#ButteRyBalance

1 messages · Page 12 of 1

jagged nexus
#

Also Dine: Crashes from everything

#

Lmao

daring oar
#

i wouldnt even be mad if it was consistent and i could even explain what is happening

jagged nexus
#

Yeah I get ya

dry current
#

with imperium?

daring oar
#

yes

#

i relaunched and landed again and it was fine

#

very nice and kind

#

also

daring oar
#

well the consolidate option looks to be working okay

#

and the merge option

#

i handled this entire ordeal in a very slapdash way and im not convinced it wont change in like, v0.3.1 or v0.3.2 but right now i just want it to be functional

#

the body parts are still so small in value compared to the other scrap items that adding them to dine's existing scrap pool just makes its profits terrible

#

and the consolidate option has a bug where the terminal shows the wrong numbers on scan

#

because i just double the value of all scrap right before generation, and then half it again afterwards

#

and the terminal isn't reflecting that double value

#

i think ideally, i would want to add some options to make the value of the body parts more in line with other scrap items so they can fit in a normal moon's loot table without much issue

#

and then probably change the whole "scrap preset" system to let you toggle on/off normal items, on/off body parts, adjust total counts, etc.

#

dine's changes are just generally so divisive i think it needs a lot more care and customization per user

dry current
daring oar
#

anyways v73 dine haters rejoice because you can also just completely turn the new shit off if you want

#

but im sure everybody here loves the new lethal company v73 "Handy Update" and wouldnt choose to do that

dry current
#

this is true

daring oar
#

i think im just gonna send it off into the world

#

sorry that it is completely untested this time

#

but i will be right here if it is still broken and needs to be fixed again

daring oar
#

actually now that i think about it there's a particular change im not happy with

#

so i want to address that first

raven patrol
wind spoke
daring oar
#

yep give it to me

raven patrol
#

Zeekerss…

wind spoke
#

everyone remember to thank zeekerss

raven patrol
#

His methods are simply beyond our comprehension

daring oar
#

anyways okay sorry about the fakeout

#

i think im actually ready to post this now

#

v0.3.0

  • Updated for v73
  • Added a setting to remove spike traps from spawning beside entrances
  • Added settings to restore snowmen on Rend, Dine, and Titan
  • Added several new scrap "presets" to Dine:
    • DontChange: Vanilla (or other mods) take priority
    • Rollback: Same as the "Buff Scrap" option from v0.2.4
    • AddV73: v72's spawn pool plus the new v73 items
    • Consolidate: v73's spawn pool, but half as many items spawn worth double value each
#

i am beginning to feel a little bit of the chameleon syndrome with this mod where the internals are so ugly and terrible im gonna have to rewrite them soon if i want to keep adding more to this

wind spoke
#

I think you might have to bite the bullet for both

daring oar
#

my biggest frustration with the changes i have made so far is that most of the settings can't be changed properly without fully rebooting the game

#

and i think i'd like to rewrite this mod so that it applies changes on a day-by-day basis and then rolls back to vanilla values

#

to bring back my original vision for the mod which was "the host can change everything for every player on the fly"

wind spoke
#

the snowmen being added back is very nice I will say

daring oar
#

yes

daring oar
#

i had it set to swap between the christmas spawn rates and "normal" spawn rates depending on if you were playing in December

#

but with the "normal" spawn rates, then snowmen wont spawn on like... 49 out of 50 days

#

they are extremely rare

#

so i changed the settings to let you switch to the jolly patch rates

#

i still think it's weird that he removed the snowmen immediately after adding the ability to crush them with the cruiser

wind spoke
#

yeah

raven patrol
#

Lunar Config lets us edit the spawn curves of outside map objects, so if there is compatibility we can do it there

unreal ginkgo
#

I'VE MISSED THEM

dark hull
dark hull
#

Idk how lunar config works yet but im 100% sure thats possible with LethalConfig at least due to it triggering an event on config change

#

or apply the patches on config change as well

dense flicker
#

Thankfully I never go to dine

raven patrol
#

Just gonna let the Giants starve you monster

unreal ginkgo
#

They're fine lmao

raven patrol
#

Ah yes, using Dine’s abundant sunlight

shut torrent
#

New ButteRyBalance update

#

Absolute cinema

daring oar
#

you know guys

#

honestly dine's average profits aren't bad if you mash together v72 and v73's loot pools

#

and then just add a bunch of extra items

#

right now the AddV73 setting I have in the game brought back the v72 loot counts (22-25)

#

and so the profits are probably pretty abysmal compared to rend (which is 18-25 items, but without any of the giblets)

daring oar
daring oar
# daring oar but with 28-44 items instead... dine floats around $1,452 (rend floats around $1...

could be "the best of many worlds":

  • dine's total value is "competitive with rend" again (opposed to "astronomically better than artifice")
  • dine's loot isn't such a huge departure from the rest of the game's levels, but is still notably different and worth the price of admission
  • still feels like v73 dine where you're working harder to earn your profits (more items to deliver than other moons)
  • subtlety (you won't find 20 organs inside a single cupboard anymore)
#

i might do a quick update to push an AddV73Extra option like this because I think it'd be genuinely pretty neat (the current AddV73 option is just straight up terrible... it was more of a curiosity than anything)

#

(i just did some quick math, but without those extra items, dine is apparently floating around ~$947)

raven patrol
#

I personally would have Dine more around $1600, the moon is a huge difficulty jump from Rend even with your adjustments, and you need a good crew to get all the items out. I am not sure how close this is to Titan’s profit, but Titan plays differently (and is easier than Dine imo) so it is not a big deal

#

I kinda like the idea of Dine being as/more profitable than Titan if you are cracked at the game. Makes for the dynamic of Rend being the safe bet, Dine being for sweats, and Titan being the rng haven/mid-tier skill moon

crude pier
#

I love dine's map design so much

#

I wish more of the maps were like it

austere dew
#

Nobody tell this man about Chronos greed

#

-# free advertisement, skelaah paid me 0.00$ to mention it everytime possible

dark hull
#

it isnt that hard to play unless you get same side mineshaft but thats a problem on every moon

dense flicker
#

Titan is best moon

raven patrol
raven patrol
thin comet
#

It's a good mod but removes a lot of mechanics from the vanilla game. The changes I liked: masked wear mask items instead of a mesh mask. Another change I liked was that masks, knives, eggs, and bees count toward the total value at the end of the day.

raven patrol
#

You can selectively disable the patches in a config once it fully comes out

shut torrent
#

Any new juicy balance changes planned down the line?

#

Stuff like changes to items, enemies, moons, infestations etc?

naive mesa
#

Alongside a feature where you can juggle baby maneaters to take care of them like that cooking mini game from deltarune.

daring oar
#

i do have some more plans but for the most part i am pretty happy with what is available

#

id like to add the ghost girl breaker box feature especially

daring oar
thin comet
#

Its already pretty good

daring oar
#

one of the reasons it is 0.x is because the code is kind of based on my gross private mod template i used to rebalance moons for my friends' games

#

which was never really designed to be super customizable or work with other mods

#

for a "1.0 release" i would want to make some serious backend changes

#

it is kind of a miracle some of the features even play nice with LLL or other config mods really

raven patrol
#

Do you want us to think your mods are bad?

