Lethal Company
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Date Uploaded
last week
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881
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65KB

By default this mod applies an algorithm to randomly spawn an amount of monsters based on the power level of the moon your are landing on. An attempt to make moons feel more alive but still allow the vanilla difficulty system to determine just how difficult it is. The higher the power of a moon, the more monsters will spawn, the mod prioritizes monsters typical to the moon but draws from all monsters both modded and vanilla to spawn on the moon.

Monsters are set up by "Hard" and "Easy" ratings, what defines what is hard or easy is their vanilla "powerlevel" its not 100% accurate to how dangerous a monster is but its the best you can get. This can be edited to change what defines easy or hard, or you can just set all monsters to easy and force the mod to only pull easy monsters if you don't like this system.

Configs

"Do Not Repeat Monsters" is 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).

If you do not like the algorithm, you may:

  • Set your own strict amount of monsters to spawn.
  • Set how much time between spawns they will have.
  • Slightly tweak the algorithm (adding more or less monsters then it calculates, artificially lowering or raising overall moon power levels to make it how you like, or creating overall offsets on how much time there is before another monster spawns).

If you don't like randomization of all monsters, you may disable it to use the other features, or you can specifically choose what monsters you want to see being randomized.

You can choose when to start spawning monsters, both for the inside and for the outside.

You may also adjust the dungeon scale by use of a multiplier, this defaults on 1x but can be scaled as much as you like (be careful it lags bad after 3x). Additionally you may choose which dungeons get this multiplier.

"Monster Spacing" allows you to determine how spaced out monsters spawn on the map. This is intuitive (bigger number spreads monsters further apart) but here is a more in depth explanation:

  1. 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.
  2. Next every vent/node is given a radius set by the number in this config (it defaults on 10 units).
  3. 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.
  4. The mod continues spawning monsters at different locations properly avoiding any area taking up by the radius of any vent or node.
  5. 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.
  6. 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.

Lastly, this mod has options for "Moon Specific Spawning". This means you may enable or disable this mod from doing anything on any moon, or additionally set so the RNG pool only spawns in monsters that would normally spawn on that moon. Keep in mind "monsters that would normally spawn" should be used loosely as modded monsters may exist in vanilla spawning pools and I can't do anything to change how other mods handle that.

This mod is actively being developed so there may be some bugs, but from my 100% accurate and flawless testing, I have yet to find any bugs yet.

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