDP needs to be finished.)
Because of the fact WTTDP was in the works alongside LC’s inception it’s safe to assume this is just kind of how he works on stuff. Alternating between certain projects when he feels like it. Usually every few months. Which I can respect since this making games and updates can be hard for a solo dev, and everyone works on projects differently.
From his patreon
Also, his latest patreon mentions he had some play testers for it, so undoubtedly it is coming out this October.
It’s not LC but I am quite excited for WTTDP
October for a game to be finished and who knows when after that for a Lethal update. It seems anytime he works on lethal it's always burnout
I don't think we are going to see an update for awhile sadly
And thats whats frustating
But I'm just gonna be repeating myself at this point
Latest update was alright but beyond the mansion nothing substantial
I know, I'm annoyed at the update spacing as well. I followed every update like a loyal dog haha. LC is an awesome game
Now it's just going to be forever before we see something
i gave up on the patreon
I mean they've been working on the same game for like 3-4 years at this point
debbie downer of the century
idk I just think it's so gloomy to say he's never finishing his most succesful game cuz he's focusing on his other passion projects
i remember he even said at one point that switching to a different project for a bit usually gives him new ideas for what he was previously working on
its just kinda how he functions it seems
He’s been burnout once, and the reason hes stopped now is to finish WTTDP before October. It’s a little glooby to assume that he dislikes or won’t work on LC because of that.
I dont know, burnout is burnout
I think its fair to believe that he has some lack of interest, especially with the update output being lower
We should take this to general as we are once again mucking up butterybalance 😆
On the topic of Experimentation being an awful tutorial, can we talk about Flooded weather on it? It is possibly the worst Flooded moons I think, I usually die trying to get back to the ship after 3pm because you legitimately need to memorize a route to reach air pockets fast enough. March and Artifice are bad when Flooded too, but at least they do not kill you. Could anything be done to make Flooded more manageable on Experimentation?
...what?
the flooded route on exp is piss easy, you just go under the catwalk in a straight line or a little bit to the right past the water tower
the whole point of flooded is to force different navigation, and you can't even get flooded day 1 in vanilla anymore since day 1 forces clear on everything now I believe
so I'm not sure if it makes it any worse as a tutorial
You are describing a memorized route that is significantly different from the normal path to ship, which is exactly what I am talking about. No other moon needs special routing, you can just figure it out as you transfer. By the way Experimentation has like 3 water towers and 2 catwalks, you gotta be more specific.
I disagree about Flooded being meant to require special routing. It mainly encourages you to consider leaving sooner and be mindful of how deep some parts are as the day goes on. Artifice, March, or even Assurance or Offense need special routes
i personally dont have an issue with flooded experimentation and dont really have plans to do anything about it
flooded is displayed to the player before the ship is landed so you have the choice to go to assurance instead if it's an issue
and (at least if you don't use generalimprovements or butteryfixes to randomize the seed) the default seed starts with experimentation being unweathered
so i dont think it's too disruptive to the new player experience either
Very well
I have a question. I'm unsure how exactly the credit penalties work in base LC and you seem to have knowledge on numbers and moreso basegame so do you know the answer? So you lose 8% of your credits per person that is dead if the body was brought back, and you lose 20% per body that is dead that isn't brought back. Does the game use these two or does it actually apply a 12% onto the 8%?
Sry for the ping
lol im so sorry i forgot to respond to you
it's 20% per unrecovered (or destroyed) body and 8% per recovered body
the actual credits deducted is based on how many credits you had before penalty applies and rounds down
i.e. with 5 credits and 2 unrecovered bodies + a recovered body
it would subtract 20% of 5 (1)
20% of 5 (1)
and then 8% of 5 (0.4, which rounds down to 0)
and you would be left with 3 credits
so nowhere in the code does it purposely add a seperate 12% on an 8% to get the 20%, the 20% is seperate?