#

Give yourself a little credit

daring oar
#

well, im just being honest about how things are under the hood

#

most of the stuff i make is pretty disastrously implemented

#

as long as it works and has the effect i want, then that's some points. but it's still objectively true that the way ive implemented all of these configs into weird checkboxes that interact strangely with other config mods is "unideal"

#

that's kind of why the moon kill switch exists, for example... so you can just completely kill switch the moon changes and make manual adjustments yourself with other mods

#

without compatibility being a headache

#

even for my own personal use cases, it's sometimes a bit rough

#

like, if im playing a bunch of sessions with my friends on vow and thinking "i kinda want to have less factories" then id have to push an entire mod update so that we can all have the same synchronized factory chance

#

unless we switch to using one of the several moon value config mods, many of which are in "dubiously supported state" right now

#

recently i've heard things about "lunarconfig" and im assuming that is probably the best choice right now? but it also requires like 5 dependencies nothing else in the profile needs so it's a hard sell for me

runic cobalt
#

eventually it should need just one dependency but yeah currently it does use all those due to soft dependency complication being weird to figure out

raven patrol
#

Lunar is good, it just needs all those dependencies because it is a very powerful mod that needs access to a lot of the game

#

There also is how CR Lib is in the middle of being replaced by Dawn Lib, and how LethalLib has all those questionable Mono Patcher dependencies

#

Definitely in a bit of a transition period

runic cobalt
#

yeah by one dependency i did mean dawnlib, if it transitions to that it can throw the other mods out i believe

raven patrol
#

Epic

dry current
dry current
dry current
raven patrol
daring oar
#

which i know isn't true for like

dry current
#

fsr I thought you'd use like, at least RBM

daring oar
#

99% of profiles but it is a big factor for me making this mod

dry current
#

im telling dopa oooo im telling on you

dry current
daring oar
#

if im being real the only reason this mod has moon changes at all is because i wanted a way to enforce custom interior chances for all the moons

#

without having to send my friends a private mod and constantly updating that

#

so i just have BRB sync with host's config and i can push an update if needed

#

but even now i am realizing that is kind of a headache lol

daring oar
#

it'd be a bit silly if it was just interior changes and then you need the separate private mod i dont release anywhere for the rest of the changes

thin comet
crude pier
analog cypress
#

ButteryBalance overrides LLL?

daring oar
#

i am under the impression my interior chance settings dont work right with LLL

#

because revisitstingers doesnt reflect on LLL's assignments properly

#

for other stuff it's going to depend

#

how you have it set up

#

what are you interested in specifically

thin comet
#

Revisitstingers is working here

#

i play with 100%

#

entrance, fire exit and inverse teleporter

analog cypress
daring oar
#

so like, if a vanilla moon has a manor at 5% and you have stinger chance set to 6% max

#

if you make manor 100% on that moon with LLL it'll still play the stinger because the vanilla chance is <6%

unreal ginkgo
#

Are you interested in adding solo compensation for the sapsucker?

#

Just making it sleep a little bit longer would be enough

daring oar
#

just adding new enemies and scrap via LLL would probably work fine

#

i only mess with the values for vanilla stuff

daring oar
#

i dont have any strong feelings about the sapsucker and dont feel the need to change it

balmy pier
#

@daring oar hi so

#

i just learned that the maneater has a stupid thing about it

#

if everyone that it "likes" dies

#

it still wont like other players

#

so i think you should add a setting to make it like players if everyone it previously liked is dead

feral shard
#

That'd be cool to have

thin comet
shut torrent
#

I could use words to explain why, but this clip perfectly incapsilates the reason

thin comet
#

Is it possible to add random rocks for Embrion? Like the RMB scene?

daring oar
#

embrion already has random rocks assigned

#

but they cant spawn because the vanilla rocks dont support spawning on other "rock" tagged floors

#

and embrion's entire surface is tagged as rock

#

dopadream replaced the rocks completely with a custom variant in rbm

#

with a different texture, and that supports spawning on rock

#

i could maybe implement something sort of similar, but it would basically just be a completely plagiarized concept

#

and if you want changes from her mod you should probably just use her mod

#

Lol

thin comet
#

ah, thx for explain.

thin comet
#

Barber infestation will still work even if I disable barber dynamic spawn?

daring oar
#

yes

#

i believe, anyway

thin comet
#

Barbers jump at the same time and they will intended to spawn in pair and with butteryfixes nutcracker inspect at the same time.
So I thought it would make sense they spawn in pair too.
What do you think?

thin comet
#

Experimentation:300,Assurance:300,Vow:50,Adamance:300,Rend:5,Dine:7,Offense:150,Titan:300,Artifice:94,Liquidation:118,Embrion:17


ID 1

Experimentation:1,Assurance:3,Vow:3,Adamance:13,Rend:300,Dine:300,Offense:4,Titan:75,Artifice:300,Liquidation:300,Embrion:4

iD 4

Experimentation:3,Assurance:40,Vow:300,Adamance:135,Rend:14,Dine:140,Offense:300,Titan:69,Artifice:213,Embrion:44``` Butterybalance weights if you are using LLL
raven patrol
#

Hey, would it be possible for something akin to TonightWeDine be added to this mod (move Dine’s entrances to be akin to their v49 positions)? Terra’s mod still works, but his entire portfolio is deprecated and he seems to have left the community, so I would appreciate this as a way to future-proof it. I know you like v49 Dine so hopefully you can understand my concern

daring oar
#

if it ever breaks or becomes untenable for some reason

#

i will reimplement it

raven patrol
#

Sounds good

runic cobalt
#

Interior weights on moons

jagged nexus
#

Ah, I got so used to how LunarConfig handles it this looked foreign to me, idk what they mean by ID 0, ID 1, and ID 4 though

runic cobalt
#

Those are the vanilla interiors

balmy pier
#

or am i wrong

daring oar
#

wdym broken

#

we have been using it in v73

balmy pier
#

i heard before it was

#

¯_(ツ)_/¯

daring oar
#

afaik none of terra's stuff is broken

#

but ANN is correct

#

he left this server, zeekcord, and deprecated his entire catalog

#

so i assume none of them will receive support going forward

#

tonight we dine literally just rolled back entrance spawns so i can rewrite this feature if needbe

#

using the original decomps for coordinates

daring oar
summer elm
#

agreed. i wish it couldve been handed off to someone else before terra left

raven patrol
#

I bet someone will fork it if it breaks, I know that mod has a following

raven patrol
#

It seems all his mods are simple enough that they survived the v73 apocalypse

#

Zeekerss does seem to be planning some backend overhauls in the coming updates though so we shall see how much longer they last

summer elm
daring oar
naive mesa
signal stream
#

Which

raven patrol
# signal stream Source?

The November 13, December 6, and January 14 Patreon posts all mention backend changes like rendering engine, control inputs, and enemy AI. It also has been discussed in the Zeekord that he is aware of the v73 bugs with host disconnections and scrolling

#

February 6 post is not public yet but from what I have heard it continues the trend

pure cedar
#

hi

signal stream
thin comet
#

Which values did you put into Foggy Nerf? WeatherInjection is overriding it.

daring oar
#

i think for nerf foggy weather i just force a minimum distance of 7

#

some vanilla moons go as low as 4

daring oar
#

i forget if i ever posted about this before but titan used to be way less foggy in v9, and this is a mockup of what that looks like in v73

#

i guess zeekerss thought it looked kind of ugly with the camera clip plane or something

#

but i've always really liked the "vast wasteland" aesthetic of this version of titan

#

the effect is kinda lost when you can't see anything

#

personally i think titan would be more fun with a greater number of outdoor spawns

#

and improved visibility like this

runic cobalt
#

It's so small on the outside and you want more outside spawns?

daring oar
#

well

#

think of it like the world's worst game of frogger

#

anyways yeah i think having more visibility would make the existing power level (which is only like, 7?) way too easy to deal with

#

with a couple extra spawns and better visibility i think it'd be fun trying to look for openings to move in and out of the ship and danger would exist beyond "oh i died because i dropped down into a dog's mouth which i couldn't see"

raven patrol
raven patrol
#

We do still have Foggy weather on Titan to keep the current look of it too

daring oar
#

same distance used by experimentation, assurance, offense, etc.

#

all evidence seems to point to zeekerss having used one of those moons as a basis for titan's scene

#

possibly offense (since offense was created between dine and titan)

#

anyways in the full release of the game titan uses a distance of 5

#

for comparison sake

raven patrol
#

I don’t even see the fog

#

Maybe like 50 would be good

thin comet
#

Do you intend to add new buffs for other enemies? Like Last Stand for Nutcrackers. It would be cool to have an option to remove Coilhead recharge to be like in the old versions.

