RemoveTheAnnoying
A configurable mod to disable mineshafts, Barbers, Maneaters, and Artifice facilities. It also allows you to adjust Artifice scrap spawns, and fix players being marked 'missing' when magnet-linked cruisers depart.
Date uploaded | a day ago |
Version | 1.3.0 |
Download link | KyoshiYoshi-RemoveTheAnnoying-1.3.0.zip |
Downloads | 106 |
Dependency string | KyoshiYoshi-RemoveTheAnnoying-1.3.0 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
RemoveTheAnnoying
A very simple mod that removes the mineshaft interior, maneaters, and barbers from the game.
I have also noticed that players driving or riding in the passenger seat at the end of the round can be considered 'missing' if the ship takes off when they are connected to the ships magnet. This has been a source of frustration in my runs, and this mod adds a config option to address it.
There are available config options that can toggle the above features, and also allows blocking the facility/factor interior on Artifice. As much as I don't like playing with the barber and maneater, I know there might be some people only looking for certain parts of this mod, and the config options hope to address that :)
Artifice, in my opinion, deserves to have both facility AND manor, but sometimes I like to only play manor especially with my friends. That being said, it does also deserve to have more scrap, being an late-game, high-risk high-reward moon. This mod introduces a config option that allows users to revert the minimum and maximum scrap spawn on Artifice to its v56 levels. See the v1.3.0 Changelog for details!
Thanks so much for checking my mod out, and be sure to leave some feedback or check out some of my other projects on my GitHub!
Disclaimer: This mod was made for FUN only, and obviously wouldn't be used for official or competitive runs. Also, the icon used for this mod is AI generated.
CHANGELOG
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1.3.1
- Fixed the cruiser teleport fix
- Upon some further personal testing, this was not originally working
- Uses an async task to teleport the player
- Please let me know if there are any issues with this, either performance or anything else!
- Happy holidays!
- Fixed the cruiser teleport fix
-
1.3.0
- Added a configuration option that sets Artifice's loot spawn rates to a minimum of 31 to a maximum of 37. This is the range set in v56, and is much better than the current spawns of (26, 30)
- These values do not account for beehives, or the boosted spawn rates on mineshafts
- This option is disabled by default, as some players may find it too game breaking
- Statistics: I ran the terminal 'scan' command 5 times for both cases (config on vs. off)
- Config On: scans = [4763, 3756, 4769, 4445, 5111], mean = 4568.8, median = 4763.0
- Config Off: scans = [3922, 4003, 3514, 3526, 3580], mean = 3709.0, median = 3580.0
- To get a true comparison, many tests would have to be run, so use this information as you will :)
- These scrap values were calculated by me (host) and interpreting them correctly requires an understanding of the scan command which is explained well in this Bread video
- Massive refactoring changes, code is much better suited for scalability for future game mechanic choices that I don't like
- Removed a lot of unneeded imports generated by using Tab to autocomplete
- Seed Rerolling is now much more intuitive and contains better logging
- Should be easier to adopt into other projects if desired
- This will most likely be the last update for a bit, as I'll be playing the game more and coding less
- Happy Holidays! If any issues arise in your gameplay with this mod, please open an issue on the repository's GitHub!
- Added a configuration option that sets Artifice's loot spawn rates to a minimum of 31 to a maximum of 37. This is the range set in v56, and is much better than the current spawns of (26, 30)
-
1.2.0
- In vanilla, players in the front seats of the cruiser are counted as dead after performing a cruiser jump onto the ships magnet
- Implemented a fix to allow players in this position to be counted as on the ship. This will prevent wipes caused by clutch cruiser jumps last minute.
- This is a config option that is enabled by default.
- I have not been able to test this in game yet, but from debugging it look like it works, if there are any bugs you encounter with this, please open a new issue on the mod's github repo
- Minor refactoring changes in source code
- In vanilla, players in the front seats of the cruiser are counted as dead after performing a cruiser jump onto the ships magnet
-
1.1.1
- Fixed spelling issue in config
- Updated source code comments
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1.1.0
- Added config options for disabling mineshaft and barber/maneater spawns
- You can now toggle the spawning of Barbers and Maneaters
- The mineshaft can be allowed if desired, but like why lol
- All Config options are independent of each other, they will not do anything silly if different combinations are used
- Added a new feature that prevents Facility generation on Artifice. This is a feature OFF BY DEFAULT, and can be toggled in the config
- Other minor refactoring
Note: Config options DO NOT update midgame and DO require a restart upon changing
Thanks to Jaexyr for the config suggestion!
- Added config options for disabling mineshaft and barber/maneater spawns
-
1.0.3
- Debugging Fixes
- Code is marginally more readable
- This release is not necessary for anything plugin related, but is more debugging/efficiency focused
-
1.0.2
- Small fixes, nothing changed plugin wise
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1.0.1
- Fixed an issue that prevented you from landing on The Company Building
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1.0.0
- Mod Release