#[V81] Boom_Moons & [V81] Variants

1810 messages · Page 2 of 2 (latest)

vivid verge
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sometimes they can phase through vehicles and just outright grab you

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I've had it happen before with the vanilla cc

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-# my trucks have masked protection :3

snow pulsar
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I always find a way

rare plaza
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me when i introduce Boss Variants :

snow pulsar
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inhales

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I ALWAYS FIND A WAY

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Except for the bracken variant

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You definitely got me there lol

crude cedar
graceful owl
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are the masked enemies in this compatible with mirage?

rare plaza
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yes but their unique visual differences won't be visible

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this means their hats/particles won't show, and their unique suits will be replaced

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so i don't recommend it

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but you can do it if you feel like suffering

graceful owl
rare plaza
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for masked variants

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they won't be bugged

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they will just have their very specific details not show up

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details that are unique to each type in order to differenciate them from regular masked

graceful owl
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Also are the variants able to spawn on modded moons?

rare plaza
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all of em

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some weights aren't configured though, as i think they're more or less not built to be played with in normal gameplay

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(at least for now)

silk zealot
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variants are just reskins or do they have differences?

solid jacinth
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mostly just unkillable/very hard to kill versions

rare plaza
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thing is i made them mostly harder versions of existing monsters

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testing them in sessions myself i can say that most of em are pretty much not too hard on you, mostly either just slightly harder, or Expert version of a monster

rare plaza
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i'm adding 7 different tulip snake variants

hearty mauve
rare plaza
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i'd like to also personally thank purple for his hard work and efforts on making renders of every single enemy variant/items related to them

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(his suffering on the tulip snake variants' renders will not go to waste)

rare plaza
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Super Mech are getting an upgrade!

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here's it is

silk zealot
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Greeb

zinc birch
solar thicket
zinc birch
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no i made that

solar thicket
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you should be grateful!!!

zinc birch
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he sent me the og image

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and i made a fake re-render

solar thicket
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no he didn't ujm cuz I said soooo

zinc birch
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because that pose and angle is ass

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kills u

solar thicket
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dodges

rare plaza
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1.2.0 - Dinosaur Update

  • Added multiple monster variants : Retro Masked, Masquerrino, Gardine, Marauder, Distortipede, Shadow Bug, Cloud Dragon, Air Croc, Kite Lizard, Breeze Dino, Glider Geko, Flying Komodo, Wind Wyvern, Winged Skink, Rattle Rat, Mouette, Silver Soldier, Dark Soldier, Birch Brother, Mud Serpent, Phantom, Sturgeon Hunter.
  • Added images to every monster in description
  • Reinstated Frost Pecker from old Boom_Moons versions (not given any weights/unused due to networking issues not solvable by me unless someone either comes up with a custom Sapsucker AI script that works as this one is broken when introduced through LLL/Dawnlib :/)
  • Fixed some enemies' shader-based materials to be broken due to being bundle incorrectly.
  • Improved perfect masked visuals.
  • Slight changes on some monsters.
  • Fixed the Super Mech's fire rate.
  • Upgraded the Super Mech by adding a mortar on its back that fires grenades periodically.
  • Upgraded the Iron-Maiden by being full of spikes hurting players who touch her whether moving or not (weirdo).
  • Added a dependency to Itolib and JLL in order to upgrade less enthusiastic enemy designs.
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important info : dependencies to Itolib and JLL are important in order for the Iron Maiden and Super Mech's new abilities

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later improvements on other existing monsters will also be using that

shell hare
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Question,

Do these creatures spawn on their own or have to be added manually via level loader?

rare plaza
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most have weights yes

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those who are stated to be "unused" on the README will not be receiving weights by default ever unless i remove them of this category

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you can ofc add them yourself but they're unused for specific reasons

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also some are Tag-based which means if you're playing on a modded moon from a creator who doesn't care about tags then you prolly wont see those

rare plaza
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currently looking into adding images to the readme so it can show every monster so some of the next patches might just be all coming quickly to test it out

rare plaza
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aight with the 1.2.3 patch, image thumbnails should now be all working correctly

rare plaza
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ofc it's thunderstore so imma just have to wait until the mod page is refreshed

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i removed the stoopid links under thumbnails

zinc birch
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lmfao

rare plaza
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at least now it displays normally

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you can now view every single monster in the mod without having to download it

zinc birch
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can you see granny

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oh wait you didnt add her

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add granny

rare plaza
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i added a new variant in the 1.2.5 of Boom Variants

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a new spider Variant, because errmmmmm

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idk

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before any of you ask : yes it's very obviously unkillable/very hard to kill, and intentionnaly designed like this due to lack of design knowledge ofc

rare plaza
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atp what can i even respond to that bro

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i'm speechless

zinc birch
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wait its unkillable?

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me when i lie

rare plaza
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it's a purely non-internationnal experience that other people will not understand ever even if i exaggerate what i say to an unbelievable degree

zinc birch
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rule 1 of making jokes

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make it obvious

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not that this is an issue

silk zealot
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add /j to everything you say, even if its not a joke /j

rare plaza
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y'know like : what if i added 27 unique nutcracker variants that all only spawn on every single moon ever with 300 weights for no particular reason at all

low needle
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For some reason, in version 1.2.5, I can't spawn any of the entities from Imperium, nor the debug menu from Emergency Dice. This isn't a big problem but it concerns me if they can even spawn or if they aren't being registered.