#

Without removing the recharging when they are stunned.

naive mesa
thin comet
#

Yes, its a buff

daring oar
#

if anything i think several of them are kind of unfair in their vanilla state

#

it's the reason why i made adjustments like limiting maneater turn speed

#

or removing jester blocking

#

nutcrackers are free money generators after you kill the first one and while last stand isn't intended to block "infinitely farming shotguns"

#

i hope it at least makes it a bit more exciting

#

since you either need to bring a second weapon to weaken it before you go for the kill

#

or you need to have a plan for dealing with its aggro from the shotgun blast

#

i could probably remove the coilhead recharge if you really wanted me to

#

but personally i cant stand coilheads so i wouldn't be making that change for myself

#

i dont think it's that hard to provide a setting for it though

thin comet
#

thx a lot

daring oar
#

while im at it im probably also gonna revert the footsteps change in v70

thin comet
#

thx

daring oar
#

TL;DR with coilhead footsteps is:

  1. they wander at 6.0 speed
  2. they chase at 14.5 speed
  3. their animation speed is untethered from their actual movement speed, and set by a separate calculation
  4. before v70, their "walk animation speed" was 2.5, and their "chase animation speed" was 6.0
  • doing the math - 6.0/14.5 is ~0.41x, and 0.41 * 6.0 = ~2.48. so the proportion is basically perfect
  1. after v70, zeekerss increased their "walk animation speed" to 4.7, and changed absolutely nothing else
  • now they step twice as fast to cover the same distance, but only when they're not chasing players???
  • also it's basically impossible to use audio to tell when they're chasing vs. wandering
#

imo this change just really doesn't make any sense and it makes them less readable so i think it's bad

#

I've never cared enough to fix it until now but if i'm messing with coilheads anyway, seems like a good opportunity to squeeze this in too

raven patrol
#

Yes please do finally address that

#

I have been #1 v70 Coil Head animation speed hater

daring oar
#

v0.3.2

  • you need scf for infestation rework to work now go try it (you can disable the settings if you dont like them though)
  • added thumper infestations sorry it took so long alex
    • more infestations coming soon... i hope
  • tweaked dine's consolidate setting a bit to have less maximum value but also a little less tedious
  • cruiser instakill forest giants setting
    • cruiser durability rework soon... i hope
  • "Coil" "Heads"
    • added a disable recharge setting for leubes which i will NEVER EVER USE!!!
    • "fixed" their walk animation speed so it's more consistent and clearly defined
civic parrot
#

Dang all the mods in my modpack updated.

raven patrol
#

Yay!

daring oar
#

@unreal ginkgo @balmy pier i think it was the two of you that asked for it before

#

honestly i was getting really pissed off at a hoarding bug last time i was playing the game

#

because of the endless aggro cycle from proximity

balmy pier
#

i mean

daring oar
#

so i guess i actually will introduce something to reset their "annoyance timer"

#

probably just whenever they aggro

#

it will go to 0

#

so it won't endlessly calm down while flying into you, then immediately re-aggro

balmy pier
#

the thing is
it does make sense for them to become angry from not respecting their personal space

#

...at the same time

#

the timer not reducing back is just

#

ourgh

#

and really its only an issue for the case of them wanting to pick up maneaters

#

if they want to do that, theres only a few ways to make them stop

unreal ginkgo
# daring oar because of the endless aggro cycle from proximity

Your explanation for them being territorial animals was valid, but we still personally just do not find the mechanic fun in a gameplay sense. Lethal Company isn't Rain World where it can just get away with being bullshit due to the generous save points the game provides to you

balmy pier
#

and if you pick it up in front of them instead

daring oar
#

yeah i just hadn't ever really encountered the situation where it was a problem

balmy pier
#

you just get fucked

daring oar
#

and it made sense with their lore

#

so i just never cared before

#

but now i have seen how irritating it is

#

i finally understand why it's a problem

#

lol

balmy pier
#

its the same reason dogs resetting their search routine is annoying

#

sure, it makes sense from a realistic standpoint

#

but i fucking hate dealing with it

unreal ginkgo
balmy pier
#

they do it after finishing investigating a noise

#

always

#

while you can use this advantageously

#

most of the time, its not beneficial

#

it just makes them stay where you need to walk often

#

but it does make realistic sense why they do that

unreal ginkgo
#

what do they do in this state?

daring oar
#

i understand this is an annoyance in a specific circumstance but also i think it's pretty easy to just move away from the dogs and lure them somewhere else

#

and fixing this might also be kind of annoying im not sure exactly how zeekerss has his code setu p

balmy pier
#

thats it

unreal ginkgo
#

...?

#

Okay

balmy pier
#

ok i guess you didnt know, i thought you did

unreal ginkgo
#

Seems like a fair universal threat for most entities, besides forest keepers deliberately wandering away from the ship

balmy pier
#

so its what every monster uses to just randomly pathfind on navmesh

#

they choose an AI node to check off
every monster has a different distance they must get to for the AI node to be marked as searched
then a separate radius bubble they have spawns and additionally checks off every other AI node within it

#

9 times out of 10, monsters will follow a back-and-forth search path

#

it is insanely predictable and most easily noticable with thumpers and forest giants

#

when AI nodes are checked, monsters will never select them as one they can pathfind to, unless the search routine is reset from them checking off every single one

#

but the eyeless dog has a unique function where the entire routine is reset after it investigates a sound it heard

#

so if you make a noise sprinting and it hears it, lets say in front of the ladder at assurance

#

but its search routine wanted it to go towards main entrance

#

after its done investigating, every AI node it has checked gets unchecked

unreal ginkgo
#

This is annoying, yeah, but the point of Lethal Company is in general to be an inconvenience simulator

#

This isn't a hoarding bug situation where it's almost a death sentence if you have no shovel, I'd say

balmy pier
#

well this is a more subjective annoyance

unreal ginkgo
#

You can also just use the jump exploit to hop away from said dog, so

balmy pier
#

and i was just explaining what the search routine is

#

i dont know how anyone would find the hoarding bug thing not annoying, especially if it wants a maneater

unreal ginkgo
#

We have Niche Tweaks, which removes that dumbass bug oversight* intentionally kept in the game lol LitanyHopeful

balmy pier
#

oh did they release that

unreal ginkgo
#

Mhm

daring oar
#

what jump exploit are we talking about

balmy pier
#

bunny hop as you call it

unreal ginkgo
daring oar
#

oh

#

ive had a fix for that in BF for months

#

years actually

#

it was in like the second update

#

lol

unreal ginkgo
#

Purple doesn't use it, so

#

That's why I brought it up

balmy pier
#

i only dont because of them plus earth leviathans being the most unfair monster combo in the game

#

its not because of the search routine reset

unreal ginkgo
#

I wouldn't call it a crazy unfair combo when combos like coil-heads + thumpers exist

thin comet
#

Use the leviathan to kill the dog

unreal ginkgo
#

It doesn't happen often anyway really do to just

#

how uncommon earth leviathans are in general

#

They are practically absent late-game, save for a couple or so encounters on Artifice

balmy pier
#

imagine you have like, 3 big bolts, and a chemical jug on adamance, and you have to crouch to avoid an eyeless dog hearing you, but an earth leviathan shows up also

#

you can drop your stuff, but the dog cant hear it
and even then, its RNG when the leviathan decides to pop out, and just may not for a while

unreal ginkgo
#

Drop all of them, lure the dog and leviathan together, and haul ass backwards either down the fastest route away from the emergin leviathan

balmy pier
#

if the dog hears you too early, then an entire slew of possibilities comes in

unreal ginkgo
#

That's what we consistently do

balmy pier
#

its just a big mess

unreal ginkgo
#

If the dog wasn't eaten, that's fine, at least the leviathan is gone for now. If they were, then even better

balmy pier
#

every other combo has some consistent solution

#

even bracken plus coil

#

actually id say bracken plus ghost girl is worse than that

#

but theres still more you can do than dog plus leviathan

raven patrol
#

Since this mod might be getting some more updates soon, I would like to re-suggest some of my old ideas:

