#Charlotte's Labyrinth [Moon/Interior]
1546 messages ยท Page 2 of 2 (latest)
first confirming this works ingame synced, then the REAL fun part begins
||ideally i want QB to trigger turrets, landmines, spike traps, and be able to die to all 3||
HOLY SHIT
okay so i did some guesstimating on how much force to apply when QB walks over a landmine...
and uh
turns out 500 is enough to push QB so hard he clips through the map and into the stratosphere
oopsies!
PERFECT
LMAOOOOO
ngl, I laughed pretty hard to this clip ๐คฃ
finally got around to testing what the conflict is here and it seems to be ScienceBird Tweaks. Can access store when either this or Sciencebird are disabled, but if both are enabled store is inaccessible, weather and quota time remaining and etc are all messed up.
YEAAAH KILL THAT BITCH
it was the special character in the interior name breaking everything, forgot to filter for special characters with my config setup ๐. all fixed now though ๐
Oh! Weird lol
Oh wait I guess mine does contain one
The '
clipping when landing/leaving now fixed!
just gonna set all the cream floor in the interior to the snow tag then do one final test before updating
update out now!
(itll take a sec to be distributed)
if theres any issues, or recommendations, or anything whatever please let me know!
Great work!
Everything looking good so far? Both fumos spawning, etc?
are there specific tiles where most of the scrap spawns in? the map has felt a bit empty item wise any time ive run into it
Every tile on the map except 1 has scrap spawns
Which maybe is a bad idea?
This means it's spread across the whole interior instead of in specific rooms
If you ever notice it feels empty please try scanning in the ship to see what it says
Im curious if it's just spread out or actually unusually low at times
If you could also check your LLL config that'd be great, maybe it's still using the older scrap spawn numbers
I dunno if it was already mentioned here, but ||Charlotte causes || players to lock in place after being revived on the spot
Oh huh, I did not consider the possibility of being revived, I should be able to fix that tho
Oh yeah while I'm here how are scrap spawns? I did some testing and I think it should be pretty balanced, want some more thoughts
Unless we are cool with it being a bit unbalanced, I noticed many modded moons (especially Wesley's) have extremely high scrap spawns for their cost
Currently it should be just barely weaker than dine/rend while being half the price
Also has QB been functioning okay? I did some testing there recently and he seemed to be all good but maybe there was something I missed
Only bug I noticed that's quite minor is when you insert him into that uh ship storage shelf container thingy mod
Smart container I think it's called?
Doesn't really break anything he just still walks around on the ground after you put him in lmao instead of actually being inserted, but the icon stays in your inventory until you pick something else uo
I'd really like for him to be able to interact with all traps someday, even modded ones, but we'll see
fixed this i believe, will include in next update today
Nice, thank you
okay so i did some testing
i have concluded several things
flooded is MISERABLE due to worms, theres literally no land to walk on that isnt water so the worms just obliterate you
interior i think is generating too big, like my other one
The big interior isn't that bad in Tartarus thanks to the chests and the cards for trading scraps, but agreed for Charlotte's Labyrinth, either buff scrap spawning/number or reduce the size ๐ค
Hello again, the interior still feels a bit empty scrap wise, but having more rooms is really nice, even the basic pits with a platform on the middle are very refreshing
Tried to bring QB back but he kinda went trough the ship, he'll meet the company boss another time
Also the moon feel much more alive, really like the new fire exit as well !
QB i dont think will ever be leaving the moon due to being classified as an enemy, but maybe one day i can find a workaround
the interior feeling empty scrap wise i think is due to how large it is generating, like how tartarus was, so scrap is very spread out
i plan on shrinking the generation size later today
iirc, the rodrigo plushie from the surfaced mod is also labeled as an entity, well a red scan at least
you can set any scannable as red, though im not familiar with that plush
but yea you can even set basic scrap as a red scan, its just a float iirc
but QB functionally is an enemy that can be picked up like the maneater
meaning hed only really work on a navmesh unless i thought up some funky workarounds
which might be possible! im not fully sure myself i havent done deep research on it
I believe the easiest way would be to make it drop an item upon death, or pick up the body as scrap ๐ค
Let's be real : How many people knowing the show will let him live ? XD
best way i can think of is somehow making the prefab contain both an enemy and a purely scrap-based object that it hotswaps between when in/out of the ship
but itd be annoying and probably cause a lot of bugs ๐
I guess you can't just tweak a bit the Butler knife drop gimmick ?
wild idea
what if
upon death, QB dropped the weapon of one of the magical girls ?
(I know the weapons are still wip XD)
hmm that could be interesting, though id have to make it one time drop as he respawns
yeah only one or it would be busted, but that guarantees at least one weapon, since they should be pretty rare otherwise
adjusting interior generation size rn before i sleep
and also making QB a bit lighter
beginning work on some big additions rn
||i currently plan on adding 2 entirely new entities, and a bunch of extra mechanics surrounding charlotte (as well as a form of apparatus with MANY unique mechanics if you pull it)||
||exedra has been a huge help with this info, and previews of the idle animations ingame||
animating is hard
theres some minor funkiness to it but it looks good enough i dont think anyones gonna be that picky ๐
WAIT THEYRE SUPPOSED TO FLOAT NOT WALK
SHIT
TOO LATE I ALREADY ANIMATED IT WALKING
is it weird that making these is actually pretty fun to me? i think i might like animating
ooo this is good
||this first enemy will have 2 different attacks it uses at random, one is just a simple bash attack but the other gives you just the negatives of the TZP (blurry vision), though i havent tested if it works yet||
doing first enemy tests rn
@tidal gyro uhhh so i think CRLib is complaining that both my tartarus and charlottes labyrinth mod have the content container bundle the same name, but when i change it it errors out saying it doesnt exist? am i missing something?
heres the error i get when i rename it
it seems to still be looking for "contentcontainer"
despite me changing it in the code
wait did i even put the updated dll in
oops