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I can spawn them in 1.2.4 but not 1.2.5

rare plaza
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i realised about 2 minutes ago that the variants mod's bundle was not included in the package

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what the in the fucking hell

zinc birch
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fail

rare plaza
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oopsies :>

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woopsies

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at least i didn't forget the dropship inside of the ground

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Boom Variants 1.2.6 Dropship on Deluge incident Patch

  • Changed mod icon
  • Fixed the mod not having the asset bundle
  • Added new sounds for Mouette
  • Added bestiary entries
graceful owl
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how about we add a glass varient of something that just dies as soon as a gust of wind hits it

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that fixes the main problem of the mod

rare plaza
rare plaza
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@solid jacinth i am quite tired of this whole thing, i think got off on the wrong foot since the beginning and never quite learned any sort of mutual repect or established common grounds, i would like for there not to be any beef and to stop all jabs thrown at each other further down the line and maybe start working things out together

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before anyone asks, yes i apologize for actions on my account

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it was wrong for me to engage in immature behavior like this and i should've been better, but that's done already and you can't undo that

dense steppe
lyric coral
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Ho a wild stocking appeared , what do i do ?

silk zealot
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Ho

lyric coral
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proceed to throw pokeball

dense steppe
dense steppe
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Then I put 50% tarrifs on you

dense steppe
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this is what happens when you even make an attempt a failed one at that to take my queen

lyric coral
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CHIBI MITA GO !!

dense steppe
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I WILL be going all out

lyric coral
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ok i stop xD

lyric coral
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LMAO

lyric coral
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🤣 ^*

rare plaza
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What if i abandonned making moons altogether

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Like genuinely what if i come back tomorrow and deprecate my mod

hearty mauve
rare plaza
rare plaza
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i will keep making updates for v73 until both FULL v80 update and updates to registry APIs such as Dawnlib and LLL get updated for it

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if LLL ends up deprecated i'll switch over to Dawnlib thank you

dense steppe
rare plaza
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me too but you never know quite frankly

rare plaza
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every single API is updating to "v80" even though it's just a public beta

tender island
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Hry @rare plaza will u add optipns in boom achievements to disable certain items from appearing jn the shop?

rare plaza
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which items

tender island
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The recorder, monocle, and the scanpad. Thise are the ones added to the shop right? Im prob gonna keep the scanpad enabled bc it looks cool, but the others dont fit the theme for my modpack

tender island
rare plaza
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I mean you could logically be able to disable them if you just use lunar config methinks

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Like in their item config there should be something about them being a shop item, and if you remove that they should be disabled

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(also they're from Boom_Scraps)

tender island
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If u do, can u do it before updating the mod for v80?

solar thicket
rare plaza
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what i meant by that is i'm just gonna wait until the full thing drops

zinc birch
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boomlib coming soon

solar thicket
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yeah sam

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same*

rare plaza
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i don't wanna rush things like everybody seems to be doing with what is essentially just a "hey guys check this new content out before i drop everything"

solar thicket
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I don't get people who try and play heavy modded packs in betas

rare plaza
solar thicket
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like why are you building a 15 mod modpack for a beta build cro

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like 2 mods is enough

rare plaza
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real

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all i be doin rn is just worky on my interiors

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and hopsies for the best

solar thicket
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like I have no idea who would be running CR in the current beta for example

zinc birch
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requirements to be a lethal company modder professional extraordinaire:
must create a library/API
must be friends with magic underscore wesley
must only speak in technical phrases common folk wouldnt understand so theyre confused
day 1 only
must not die
no dying
must fast before they get home

solar thicket
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like it makes sense for it to update obviously I just don't know who would be jumping into a new version with heavy mods involved already

rare plaza
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guess i'm just a rando

tender island
solid jacinth
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Yeah me too lowkey

rare plaza
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frfr

crude cedar
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stripped down mostly bc GI and sciencebird are gonna release once its fully out

livid finch
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I saw Purple imply that the guardian is quite different from the regular nutcracker, what is different about it? These variants look neat and I like the idea of vanilla+ style enemies

rare plaza
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"Regionnal Variants" basically variants based on the type of moon, like a cold bracken the "Ténébreux"

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"Expert Variants" variants that are just beefed up or alternate versions of monsters

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exemple being the Guardian, it's a 25HP Nutcracker with a unique gun that uses its own bullet type

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also its hitbox is modified and other variables are often touched

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so for a lot of monsters, stuff like size for exemple is something that often changed, hitboxes, speed (if i can), and many of the variables that are changeable in the enemy's script

rare plaza
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thanks to @grand ruin i realised the current version of Boom Variants is missing some enemies, and has some broken ones too

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new patch coming shortly

rare plaza
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another fix i should mention is the Super Mech not shooting grenades anymore and missing some audios

rare plaza
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patch out

livid finch
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do you have a thread for your new interiors?

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There's some cool ones in there, I really like the Belleville apartments one, that one seems excellent, love the liminal vibe--feels more appropriate in terms of capturing the vanilla spirit than other attempts I've seen at a similar concept.

rare plaza
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also for anyone wonder i will make the transition to v81 now that it's official release is out

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but patching the project somehow made the project restart so much, i wonder if it's actually working

rare plaza
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(and vehicle mod)

rare plaza
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i'm gonna have to do twice as much work to redo all the prefabs for the mob variants, i sure do love patching my project

rare plaza
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After an entire day (and all night) of working, i've been able to recover my project and get it to V81, which will allow me to add a few changes to it that were added in V81, adding some of the new monsters, and mostly just updating it for people to be able to play it in that version

rare plaza
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i'm gonna release a V81 Update for the monster variants first, that will include variants of the new monsters

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prepare for pain everyone

rare plaza
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endless pain and suffering for those who hate cadavers

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oh and also all my trees will be able to be climbed on by the Feiopar

rare plaza
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my moons mod is broken by the hardcoding zeekerss made

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more specifically : footstep sounds on the Terrain

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it'll either sound like grass or rock dependant on the texture painted on the terrain

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which is madness

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reason why it doesn't affect other moons that aren't the green witches (forest moons) is because the other moons don't use the terrain tool as they never got redesigned :/

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so moon updates will be slow not just for my moons but for everyone else's

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in other news : my cadaver variant's plants aren't showing up with a regular material

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so i have to rely on the existing shader

graceful owl
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for some reason i cant find the config for this on thunderstores config?