Like in short I kinda understand the penalty but on the wiki it mentions the game adds 12% onto the 8% instead of just being the 20% which would be weird to do
But on the other wiki it only says 8% and 20%
that's fine haha
the penalty:
- counts how many players dead
- counts how many bodies were recovered
- for #1 minus #2, it subtracts 0.2x of your pre-penalty credits (so that's a 20% penalty)
- for #2, it divides the penalty by 2.5 (so 0.2x -> 0.08x, thus 8% penalty) and applies the same way
i dont know what this means
penalty is always rounded down and it's applied per body
so even if body #1 says "subtract 2.5" and body #2 says "subtract 2.5"
you will lose 4 credits because both round down to 2 separately
rather than losing 5 credits
also the in-game HUD lies about the penalty
When determining the 20%, is the 20% just a seperate value or does the game calculate it be adding a seperate 12% onto the 8%
it shows -(20 * dead players)% which implies that recovered bodies have a 0% penalty
Also I have another question while your here regarding furniture
Ahhh
no, 20% is the base value and the base value is divided by 2.5 for recovered bodies
8 is derived from 20, not the other way around
ohhh, I didn't know that. Okay thank you for that, that'll help me decide something regarding a mod
Also, I think I saw an old text somewhere saying that when furniture is stored, you lose it's luck factor until next quota
Was that fixed in butteryfixes or another mod?
asking since I'm almost done with my suits and furniture is next in my modpack
that and there was an update to the melanie furniture
yes
i havent fixed it in any mods because it's not a bug
it's just really dumb
but i was gonna add a setting to this one
because i think it sucks
so is it planned, already in? Sounds like it's possibly planned lol
Sry you gave me a yes and a I was gonna so I didn't know which
i said "yes" because you are correct that storing furniture removes its luck bonus
furniture only contributes luck if it was sitting out at the start of quota and never gets stored before next quota
that's not a bug
that's just how zeekerss designed the system
i don't like that system so i was planning to do something about it
ohh okok. Yeah tbh idk what zeekers was thinking. But I'm glad your planning something!
Thank you for your answers!
Any plans on making giant sapsuckers less annoying to play against?
I'm aware they're supposed to be a thing you do last minute, but that doesn't make them any more fun of an entity
Because so far, I have found no way to get their eggs without the use of TZP and/or Cruiser
just kill it 🥱
(jk)
...And cheeses
What exactly are you thinking? It is meant to be an optional encounter for some risk/reward gameplay, sort of like Circuit Bees. Sometimes it does spawn in annoying spots, but that is about it
Idk, all I've got for now is giving more time before an egg bursts
or having it sleep for longer would be cool
Ya
cuz honestly they wake up so fucking fast its cray cray
You actually can straight up kill it 1v1 using a kiting strat like this, cheeses are just for lazy/skill issue
Okay, fuck me, killing it too
I just wanna get it the intended way without the process being unfun is what I mean lmao
people are too good at the game
Sorry if that came of mean-spirited, I was just making sure you knew. Also it is kinda funny, I wonder if Zeekerss intended this
Yes and no, mostly yes tbh
I dont think anything gonna be happening with sapsuck
Truthfully I agree with you, its not that great of an entity gameplay wise
Its just beehives with extra steps imo 😆
Not to mention it has the latest zeekers design of "make enemies bullet sponges" (although for the worth of the eggs I see why it needs to not be instakill)
And its only on certain early moons, so you'll rarely ever see the thing in end game
Anyways, ty for coming to my ted talk
i think it's a good way to have an intense encounter that bumps the credit yield of lower end moons
but he put it on the one moon that consistently gets more scrap than the rest
no offense sapsucker.... cryingf
Offense and March lacking giant sapsuckers is crazy
I mean i think id rather go to a moon with a guaranteed higher yield than roll for a "chance" of a sapsucker
Especially since Offense and March are pretty mid moons...
Better with this mod but yeah
Truth be told there isnt any real reason to rush to rend/titan early game besides the novelty of other moons
@balmy pier kill the bird like that, no balls 
Do you mind elaborating more on this?
I beleive when theres more players theres a multiplier to the chance of weather?
