
ExperimentalEnemyInteractions
Rewamps the ecosystem an enemies to feel more alive and interactable. Enemies will fight each other and hunt to survive.Details
Experimental Enemy Interactions
0.5.19
- Redone ReXuvination patch for enemy colliders
- Modified enemy collider optimization with transpiller. Enemies will always collide with eachother.
- Modified debug logs
0.5.18
- Optimized and Delobotomized Earth Leviathan
0.5.17
- Updated to NaturalSelection 0.4.4
0.5.16
- Updated to Natural Selection 0.4.3
0.5.15
- Updated to Natural Selection 0.4.2
0.5.14
- Fixed collided with corpse spam
Library
- Updated GetEnemiesInLOS to use OverlapSphere for better optimization
0.5.13
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Updated spider behavior
- Spider ignores Snare fleas on the ceiling
- Spider won't get alerted by immortal enemies that trigger spider webs
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Implemented compatibility for Sellbodies/Enhanced Monsters
- Blob now moves towards and consumes enemy bodies from these mods
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Pre-release
0.5.12
- Fixed Log spam from Circuit bees
0.5.11
- Added compatibility toggles to use only config toggles to load compatibilities
- Spider web no longer gets triggered on dead enemies
- Fixed spider web not stopping the audio
- Spider webs reduce enemy velocity when over target speed
- Updated initialial custom size list generation
0.5.10
- Fixed unfinished compatibilities turning on with stable mode on
- Added logs for loading compatibilities
0.5.9
- Fixed spider web NRE spam when enemy didn't have animator
- Sandworm now ignores enemies by enemy sizes
- Done with custom enemy size enum. Vanilla is too limiting
- New config for enemy sizes ranging from 1 - 5 [Tiny - Giant] and 0 [Undefined]
- Merged Sellbodiesfixed and Enhanced Monsters compatibility into one script
- still in WIP
- Improved Curcuit Bees
- Removed old and redundant code
- Bees now actually prioritize enemies holding its nest
- More consistent behavior
0.5.8
- Added a check for retrieving enemy data
- Slightly updated library
- Added setting for global enemy lists update interval
- Removed localEnemyLists from patches. Enemies use local/temporary lists instead.
- Updated rexuvination compatibility a bit.
0.5.7
- Added logs when data containers are created.
- Updated loggers
- Updated scheduling global lists to pass parameters by reference
0.5.6
Updated immortal enemies check to include enemies with set canDie bool to falseReverted
Config
- Updated descriptions to be more clear
- Orphaned entries will be printed out in console before clearing
- Updated debug bools update event
- Updated Credits
Fixes
- Fixed bees and blob blacklists not adding entries into internal blacklists
0.5.5
- Updated immortal enemies check to include enemies with set canDie bool to false
- Enemies no longer collide with blacklisted enemies (with exception of Sandworm)
- Updated description and README
Config
- Debug bools now update whenever value is changed ingame
- Csync not required!
- Updated entries to use AcceptableRange
0.5.4
- Updated Config
- Updated Logs.
- Some logs were put behind debugTriggerFlag bool.
Bug fixes
- Fixed enemies not working
- multiple bug fixes for blacklists
Library
- Updated to work with current build
- Added short form for DebugStringHead
0.5.3
- Updated README
- Added link to stable version
- Added blacklist for bunker spider
Bug fixes
- Fixed passing blacklist entries to library in unreadable format
- Fixed variables getting blacklist entries from incorrect source
- Few more bugs related to blacklists
Internal
- Moved Calls to the library to its own class
- Updated config generation
- Sorted code into functions
- Enemies are put into secondary list on failing to get their name for later 2nd attempt
Known issues
- Spider web doesn't visually stick onto enemies
0.5.2
- Blacklists now generate automatically after booting up
Internal changes
- Renamed speedModifierBlacklist to spiderWebBlacklist
Fixes
- Fixed configs not generating with Code Rebirth
0.5.1
- Updated CHANGELOG Formatting
Internal changes
- Updated strings to use interpolation
- Updated sandworm's networking. It's network connections and variables will now be included for disposal
- Removed game's code from the mod and replaced.
Experimental
- Added experimental hit registrer
Fixes
- Fixed edge case where missing enemy name results in solf lock the game while booting up.
0.5.0
- Updated blacklists to delete empty entries
- Added blacklist for spider webs
- Added web speed modifier config. Config generates automatically
- Spider webs can now be enabled with own toggle
0.4.0
- Prerelease of 0.2.4
0.3.0
- See 0.2.0
- NaturalSelectionLib 0.6.0 included
0.2.6
- Finally discovered a fix for bees
- Hygrodiges move towards and consume corpses
- Pathfinding broken (WIP)
- Added config options
- Ignore immortal enemies
- Set chances for bees to set giants on fire
- Set chance for giant to extinguish themself
0.2.5
- Merged bees fix and global enemy list branches
0.2.4
- Added config for the bees fix
0.2.3
- Experimental fix for bees
0.2.2
- Implemented experimental global enemy list system. Every enemy now shares the same enemy list between eachother. Hopefully this will improve performance
0.2.1
- Updated to latest branch
- Implemented experimental global enemyList
0.2.0
- Updated to the Stable release!