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how often do the variants spawn btw

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thanks

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also thanks for updating I really like the mod]

graceful owl
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Error :LethalLevelLoader] System.ArgumentNullException: Null ExtendedContent Could Not Be Registered To ExtendedMod: BoomsModssMod Due To Failed Validation Check!
Parameter name: newExtendedContent
at LethalLevelLoader.ExtendedMod.RegisterExtendedContent (LethalLevelLoader.ExtendedContent newExtendedContent) [0x0016a] in ./Components/ExtendedContent/ExtendedMod.cs:143
at LethalLevelLoader.LethalBundleManager.RegisterExtendedMod (LethalLevelLoader.ExtendedMod extendedMod, LethalLevelLoader.AssetBundles.AssetBundleGroup source) [0x0019b] in ./AssetBundles/LethalBundleManager.cs:150
[Error :LethalLevelLoader] System.ArgumentNullException: Null ExtendedContent Could Not Be Registered To ExtendedMod: BoomsModssMod Due To Failed Validation Check!
Parameter name: newExtendedContent
at LethalLevelLoader.ExtendedMod.RegisterExtendedContent (LethalLevelLoader.ExtendedContent newExtendedContent) [0x0016a] in ./Components/ExtendedContent/ExtendedMod.cs:143
at LethalLevelLoader.LethalBundleManager.RegisterExtendedMod (LethalLevelLoader.ExtendedMod extendedMod, LethalLevelLoader.AssetBundles.AssetBundleGroup source) [0x0019b] in ./AssetBundles/LethalBundleManager.cs:150

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think i got an error associated with your mods (running booms variants and boom scraps)

rare plaza
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keyword : my mods aren't updated yet

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also for the Variants mod i will be waiting for Dawnlib v0.9.3 because it patches smth for one of the variants which otherwise would break its behavior and render it literally unbeatable and almost invisible

graceful owl
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Can I keep them enabled and just wait for the update or should I disable them in case it fucks something up?

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It’s running fine other than the error so uh

rare plaza
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you could keep em if you want

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but i would recommend NOT using the interiors

graceful owl
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Oh right

rare plaza
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i am profoundly mentally ill

graceful owl
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I swear mones interiors are the only interior mod working

rare plaza
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still working on the variants rn

graceful owl
rare plaza
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there will be variants of every monsters

graceful owl
rare plaza
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except maybe bees and locusts

graceful owl
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What are the plans for the cadaver variant or is it still in the oven?

rare plaza
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because they require a VFX which i don't have

graceful owl
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Is it like a different type of infected like one that spits

graceful owl
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Or something

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Or is that vfx too

rare plaza
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which is not the same, also the mask hornets don't require a VFX, so it was not too hard to do

rare plaza
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although the RedLocustBees and DocileLocusts require a VFX which aren't ripped properly, and therefore can't be accessed

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meaning no variant til either Dawnlib implements it (which means no recoloring, same as the spores for cadaver variants)

graceful owl
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Do you have any plans for the other enemies like the gunkfish

rare plaza
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or someone like zeekerss comes out and just gives all the shader graphs and VFX graphs for absolutely free for modders to use

rare plaza
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but as in every monsters from the update

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that comes with unique variables for health, speed, and other stuff which zeekerss put for me to tweak i assume

graceful owl
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I kinda meant like as in are you gonna give it a custom gimmick

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Or is it just going to be a buffed version

rare plaza
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it's hard giving unique gimmicks to monsters

graceful owl
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True

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Idk some acid thing for the gunkfish could work ig

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Btw what do the man eater variants do I never got to see them

rare plaza
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Super Mech was fairly obvious, i had made a grenade launcher item beforehand and figured it wouldn't hard to just stick a mortar on its back

rare plaza
graceful owl
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I don’t know if this is too goofy but like since bottom feeder sort of sounds like an underwater ish thing maybe like have it spawn in the deep waters of March or something

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Idk if it’s possible but maybe some sort of like kidnapper fox type thing where it just fucking drags you underwater like a crocodile

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Just an idea but could be fun ig

lavish wyvern
rare plaza
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important info on cadaver variant/s

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any cadaver variant i do will be registered via Dawnlib due to a VFX being required, this means there's gonna be a config to modify any of the Cadaver variants i make

graceful owl
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Since dawn got updated is this working now?

rare plaza
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well it should work yeah

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so i'll post the update today

rare plaza
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variants v81 patch out

rare plaza
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@night grove would it be possible y'all inspect my moons mod whenever i update to V81?

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cuz the designs have changed well enough that i think you could find it intresting

night grove
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no longer making icons for everyone

rare plaza
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oh?

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something come up?

night grove
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nope

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just too many moon uploads

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limiting myself to a handful now

rare plaza
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ykw that makes sense

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there are way too many moons now

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i understand if you don't wanna do my moons no more

rare plaza
karmic talon
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I was bashing my head against a wall trying to figure out why Dine is made of actually infinite Masked and Tulip Snakes. Well, after really paying attention.... it's only variants. No normal masked or tulips. Can we maybe get a config to fix the spawn weights or like... a fix for this? I play solo a lot so having a conga line of Masked Hunters come after me at all times has been very painful.

Slight exaggeration above, but we are averaging about 40 masked per Dine run, and they begin immediately, usually atleast 1 sitting by the door when we get to the entrance, sometimes up to 3.
idk about the number of tulips, I don't mind them except on Embrion where they are rainbowy and invincible (I didn't see a rainbow variant on the modpage, so maybe that ones not yours?) and the tulips do not leave the moon after a certain period.