I've done it
So this is it
You are the new LC king
Take this 🫴👑
When you sell the 3 200$ eggs
Sapsucker being a bullet sponge makes sense due to eggs I agree. I think that Maneater only taking 1 damage per hit regardless of source and Fox having 7 hp is a bit ridiculous though, those two are hard enough already
I think it is not on moons like March or Offense is because they are too big for the eggs to be feasibly taken back to the ship before you get killed. Yeah Offense is the same map as Assurance, but the ship being tucked away in a far corner makes it take longer to traverse
We would need a rebalance to make those moons work
Idc about entities being bullet sponges if they have proper counter-play
Maneaters and kidnapper foxes get a pass from me because of that, but you can hardly reap anything from giant sapsuckers
Idk if it's just a skill issue, but I have not been able to get an egg once the intended way solo
Fox is alright, Maneater is hard saved by this mod though. Vanilla Maneater is awful, one Landmine and its over
You can still encourage an adult maneater out of the way at least
I've found recently that they're more time wasters than anything
Ye, but there still is a time bomb element due to their nest mechanic. After a while they become too aggressive to play around
At least you can actually deal with them without equipment or exploits...
Mostly yes
As for Sapsucker though, I have heard that if you get it to spawn on the Vow ridge instead of the ravine, you can very quickly grab an egg while it is sleeping and take off before getting killed
On Adamance if it spawns by the jump bridge, you can use it to gain enough distance to similarly make a quick getaway
Otherwise though yeah, you need to kill it or use tech/cheese to get the eggs
You're shitting me
NO option to increase the sapsucker's sleeping time?
Grah
Another problem with giant sapsuckers I've noticed: They just DON'T lose aggro on you if you're ever caught going within bounds of their nest
So it's more or less guaranteed, inescapable death
i mean i'd say getting the egg from the vow fire exit area is a longer walk than offense main to ship
esp w how the sapsucker's nest spawn is chosen
if i had to guess, offense sapsucker nests would probably spawn in these positions most of the time
Absolute dogshit
I would fucking kill myself if I rolled a sapsucker spot like that one day
LMAOOO
i mean you just go here
but yeah that would be sooo ass
but again these are estimates
not really sure how it would spawn exactly without testing
but iirc it chooses a spot that's a decent way's away from the ship but also not too close to the main entrance
Yeah, Idk what to do
Even slowing it down doesn't negate the fact that you just don't have a lot of time to bring an egg back to the ship
i'd say try lunar config and configure a long stun time for it or smth
That is true, and that is why a ridge spawn is needed for stealing the eggs to be a viable strat, the ravine spawn in front of the Fire Exit is too long a walk. Maybe some of those Offense spots would be workable, hard to say
I think a good balance would have one both nap and be awake for longer
can you take eggs thru the fire exit?
but that specific strafing is probably easier because it hits the small thing that makes the splash damage not hurt you more accurately
at least i assume so
this is the less cheese strafe
and yes, this is cheese, because for some reason, zeekerss programmed a small invisible thing that when stepped into, makes the sapsucker's splash damage unable to harm you
i genuinely cant think of a real reason he did this, all it does is let you do this cheese
but unironically, its so hard to do this, it might as well just not be cheese
Technically but they keep screaming so the bird just aggros when you come back out
I think removing fox was the correct thing to do
The counter was garbage no matter how you put it
Giant sapsuckers were executed even worse, Idk man
The good news is the kiwi will leave you alone if you leave it alone
And sometimes works well for area denial
But it doesn't really have great interactions I agree
...Like I'm implying kidnapper foxes were badly executed to begin with, which I am not under that opinion
Nah fox is awful
Sap is tolerable but boring
Id rather have that than something as unfun as the fox
The Fox could have been good, but Vain Shrouds being the most broken thing ever put in this his game and Weed Killer being useless meant it did not stand a chance
I think the fox and shrouds were just poorly balanced. The configs I use for the fox and shrouds makes the fox a nice addition to the moons it can spawn on
ye totally
yesfox's values just need a small bit of tweaking to be perfect imo
nail in the coffin was vain shrouds sucking ass to remove
I actually got some footage of me doing it a day ago or so
It was on eclipsed thallistic on arduous hardships, so I'm lucky that thumpers didn't get in the way of me doing it
Purple guy is king??
