MonsterManager
Randomize monsters, make more spawn, set spawning times,or modify dungeon scale. Check this out if you want something to handle how monsters spawn.v2.0.0
Added
- A new config called "Do Not Repeat Monsters", directly inspired from "Do Not Repeat Interiors" in my Random Interiors mod, essentially when this is on monsters remain random but once they are selected they cannot be chosen again until every other monster has been chosen at some point. This makes it so you don't happen to see the same group of monsters over and over while missing out on others, while still keeping the RNG feeling.
- This setting applies even when you are fired or if you reload into the game (in case you have to frequently restart or something).
Changed
- "Spawn Distance Multiplier" was sort of ambiguous and didn't work too well so I completely overhauled it and replaced it with the new "Monster Spacing" config. This is slightly more intuitive (bigger number spreads monsters further apart) but here is a more in depth explanation:
- The mod takes the furthest spawn nodes/vents and creates a 10 by 10 grid to cover the x and y axis of the interior and exterior.
- Next every vent/node is given a radius set by the number in this config (it defaults on 10 units)
- Whenever a monster spawns at vent or node the radius creates an area where monsters are no longer allowed to spawn in; so now monsters have to choose a new vent/node at a different location outside the radius of a vent/node that already spawned a monster.
- The mod continues spawning monsters at different locations properly avoiding any area taking up by the radius of any vent or node.
- If the total added radius no-spawn area takes up over 60% of the 10 by 10 grid, then the mod resets and start over again so that monsters are still able to spawn on the map.
- If the mod determines every single vent is within a no-spawn radius of another then it also resets (every monster will still spawn).
- The conclusion here is the bigger the number the more spaced out monsters will be, and if you set it to 0 (or way too high), then monsters can spawn at any vent at random with no no-spawn radius.
Fixed
- The mod now properly stops attempting to spawn monsters if you leave the moon before it finishes its spawning loop. It didn't really cause issue but it was writing nonsense in the logs.
Note:
You probably want to check you configs and remember them, then delete the .cfg file so that the mod generates a new one. Just to be sure you are properly able to edit them.
v1.5.1
- shh you didn't see that
v1.5.0
Added
- Moons now show Power Level next to difficulty rating upon landing (Including the offset if you change it in configs)
- Added configs to change how the mod behaves on specific moons (Enabled as normal| Only Use Native Moon Monsters| Disable Mod on This Moon)
- You can now manually set the amount of time between monster spawning in seconds rather than relying on the calculation if you like.
- I attempted to make it so monsters can no longer spawn on players (still testing so not sure if its working or not)
Changed
- The spawn multiplier now accepts double inputs,(0.5, 1.25, 0.75) it will round to determine how many monsters to spawn.
v1.0.0
- Uploaded the original mod.