To confirm, I do not have any other mods that mess with either of these outside of MaskedInvisFix, SoftMaskKiller, and MaskFixes

If the above issues are actually just a vanilla addition that somehow left playtesting, my bad.

rare plaza
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i will investigate further, to answer questions yes they are my variants

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but i think 40 hunter masked is a bit much so yeah i might as well change that

karmic talon
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genuine infestation level of masked lol

rare plaza
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lol

karmic talon
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I'm unsure if its also related to your variants, or something from LGU or something completely unrelated, but I seem to be unable to use weedkiller on the cadavers. I'm posting the issue in both threads with logs so that we can figure it out faster

rare plaza
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it worked on my side so unsure

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i'd advise you ask other devs as i'm not qualified to answer anything about this

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it's the standard Cadaver AI, and all i did was change a few variables and rebundle it through Dawnlib, there's no way for me to do anything regarding fixing since i didn't technically create any asset that changes the monster considerably

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also i did notice 1 bug in particular regarding weeds

karmic talon
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my guess is something with weedkillerfixes or LGU. or something entirely unrelated because modding is magic

rare plaza
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one where you'd try spraying em and the particles would get spammed and the weed wouldn't go away

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but you would just have to use the spray once more to kill em correctly and it'd stop the particle rain

karmic talon
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Hmm, I didn't get that bug so far thankfully

rare plaza
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i'm just as confused as you here

karmic talon
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Yep, got it in the LGU thread already and looking for the weedkillerfixes one, if it has one

rare plaza
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weed killer fixes was made by buttery, so surely either on one of buttery's thread, or a centralized thread by buttery

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or just ping her

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ig

karmic talon
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got it posted in their weedkiller fixes now. Hopefully it's figured out soon. I liek the game being hard but it always irks me when something becomes uncounterable. Looking at you old birds

vivid verge
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they have pretty piss poor turning and you can lose LOS with them pretty easily half the time

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they also aren't the best at actually grabbing you

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idk if you use the cruiser but as of v56, while it's not indended, completely negates old birds as any real threat as well :p

solid jacinth
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And a good chunk of times when they do hit you they send you away from them and the rest of their damaging rockets

rare plaza
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what kills you most of the time is the fall lmao

rare plaza
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new moons update coming up

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biggest one i've done yet

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Boom Moons V2.0.0 - Grand Finale Update ~ Part 2

  • Added new moons : Argon, Dawn, Saturation, Wander.
  • Removed Batolfil.
  • Fixed moons for V81.
  • Fixed a bunch of missing reverb presets on Dedication.
  • Added decorations to multiple moons.
  • Tweaked ambiant audio to multiple moons.
  • Tweaked spawns to multiple moons.
  • Added foggy weather to multiple moons with custom fog color.
  • Made many changes and stuff.
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New list of moons :

  • Dawn 0
  • Excellance 0
  • Wander 100
  • Argon 275
  • Malice 300
  • Validance 750
  • Kronodile 850
  • ??? 1750
  • Saturation 2000
  • ??? 200
rare plaza
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Regarding variants, a few of them are gonna get special items that drop on death, items valued depending on the difficulty required in order to kill them

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Also fixing marauder's missing tex next patch because yeah the pink glowing thing inside of it was not intended :/

livid finch
# rare plaza Regarding variants, a few of them are gonna get special items that drop on death...

cool. also, I was wondering if you plan on adding variants for the blob (AKA slime, AKA hygrodere)? I don't know difficult it would be to code, but a mechanism where every time the blob deals damage to someone, after a short delay, it permanently grows in size would be cool, IMO. It could grow only by a slight amount each time, and the overall growth could have an eventual limit (which could maybe be somewhat minor so that the enemy isn't too overpowered).

rare plaza
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Lack of shader graph prevents me from doing so

livid finch
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oh I see

rare plaza
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Was planning on a "gaz-like variant"

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Using gases to replace the whole thing

karmic talon
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That reminds me... is the gun from the variant nutcrackers any different internally from a shotgun? Like, if say something like LGU buffs the shotgun, would it also buff your gun? It's hard for me to tell, because I've only recently started to pay attention to how long it takes to kill the variant nuts... which is 4 shots from your gun when I can kill a normal nut with a normal shotgun in 1 (2 if I'm too far)

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Basically I'm asking is if it's its own gun or if the variant nuts are just a lot harder to kill

rare plaza
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so it actually takes 5 shotgun shots

karmic talon
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holy shiieeeet that'll do it LOL

rare plaza
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the shotgun that's carried by the Guardian uses the base Shotgun script

rare plaza
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so

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i can't change any of its damage variables, which i wanted to do

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although the upside is that LGU can affect it with upgrades

karmic talon
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Yep

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I like that

rare plaza
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as it targets the script, rather than the item itself

karmic talon
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We have LGU set up to have most important upgrades go to 5 (as opposed to 3-4) so that stuff like Shotguns and whatever uses Shovel are really good

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so it's actually better than custom damage weapons most times.