okay now actual testing
im excited to see if this works
IT WORKS
very early progress but still
big steps
animations are a little funky cuz i think its transitioning back too early
but yeah
Made some more tweaks, works a lot better now
Honestly that's now mostly done lmao
one last mechanic i kinda wanna try is a bit tricky....
im thinking of implementing this.. ||itd work pretty much just like the spider hanging a body||
alr just gonna record the current state before i sleep
nice! thats looking good
||the enemies arent made to be that strong BUT due to the extremely tight hallways i think it works out because having to maneuver around these mazes is already tough enough, having them be OP would just be too much||
ill put some more time in tomorrow, probably a few minor tweaks but then moving onto ||the next enemy, which i think i want to be like a mix of baboon hawks and nutcrackers, they hunt in packs and will attack together on anything they spot that moves while theyre on the search for "cheese"||
itll be... tougher but i think i can do it
the next update ideally is gonna be a major update with a lot of content instead of mini updates
i wanna put a lot of time into this mod before i take my break/vacation in about a week and a half
hm.
this ones got me a bit stumped
the netcode patcher seems to be failing too??
im confused on how my setup could be wrong as i have 2 enemies registered with CRLib, one of which registers perfectly fine and functions ingame with no issue
both bundles look fine
any ideas? @tidal gyro
i assume where its failing is its somehow losing the scripts which makes it all collapse
but im unsure how thats really possible
prefab has it in the project and i made absolutely sure the dll is updated in the profile, checked multiple times
You're using a model prefab
Eh?
Basically there's 3 types of prefabs
I guess technically 4
Normal gameobjects that aren't prefabs at all
An fbx/one imported from like a program that saves only the stuff imported into it
And I don't actually know the names of the other two, but basically when you put your model prefab/fbx you imported into the scene, you were supposed to unpack it and drag it into your folders
Basically you can tell from the symbol what type of prefab you're using
just does the same thing
I would take pictures of what I mean but my phones power button broke off so yeah
Oh wait these aren't model prefabs
Uhh try right clicking the root
And unpacking prefab
THEN drag that into your folders
You could try that but it might not do it, since you seem to already have had the right prefab type
It should stop complaining about stuff being new though
yeah and it was the same as my other enemies which work fine
ill check just in case
yeah no difference
Okay, for some reason the .dll just isn't getting bundled in I think
Do you have the other bundle builder, the one I made?
There should be an option near the top to recursively check for assets or smthn
Tick that, press refresh, and then click on the bundle to see what's inside of it, and screenshot that
It should include stuff like the .dll iirc
this..?
or do you mean the content container
actually no idk what half the stuff you said is
so it must be smth else
Nah it should be an editor tool you imported through packages
It wasn't required but it mightve been mentioned in the crlib stuff
It's still weird though, can you send your entire log?
sure 1 sec
Nah, it's a Unity package thingie
https://github.com/XuuXiaolan/CR-AssetBundle-Builder.git
Ye
Without it I can't do anything since my mod has 50+ bundles
this?
cant really read what it is
Ye it's that
kk
You could also try building your bundle with that option turned on and see if it makes a difference
kk
i wish i could see the actual size of the assets tho
like it doesnt consider compression, etc like regular assetbundle builder
with the preview
this "0.6mb" asset is actually 17kb
Yeah I couldn't figure out where the heck all that info is stored
Cuz it's compressed even more when it's inside the bundle