Purple is william afton??
william wafton
Hi fruit
Fr
don't talk to me
idk I'm bored
Oh
only true thing you've ever said and you deleted it
So only we will know that
i assume you just want them available 24/7
it is already kind of an "upgrade" because it helps with visibility and cant be put away
He means put them into the category of upgrades instead of decorations
Since the game makes the distinction of them being a decoration instead of a upgrade
I genuinely do not think I have ever seen a Butler infesation or Masked infestation lol
I've seen Barber ones
but Idk if the other 2 work
Actually I think I have seen Bulter ones a few times thinking about it
But definitely never Masked
I was looking through the config and was like
masked infestations are most common on titan, offense, and rend
with a pretty low chance on dine and adamance
as far as im aware they should still work fine
Maybe they just don't work on custom moons?
custom moons just use enemy weights for infestations
so if a moon has "20% chance of masked per enemy spawn" a masked infestation is "20% per infestation"
Ahhhh
I already see one on Titan
I wish there was a way to increase the chance of all of the different types of infestations
or just in general
my mod has compatibility with RNG configurator
you can just use that to increase infestation chance
I have seen Butler infestations, they are very much functional
Is it rare? Embrion Moon, Mineshaft Interior, even with entranceteleportationoptimizations, the interior does not generate a fire exit.
do you have map improvements
nope
there are some seeds that appear to cause generation errors in vanilla
apparently reducing march's interior size from 2x to 1.8x was enough to block a fire exit from generating on a challenge moon some weeks back
i dont even know why because those seeds generated a bunch of potential fire exits but none of them were selected
small mineshaft interiors have an abnormally high chance of having blocked fire exits
I am almost sure it's due to how often it generates super small branches on the facility part because the fire exit spawning code is pretty weird with branches
that was my only hypothesis
i know props have some settings to adjust how deep on a branch they can generate
so i was wondering if none of the branches are deep enough, if that would just prevent spawning altogether
never tested to confirm any of that though
i think there still ought to be a mod to just throw out vanilla's fire exit gen and replace it with something new that:
- generates fire exits far from main entrance
- generates fire exits far from each other
- automatically adapts to fire exit count without making a brand new interior type (LLL already does this at least)
hey hm
tho I dont really do that last one
with LLL it doesnt really matter
it is mainly just an edge case for stuff like map improvements that adds fire exits to the surface at runtime (but iirc doesnt require LLL?)
any sort of new planet/interior would be using LLL
and it seems like there's a problem with more then 3 fire exits being grouped together often, I'll prob just scrap the whole logic for it and make it account for fire exit distance too, but for up to 3 fire it does the first 2 points really well
it sounds cool
i would like to check it out at some point
my friends havent been super active recently but eventually we'll be back (i hope)
It's still up to chance whether or not fire generates but the way it does it should make it pretty much impossible for fire to fail generation
Maybe when lethal updates again
(My friends and I have also not been active)
Hey someone finally made it!!!
Been waiting for like a year
Holy based how did I miss that
Anything interesting being cooked up for ButteRyBalance as of late?
I had suggested slowing down the Coil-Head’s walking animation during roaming to its v56 speed to make their roaming state more apparent, and to make the Zap Gun fully immobilize Maneaters. Buttery said that if she ever adds these, it would be here
I would really want the Coil-Head one
An option to remove coil-head recharge mode
Sapsucker on March 😔
An option to disable the mod 
Or lower its duration to be more of a very short window of escape. That'd be really cool
to most people this will sound like an absolutely masochistic suggestion
but can you add an option to make ghost girl skip at you faster
because you can literally just do this with 0 LBS and she wont catch up to you https://cdn.discordapp.com/attachments/566441260689129482/1423084387817230366/8mb.video-DIp-AwZPapc5.mp4?ex=68e1005d&is=68dfaedd&hm=848c855a69313f1bcbc13d109f22c0b64c96d5e1ce3c208339ac8fea4894941c&
increase her speed by 2.5x
misgendering a fictional character is off limits!