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That explains why the nuts were so hard to kill, I kinda like it lol. makes the upgrades feel more necessary

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rn Shotguns are at 3/4/6 damage but we can get it up to 7/8/10. and I think shotgun damage ranges can overlap?

rare plaza
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bear in mind that Guardians are supposed to be an "Expert" version of the Nutcracker, so the HP buff is normal

karmic talon
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Right

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I love that honestly, makes nuts dangerous again

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now I just need working grenade mods

rare plaza
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something you might be likely to hate is that LGU doesn't offer any sort of compat with my mod, because Hunter targets the enemy type, not the script

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this makes it so that my variants don't drop samples with that upgrade

karmic talon
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Thats fine honestly. Hunter is extremely powerful even with that issue.

rare plaza
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to combat this "issue" i've made a decision to add scraps on kill for some monsters in the next update

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the scraps will be unique to each monster that spawns one on death, and the drops are random dependant on monster, some always drop, some don't

karmic talon
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awesome. I love this sorta thing xD

rare plaza
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oh and also new variants in the next update, but that's to be expected, i'll also try reworking the looks on some older variants to make them able to be differentiated from reskins with enemyskinkit

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which will just be : adding props/details on them outside of different material basically

livid finch
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cool

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and yea i think this mod is super underrated/cool, fits very well within vanilla while implicitly adding a lot more to vanilla as an experience

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but yea if you ever are able to figure out the blob a growing or bigger blob would be cool, food for thought 😛

karmic talon
livid finch
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slightly but not permanently afaik? like they will revert. they also don't grow when dealing damage to you

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but an alternative would just be to have a blob that is bigger from the beginning

rare plaza
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bad news, i can't do it lol

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the Hygrodere, just like Circuit Bees, Roaming Locusts, Kidnapper For, and Cadavers, share a thing i cannot get

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all these use either a Shader Graph

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or a VFX Graph

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and i cannot use either, because i cannot get either

#

and if i can't get/use any, the AI breaks and spams errors

#

"but how did you manage to get Cadaver Variants?"

#

Xu was feeling nice ig

#

i just said it didn't work becoz i thought Dawnlib had an issue, it did not in fact have an issue with it, but Xu helped with Dawnlib registration and then when told the VFX was mandatory for the AI they just made a unique patch that makes it so that if a monster is registered through Dawnlib using the Cadaver AI, then it'll just replace its VFX Prefabs with the vanilla ones, which fixes it

#

and so because of that, i've been able to make Cadaver variants, but not any of the other monsters

#

Enemies not doable :
(Due to Shader Graph)

  • Hygrodere
    (Due to VFX)
  • Circuit Bees
  • Roaming Locusts
    (Due to Spawn Mechanic)
  • Kidnapper Fox
solid jacinth
#

I wonder how enemy skin variety was able to do it then

rare plaza
#

Slime has a gradiant color field

unkempt laurel
#

the difference is, what boom is doing is not enemy variants

#

it is new enemies

#

by definition that is what is being done

#

DawnLib will do what ESR does and more, it's just these aren't variants, they're their own enemies

rare plaza
#

Well by definition, they're vanilla enemy variants, not reskins

#

I see ESR as a skin mod, hence why i call mine Variants

solid jacinth
#

well no im mainly referring to this visuals here

#

like with the shader graphs and vfx being an issue

unkempt laurel
#

skins never touch the prefab

#

or well, the creator of the skin never touches the enemy's prefab

#

that's not something that's ever bundled into a "skin bundle" i guess

#

all it is just some info that's saying "do x, change y and delete z" about enemy properties, ESR or DawnLib reads that and does those changes

#

the reason the shader graphs and vfx are an issue for boom, is because they're creating the enemy prefab by duplicating it to match the original enemy then doing their changes, but we dont have shader graphs and vfx in the rips

solid jacinth
#

mmmm yeah that makes sense

rare plaza
#

Exactly

#

Main problem i have is that i wanted to do variants for Circuit Bees for a long time, and had to settle for the Hive Spawner script from Itolib on select moons of mine

#

For that reason i hope one day some lib like Dawnlib for exemple, have a script that lets you use a shader graph or vfx reference, and lets you modify a certain property from it, like texture

#

If @unkempt laurel made that though, it would have to be a priority, which it's not and i'm 100% fine with this because they shouldn't have to quite frankly

unkempt laurel
#

it just do be a thing you wouldn't see in DawnLib unless it's part of the skins stuff, which you probably would not wanna use since it's skins not variants as you said

rare plaza
#

That too

#

I'd see it more in itolib

#

Since it's just a more multipurpose lib

#

While dawnlib is mainly a registry

unkempt laurel
#

yeah

rare plaza
#

Also if anyone's wondering "Why not make Boom Skins instead?", it's just funnier seeing a Guardian (for exemple) as a threat rather than a color swap.

karmic talon
#

Dork lmao

topaz meadow
rare plaza
#

but i will fly

#

tbh i could do models for unique hunter items if compat is agreed upon

#

already started the process of adding items by making the items' models

topaz meadow
#

You can add multiple to the same one so it's up to you.

livid finch
#

but yea understood with what is impossible for the time being

hearty mauve
#

hi boom

rare plaza
#

fixing missing navmesh on some moons rn

rare plaza
#

moons patch in the upload process

graceful owl
#

what were the issues with this and mirage? Does this make mirage enemies spawn with masks?

rare plaza
#

No, it's that my masked variants will spawn with suits according to the settings of mirage

#

That's kind of it, didn't test it though so i wouldn't know the extent of what issues would be with it apart from that

graceful owl
#

also will there ever be a guide on the gimmicks of the variants?