There's apparently a thing called assetbundle tools analysers or smthn similar that has that info
Yeah it's only accurate about the total size after you build
Idek what that is tbh
i think its like temporary reference files or smth to help Unity figure out shit
not certain
yeah lol
anyways will test
hm wall of text but same errors
Well it's definitely finding everything now atleast
What happens if you don't include that bundle inside of your content container?
Does netcode patcher not fail?
I'm also curious how you're checking to see if netcode patcher failed
netcode patcher still fails
but no pyotr errors
this is the same code i have in the Tartarus mod
so maybe i fucked it up somewhere else
as for what it does i have no idea
but its been there for idk how long
Oh that's how you're doing it? Try doing GetLoadableTypes instead of GetTypes after .GetExecutingAssembly
It should be an extension method in crlib
kk
wdym by after .GetExecutingAssembly
oh
if i used my eyes
that would help
kk ill try it
Lol
I also do netcode patcher before registering the content handlers but idk if that makes a difference
Can you catch the exception and print that out too?
uhhhhhhh
Just add like (Exception e) after the catch and log e.Message
kinda like this? i assume im just a bit off the exact name
Ye that's right
oh wait
Just import like using System.whayevrr thingie
i had exception instead of system.exception
Ye
kk got it
sick
huh.
VTable?
maybe its something with just the script itsekf?
thats just fucking everything
maybe i shouldnt have just yoinked the baboon hawk code and called it a day
Yeah I think u had a problem with like namespaces or an interface or you using an old version of the script
hm
it wasnt under the namespace when i first moved the dll into the project
but i since fixed that and thought if it wasnt adding like new variables i wouldnt have to put the dll in the project again
but ig not
full error
Huh
it is under the right namespace now though hmm
Have yoy got any other dlls in there that are outdated or smthn?
uhhhh wdym exactly like LLL?
i did yea
Damn, ive never seen that warning before lol, script could not be instantiated
Well ignoring that
Have you re added the enemy script reference into your enemyaicollisiondetect?
yep
thatd be the 'QbCollider' cuz i copied over the object and didnt rename it
just reassigned the values
interestingly imperium seems to get the name wrong..?
it obv cant spawn it in but thats weird
oh i see
the scan node is still named Polina
that must be what determines the imperium name
Probably yeah
just gonna test the enemy in the editor for now ig
fucker had it coming
note to self making an enemy "conductive metal" results in this
๐
its also spawning 2 ragdolls when that happens which is interesting
but also how hes being hit while IN the interior is beyond me
the ragdoll absolutely FLYING kills me ๐ญ
fully unintentional behaviour
but now i know if somehow QB is near a metal item when its struck this will happen
(i added 0 of the functionality in for this it just happens to work)
||taking a break from enemies to work on something im particularly excited about... a form of "apparatus" equivalent for this mod! its gonna have a bunch of unique stuff like changed visuals for entire interior when you take it, multiple ways to "trigger" the moon+interior "meltdown" of sorts, etc||
early example
gonna use light cookies for the first time
funnily enough for the dessert interior lmao
gonna mess around with post processing a bit
this is straying farther and farther from vanilla but i think im here for it
||theres gonna be a lot of added visuals around the map like in that start tile with all the little wiggly puffy things, not just post processing/lighting||
||and i know the end result is gonna be a bit... well, trippy at best, potentially vomit inducing for some players at worst so ill be adding a config to disable/adjust some of these effects if anyone needs to||
im gonna leave progress at that today!
okay lets see if i cooked
if i cooked this will be FIRE
the uh cooking i mean not the food i dont wanna burn it

