Fixed not working interaction for placing items on Jester
Interaction icon for placing items on Jester now shows correctly
Fixed Jester's weight not updating after removing items from it
1.5.0
Mod comptibility with v81 game version
Added Feiopar counterplay
1.4.1
Fixed clients not being able to place items on a Jester if it spawned inside while they were outside (or vice versa)
Added several planned future counterplays to the README, based on a lot of ideas and suggestions by the community!
1.4.0
Reworked Jester counterplay:
Items are now placed on top of a Jester by holding an item and interacting with its lid
After its pop is prevented, the Jester now drops all items on its head, forcing players to keep an eye out and make sure there's always items on top of it before it finishes cranking
Added some consequences for putting an excessive amount of weight on top of a Jester (configurable)
Hitting a Jester with a shovel now causes it to drop all items placed on top of it
Scanning a Jester now shows its total weight as its scan node's subtext
New features can be disabled in the config file, if so desired
Spoiler (specific mechanics and configuration):
Any grabbable item can be deposited onto a Jester by holding the interact button while the prompt to place an item is visible (similar to the Ship's storage cabinet, the Cruiser's back storage, and the desk at the Company)
Items can no longer be physically dropped on top of it, but this will likely be readded in the future
If the Jester finishes cranking while its total weight exceeds the amount set by the JesterPreventThreshold setting (60 pounds by default), its head visually pops out for a brief moment to drop its items before returning to its box, without actually chasing or killing players
Toggling the ItemsStayOnLid setting disables the Jester's ability to drop its items and keeps its head inside the box at all times, making it like how it used to work in previous versions of the mod
If the Jester's total weight exceeds the amount set by the JesterEncumberThreshold setting (120 pounds by default), it'll no longer be able to follow you around due to being encumbered by the items
Threshold setting can be set to 0 to disable the Jester's encumbered state completely, or a small value (e.g. 0.1) to allow almost any item to stop the Jester from moving
If the Jester's total weight exceeds the amount set by the JesterPanicThreshold setting (200 pounds by default), it'll panic and begin cranking frantically before popping shortly after
Threshold setting can be set to 0 to disable the Jester's panicked state completely
Minimum and maximum time that the Jester spends panicking can be configured via the MinPanicTimer and MaxPanicTimer settings, respectively
Setting this threshold to a lower value than the JesterPreventThreshold setting functionally disables it as a counterplay, since the Jester's pop is not prevented while panicking
Placing an item while over the panic threshold and while the Jester is cranking (even normally) will cause it to skip its cranking and pop immediately
Whenever a Jester is hit by a shovel, it'll drop all its held items and reset its weight
Can be disabled by toggling the DropItemsOnHit setting
The total amount of weight the Jester is carrying is shown in the subtext of its scan node
Can be disabled by toggling the ShowWeightOnScan setting
Might be slightly inaccurate due to integer rounding, or if an item is destroyed or otherwise removed by other means
Fixed Jester getting stuck on its cranking animation after its pop is prevented
All animations should now be properly synced between all clients
"Coilless Coilhead" material texture is now obtained from the Coilhead right as it spawns
Should make it compatible with some EnemySkinKit skins that don't modify the Coilhead model too much (e.g. ColorfulEnemyVariety)
Material texture persists until reloading the save file, at which point it'll return to the vanilla Coilhead texture
Fixed "Coilless Coilhead" item sound effects being heard globally by changing it from a 2D sound to a 3D one
Added more information to the mod description, as well as short gifs showcasing some features
1.3.1
Added several client-sided configuration settings for "lore accurate" Coilheads
Fixed "lore accurate" Coilhead particle effects not showing up after reloading a lobby once
Split configuration file entries into categories based on their respective entities
1.3.0
Added CSync v5 as a dependency to ensure config parity between host and clients.
"They have been known to combust into flames when being dissected or even deactivated, and they carry dangerously high levels of radioactive particles." - Sigurd's notes
Hint:You may find a Coilhead to be less volatile the more kinetic energy it releases when coming to a halt...
Spoiler (specific mechanics and configuration):
Coilhead bodies now combust upon being decapitated, as their Bestiary entry suggests
Can be disabled by toggling the LoreAccurateCoilheads setting
The range of the explosion damage is determined by the ExplosionDamageRadius setting, with the damage itself being set to the value of the ExplosionDamage setting
Likewise, the ExplosionKillRadius setting determines the range around the explosion where it simply kills the player instead of dealing damage to them
Explosion timer is set to how long the Coilhead has moved since it last stopped, within configurable limits
Minimum and maximum time until exploding can be configured via the MinExplosionTimer and MaxExplosionTimer settings, respectively
Coilhead's head item is destroyed if its body explodes while it's still attached to its neck
Can be disabled by toggling the ExplosionDestroysHead setting, but it adds some interesting risk/reward by making players stay close to try and pick up the head before it explodes
Coilheads can no longer be decapitated while in their cooldown state (they protect their necks!)
Coilhead damage should now apply properly for all clients, whereas previously Coilheads would take damage separately even with the same settings
Renamed Coilhead head item to "Coilless Coilhead"
Changed "Coilless Coilhead" item sound effects a bit
Fixed "Coilless Coilhead" item not being properly rotated when held
You may discover it to not be as inanimate as it initially lets on...
Fixed several networking issues with the "Coilless Coilhead" item
New stuff should also be working reliably in multiplayer
Reduced AssetBundle size significantly by adding large textures to prefabs at runtime instead of bundling them
1.2.3
Coilhead's head item should no longer vanish from the ship after reloading the save file
Coilhead's head item now spawns properly attached and facing the right way
Coilhead's head item no longer floats above the ground when dropped/placed, and is upright
This also made it able to be properly placed inside the storage cabinet
Coilhead's head item scale further reduced to 0.1763
Matches the size of the actual head
Coilhead should no longer get stuck in its moving animation if killed while moving
Could happen previously while walking backwards into it while swinging the knife
Coilhead's neck now wobbles one final time when killed, to indicate its death
1.2.2
Dropped items on Jester should now attach properly (v56 compatibility)
Items can no longer be placed on Jester while inside the ship
Should prevent Jester sneaking under the ship and stealing items in some custom moons
Fixed error when removing items from the Jester through iteration