#

i got absolutely bodied by a blue thumper

rare plaza
#

lmao

#

uhm well yeah i kinda didn't document the gimmicks on any of the monsters unfortunatly

graceful owl
#

i need to know

rare plaza
#

some of them being kinda obvious at first glance

#

but for some others there aren't really any

#

i just plan on making each have intresting enough gimmicks

#

i could just add it to the wiki page of the thunderstore

karmic talon
rare plaza
#

some creatures already have a wiki page on the thunderstore link to Boom Variants

#

did that just tonight quickly so only more essential info are there

rare plaza
#

bro is late to the stoning

karmic talon
#

it's funny because I've killed them without realizing it while fighting the freaking hordes before when I kept getting the conga lines of them lol

#

LGU carrying me

rare plaza
#

LGU genuinely be busted if you don't change the config lmao

karmic talon
#

I made most upgrades a little more expensive and then gave stuff like Protein and Hollow Point upgrades up to 5 for WAY higher prices

#

mostly because me and one other player I frequent with always end up in runs that have just... like, way too much money sitting around

#

I really want a mod with good consumable items liek grenades and such to use

rare plaza
#

but it's not currently updated to v81 sooo

#

grenades are broken

karmic talon
#

yea

#

Whenever you do get around to fixing them... idea

#

Incendiary for forest giants 👀

rare plaza
#

it be fixed rn lmao

#

but i need to publish it

karmic talon
#

ah

rare plaza
#

and i got some items rn which are uhh

#

not ready

karmic talon
#

I crave seeing those other weapons

#

I'm hoping your mod just replaces all the other outdated ones I've been trying to get work xD

#

we need an arsenal

rare plaza
#

all the Heavy Weaponery arsenal will be working with V81 next update

#

i promise

rare plaza
#

but i juuuuuust need some time to finish some items

karmic talon
#

for sure for sure

rare plaza
#

just to be sure i don't have any issues, and that some just don't look like shit lol

karmic talon
#

another idea.. flamethrower to work on cadaver blooms v: if its not too much pain

#

not this patch ofc but in the future

rare plaza
karmic talon
#

wait really?

#

holy shit lol

rare plaza
#

because of the stunlock i'd say it does

karmic talon
#

oh

#

the monster

#

I mean the actual plants xD

rare plaza
#

it doesn't burn them perpetually but it does stunlock them pretty well

rare plaza
karmic talon
#

the actual monsters aren't too hard to deal with unless multiple people get turned

rare plaza
#

yeah i'd have to ask mr pacoito to make a script that destroys plants in lethal, which idk if he's down to it

#

i think he might be occupied with working on other things

karmic talon
#

Right. Just an idea. I know they can be countered with weedkiller but it doesnt work for host for some reason

rare plaza
#

you mean

#

non-host?

#

sidenote on the variants, preparing an update which features monster drops so it gonna be funny

karmic talon
#

or treat players for some reason

rare plaza
#

weird

karmic talon
#

even worse

#

it doesnt throw any errors

rare plaza
#

do you have weed killer fixes?

karmic talon
#

when I try

#

I do

rare plaza
#

then try without weed killer fixes

#

if it's resolved when you remove it, then go see buttery about it

#

but i doubt a lil that's their mod doing it

karmic talon
#

can do

#

Right

#

its annoying because again, no errors when I try

#

just doesnt work with no explanation lol

rare plaza
#

true true

rare plaza
#

i cracked the plant shader

rare plaza
#

[V81] Boom_Moons N Variants

#

[V81] Boom_Moons & Variants

rare plaza
#

the Variants mod's wiki page was updated, i added some enemies to it and added a lil note that tells you what kind of Variant it is to simplify the tell on variant types

rare plaza
#

wrong thread buddeh

upbeat dome
#

lelllll

rare plaza
#

Variants 1.5.0 - Wild Update

  • Added new monster variants : Pine Man, Soldier, Bounty Bot, Bloodskittos, Corpse, and Carrion.
  • Tweaked particle effect on the Rotwasps.
  • Added special scraps that drops from the Ténébreux and Sandman being the Ice Core and Sand Core respectively.
  • Added a custom shotgun to go with the Soldier : Armsel Shotgun, using Garden Shells which are unique to this gun.
#

Moons 2.0.2 - Foliage

  • Added foliage to Kronodile, Dedication, and Excellance.
  • Tweaked foliage shader graph.
  • VR support (suggested by TKronix).
rare plaza
#

@elfin yew i added that stupid compatibility to VR

elfin yew
rare plaza
#

[V81] Boom_Moons & [V81] Variants

rare plaza
#

also for the Variants fans i have disappointing news

#

Paradesman uses a normal map, but it fucks up and BarberMaterialTweaks doesn't fix it unfortunatly

#

so uhh, idk what to say it's just broken

graceful owl
#

Surely you can just revert?

rare plaza
#

No it's just the material for the Paradesman

#

It's not visually broken like a missing texture

#

He just looks like a he's smooth that's all

white furnace
#

does this mod not come with a config for enemies? I wanna disable some enemies and the guardians weapon but don't see the config

restive comet
#

yo i just got assaulted by the white man group on epsteins island bruh wtf was i supposed to do

restive comet
#

Kronodile moment

rare plaza
#

your call

#

cadaver variants are unique because i was basically forced to do this

#

through dawnlib, which has a config by default for all registered stuff

tender island
#

Hey @rare plaza can u add a shotguns only version of the scraps mod?

#

Bc lunar wont let you disable any scraps from the mod

tender island
#

Ik ik... but it would be useful af for me and my mates, and the lever action and hyper shotguns are too cool not to ask u

#

They r my favorite weapons out of all the (modded and vanilla) guns

#

Or would it be difficult to do that?

#

I mean jf you'd let me, id love to make a fork of it for u. Id get everything done and send u the zip to upload

crude cedar
rare plaza
#

lemme get this straight

#

you want a mod with only the shotguns

#

and you're asking this on the Moons/Variants thread

tender island
#

Fuuuuuuuuuuuuck

tender island
#

Soooo........ wrong thread.....

tender island
silk zealot
#

And makes less sense to have 1 for 2 mods and another for 2 mods hehe

rare plaza
silk zealot
#

How can moons and interiors not be together

#

Makes no sense!!!