okay it needs work but COOKING IN PROGRESS (interior spoilers)
||post processing also still needs a bit of adjusting||
closer!
update for v73 should be out now! (assuming i did everything right)
please let me know if its working 
W
I'm gonna need to do more testing but I'm getting load errors trying to go down to the moon
I'll post what I got in my console, but I'll need to do more testing with this by itself to be sure it isn't freaking out with something else installed
I'm gonna try disabling Wesley's Interiors, because for whatever reason it keeps selecting Toy Store from it and see what happens lol
`Info For ExtendedLevel: Charlottes LabyrinthExtendedLevel | Planet Name: Charlotte's Labyrinth | Content Tags: Custom | Route Price: 250 | Current Weather: Hallowed
Unviable ExtendedDungeonFlows: Facility, Haunted Mansion, Facility, Facility, Mineshaft, Circus Facility, Atlantean Citadel, Fractured Complex, Greenhouse, Art Gallery, Expanded Mineshaft, Grand Armory, Spooky manor, Black Mesa, PlayZone, Charlotte's Labyrinth, Tartarus, Rubber Rooms
Viable ExtendedDungeonFlows: Toy Store (250)`
Found these upon re-launching
I was able to land, but it force loaded the default facility interior
So basically the same issue as above
@distant shoal Sorry for the wall of textttt
Gotcha thanks for the report! Will do some investigating tonight after work
ohhh i think i see the problem
i updated the .dll which contains references to new content for the mod that isnt in the actual mod yet
well
that might be it atleast
ill do some testing
worst case scenario ill upload the mod with some of the new content just so it atleast works
which might mean figuring out why some of the content completely refuses to function
the error about QB though is really strange and has been haunting me for a while
cuz like the enemy not deriving from EnemyAI is horseshit the main script on it is EnemyAI
this is also interesting
gonna try rebuilding asset bundles
got it workin! mustve been an issue with the old build somehow
just gonna iron out a few bugs and optimize a few things before releasing the patch
uploading now
please let me know if it works but actually for sure this time 
theres a new mechanic i was working on now as well for yall to find 
the rest of that update is unfinished and is not in the mod quite yet
This interior slaps
Thank you for the hard work! I'll let you know asap
Still running into the interior selection issue
But I am able to go down to the moon properly
Re-attempting with just the moon and it's dependents enabled
I think you also accidentally removed code rebirth lib from the dependents?
Something in my config is causing the dungeon problem for me
I cleared out my configs and did a clean set in my test pack and it started working
So it's just figuring out which config file I have to regenerate
Pushing Charlotte freezes you rn btw
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
CharlottesLabyrinth.CharlotteController.TriggerCharlotteInitially () (at C:/Users/adven/Documents/My_LC_Mods/CharlottesLabyrinth/src/CharlottesLabyrinth/CharlotteController.cs:35)
UnityEngine.Events.InvokableCall.Invoke () (at <c39a522eee05469b8171a6cfeb646c59>:IL_0010)
UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <c39a522eee05469b8171a6cfeb646c59>:IL_0049)
InteractTrigger.Interact (UnityEngine.Transform playerTransform) (at <83220f1fc337491eba19b3618ec61339>:IL_00B7)
GameNetcodeStuff.PlayerControllerB.ClickHoldInteraction () (at <83220f1fc337491eba19b3618ec61339>:IL_0125)
GameNetcodeStuff.PlayerControllerB.Update () (at <83220f1fc337491eba19b3618ec61339>:IL_1A68)
Ohhhh
Charlottes Labyrinth isn't the valid in config name anymore
012 Charlotte\ 's Labyrinth is the valid name for LLL now
of course with the space removed, cause the ' is escaped
@distant shoal Other than pushing over Charlotte it seems to be working now that I updated my huge ass LLL config!
Other interiors are generating on the moon properly
Oh? That's strange I tested that and it seemed to be working, I'll do some more testing today. Thanks for the report! I assume the Charlotte labyrinth interior is working fine then?
Actually the Charlotte bug might be if you have an interior on that isn't Charlotte's labyrinth
I didn't consider anyone wanting to use a different one on this moon
My packโs basically a randomizer pack
All interiors have an equal chance of spawning on every moon
But yea the little bit of time running around in it when I was testing it by itself seemed fine
Iโll let you know if I find anything else
oh yea i did lol idk how
thanks for pointing that out
im testing the mod rn and it seems charlotte isnt even synced..? both my moon/interior combos have busted networking somehow but i dont see any errors about it which is super strange
yeah i think i somehow completely shattered the networking again because its complaining about an object attempting to be spawned via the client but that code is written to ONLY be run from the server
which is phyically impossible unless the networking is completely destroyed
im confused tho cuz it isnt complaining about the netcode patch failing...?
ill try putting it through ilspy again
hm no it looks fine i think...

