


All Credits go to Venterok! This is the original mod HullBreaker Company and HullBreaker Company on GitHub. Check it out!
Please do not report issues with this fork to Venterok. Report them to me on GitHub!
I forked this mod for personal use / tweaking to personal preference. Initially I just changed some strings and made a few small modificiations to the mod's logic. Since then more significant changes have been made.
All event long and short messages in game chat are more ambiguous i.e. less obvious or rather 'more mysterious'. This is intended to reduce spoiling specific monster types and such for newcomers.
Basically I tried to fit the whole "Notes about this moon"-thing without giving away the exact event. For example all events that increase monster spawn rates can print the same message in game chat: telling you something about a dominant species. So even if you know all the events by heart you don't necessarily know whether it's spiders, lizards, slimes or bees you have to expect.
Events, events, events. Can one have enough events?
You can find a full list of all events below.
Rewritten event execution logic allows to dynamically replace events that fail by exectuting another random event instead. Events fail on certain moons where the enemies or scrap they are trying to modify can't naturally spawn.
The goal for all events is to make them feel unique but still balanced and manageable. So instad of increasing only the rarity of a certain enemy, additionally their max count can be increased and their power level decreased. For example where before the spider event would only guarantee a spider to spawn, it now makes spiders more likely to spawn (early), allows encountering multiple spiders in the same round and doesn't displace other enemy spawns. That means other enemies can still spawn additionally but they will spawn in later. Not all at once because we still spawn naturally.
Depending on whether you have other mods installed certain events are enabled automatically. No user interaction or configuration required. Introducing events for Shy guy, Herobrine, FacilityMeltdown and more. Check the changelog.
With v2.2.0 the format of custom event config files has changed. Please update your configs. Refer to the template below.
The template file is located in your Hullbreaker plugins folder profilename\BepInEx\plugins\explodingMods-HullBreaker_Company_Ambigous_Fork\HullEvents
# CustomEvent Template
# I recommend you create a copy of this template and edit that.
# The filename doesn't matter. You can name it whatever you like.
# Change the line below to [ENABLED] or delete it to enable this custom event.
[DISABLED]
# The internal event name
# REQUIRED
EventID = CustomEventName
# Default weighted rarity of the event
# REQUIRED
EventWeight = 0
# The long form message printed to in-game chat when the event is active
# REQUIRED
InGameMessage = My custom event chat message
# The short form message printed to in-game chat when the event is active
# REQUIRED
InGameShortMessage = EVENT MESSAGE
# List of enemies and their modifiers, seperated by comma
# Set modifier to -1 to not change
# enemyName = the name of the enemy. Must be identical to what's printed in hullbreaker logs/console
# rarity = the rarity to set (in % of the total inside enemy rarity)
# maxcount = maximum number of entities of that enemy that can spawn at the same time
# power = the power level for that enemy
# EXAMPLE: Centipede:100:10:-1, SandSpider:100:8:1
SpawnableEnemies = enemyName:rarity:maxcount:power, enemyName:rarity:maxcount:power
# List of outside enemies and their modifiers, seperated by comma
# Set modifier to -1 to not change
# enemyName = the name of the enemy. Must be identical to what's printed in hullbreaker logs/console
# rarity = the rarity to set as an absolute number
# maxcount = maximum number of entities of that enemy that can spawn at the same time
# power = the power level for that enemy
# EXAMPLE: MouthDog:100:20:1, SandWorm:100:5:0
SpawnableOutsideEnemies = enemyName:rarity:maxcount:power, enemyName:rarity:maxcount:power
# List of daytime enemies and their modifiers, seperated by comma
# Set modifier to -1 to not change
# enemyName = the name of the enemy. Must be identical to what's printed in hullbreaker logs/console
# rarity = the rarity to set as an absolute number
# maxcount = maximum number of entities of that enemy that can spawn at the same time
# power = the power level for that enemy
# EXAMPLE: RedLocustBees:-1:10:0
SpawnableDaytimeEnemies = enemyName:rarity
# List of scrap items and their rarity, seperated by comma
# scrapName = the name of the scrap item. Must be identical to what's printed in hullbreaker logs/console
# rarity = the rarity to set (in % of the scrap rarity)
# EXAMPLE SpawnableScrap = Big Bolt:10, Cookie mold pan:20, Teeth:50
SpawnableScrap = scrapName:rarity
# Increase the level's inside monster power cap by this number. Set to 0 to disable
GlobalPowerIncrease = 0
# Increase the level's outside monster power cap by this number. Set to 0 to disable
GlobalOutsidePowerIncrease = 0
# Increase the level's daytime monster power cap by this number. Set to 0 to disable
GlobalDaytimePowerIncrease = 0
# Override the global spawn rate to a constant value. Think number of enemies to spawn per wave. 256 will spawn everything instantly. Set to 0 to disable
GlobalInsideSpawnRateOverride = 0
# Override the global outside spawn rate to a constant value. 256 will front load the outside enemy spawning. Set to 0 to disable
GlobalOutsideSpawnRateOverride = 0
# Override the global daytime spawn rate to a constant value. Think number of enemies to spawn per wave. 256 will spawn everything instantly. Set to 0 to disable
GlobalDaytimeSpawnRateOverride = 0
Fully compatible with LethalQuantities and AdvancedCompany overrides.
