Some mods may be broken due to the recent Alloyed Collective update.
This package has been marked as deprecated, and it's suggested another
alternative is used.
SimulacrumRework
Changes to make simulacrum feel less sluggish and more tower defense-y. Compatible with Wolfo's SimulacrumAdditions.
By Nuxlar
| Last updated | 2 years ago |
| Total downloads | 7359 |
| Total rating | 2 |
| Categories | Mods Tweaks Gamemodes |
| Dependency string | Nuxlar-SimulacrumRework-1.0.0 |
| Dependants | 4 other packages depend on this package |
This mod requires the following mods to function
bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.2111README
Simulacrum Rework
Icon image background by Kloir on Reddit
The Changes
- Stages are in order for the first 5 stages (20 waves), then randomized
- Stage transitions happen every 5 waves instead of 10
- The move phase is removed
- There are no world spawn interactables
- Each stage you get 1 green printer, 1 white printer, 1 equip barrel, and a scrapper inside of the radius
The Whys
- Stage order (initially) so you don't get stuck with elder lemurians stage 1 or high credit (slow spawn) enemies
- More stage transitions to feel more fast paced (also more printers/equips)
- Move phase feels pointless without world interactables
- No world spawn interactables mainly to remove the downtime of trying to print/scrap in the void (also reduce the chance of snowballing)
- Adding 2 printers and a scrapper gives the option of inventory management instead of removing it completely
Mod Compatibility
- Briefly tested with Wolfo's SimulacrumAdditons, looks like it still applies the changes without breaking anything.
Changelog
1.0.0
- Release