  • Zap Gun fully immobilizes adult Maneaters when zapping them
  • Sapsucker Eggs should have their hatch timer dynamically scale with distance from the ship, that way whether they are possible to get is not entirely dependent on a closer spawn
  • Boombox and Record Player should decrease player character insanity
  • Loud Horn causes Dogs in close proximity to the Ship to enter their unused cowering animation and essentially become inert
  • Loud Horn can disorient Earth Leviathans (since they canonically hunt using sound and vibrations)
  • Binoculars could be make into a functional item that allows you to see through Fog/Blizzards

I also have a new, radial idea for buffing Zap Gun more, which is to make it be able to destroy enemy vent ducts, kinda like in really old LC betas iirc. You could create semi-safe areas around entrances by removing enemies’ ability to spawn right there, but it is not OP because it would take a long time to locate and destroy most of a map’s vents. Plus with the new SCF mod you could make enemies able to double-up in a vent if there are not enough on the map for an incoming spawn wave. Just an idea…

daring oar
#

but i can probably at least sneak in the first of these pretty easily

raven patrol
#

Epic

dawn locust
#

Is there no way to disable this? It's overriding my LunarConfig values

#

Oops, didn't mean to ping but yh

daring oar
#

if you're using lunarconfig you should enable the "kill switch" in the moons settings

#

im nearly certain i dont patch anything if that's enabled

#

i've missed a couple spots here and there but i've fixed them when i've become aware

dawn locust
#

Got it, thanks 🙏

unreal ginkgo
#

Like masked on Assurance if you don't have the interior entities setting enabled in Lunar

daring oar
#

certain settings are probably compatible by accident but i have 0 intent to guarantee compatibility

#

if you're using something like lunar config you can just copy my changes over anyway

#

lol

daring oar
#

as an offer to "anybody who's interested"

#

i would just use lunarconfig myself TBH if not for the fact it doesn't host sync

#

very rarely are my friends using an identical profile to mine so BRB was supposed to let me make balance changes without them constantly editing configs

#

also BRB lets me edit enemy behaviors (which would exist regardless of lunarconfig)

unreal ginkgo
#

Since you're unsure about the compatibility, d'you mind giving us the values of all of these? (The entities specifically)

#

We're gonna huff compium and hope the snowman thing still works

#

Since we use Rebalanced Moons and Map Improvements

#

Oh wait, I can just change this

#

Are snowmen still within the game files, or have they been removed completely?

runic cobalt
#

they're still in the game files iirc

unreal ginkgo
#

If they are, we'd appreciate if you gave us the rare curve string for snowmen and tall snowmen too

#

That way we can practically use all your settings without actually conflicting with ButteRyBalance's moon edits

raven patrol
#

I think the Wiki lists some of these

#

Thunderstore Wiki that is

unreal ginkgo
#

It does not

daring oar
#

snowmen

new(0f, 1f),
new(0.91526645f, 0.51239717f),
new(0.9849292f, 2.1915612f),
new(1f, 20.047966f)

tall snowmen

new(0f, 0f),
new(0.5777875f, 0.1802702f),
new(0.974945f, 0.6073564f),
new(1f, 3.4162483f)
raven patrol
#

Offhandedly I think Circuit Bees were given a weight of 31 iirc

#

I was there when this was being discussed to be added to the mod

unreal ginkgo
raven patrol
#

Offense v66 interior weights:
Facility: 150
Mansion: 4
Mineshaft: 300

#

Assuming this is what BYB uses since it mentions v66 in the Wiki description

daring oar
#

that combined with the butler manor chance multiplier (1.7x) makes them 25

#

the idea is just i basically want them to feel identical in manors but show up less in mineshafts

daring oar
#

for vow it's like 50/300 factory/mineshaft

unreal ginkgo
#

?

daring oar
#

i dont know how lunarconfig is formatted

#

but the values i gave are x and y

#

in order

#

for each keyframe

unreal ginkgo
#

Alr, ty

daring oar
#

lol

#

it looks like i made a mistake with the infestation rework

#

which would cause infestation enemies to get stuck at reduced power level until you reoboted your game

#

and this mistake appears to have been in the mod ever since i added infestation reworks

#

i had 2 lines of code backwards

#

surprised nobody ever seemed to notice that

#

myself included

thin comet
#

hotfix?

daring oar
#

i need to release an update for this mod anyway

#

i want to deprecate ventspawnfix and migrate it to spawncyclefixes

#

so i guess i will do this at the same time

daring oar
#

i will be deprecating many of the changes in this mod

#

it appears

#

zeekerss reduced outdoor power on adamance

#

shrunk march

#

dine got a bunch of power adjustments

daring oar
#

ultimately some very confusing changes across the board

#

vow, adamance, and dine all had their mineshaft chance reduced (on dine it was reduced to be even lower than rend)

#

dine got its outdoor spawns fucked up pretty good

#

75% chance of forest giants (up from 60%) and 9 power level means getting 3 is possible again

#

also had its indoor spawns completely changed

#

reduced from 16 power to 10 (same as rend) and now:

  • increased: snare flea, slime, bracken
  • decreased: butler, barber
#

offense got "buffed" by adding 1 extra scrap to its max spawns and nothing else changed

#

assurance also got buffed with less maneaters and more sapsuckers and no other changes

thin comet
#

Any fixes for multiple barbers?

daring oar
#

barbers are totally unchanged

#

i have no idea what im gonna do with this mod

#

i can remove many of the changes i made

#

but im probably gonna have to totally rewrite the wiki at this point

thin comet
#

All moons have that diversity meter?

daring oar
dense flicker
#

Take your time

thin comet
#

It looks like rend has dine scraps too

wind spoke
#

what

daring oar
#

yes

#

rend has the same chance of spawning feet as zed dog now

#

for some reason

#

lol

#

that's all though

wind spoke
#

oh

#

thats like nothing

daring oar
#

anyways playing v80 i feel like ive been going through a bit of an identity crisis with this mod

wind spoke
#

minor cool feature on rend

daring oar
#

so many of the changes i made have either been made to vanilla or no longer make sense with vanilla

#

moon changes

#

i mean

#

the infestation rework, enemy changes, etc. i think those are all still pretty much fine

wind spoke
#

I think a lot of them will have to be reworked

daring oar
#

i feel like i cna't really condone leaving my moon settings on as "the intended experience" anymore

#

like evne im not really happy with that now

wind spoke
#

reading "rend has dine scraps" made me think that Zeekerss was evil and just completely killed Dine's gimmick so that Rend also has it

#

I like how ||Cadaver Blooms can spawn on Rend and Dine|| though, thats cool

cloud halo
daring oar
#

i will make a list somewhere

runic cobalt
#

doesnt 1a3's website have a section for that kind of thing?

#

i dont know if he pulls the changes automatically though

daring oar
#

he has all the stats listed but hasnt written a changelog for v80 yet

runic cobalt
#

it's definitely possible if he runs the game once and has something setup to compare previous data but no idea

cloud halo
dense flicker
#

So how does the changes of the fox compare to what butterybalance did plink

daring oar
#

all i did in BRB was lower its HP to 6

#

so it was easier to kill with the shotgun or explosions

#

that change would technically still be relevant (although if im being honest i didnt even play with it on because i think the fox dies too easily for my taste, in hindsight)

dense flicker
#

Oh huh, I thought you changed up the spawns of veil shrouds

daring oar
#

i disabled vain shrouds on titan and embrion *initially

#

but then i removed that because that became a feature of yesfox

dense flicker
#

Ah

#

Did yes fox make tweaks then

daring oar
#

no but yesfox added the ability to configure shroud values for individual moons

#

so i just told people to disable them on titan/embrion using yesfox instead

dense flicker
#

Lol fair enough

#

It just seemed tamer

#

Maybe that was official behavior

raven patrol
#

Looks like Cadaver Growths are gonna be the problem child of v80, their spread rate is too high for a 2 power enemy imo, plus not being able to spray yourself with Weed Killer akin to hitting a Snare Flea off your head feels a bit dumb

analog cypress
#

Allow me to drink weed killer.

raven patrol
#

I mean if it’s good for the Cruiser it’s good for us obviously

daring oar
#

serious question for you folks

#

would anybody be like

#

upset if i just deleted almost all of the moon settings from this mod

#

completely

#

there's a bunch of these i kinda just feel like removing

#

and another half of which i kinda feel like people would rather just disable and use something like lunarconfig for

daring oar
#

shrink march used to reduce march from 2x interior size to 1.8x interior size

#

but now vanilla march is just 1.75x

raven patrol
#

The only setting that does not have a mod equivalent is the option to remove random events on Experimentation only. The random event config mods I know of only have global settings.