that seems a bit much
she should be faster than the player just simply walking
but not so fast to where stamina cant save you from her
1.2x
It's kinda interesting to see how deliberately designed her speed is
https://thunderstore.io/c/lethal-company/p/MiminiSusuki/EnemySpeedConfig/ Idk if this still works
I'm pretty sure this is intended since she's supposed to be an annoyance solo, but comboed with other entities, her true danger shines
Having her be any faster would just make her not fun to play against
We don't even know what she is
She's literally just called Girl in the game files
Last I checked a Girl means she/her so we at least know her pronouns
i dont want her to be so fast shes unavoidable, especially against other monsters
but being able to just walk backwards without using stamina to avoid her is a bit silly
You can probably use that speed mod Leubes sent
And barbers are also referred to as him, so
yeah cuz then if you can't outrun her with 0lbs then what are you supposed to do
in my opinion this isn't really an issue
but maybe when i get around to doing that ghost girl breaker box thing i will add this as an option
like idk if zeekerss intended it but i am definitely fine with this interpretation
walking straight away from her is only really feasible if there's nothing else in the area to focus on
I also respectfully disagree with Purple on her only being an annoyance, for me at least she has an uncanny ability to catch me at the worst times, and she still slows your looting down a decent bit
As Sam said, she gets awful when any other monster is involved too, which is likely given she is common on high-tier moons
Btw Ghost Codes is currently unsupported as Darmuh is both not super active and more focused on their terminal mod, so having that feature here would be nice
probably better for someone to pr a fix for the original ghost codes
if it is the mod i think you are referring to
i dont plan on going super in depth into rebalancing hazards since SBT already goes so far into that
i was just gonna restore the unused (unintentionally??) ghost girl feature where she sometimes flips the breaker box off completely when starting a chase
I am saying that Ghost Codes restores the Breaker Box interaction with the Girl, but since that mod is out of date, having the fix here would be a nice alternative
iirc you previously pushed it off because that mod already did it and at the time it was fine
i also restored snowmen forever ago but never released that pagch
no ive never actually written the code for it
it is a bit of an awkward change to make
“Pushed it off” as in you were considering doing it but never started
i see
i thought you meant "pushed it off" as in removed it from the mod but idk why because what you meant makes way more sense
How funny would it be having metal sheets on Dine scrap pool (v73)
oh man
i forgot i added dust pans to dine
for the butler moon
sadly it's broken
by the existence of cannibalism dine
Barberfixes and ventspawnfix is working on the new update?
i see no reason why they shouldnt
are you having trouble with them?
BRB is my only published mod that uses netcode patcher
Just asking
barber fixes is needed on all clients, but not because of custom networking, just because many of the barbers' bugs are client side and not server side
ventspawnfix is server side
oh yea i think this might be a good time to let you know about this, BRB spawns a new GameObject every time you join a new lobby and it is never despawned
this isn't a big issue, since i doubt anyone would join and leave lobbies enough to cause a memory problem, but idk if you know this
is this on v73?
i havent updated for compatibility with v73 so if it's only happening there i would just chalk it up to a fluke
this is more concerning though
i thought i checked if the networker existed before i instantiated a new one, but maybe i choked something somewhere
I would be considered not that it's multiple gameobjects but that it's the networker
Concerned*
the Instance is always assigned to the last one that spawned
so it doesn't cause any issues
Oh yeah fair
oh wait i think i see what's probably an issue
i assumed that it'd be destroyed when you disconnect and return to menu, but i guess since there's a static reference (and it's not loaded as part of a scene?) unity just isnt destroying it
yea
Uh I don't think that's how network objects decide it
There's a couple ways it could be staying alive
Your .Spawn having a false or true, can't remember which, for the first parameter
oh
i fixed it by calling this
{
if (Instance != null && Instance.gameObject.GetComponent<NetworkObject>().IsSpawned && (NetworkManager.Singleton.IsServer || NetworkManager.Singleton.IsHost))
{
Instance.gameObject.GetComponent<NetworkObject>().Despawn();
HQRebalance.Logger.LogInfo("Network handler despawned");
}
}```
In a prefix to `GameNetworkManager.Disconnect`
well how about that
Lol
yeah i feel like i'd probably want to just use this parameter and let nfgo handle it however "proper" is
yea it is in that scene
Also I think you could do Instance.NetworkObject instead of getcomponent here but it doesn't matter :3
idk if i'd need to network despawn it on the host when the lobby is closed or destroy it for each client
the latter seems kind of dangerous but idk if the former would work in all cases
Nah at most you need to .Despawn on host when you wanna despawn it but letting unity handle it works well enough
^
anyways it gets instantiated as soon as the lobby is opened so it's definitely in samplescenerelay
i think the parameter is fine
TECHNICALLY I think doing .Destroy On host does the same as .Despawn but this is definitely unrecommended and just me sharing a fun bad fact
erm, maybe
i will test that xd
Yeah networkbehaviours should always have a reference to their network object
that makes sense
do you mean this?