rare plaza
#

idk man

rare plaza
#

updated the Variants' wiki with new descriptions for some monsters

rare plaza
#

link to the Variants' wiki for those who are unaware

restive comet
#

getting an error when unlockjing the door on determination and its pink

#

you canty unlock the door on determination at the moment

restive comet
#

how do you do the thing on Kronodile help

#

i flicked the switches and i dont kinow

rare plaza
#

as for unlocking the door it's useless because that door is just useless

rare plaza
restive comet
#

well Ive got two out of three at least

restive comet
rare plaza
restive comet
#

based on my previous nutcracker message yeah probably

restive comet
#

because I'm low-key so lost

rare plaza
restive comet
karmic talon
#

waffle fries, clearly

restive comet
#

i know that one and the building, but i dont know the other one

rare plaza
rare plaza
#

we love image artifacts

grand ruin
#

Boom, Have you ever done a kidnapper fox Variant?

rare plaza
#

for more info : contact no one because the only way you're making it spawn is most likely by having a custom thing with dawnlib

#

which i'm too lazy to ask the brilliant mind behind it

#

also cuz they have better things to do

#

(registering petabytes of whateverdataisneededtorunXmod)

#

i could still ask but y'know

grand ruin
#

I tryed to use dawnlib but still don't know how to bundle with it also it is too big for my small modder brain

rare plaza
#

would try and explain how to bundle stuff for dawnlib, but i'm also not gonna do that because it's a pain in the ass to even do if you're tryna bundle existing content

#

although there's only 1 enemy i'd recommend you bundle via dawnlib

#

cadaver

#

otherwise it'd break because of missing VFX which is required for its AI

grand ruin
rare plaza
#

both

#

you have to register both

grand ruin
#

Ok

rare plaza
#

Even the bravest workers known their limits.

rare plaza
#

i updated EVERYTHING (except moons)

iron estuary
#

Does anyone have a list of all variants from Boom variants?

hearty mauve
#

search in this channel posts from profoundlypurple with the word "boom"

#

this might not account for newer enemy variants and doesnt mention their mechanics/stats

iron estuary
rare plaza
rare plaza
#

will make a small patch to address that

iron estuary
#

;P

#

i'll make a list for myself and maybe other? No idea

rare plaza
#

if you want atp

#

i don't mind you noting stuff on my enemies

#

if you got anything ya wanna say (feedback on monster variants and stuff) you can

iron estuary
#

Sure thing!

iron estuary
#

The Bog crawler spawns

iron estuary
#

I think good idea would be to make destroyable with weed killer

#

Or give them a lifetime

#

Because from what I notcied the bog crawler spawns them infinietly

#

And that means either an impact on performance or absolute no visibility whichever kills the run first

#

10 seconds of lifetime and Bog crawler managed to spawn around 8-10 plants?

#

This will destroy weaker PC's

#

For reference

#

What I would suggest is giving those plants a lifetime of like 10 seconds

#

Where they grow, in like 2.5 sec, last 5 sec and shrink for another 2.5 sec

#

Giving the Bog Crawler the trail of plants that will make it harder to see while not destroying people's PC

#

If 10 seconds feels too short you can try 15 or 20

#

Just don't make it permament

rare plaza
#

well i did think a lot about all that is why the thing was nerfed a bit in last patch

#

but my main idea with them is for them to be invasive plants that stay for the rest of the game and are there to make your visibility impacted

#

although i don't feel like giving them lifetime, i do feel like making them spawn a lost less fast would make it better performance wise

iron estuary
#

in that case you will need to make them spawn a lot less often and maybe give the player counterplay with weed killer.

#

trust me adding the ability to remove them with weed killer is not gonna make them any less annoying considering how people don't even bother most of the time to remove growths

#

Which are arguably way more dangerous

rare plaza
#

idk about the counterplay personally, the thing is mostly making them able to be a nuisance but not letting you fight them directly, only prevent them

iron estuary
#

In that case you could try making it so whenever the player gets damaged the Bog Crawler spawns a couple of them where the player was hit

#

Or, the plants spawn only when the Bog Crawler reaches high speeds, not the deafult walking speed but the chasing phase faster speed

rare plaza
#

i'm thinking right now

#

i will definitly make a unique script for the plants

iron estuary
#

Good because I have shitty PC 😭

rare plaza
iron estuary
#

Finished 8 entries for now

rare plaza
#

@iron estuary i be coding a new script out for the plants

iron estuary
#

fire

rare plaza
#

one of the main reason the plants are cost heavy is because by default they us an animator

#

which uses affects their scale

#

but that's really stupid and unoptimized to do because animators are costly when it comes to huge numbers

iron estuary
#

Yeah

#

maybe you could try using the new system Zeekers introduced to make foliage on Adamance, Vow and March?

#

If possible

rare plaza
#

the "new" system

#

is really just a lie imo

#

it's a bunch of scripts of which only 1 is ever used

#

and it's used for Vain Shrouds and Cadaver Growths

#

the grass on moons is painted as detail

#

on the terrain

#

so it's basically like telling people "i made something" and it ends up just because a wet fart

#

if i were to use that one script tho, it'd need to be on every plant spawned since they're not under a single parent

iron estuary
#

got it

iron estuary
#

Why do maneaters take so long to turn?

iron estuary
#

From what I can see I am done documenting at least 1/4 of the entities with at least 1 photo of each

#

It's simple info

#

Dmg, HP and their ID name

#

With photo

rare plaza
#

they are "non-official" since it's not exactly me who made them but i do endorse them

iron estuary
#

Oh

#

Well

#

Not gonna stop me

#

:D

rare plaza
#

yeah every time i add something new, my friend makes a render of them

rare plaza
#

i do wish you refer to the Wiki page i made for them for some more context/"lore" explanation for stuff for those i wasn't lazy to forget lol

iron estuary
#

I will give them rankings like X and stuff in their .txt files (Planned)

iron estuary
#

I have noticed a repeating pattern

#

Why are there so many Tulip snakes 😭

#

I really like the idea of Iron Maiden

#

The ultimate door blocker

#

Also coming back to the Maneaters. Giving them more HP and increasing their grow up timer is actually nerfing it. The normal Maneater is far more dangerous then the modded equivilents

#

The maneater does not need more HP as shotguns only deal 1 HP and they are incredibly hard to kill due to their speed and instakill. What makes normal maneater way harder is the fact if you don't enter facility in time after one was starting to cry it will grow up and you have a very VERY hard monster to deal with.