I also think keeping “Bigger on the Inside” for Embrion would be cool, we can do that one via other mods but would be a bit more work.

Only thing I would say otherwise is you should consider releasing a repository for the weights/strings you used for scrap and enemy rebalances. Esoteric stuff like that will be hard to fully replicate blind even though we have the ability to.

#

WeatherInjector: weather rebalances
Lunar Config: basically everything else

#

Also I remember you saying things like Butlers having increased spawns in Mansion were made with your rebalances in mind, so those would need retooling

unreal ginkgo
#

I'd still wanna see the little guys

daring oar
#

well i wouldn't be removing absolutely everything

#

but there's a lot of stuff i dont really agree witha nymore and dont feel like maintaining

unreal ginkgo
#

Fair

raven patrol
#

Snowmen can be added back via Lunar

thin comet
#

I trust your vision

turbid basin
#

I really like many of the settings, although I'm not sure if Dine's outdoor spawn changes worked as I still only got giants and dogs.

Assurance and Offense options were really good.

ripe tartan
#

honestly wasnt really using the moon specific stuff, i love the enemy and item stuff, and some global stuff - the outdoor and indoor fog changes and the smaller mineshafts

analog cypress
#

I also don't mind some balances going away... Assurance nerfs are great and masked on Offense was an funny experience

#

Coilheads on Vow is unfair, especially when it has an guaranteed bracken

thin comet
#

Assurance being nerfed and Offense buffed are really great.

dense flicker
#

I default to your judgement

#

Offense i still think could use some love until a rework (if it ever happens)

shut torrent
#

I really like the moon options for dine, since changing the scrap back to what it was before v73 is really nice

dire sedge
#

i do really like the numbers rebalancing for dine yes

stiff tusk
#

does spawncyclefixes work on v81?

daring oar
#

zeekerss made a bunch of changes to the spawn system and i got about halfway done with updating for it before burning out

#

it is gonna take me a while

stiff tusk
#

take your time man

shrewd shale
#

@daring oar [21:57:07.7194463] [Error : Unity Log] TypeLoadException: Could not resolve type with token 01000043 from typeref (expected class 'DunGen.RuntimeDungeon' in assembly 'Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null')
Stack trace:
System.Reflection.MonoMethodInfo.GetMethodInfo (System.IntPtr handle) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0000)
System.Reflection.RuntimeMethodInfo.GetPseudoCustomAttributes () (at <1071a2cb0cb3433aae80a793c277a048>:IL_0002)
System.MonoCustomAttrs.GetPseudoCustomAttributes (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType) (at <1071a2cb0cb3433aae80a793c277a048>:IL_000C)
System.MonoCustomAttrs.GetCustomAttributesBase (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inheritedOnly) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0021)
System.MonoCustomAttrs.GetCustomAttributes (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inherit) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0037)
System.Reflection.RuntimeMethodInfo.GetCustomAttributes (System.Type attributeType, System.Boolean inherit) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0000)
ButteRyBalance.Plugin.NetcodePatch () (at <cd7c9313b29c43878697124d669f827f>:IL_0023)
ButteRyBalance.Plugin.Awake () (at <cd7c9313b29c43878697124d669f827f>:IL_0000)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:DMDBepInEx.Bootstrap.Chainloader::Start()
MonoMod.Utils.DynamicMethodDefinition:TrampolineBepInEx.Bootstrap.Chainloader::Start?-772153468()
AsyncLoggers.Patches.ChainloaderPatch:DetourStart(Action) (at ./Preloader/src/Patches/ChainloaderPatch.cs:42)
MonoMod.Utils.DynamicMethodDefinition:HookBepInEx.Bootstrap.Chainloader::Start?-834636856()
UnityEngine.XR.Management.XRGeneralSettings:Awake()

#

newest version

daring oar
#

i havent updated brb at all

#

so this is to be expected

daring oar
#

okay guys i think this is it. this is the last mod i have left that needs a v81 update

#

i realized while i was talking with cookie i might have been over-estimating how difficult finalizing the update for SCF was going to be

#

so i powered through that tonight

#

which also cleared VSF and barber fixes off my plate

#

with all the dependencies updated, and nothing else in my catalog requiring fixes, that means the path should be clear for me to finish BRB

#

but i have to decide what exactly that's going to entail now, i guess

jagged nexus
#

MeleeFixes is fine as is?

#

I haven't actually added it cus idk if it's still needed

daring oar
#

it works fine in v81 and he hasnt changed any of the stuff im changing

jagged nexus
#

Alright good to know

daring oar
#

there is that snare flea problem but as far as i can tell

jagged nexus
#

You prolly should just do a version bump then to confirm v81 compat for people

#

lol

daring oar
#

that's a bug with vanilla, and it's not even necessarily a problem that i can fix

#

at least, not with weapons

#

it seems like it's a bug with the actual snare flea

#

as far as i can tell

#

anyways

#

im thinking im gonna delete just about every moon setting from this mod

#

at least the ones that are possible to change with lunar config

#

i no longer agree with all of the changes ive made and most of them are easy to recreate yourself anyhow

#

and it gives me less stuff to maintain that im not actively using

jagged nexus
#

Yeah very fair, it would remove a ton of overhead from the mod

#

and Zeekerss did rebalance some of the moons with V80

daring oar
#

i will probably keep some of the stuff that to my knowledge is more difficult to replicate

#

like dine's "fix floods" setting im not sure you can do with lunar config so that will probably stick around

jagged nexus
#

Ye

daring oar
#

there's also a lot of shit that's just obsolete

#

like i deleted the "shrink march" config because all it did was make march 2x -> 1.8x

#

but then zeekerss made march 1.75x and also shrank the 3-exits factory variant

#

so march is like ~1.59x now

#

lol

#

i have a few things in mind for the cadavers, mainly just number tweaks

#

but the vast majority of the update is just going to be housekeeping and hopefully i will not make anybody too upset with what i plan to remove

#

we shall see in any case

#

that being said im gonna go to bed and start on this again tomorrow

jagged nexus
#

March is so much better now

#

The new layout is amazing, and the interior doesn't suck anymore

#

lol

jagged nexus
#

@daring oar Just to let you know you did not add SpawnCycleFixes as a dep for BarberFixes

#

Dunno if you meant to

#

You did lol

#

But yeah it has no dep rn other than BepInEx

raven patrol
crude pier
raven patrol
#

Offense was not buffed in v80, but Zeekerss said in the Zeekord he does have plans for it

crude pier
#

ooo

#

I love how hard offense can be, just wish there were less two-handed items/better loot

#

having to dodge 4 turrets and 6 mines is amazing /serious

raven patrol
#

Ye, we still have March as the 2 handed mania

thin comet
jagged nexus
#

It makes it way easier

#

lol

thin comet
#

Only the first hit

#

Then I running and keep hitting them

jagged nexus
#

If MeleeFixes is affecting Snare Fleas it may just be smth with a cached reference since he did change smth with Snare Fleas

unreal ginkgo
#

without meleefixes installed, you can hit snare fleas consistently just fine

#

what

dire sedge
dire sedge
#

BUTTERY THE GOAT greed 🔥 🔥 🔥 🔥

#

so awesome im very happy for you

unreal ginkgo
#

I could hit snare fleas just fine without meleefixes solo in v80

#

Am I tweaking

dire sedge
#

dunno what to tell you

#

if you haven't been having the bug that's definitely good lol

#

it sucks

#

but a lot of people are getting it

unreal ginkgo
#

I mean yeah snare fleas are bugs

dire sedge
#

Alright

unreal ginkgo
#

(Well not technically but fuck you)

dire sedge
#

GRRR

unreal ginkgo
#

Centipedes

dire sedge
#

sends my army of centipedes after you

unreal ginkgo
#

I’m so cute and innocent

daring oar
#

id do it if zeekerss made barbers spawn in pairs, but because thats not default behavior and a config not everyone will use, it's not really a requirement

daring oar
#

max scrap was increased from 17 to 18

#

and mineshaft chance went from ~40% to ~80% which is +5 items compared to factory