{
if (Instance.TryGetComponent(out NetworkObject netObj) && !netObj.IsSpawned && Instance != prefab)
Destroy(Instance);
Plugin.Logger.LogWarning($"There are 2 {nameof(BRBNetworker)}s instantiated, and the wrong one was assigned as Instance. This shouldn't happen, but is recoverable");
Instance = this;
}```
nah i think i was just manufacturing lies in my palace of thought
based on the way i normally implement the singleton pattern
this doesn't work because Awake does Instance = this and Awake runs before OnNetworkSpawn
this is just here as a failsafe in case something goes wrong
icic
the fact that it's never running (at least, by design) is totally intended
I think we also get stuff like PreNetworkSpawn with the new unity netcode update, I'd have to recheck the changelogs
Not that I can think of a use
But the unity netcode update is exciting :p
it is really cool
anyways im still in the process of adding new features and havent even tried compiling with the new netcode patcher yet
SentTo.NotMe is gonna be so useful
but i did update it and my postbuild so i think it should be good
i will definitely include the snowmen, spike trap distance "fix", and some dine scrap presets in the next version
Yeah it makes doing local and everyone else changes so much easier
all of these are done except for the last, which im in the process of making now
Zeekerss could rewrite so much of his rpc code to just use a .NotMe
if i have time and it's easy i might implement the Stormy v. Jetpack thing too because i think it'd be really funny
but we'll see
i havent looked at any of it yet
This is the most important part of it
i assume this would allow, say, clients to sync a value on their player script with all other clients, without having to do the ServerRpc -> ClientRpc that checks !IsOwner thing, right?
yep
ServerRpc and ClientRpc are old news now too ueah
i use that pattern right now for syncing crouch state across the server
Yeah*
for old birds and giants
You could still use them for the sake of backwards compatibility if you so wished but I won't personally
yea now you can just call from client a method with [Rpc(SendTo.NotMe)] and it does the same thing
idk i feel like in general im kinda scorched earth
if people want backwards compatibility they can always downgrade
Yeah I agree, and I don't wanna keep doing repetitive rpc patterns anymore
it is just much easier for me to work in the sandbox of "people using my stuff are playing on the same version im playing on" which is always latest
I'm hopefully working with zaggy tonight to update the project patcher, no idea if we'll manage but if we do it'll be the last thing left for all mods to get back to updating
there are probably many good arguments against that thought process but it is how i feel
that would be sick
Probably, but I do agree
i wish you luck
Thanks!
work some magic
I'm hoping for a miracle
anyways just to make sure i understand this right... i could do something like this
[ServerRpc(RequireOwnership = false)]
internal void SyncCrouchingServerRpc(int playerID, bool crouching)
{
SyncCrouchingClientRpc(playerID, crouching);
}
[ClientRpc]
internal void SyncCrouchingClientRpc(int playerID, bool crouching)
{
PlayerControllerB player = StartOfRound.Instance.allPlayerScripts[playerID];
if (player.IsOwner)
return;
player.isCrouching = crouching;
}
->
[Rpc(SendTo.NotMe)]
internal void SyncCrouchingRpc(int playerID, bool crouching)
{
PlayerControllerB player = StartOfRound.Instance.allPlayerScripts[playerID];
if (player != null)
player.isCrouching = crouching;
}
yeah?
Yep
Also you could skip a step by using an INetworkSerializable version of PlayerControllerB but that's besides the point
well actually
i never thought about it until now
but i wonder why zeekerss never used NetworkObjectReference like he does with the sync scrap value RPC
maybe he thought passing a player index would be faster than resolving a NOR
or maybe he hadnt learned about the latter yet
i think almost every vanilla RPC that interacts with players (outside of the ones in PlayerControllerB, of course) pass an ID and resolve it from allPlayerScripts
I believe so too, dunno why he doesn't use NetObjRef
Maybe it's just plainly more work to setup
outside of this (which again, might not happen) I believe the update is basically done
should be compatible with v73 although i havent had a chance to test anything in multiplayer
cool
hell yeah
fuck yes chat
we're so back to lethal company hard crashing when i land on dine again
Dine gets updated to be better