#

But the variants have significantly longer timers so they will be less of a hustle to deal with and unless someone deliberately tries to kill it (Only really new players) it will not be a problem

#

You could make it so they have different calming mechanics like getting sprayed with weed killer or similar (If that's possible) to make them more distinct and harder but that's just my opinion

iron estuary
#

I'm 2/3 in

#

With taking renders

rare plaza
#

because it's really funny, and it pissed off the person that made the original renders

rare plaza
vivid verge
iron estuary
#

tried coding something myself

vivid verge
#

Very proud of you of that

iron estuary
#

Never again 😭

rare plaza
vivid verge
#

You will never get good at something by giving up

iron estuary
vivid verge
#

I'm short sighted 🙂

iron estuary
#

I drop things after a week

rare plaza
vivid verge
#

My point still stands 😄

rare plaza
#

i'm just very uhhhhh

#

a person that works with logic and when met with problems that aren't inherently obvious i will generally try to reason

#

that reasoning sometimes falls under idk

#

like why do i need to do "yield" what does that even mean

iron estuary
#

phrases that could be replaced with step by step what to do?

rare plaza
#

if it's not obvious, idk how to do it unless i see an exemple

iron estuary
#

That's what I hated about this

#

I was flooded with the fancy looking words and sentences that could be replaced with simple instructions on how to do it

#

Or have some kind of tutorial next to them to show what this phrase means

#

But no

#

All has to be in words

#

So you have to struggle understanding what it even does

#

I do wish that more coding tutorials would just show you an example and then let you understand it instead of just saying and hoping you will understand. At least put a bullet point of how to use it

iron estuary
#

I noticed something strange. Whenever I have enemies on green background without the natural light the hue is blue shifted

#

That also means I will most likely have to redo most of the renders as their colours are not True

iron estuary
#

@rare plaza sr for ping but is permafrost falcon by deafult cyanish light blue?

#

Or is it yellowish brownish greenish

iron estuary
#

Damn it

rare plaza
#

erm

iron estuary
#

There we go 😭

rare plaza
#

well permafrost falcon is urr

#

whatever this color is

#

a sorta greenish

iron estuary
#

Fuck

rare plaza
iron estuary
rare plaza
#

nice renders tho

iron estuary
#

It's the fact that inside light of the greenscreen map seems to be hue shifted making them look blueish

#

While the global light seems to be just white

rare plaza
#

perhaps use the Unity Explorer mod

#

and tweak the light component of the map

#

with that it's good luck lol

iron estuary
#

I mean most enemies don't look that much different

rare plaza
#

if i do remember correctly, Purple (the one who does my renders) does it on Adamance using a regular flashlight from a bit afar

#

and without just the skybox in background using imperium

iron estuary
#

The most problematic ones are permafrost falcoln and iron maiden that get hue shifted

iron estuary
iron estuary
rare plaza
#

i gotta see this

iron estuary
rare plaza
#

and the heat might be super high

iron estuary
#

Tbf arctic ravager looks 🔥 🔥 🔥 when blue shifted

rare plaza
#

prolly here

iron estuary
rare plaza
#

sick

iron estuary
#

I thought the Arctic ravager looked like this by deafult

rare plaza
#

i mean, most people won't see the diff

#

it's just a big blue dog with white furr

iron estuary
#

Icy furr and watery skin

rare plaza
#

most cold variants i made are dark/blue

#

on another note, next update will have a new dependency to a lib i've been making for a few days

#

and will make some monster variants behave more uniquely

iron estuary
#

Sick

rare plaza
#

this includes : Iron Maiden, Velvet, Garnice, Soldier, Guerrier/Poilu, Guardian and their respective guns

#

bog plants will also be using their own unique script (which i will test rn)

iron estuary
#

I do wish there was a way to disable shadows

#

How hard is it to make a map?

#

or moon I guess?

#

Because I believe it's time someone made an WBRGB Render map and if it comes down to it I may be the one to make it

#

My question is how to spawn growths?

#

They don't want to pop up

iron estuary
#

I accidentally pinged you, my bad 😭

true stag
#

All good lmao

#

Things look sick tho so thanks for pinging me lmao

rare plaza
#

bro pinged a random person on accident and revealed that person things they wouldn't have found otherwise

rare plaza
iron estuary
rare plaza
#

they spawn as an object, not entity

rare plaza
#

type growth in the spawn menu of imperium

iron estuary
#

Yeah

rare plaza
#

all the growth variants will show

#

but they only spawn indoor

iron estuary
#

Nothing

#

Oh

#

Waaaaaahhhhh

rare plaza
#

it's a hardcoded indoor monster

#

can't do much about that

#

unless a madman decides to patch the base AI script

rare plaza
iron estuary
#

ARE YOU NUTS?!

#

XD

#

puns

rare plaza
#

uhm no

#

but Gisbon is

rare plaza
#

nobody cares about my moons so i ain't postin nun about it here

#

it's all about the variants now, the variants, let's go variants

rare plaza
#

one of the plant types for the bog crawler's plants sprays particles that are visible and particles that are only visible on radar in order to bloat it, good or bad idea?

rare plaza
# rare plaza
poll_question_text

Is bloating the Radar a good idea?

victor_answer_votes

4

total_votes

4

victor_answer_id

1

victor_answer_text

Yeah

victor_answer_emoji_name

dense steppe
rare plaza