#

with adamance also getting nerfed

#

offense is actually the most lucrative free moon right now

#

but because we live in a universe where offense getting "just buffed" is inconceivable

#

this was met with zeekerss also increasing trap spawn rates

daring oar
#

and with it being a mineshaft that also means having a ship guy deal with the traps feels pretty bad

#

anyways the loot itself still sucks but it spawns so much more than any other free moon rn that it still actually winds up on top

#

anyways

daring oar
#

but someone in zeekcord reported the snare flea bug in a purely vanilla game

#

so something is wrong with vanilla itself it would seem

#

i have no idea if meleefixes is somehow making the issue replicate more frequently (if it is id have no idea how) but it's definitely not the cause

unreal ginkgo
#

Shovels and snare fleas have worked fine ever since I disabled MeleeFixes

#

I have not encountered the bug ever since

daring oar
#

they literally said "this was 100% vanilla" and this is the same person that was reporting a bunch of other bugs after the beta released

#

all of which were also 100% vanilla

unreal ginkgo
#

Oh

#

I see

#

Weird

daring oar
#

like again

#

i wouldnt necessarily say "meleefixes is absolutely not contributing to the problem"

#

but it is not the only source of issues

#

and if it was causing issues id expect to be able to tell why

#

but nothing im seeing makes sense for "oh this would break shovels"

unreal ginkgo
daring oar
#

i might need to re-rip the latest version and compare the snare flea's prefab

#

to v73

#

i wonder if the gameobject colliders changed

unreal ginkgo
#

i see

daring oar
unreal ginkgo
#

oh

daring oar
#

manor just gets the short end of the stick

#

Lol !

daring oar
#

at this point i believe all shovel damage logic is identical to vanilla now, since there's nothing left for me to fix in that regard

#

meleefixes mostly fixes knives (which still have collision issues when someone watches you on cams...) and shotguns now

runic cobalt
#

waiting for meleefixes to fix landmine damage surely

daring oar
#

i am seeing one way that meleefixes could make the snare flea problem worse but only if they used a specific flag on their collider

#

which they don't seem to use!

#

i will still push an update for this

#

just to be safe

daring oar
#

and zeekerss changed snare fleas in "the build before that"

#

so im still skeptical

#

actually wait nvm

#

i see what's happening here

#

meleefixes 100% without a doubt makes the problem worse

#

very quick and easy hotfix, and i still can't explain how it happened in vanilla, but i will push a hotfix for melee fixes which will at least avoid making the problem worse

thin comet
unreal ginkgo
#

Yeah

#

I don’t want install more shit to use features that the mod had previously, thanks

dire sedge
#

that's pretty rude

daring oar
#

the biggest crisis im running into with this mod right now is that it includes a bunch of changes i don't even use or support anymore

#

but i have to maintain all of them if i leave them in as settings

#

zeekerss and i had completely opposing ideas of adamance balance

#

and so all of the settings i've implemented i feel like just conflict with both zeekerss' vision and my "new vision" of adamance

#

i could just disable it and leave it as is but that sort of thing gets messy and irritating to maintain

#

i dont plan to remove stuff that is more specialized

#

like all the coilhead AI changes you can't just replace with lunarconfig

#

but like

#

if people just want the scrap table settings from this mod

#

i could format them as lunarconfig strings and just give those

#

and then i can remove the settings which (i feel like) very few people are using

#

which makes the config more wieldy and makes updates easier to do going forward

unreal ginkgo
#

I could’ve worded more respectfully, but my sentiment is that installing complex mods over what you have already is, not really annoying, but I feel just unnecessary

#

I’m not trying to convince you to keep the features though. Your mod, your rules

#

Weather injector fries my brain

#

I apologize for coming off as rude

daring oar
#

i would agree with this (and historically have agreed with this)

installing complex mods over what you have already is, not really annoying, but I feel just unnecessary
but i just get the impression that a lot of the BRB userbase is already using lunarconfig and is just supplementing their modpack with some specific changes from BRB and disabling most of the stuff that conflicts or is unnecessary with lunarconfig

#

maybe im overestimating how many people this applies to

#

but i know that you have asked me about lunarconfig values before

#

ANN and purple use lunarconfig for their modpacks now (im actually not even sure purple uses this mod?)

#

lunx uses lunarconfig i believe

#

etc.

#

so if so much of my userbase is using lunarconfig, and so much stuff in this mod is stuff that you can already do with lunarconfig that im not even personally using myself

unreal ginkgo
#

I used to configure my stuff a lot, even moreso than Purple, but I generally find what you and Zeekerss more preferable and fun, and I don’t want to hassle you for literally every string and weight you’ve done

#

So I just prefer what you two spoon feed me now

#

My game design skills are not very good

daring oar
#

lol

#

well

#

i guess i will have to figure it out

unreal ginkgo
#

I’ll adapt and overcome if this stuff just ends up getting removed though

#

It’s not the end of the world

daring oar
#

im probably going to be making changes to what i have regardless, and im probably gonna disable a bunch of shit by default, but if there is really support for these settings and people want to have them

#

then i will try not to remove more than what is necessary

thin comet
#

I use lunarconfig, but it has a few options I don't understand like curves.

unreal ginkgo
#

I gave up on redoing my modpack since spawn curves are just so fucking tedious

#

Last moon I worked on was Vow

#

Experi and Ass got full overhauls from me before I just decided to shoot the modpack in the back of the head after I left Vow in a limbo state

unreal ginkgo
analog cypress
#

I don't wanna be rude also, totally understand what you're saying and I don't mind removing stuff that doesn't align with your/Zeekerss vision. My problem and maybe of a bunch of people is that mods like LunarConfig have a ton of overload information that it gets confusing and it's just easier to download a mod and enable a option that makes fair changes like this one

raven patrol
unreal ginkgo
#

I already likely have a learning disability already

#

So I just 💥

daring oar
#

i am probably still going to simplify and remove several settings

#

regardless

#

like im probably gonna remove some of the scrap settings i have going on with dine

#

i feel like just having "vanilla", "consolidate", and "rollback" as the only 3 settings should be "good 'nuff"

#

a lot of what i was doing with that setting was just experimentation to see what would stick

#

and personally i've settled on the former 2 options

#

as being "it" for me

#

i also dont really care that much about making minute scrap adjustments to different moons anymore

analog cypress
#

will you keep the scrap weight changes at least? stare

daring oar
#

so i will probably remove the settings that adjust stuff on rend, vow, etc.

analog cypress
#

Or it's just moon related configs?

daring oar
#

so i feel better about keeping those

daring oar
#

although i might adjust yield signs

analog cypress
#

yay

daring oar
#

zeekerss increased stop signs from 24.15lbs to 28.35lbs

#

so with that setting making yield signs 31.5lbs there's basically no difference between them except sell price

#

it was kind of nice having the trifecta of 13.65lbs shovels, 24.15lbs stop signs, and 31.5lbs yield signs

#

but the stop sign nerf really crushes that range

#

maybe i should just go the complete opposite direction

#

and make stop signs and yield signs lighter weight

daring oar
#

so you have "better shovels" which you can't store in a belt bag, lose on team wipe, and which hold monetary value you risk losing by taking it inside

#

then shovels are just the consistently available option by store purchase

analog cypress
#

Don't do this with the shovels, they can't even be put on the utility slot

#

it'll end up getting the lockpick treatment

daring oar
#

this is something i will consider though honestly i think it's out of scope for the v81 update im more worried about just getting something functional released before i take too much longer

daring oar
#

anyway

analog cypress
#

i trust your decisions, take your time

dire sedge
#

take as much time as you need for anything else you wanna add yeah! ^_^

daring oar
#

idk i was just working sloppy or what

#

but apparently i fucked a bunch of stuff up with the way i implemented infestations