@tidal gyro sorry to ping but could this be a sign of networking being busted? im at a loss here
i seem to have destroyed all my mods again somehow

Could also just be the networking changes with v73
yes and no, i followed the post for v73 networking changes
Ah
but its possible theres a problem with my project already that is making this new update not work with it
im seeing other people had the same issue but theres a few diff possiblities
i also have a fucked up workflow which doesnt help
yeah netcode patcher didnt run for you
:p
Netcode for 2026, make patching gr- no no no no n- I need to be beanling swarmed to death for that
Bah, cring edgyness aside how goes progress?
Good I hope
No clue so far, gonna do some more testing today
the problem has been identified!
working on releasing a patch rn just confirming all works
i dont mean to toot my own horn here but testing this again i really am proud of this mod so far 
maybe its just cuz im a massive madoka fan ngl
WARNING: MAJOR SPOILERS
do not watch this if you want to try the mod blind, its a clip of the finalized progress of this update ^^
looking good id say!
just gonna fix one bug before i upload
Looks great
okay that was easier than i thought, music now syncs when you spectate

should port this code over to tartarus as well
i think thats everything
oh wait i need to check if the config works
it works
uploading now
Wow, I woke up to a lot
You've been busy huh
Damn that looks good
....what's a modoka?
Ngl I actually thought this was almost persona based. It reminds of a couple of worlds.
Regardless still awesome.
Magick girl anime? Idk. It looks good but some give off weird vibes. I got turned away after dragon maid, that one got really weird.
OH NO NO
Dragon maid is gooner bait
Madoka magica?
ITS DARK
If you wanna see girls FIGHT FOR THEIR LIVES AND MAKE DEALS WITH THE DEVIL
....dark? ๐
ITS AWESOME
Very very dark
Please tell me it has gore and murder
LOTS
DRAGON MAID IS NOT EVEN CLOSE TO MADOKA MAGICA
There's a CREATURE THAT JUST ENDS THE WORLD
Launches a super nuke and blows up everything
okay lets not just blatantly spoil the show please ๐
Shhh
I'm just making it sound awesome

it is true that its not similar to dragon maid at all though
but its also not as hes describing

its my fav anime ever though ive seen it 10 times
i recc going into it blind sometime
True
Even if it's only 3% as dark as that.....I'm sold.
Also true the plot is far different. But I mean it has what I said sooooo
Think like 70%
Now I want to play the interior even more than ever.
If only my laptop would stop exploding.
Seriously I was playing with purple the other day and my frames would half of the time throttle between 20 and 8 frames per second. It was really bad.
Gratar was especially bad.
IM SORRY
For describing it incorrectly
ITS BEEN YEARS SINCE IVE SEEN THE SERIES
But also didn't want spoil it
Yet also did

I'm sure there's like still a ton of plot to see it's not really that specific plus I have short term memory issues anyway so by the time I start watching I'll probably forget about the spoilers.
๐ ๐

but yes in the future tho lets try not to discuss the show outside of spoiler tags

Mb gang
Hello! I want to add this mod to my pack but I'm playing on v72. Would you be able to tell me which latest version is usable for it? @distant shoal
i could be wrong but the newest version may actually work fine
actually before i just blatantly guess i can test it
nvm it definitely does NOT work
use 1.0.3 for v72 then

