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ZetaArcade-ZetasMoonDiscounts-1.1.0 icon

ZetasMoonDiscounts

[v73] Tool for handling moon prices, weather affecting moon risk level, Company buying/selling rate, and a custom Ironman system!

Date uploaded a week ago
Version 1.1.0
Download link ZetaArcade-ZetasMoonDiscounts-1.1.0.zip
Downloads 374
Dependency string ZetaArcade-ZetasMoonDiscounts-1.1.0

This mod requires the following mods to function

mrov-WeatherRegistry-0.7.5 icon
mrov-WeatherRegistry

A mod for controlling the game's weather system.

Preferred version: 0.7.5
mrov-WeatherTweaks-1.1.7 icon
mrov-WeatherTweaks

Difficulty tweaks to the weather system in Lethal Company.

Preferred version: 1.1.7
IAmBatby-LethalLevelLoader-1.6.5 icon
IAmBatby-LethalLevelLoader

A Custom API to support the manual and dynamic integration of all forms of custom content in Lethal Company. (v73 Compatible)

Preferred version: 1.6.5

README

Zetas Moon Discounts

This is a mod i made for personal use in my own modpack, though it may be of use to you! It comes with 3 core features:

1 - Modifying the Company Buying Rate

You can set the Company buying rate (how many credits you get for selling stuff) to whatever you want for the deadline day, as well as for non-deadline days separately.

2 - Dynamic Moon Discounts

Previously in my modpack, i used LethalQuantities to set the moon route prices between each moon to setup a discount system. With LethalQuantities broken in v73, i made this mod to replicate the system i had setup. It works like this:

  • Lets say you have Moon A (Moon you are currently routed to), and Moon B (The moon you want to route to)
  • If Moon B is significantly cheaper than Moon A, you can route down to it for free (Free Downgrade). If Moon B is $3500 cheaper or more, it will always be free to route to.
  • If Moon B isn't THAT much cheaper, but is still cheaper (or the same price), then you can route to it for a small fee (Downgrade/Swap)
  • If Moon B is more expensive than Moon A, you can route "up" to it, only paying the difference in cost to route up (Upgrade)
  • Upgrading has a cap for how far until the moon discount won't apply, and downgrading also has a cap where moons that are significantly expensive always cost a fee to route between

All of the above effects are configurable to your liking. With default settings:

  • Any moon that is $300 cheaper than the current moon or more is free to route down to (Unless it costs $1000 or more)
  • Any moon that is $3500 cheaper or more is always free to route
  • Any moon that is the same price / slightly cheaper costs $50 to route to
  • Any moon that is more expensive (Up to +$500 more) can be upgraded into by just paying the cost difference

With this system, there is more flexibility in where you can route, yet there is still fees in place which keeps credits being useful, which is important for game balance around collecting crewmate bodies.

3 - Setting up moons for an Ironman Challenge

Another custom thing i setup in LethalQuantities for one of my modpacks was an Ironman system, whereby each moon was "paired" with another one, and the goal was to complete each pair of moons from start to finish. Unlike a traditional Ironman, where you would either visit a new moon each day or quota, this one has you visit each pair. This is important because players are still given a CHOICE as to which out of the 2 moons they want to visit each day, which plays nicely with Weather Multipliers creating interesting decision making.

This config, when enabled, allows you to pair moons together in a list, prefixed with their route cost. From there, whilst at the company, the route price for every moon is taken from the config, and once you route to a pair, every other moon besides the 2 in the pair (and the company) costs 9999 to route to, effectively preventing routing there, locking you to the 2 moons.

4 - Dynamic Moon Difficulty Levels

When enabled, this system allows for the risk levels of moons to be increased based on what weather is there currently. A config is used to specify the "danger level" of each weather, and that is then used to determine what risk level it should have. It works like this:

  • Every difficulty level (Letter) is converted into a whole number. 0 is F, E is 1 etc. etc.
  • Every difficulty modifier (E.g. -, +, ++, *) is a decimal value, where if the decimal falls in the middle (around .5) then it will be blank. - means it is low, + is past the midpoint, and * is very close to the next whole number. E.g. A* difficulty would be 5.9, whereas A- would likely be around 5.1, and 5.5 would just be A
  • Using this system, the moon's default difficulty is converted from text into a number, then the associated weather has it's attached value from the config retrieved, and then both numbers are added together and turned back into text to produce the new difficulty level!
  • Combined weathers use a small formula that takes the highest difficulty weather's danger level in that combination, and then adds a little bit to it based on how many weather effects are active in total. Since this system is quite inaccurate, it also appends a "?" to the difficulty as well.

CHANGELOG

1.1.0

  • Added Dynamic Moon Difficulty Levels based on the current weather!

1.0.0

  • Initial Release