#

more specifically the whole "infestation enemies take up 0 power level for the day" thing

#

it apparently caused the infestation enemy to just start taking up 0 power

#

period

#

until you restarted the game

#

because the system i had in place to restore their original power level was broken in more than one way

#

and somehow i just never noticed or did anything about it???

daring oar
#

i just became aware (like right this second) that it was broken even worse in another place

#

literally how did i even let this happen

#

anyways it should be actually fixed now

#

for v0.4

daring oar
#

honestly im feeling a lot better about the state of the mod now that i've gotten to work some on new v81 stuff

#

and after conversing about it earlier

#

it has felt like a giant block of lead i was just unable to move

#

for weeks after v80 beta

#

and now im feeling optimistic about it for once

#

i still think the next update is going to be a little bit of a mess, so sorry about that

#

also im still not sure when i can have it done

#

but i think it will be "Okay"

dire sedge
#

i'm very happy you're feeling better about it now :-) ❤️

shut torrent
#

Although I'm not which one out of both the stop sign and the yield sign to make lighter

#

I'd assume you'd make the stop sign lighter since that's the more costly one, but visually speaking the yield sign looks a lot more lightweight than the stop sign

#

As for moon changes, The dine scrap changes as well as the eclipsed spawn weight changes for various moons are the only ones I super duper care about I suppose. Most of the other changes were really cool and I had a ton of fun with them over the last year or so of playing but it's not a dealbreaker if they're removed

#

I would say if you don't feel that the moon changes currently reflect either your/zeekers vision for the game, instead of scrapping them althogether, you could instead make new rebalances that better fit how you feel the moons should be

#

Although that would take time and effort, and as you said it would make the mod harder to maintain

#

Also, I know I said this before in another thread, but I'm just posting this for posterity so that everyone else can see it: Having shovel input buffers implemented would be really cool :)

daring oar
#

i would probably make stop signs lighter since they have more sell value

#

but i do agree intuitively it makes more sense that yield signs would be lighter

#

so im not sure

#

i've decided that for this next update im gonna remove a lot of the "junk"

#

like vow's "adjust scrap" setting is barely doing anything in the long run and just feels kind of unnecessary

#

and i dont feel like maintaining that

#

but for some of the more impactful stuff i will keep it and just disable it by default if i don't agree with what it's doing anymore

shut torrent
#

Completely understandable

daring oar
#

im thinking i might want to do another balance pass on the moons again, but in a different light

#

im not sure if i'd make a bunch of per-moon settings for this

#

but like

#

maybe just having one big checkbox that's like "overhaul moon diversity"

#

and makes a bunch of changes across the board

#

i'd really like to emphasize the fauna descriptions on the moons a lot better

#

i think it's really weird that adamance spawns masked now

#

since cadavers are like adamance's "big mimic enemy"

#

and adamance is no longer just "the moon that spawns everything"

shut torrent
#

I haven't been keeping up with v81's changes it seems

daring oar
#

meanwhile i think masked fit really nicely on offense and so historically i've just given players the ability to enable masked on offense

shut torrent
#

Oh wait nvm I'm dumb

daring oar
#

but i think my new vision is more like... i'd like to move the masked from adamance to offense instead

#

there's a lot of stuff i'd like to change in tandem with each other across the entire moon scene

shut torrent
daring oar
#

yes

#

another issue i have with offense is the existence of the bracken

#

technically the bracken is killable but if you're killing the bracken you're not really "dealing with the bracken" as its mechanics are intended to be

#

the bracken is more like a silent stalker type that's a persistent threat which you have the option to kill

#

but it's strongly discouraged

#

meanwhile thumpers are like "kill me or you can't access this part of the building anymore"

#

offense having both cakes feels really weird and conflicting

#

and it means the day-by-day experience on offense comes down to a lot of uncontrollable luck

shut torrent
#

Yeah I getcha

daring oar
#

i'd like to make a concentrated effort to establish more of a specific gameplay identity for each moon because right now i think the game is just too varied and unpredictable

shut torrent
#

Offense seems like the vision would be putting all the danger upfront instead of in omnipresent threats that can be played around passively

daring oar
#

having some room for random events to change up the game is fun, like getting a meteor shower in the middle of the day, or walking in on an infestation you weren't expecting

shut torrent
#

The gameplay balance and vision is a bit scattered

daring oar
#

but when you land on a moon like offense and 50% of the time it's stuff like thumpers and 50% of the time it's coilheads and bracken and maneater

#

it's just like

#

what am i landing on offense for

#

i have no idea what it's going to be like each time i play

#

i can't decide if i "feel like playing offense" because i have no idea what offense is even going to remotely resemble for that day

#

i'd like to try and focus in on that i think going forward

shut torrent
#

Because like

#

The way the moons are balanced right now is not necessarily the most easy to understand or reckon with

#

The easy tier 1 moons like exp, ass, or vow are fine I guess, but then intermediate is a bit weird with how offense is currently the most profitable, or how endgame enemies like coilheads or jesters can spawn in on some of them, or how the profit margin seems to go down from offense to march to adamance

#

And then the starting endgame moons like dine are just weird

#

And produce a level of scrap that completely shatters artifice in two

#

Rend seems to be okay

#

Titan is once again weird, since dine's just better if you know what you're doing

#

Embrion is fucked

#

And then artifice is what you'd think would be the endgame moon of all endgame moons but dine exists

#

There's no real "curve" so to speak of moons slowly becoming more threatening/profitable, it just randomly spikes and goes down or up

#

I feel like v90 should be the "moon" update because honestly dine's gimmick would be better served elsewhere

#

Like in a higher tier endgame moon or something like that

#

And honestly even then I think your "consolidate" option should just be vanilla

#

@daring oar

thin comet
#

And Embrion? 1000QuotaStare

shut torrent
#

Make 3 new moons after the intermediate ones, give them all low cost but marginally higher profits

#

Make embrion one of those moons

#

And then rework embrion from the ground up to be better

#

Or at least, that's what I'd hope for in the final version of lethal

#

11 moons is just too little

#

And embrion deserves to be more than just a joke/bad moon

wind spoke
#

I agree that Embrion should be better but I think that it being a non hidden moon would lower its impact

signal stream
#

I think 11 moons-ish could be fine if they had a lot of work put into them (eg. in the direction of the march remake)

shut torrent
#

Liquidation could be reimplemented to be among artifice, and then a new extra moon could be added on top of that to make a trifecta of artifice/liquidation/whatever new moon gets added

#

5 tiers, 3 moons each tier

shut torrent
#

Honestly these days I'm so used to knowing embrion exists that I never think of it being hidden at all

#

And honestly what's the real point of it being hidden anyway, outside of lore reasons

shut torrent
analog cypress
#

Just wanted to say something because I can't be the only one triggered about Feiopars bestiary saying its exclusive to Vow, March Adamance but doesn't spawn on Adamance

shut torrent
#

I'm more bothered that such a cool enemy spawns in so few places

#

I was grinding blood moon a few hours ago and the feiopar encounters are always so fun and intense, and I wish I had to deal with them more often

analog cypress
#

I'm really glad that they have a sound cue when they're about to attack, I don't need to be paranoid to check-up behind everytime like Bracken

wind spoke
#

it makes the world feel bigger

#

I think the powercount inside on Embrion could be nerfed into the ground while buffing the scrap by a bit would be enough to make it not totally a joke

#

since I like the idea of a moon that is pretty easy on the inside but outside its horrible

wind spoke
#

Dine already has the body part thing

#

also its more fair on embrion because you can see what you're getting into as soon as you land

#

instead of being suprised by like 3 giants at once

daring oar
#

that being said it makes sense to me and i personally dont feel like changing it

analog cypress
crude pier
#

I’ve only seen the fox spawn once (and stayed there) on dine

#

And I’ve played a decent amount of the update too

vast orbit
daring oar
crude pier
#

An actually “viable” embrion would be so cool and epic and silly

vernal turtle
#

is there supposed to be a config file for this mod because it just doesn't show up for my friend no matter what he does
This is on r2modman

daring oar
#

if you are using this mod on v81 i doubt it works

#

v0.3.2 is for v73

#

i've still been busy updating this mod to v81 since i'm overhauling most of the stuff in the config