1.0.4/1.0.5/1.0.6 are all builds for v73
Thanks a lot ๐ !
Got it working! However I'll need to blacklist Spelunkers' from it because it appeared in place of the labyrinth interior lol. Can't wait to experience the interior.
I'll need to see if I can find a way to override any other interiors spawning on it
Could be tags it uses maybe
Does Spelunkerโs include your moon in their config by default?
ive never heard of spelunkers so i have no idea
I think this is because of the Tundra tag maybe?
It generated the ice Spelunkers' Caverns and that one has a 75 or so weight on Tundra moons. Rocky too is one of its tags I think, no other one though.
So the labyrinth must have one of these two tags to it.
i dont think i have any tags set
trying to check where that would be
"level tags" and "dungeon tags" are empty
unless maybe tags were generated for it automatically
That could be it, try setting some tags manually.
hm alr ill try that
im assuming its this
Most likely, yes!
So that kinda just is what it is
Did it work?
even if i set some tags manually Custom will still apply
so not much we can do
best i can do is just set the spawn chance really high
.....maybe someone should reach out to batby......or at least the guy that made...(Checks through notes, sounds of rustling paper.....)...ice spelunkers' caverns.
That's a pretty standard setting, a lot of interior devs do that (setting value to just "Custom")
Batby is far too busy to implement anything new if I'm not mistaken
hallo, question :3 I love the moon and such it's awesome but does time normally flow? and the clocks hidden? Or is it on 
asking becsaue when-ever i play with freinds they lowkey complain that having alot of time is broken and like I havn't played alot of it to notice. but in addition, we've rarely encountered monsters so they kinda get bored faster then being able to enjoy it! ๐ญ (I figured out i can turn on time with LLL config) but wanted to ask anygays :D
hello!
the time issue has been pointed out and i think its due to the moon having a ceiling so the raycast to the sky doesnt work, time does pass but you cant see the timer at the top
i planned on adding physical clocks around the map to showcase the time as a repalcement but never got around to it... i should do that soon
as for the monster issue thats interesting..
i dont think ive noticed that
oh thank you for saying so! as for the monster thing I think it's some sort of conflict somewhere in my modpack (too many mods for me to say anything likely single it out later today with what moster editing mods i have (needa cheak))
sounds very cool btw love it
after some little testing my freinds just weren't patient enough to encounter any monsters ๐ and the clock missing threw them off bceasue yah can feel like you've been on a moon forever and it's like 3 minutes and such. Somewhat related note earth leviathans kind of break entirely ig? (Ill just turn off their spawning for my pack as a fix)
-# (might be due to ReXuvination? (they take forever to spawn so kinda lazy to wait for them to test if it's the moon or something espeally since im keeping ReXuvination in my modpack. so sorry if yah already knew ))
but um is the roof hitbox for the waffle area non-existent? using a jetpack to fly between the rooms is scary lmao also it's survivable to jetpack from the labyrinth to the surface very fun map wish you the best of development map (did learn the hard way that it exsist in that cool medication room with fog)
lovin ya work :3
oh wow ill be honest i dont think ive really looked much into the roof colliders.. i never considered people would use the jetpack inside, ill have to confirm theyre all working properly
as for the earth leviathans what about them exactly doesnt work?
they just struggle to eat things can be underneath one for munties and it just very loud ๐ญ I record my gameplay and i can send a video kind-a could only tell with cheats (minimap) but isn't that complex past that description
OH i see i think thats due to the ground tags
earth leviathans only emerge on certain ground types, but sciencebirdtweaks fixes taht
i should prob just add it as a dependency
ah yeah i dont have colliders on like any of the ceilings lol
i didnt consider people could get that high
ill include that fix in the next update
thank you's
for those wondering yes this mod will be updating to v81 im just busy with other projects first ๐
Understandable, updates for the main game are fine but since they tend to break mods well... kinda mixed opinions on them lmao
we gonna wait u O.o
i have gotten the moon and interior to generate! the enemies are still real bugged though
small steps forward x)
work on enemies is going smoothly
finally got them spawning properly, polina is mostly done but pyotr still needs some work
its ending up being a somewhat complex enemy so might take some time
current concept is they function similarly to baboon hawks but inside, focusing on finding scrap they deem to be "cheese" and bringing it to a particular location
instead of carrying it though they just headbutt it
as for how well it seems to be working so far well... see for yourself.
hm this might be more complex than i thought
i need to somehow calculate a specific distance from the enemy along the path it plans to take to the target room
now you might be wondering, how will you do that? (i have absolutely no goddamn idea)
the enemy can figure out where the destination is, but not where to put the item along the path to get there
okay im getting somewhere!
also adding a new feature to polina, instead of just wandering randomly until attacking people she will guard that which is "cheese"
when finding a scrap considered "cheese" she will stand by and guard it until it is brought back by pyotr's, or if someone/something gets wtihin distance to grab it turning her hostile
ill be overhauling the scrap pool as well to better fit these concepts
sneak peek at something fun im working on
some more progress
adding automatic detection to ||make charlotte target a random player each time it emerges, picking the tile theyre on or a very close one to attack||
||if it cant find a player, ill also add some functionality to make it wander the exterior moon||
Needs compatibility with the Gorgonzola moon lol
That appy pull hazard is crazy cool btw
Looking forward to it
Woah, grace in lethal company 