Using these mods you can allow events that are otherwise not available on certain moons by setting the respective monster or scrap rarity to at least 1.
For example with vanilla moon configuration you can't get Jester event on Experimentation because Jesters don't spawn there.
Using the tool of your choice set the Jester's rarity to 1 or any larger number. This will enable the Jester event on that moon.
Reorganized and restructured - allowing for more customization. Hopefully you'll find some settings more intuitive. Mainly putting this here so you remember to check your config :)
All enemy events increase the repective enemy's spawn chance. Some additionally increase their max count and decrease their power level to varying degrees.
They are designed to be impactful and create unique situations but still be manageable overall. Check your logs for what is changed exactly.
| Event | Details |
|---|---|
| Arachnophobia | Bunker spiders are more likely to spawn. There can be two or even more. Recommended mod: Arachnophilia |
| Bee | Circuit Bees are more likely to spawn and you can find a lot of them. This also increases daytime enemy spawns overall (take not LQ users). |
| Butler | Butler spawns more likely and there's potentially more of them. They don't count to overall enemy cap. |
| DevochkaPizdec | Ghost girls spawn more frequently and there can be more than one. Don't loose your head out there. |
| FlowerMan | Brackens spawn more frequently and in larger quantities. They often move together but can separate and give you a really bad time. |
| Hell | Jesters. Yes, multiple. Good luck. |
| HoarderBug | Hoarding Bugs spawn a lot more frequently and in much larger quantities. It's a race for scrap - who will capture the most? |
| Lizards | Puffers / Spore Lizards are more likely to spawn and there's more of them. They don't count to overall enemy cap. |
| Masked | Masked enemy are more likely to spawn and there's more of them. They don't count to overall enemy cap. |
| Nutcracker | Nutcrackers are more likely to spawn and there's more of them. They don't count to overall enemy cap. |
| Slime | Hygrodere / Blobs spawn more frequently and in much larger quantities. Recommended mod: RandomSlimeColor, RandomEnemiesSize. |
| SpringMan | Coil-heads are more likely to spawn and there can be a lot of them. Keep you eyes peeled. |
Scrap events generally change the weights of certain scrap in the loot table to make them more common.
Most of these have been made with ImmersiveScrap in mind. They work perfectly fine without but balance might be off.
| Event | Details |
|---|---|
| Armday | Incerases spawn chance of heavy loot |
| BabkinPogreb | Spawns a lot of pickle jars |
| ChristmasEve | Spawns a lot of presents |
| Clownshow (Girl) | Spawns a lot of scrap that can make noise like horns |
| DayDrinking | Spawns a lot of alcoholic beverages |
| LuckyDay | Increases chance for very valuable loot to spawn |
| SelfDefense | Spawns a lot of weapon-like scrap items |
Traps events, time events and even some gameplay changing events.
You might need to change your strategy so keep your eyes open for these!
| Event | Details |
|---|---|
| EnemyBounty | The company pays money for killing monsters. Per enemy reward + final reward (configurable, read below) |
| HackedTurrets | All turrets are permanently disabled |
| HordeMode | Spawns enemies early and in large amounts |
| HullBreak | Take a break. The company sends a bonus payment |
| LandMine | Spawns a lot of landmines |
| NothingEvent | This is used to balance the chance of any event occuring. This event = no event |
| OnAPowderKeg | Spawns more landmines. Landmines will randomly explode throughout the day. |
| OneForAll | When the first crew member dies, the ship's autopilot is immediately instructed to leave (like voting, you have two hours) |
| OpenTheNoor | All big security doors start in closed state |
| OutSideEnemyDay | Frontloads outside enemy spawns to occur early in the day. Like eclipsed but only outside. |
| SpikeTrap | Spawns a lot of spike traps (might have no effect in some custom interiors) |
| TimeAnomaly | Time passes faster |
| TimeDilation | Time passes more slower |
| TurretEvent | Spawns a lot of turrets |
List of events integrated with others mods (from all event categories).
| Event | Required Mod | Details |
|---|---|---|
| Boomba | LethalThings | Increases boomba spawn chance and max count significantly. |
| Herobrine | HerobrineMod | Increases Herobrine spawn chance. Can spawn up to 2. Doesn't count towards power level. |
| ShyGuyEvent | Scopophobia | Increases ShyGuy spawn chance and allows more to spawn - drastically increasing chance of actually finding one. |
| Meltdown | FacilityMeltdown | Will trigger the meltdown event sometime during the day (random between early noon and midnight) |
| AC_Bunny | AdvancedCompany | Increases spawn chance of AdvancedCompany unique item: Bunny ears |
| AC_Controller | AdvancedCompany | Increases spawn chance of AdvancedCompany unique item: Controller (Green, Pietsmiet) |
| AC_RGBShoes | AdvancedCompany | Increases spawn chance of AdvancedCompany unique item: Light Shoes |
Changes to existing events from the original Hullbreaker mod.
EventCount it simply prevents flooding the chat with empty lines from NothingEvent to a point where things become unreadable. This depends on your configuration (event count and event weights) of course