#

i want to say v0.4.0 is "close to done" but progressing nowhere nearly as fast as i anticipated it would

vernal turtle
#

alrighty thank you

thin comet
#

Maneater doesn't cry when a player drop an item, turn on/off a flashlight near them. Is it a bug or a nerf?

obtuse wave
#

please be a nerf 🙏

daring oar
#

im very sorry about the extended wait but i have just published v0.4.0

#

i got much more experimental with the moon config this time

#

retired several settings

#

i do strongly suggest you go through and remake your config

#

either from scratch, or just go through the new settings one-by-one and make sure you tweak it to your liking

#

im most interested in getting feedback for the moon settings

#

and i didnt test absolutely every possible configuration option so i'd like to know if something breaks of course

#

there will almost certainly be a v0.4.1 because i ran out of time to work on a couple specific things and i didn't want to keep delaying this release since the mod is totally broken outside of v73

#

next version will probably include a targeted "cadaver nerf" for adamance

#

and any bugfixes i need to make

#

and then i would like to try tackling v0.5.0 sooner rather than later because im really interested in working on the cruiser and jetpack in further detail

dire sedge
#

30000 confetti for buttery

#

nothing to be sorry about, you did it!!! awesome job

thin comet
#

I almost turn on everything

unreal ginkgo
#

What was the original weight of earth leviathans on Rend again?

thin comet
#

0

unreal ginkgo
#

Original

thin comet
unreal ginkgo
#

Yeah

unreal ginkgo
#

I can't use your setting because LunarConfig overrides it, so I ask you

formal solar
#

The Dine flood fix doesn't appear to be working unfortunately

shut torrent
daring oar
#

do you have the moon kill switch on? if you use that, none of the settings under "moons" apply

#

including this flood change

formal solar
#

I do not have the kill switch on, no

daring oar
#

that is weird

#

i guess i just hope the changes im making will coincidentally fix this for you

#

but the screenshot i sent is from before i implemented those changes

#

so idk what's wrong to begin with

raven patrol
#

Hey Buttery, whenever me and @shut torrent play together, we always run into this issue where he aggros monsters to kill them, but they for some reason have a big habit of switching aggro to me. It happens a lot with Thumpers and Hoarding Bugs, and yesterday it happened with Circuit Bees even. He aggros them and they just immediately beeline for me as if he is not even there.

runic cobalt
#

if you have a clip that would be really helpful

raven patrol
#

Alex should, hopefully he sees my ping

shut torrent
raven patrol
#

Don’t you have other clips though?

#

Thumpers or Hoarding Bugs?

raven patrol
#

31 iirc

#

No wait

#

It is 18

unreal ginkgo
#

Thank ya

shut torrent
#

I'd have to dig through months of footage

#

Or clips from other group chats or servers and what have you

#

But yeah @daring oar I have time to give feedback on stuff regarding the mod

#

Firstly some minor stuff before the moon changes

#

I think the price range of the chemical jug should be improved if it's going to be more heavy

#

Since the chance to find 32 credit jugs is something I've run into quite a lot, and thinking of them being heavier while also having the same price range just feels like they're too punishing

#

I also still think that (if you want to go through with the idea) the concept of stop signs and yield signs being more lightweight than shovels is a really fun idea and should be implemented as a toggable option in the scrap weight changes or something like that

daring oar
#

honestly im not attached to heavier chemjugs

#

i just switched them with yield signs

shut torrent
#

Heavy chemjugs can be good

#

They just need to have a consistently good price range

daring oar
#

if i rebalance yield signs to be lighter i could just give chemjugs their original weight really

#

as for that targeting thing, that's maybe a symptom of v80 ai changes if it feels like a new issue, but i dont really touch monster AI in that way so im not sure how i could fix it

shut torrent
#

What adjective is referring to is monster retargetting

daring oar
shut torrent
#

Stuff like janky thumper AI when multiple players are around

#

Or other things like that

#

I was meaning to ask you if you could look into the weird buggy thumper retargetting because it affects their movement in a negative way and can make fighting them in multiplayer annoying at best and lethal at worst

shut torrent
#

I think either making chemjugs lighter again or changing their price range to be more consistent are both good options

#

And lighter yield/stop sign is also good

raven patrol
shut torrent
#

Yeah I should have mentioned that

#

Buggy thumper AI has been around since forever

#

But anyways

#

Moon changes

#

I think march should have some extra changes, like making the outside spawn pool a bit more evenly distributed

#

Often times when its eclipsed outside, there'll be hordes of dogs that congregate at the ship or around the bridges and make things kinda unpleasant to deal with

#

Mostly it'd be nice to less eyeless dogs and more feiopars, since dealing with feiopars on march is really fun

#

This is also a weird situation to speak of since apparently giants are supposed to be the highest spawn on march, but I rarely see them anymore

#

For adamance, you've already spoken about this, but a option to nerf the spawn chance of cadavers would be really nice

#

That's about all I have to say about adamance

#

I think some of the options for rend shouldn't have been taken out, unless there's some reason I'm not understanding

#

Like the option to decrease the interior size was pretty cool

#

Entirely (or nearly) removing the chance for mineshafts was also pretty nice, even if it was redundant, I'm less affected by the removal of more diverse enemy spawns but I bet other people thought that was cool too

#

I know this sort of stuff can be done with lunarconfig, but not everyone wants to use that mod and I play this mod for your well thought out changes and ideas

raven patrol
#

We got a taste of that last night!

shut torrent
#

I assume that all this stuff on rend got removed because it didn't fall in line with what your new vision for the moon balance is, and I assume we'll probably be getting different options soon, but I just wanted to point it out that having more options for rend is really cool

#

As for dine, the option to spawn masked got removed, I assume that's because you didn't feel they fit there, but I just wanted to ask why is all. I have basically no feedback on dine other than that, it's in a good place

daring oar
#

i plan to add it back in v0.4.1 with a more proper balance

shut torrent
#

Alrighty

shut torrent
#

Oh, also, embrion

#

I'm glad bigger on the inside stayed, since it was a really fun option that hugely reworks the moon and makes it more profitable and viable overall

#

I do wish the option to adjust the entities spawn rates stayed though, since having more non-biological enemies inside gives embrion more of a identity, and I hope more experimental options for other moons get added as well since you really cooked with bigger on the inside

#

The only other thing I can really say is that having shovel input buffering be a thing would be nice

#

But that's basically all the feedback I have

#

@daring oar (discord seperated this message from the other paragraph for some reason)

daring oar
#

dine is already something so different now i feel like the two moons are no longer in direct competition with each other

#

and when rend isnt totally overshadowing dine i just dont feel like i need to change it all that much

#

many of the old changes were just supposed to emphasize rend as the beginner's tier 3

#

but now i think dine's unique profit model is already going to basically accomplish that

vapid pier
#

Maybe just me but it's kind of a turn off (Dine infinite scrap but no value)

#

like idc about if it's like

#

good or not

#

it's just

#

not fun

daring oar
#

rend doesnt really need buffs like a smaller interior

#

but i also feel like it doesnt really need nerfs anymore either since it isnt like dine anyway

#

so i was kind of happy to throw away most of my changes

#

the "reduce mineshaft" setting was fairly minimal in impact, vanilla rend is already like 8% chance now and the setting made it like 4%

#

i made that change because i like rend being the manor and i think the mineshaft chance being so high kind of messes with the big manor reveal

#

but nobody playing lethal company with brb hasnt already seen the big reveal

#

just didnt feel worth maintaining the setting for such a small difference that isnt even motivated by a specific goal anymore

#

i could probably restore the shrunk interior setting if that is really desired but i dont think i need to mess with rend anymore outside of that rn

shut torrent
#

All of that is understandable when reading your perspective on it

daring oar