0.1.28
- Finally fixed the root issue. Enemies (Mainly bees) no longer target themselves or their own kind anymore.
0.1.27
- This time for real fixed bees targeting themself.
0.1.26
- Fixed audio issues with sandworm
- Sandworms revised. They're now using a proper behavior state (Due to technical difficulties they use custom state instead of vanilla when targetting enemies)
- Reenabled Sandworm patches (Make sure you have Load leviathan patches in Initialization settings checked)
- Fixed bees and other entities targetting themselves (unconfirmed. Credit to EnzoTheProtogen for reporting the issue)
- Bee now ignore Locusts and Sandworms (untested)
- Log improvements
- Added new config settings
0.1.25
- Added more config options
Rewamped sandworm to use proper behavior states- Sandworm temporarily disabled due to audio issues (can be manually enabled)
0.1.24
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Added log option to include/exclude spammy logs
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Sandworms updated:
- Addressed a bug with Worms trying to move with disabled agent
- Added more arguments preventing skipping of vanilla code while emerging/emerged
- Worms no longer target dead enemies that were previously targetted before death
- Observed some weird behavior but works for now. Will fix later.
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Fixed ArgumentOutOfRangeException where enemyList tried to check LOS to previously removed enemy.
0.1.23
- Giants have a chance to extinguish themselves, though they will be severely weakened by the fire
- Few improvements to bees
- Bees no longer target dead enemies
- DoAIInterval is not skipped on behavior state 0
- fixed an exception regarding dictionary count
- Changed some logs
0.1.22
- Fixed bees pathfinding being broken in state 2
- The fire on forest giant no longer extinguishes itself the moment giant dies
- Added special interaction between Red bees and Forest giant
0.1.21
- Fixed bees throwing LOS exceptions when no enemy is in LOS
- Fixed typo disabling vanilla code to be disabled and bees (the particles) not change the state
- Temporarily disabled custom state 2 on bees due to bees breaking. Bees will revert to vanilla state 2
0.1.20
- Fixed typo causing Sandworms to throw keynotfoundExceptions
- Fixed changelog format
0.1.19
- Forgot to upload updated DLL. All changes bellow apply with this version
0.1.18
- an issue where the mob tries to add itself again into dictionary causing error (This fixes the error when paired with lethalmon)
- Fixed the script trying to apply patch via original Spider class instead of the patched one
0.1.17
- Fixed safe mode accidentally preventing load of The bee patch
0.1.16
- Potencially fixed same exception on blobAI
0.1.15
- Emergency fix: Fixed Key not foudn exception causing bees to not work
0.1.14
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Added many more config options
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Safe mode:
- On by default. Prevents unfinished and experimental scripts from loading.
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Bees added!
- Bees now target every enemy in their LOS.
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Several bugs and oversights fixed
0.1.13
- Removed code breaking spider with the position fix
0.1.12
- Fixed sandworms affecting eachother for good! [Credit to Hamunii]
- Some QOL changes for development
0.1.11
- Hygrodere now does not anger Hoarding Bugs
- Hygrodere should anger Bracken less
- Added a dependency to fix spider getting stuck and other position issues
- Converted most debug logs to DebugLog
- Fixed Hygrodere hitting enemies with custom hit trigger stupidly fast
0.1.10
- Rewritten Earth leviathan patch code. Now sandworms behave as intended.
- known bugs: Audio not playing when chasing targets. Audio cutting off when chasign player.
0.1.9
- Fixed critical error causing hard crash on load caused by leftover Lobby Compatibility code
0.1.8
- Regenerated DLL forgot to regenerate after changing versions
0.1.7
- Moved functions and methods of enemyList to EnemyAI. This makes development much faster and gives a potencial for a memory as a side effect, though that has to be implemented first in each enemyAI type.
- Resolved NullException error messages in the Collision patch
- Earth leviathan is now implemented. Leviathan now targets and consumes other surface creatures.
0.1.6
- fixed typos and formatting in CHANGELOG and README
0.1.5
- Fixed collisions not working
- Much less logs spam
- Hygrodere now eats almost everything alive!
- Spider deals 1 damage when Enemy has 2 or less health
- Added config file
Spider is now hunting Hoarding bugsDisabled due to sync issues. Available as a toggle in config
0.1.4
- Fixed NullReferences, Functioning LOS check, added enemy list and base of assigning target (WIP)
0.1.3
- Attempt at custom behavior, fixed README/CHANGELOG, renamed namespaces ect.
0.1.2
- Reupload cause I forgot to edit CHANGELOG
0.1.1
- Updated description and added credits.
0.0.1
- Test upload.