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Beta 1- Initial VersionBeta 2- Fixed the issue where loading an autosave would prevent randomisation.- Autosaves still happen before randomisation occurs, allowing rerolls. Not sure if I should consider this a bug or a feature.- No longer set objects transientBeta 3- Autosaving now works as intended - You can no longer reroll by loading an autosave.Beta 4- Increased initial delay from 0.01 to 0.04 because some maps were causing crashes with a lot of mods- Added Hydro.Beta 5:- Fixed medsci1 crash when loading other script-heavy mods like RSD- Fixed a case where it wasn't perfectly deterministic in some cases, resulting in autosave rerolling on some maps (like medsci2) for some randomisers.- Added some Hydro items that were missed.Beta 6:- medsci2: - Added medbed key to randomiser. - Removed dead monkey on medbed from randomiser, it will no longer receive items, since this made for some silly combinations (monkey with a psi amp, for instance).- eng2: - French-Epstein device in Cargo Bay 2 made to not randomise as it is a reward for completing the cargo bays.- hydro2: - Added medbed key to randomiser. - Laser Pistol, Laser Rapier and Grenade Launcher can no longer appear in the secret area above the egg observation rooms, only in their respective areas. - The LabAssistant implant will now always be found in the offices/labs, never in Sector B or C, to aid progression for people who want to use it to research Toxin A. - Added a missing anti-radiation hypo.- hydro1: - Added Cyber Modules back to the small nook near the start of the level, they are no longer randomised. It's difficult to put items up there due to physics limitations, so they are left for now - better to have the same item than a little nook with nothing in it. - Assault Rifle no longer randomised, as it's somewhat special (especially with RSD where it's the first Assault Rifle in the game). I may change this.Beta 7:- MedSci2 shotgun is no longer randomised, as it's likely the first proper shotgun most players will acquire.- Added support for Ops maps.- High Priority outputs no longer get junk items - High Priority outputs are used for various situations where guaranteeing loot makes sense, such as various corpses that release worms when interacted with, and for particularly hazardous encounters. These are now guaranteed to give at least one useful item, rather than having the possibility of giving items like chips, a magazine, etc.- Various tweaks to earlier levels.- Weapons and key items should now be a lot more evenly distributed with their placements, as they ignore various spawn conditions and can appear almost anywhere.Beta 8:- Physics-Controlled objects will remember their state if swapping with an item of a similar archetype - Similar is defined as "anything with a similar shape", so for instance vodka, champagne and liquor - This realistically means that it should now be possible to see standing-up bottles, even when swapped. This makes the medsci2 bar look much better- Fixed some bugs including a severe bug where objects could appear on top of or inside each other- Minor changes to some map randomisation - The turret corridoor in medsci1 is no longer guaranteed to contain an item. I might change this. - MedSci2 closet where the 2 shotgun hybrids ambush the player is now high priority, so the box in that room should always contain something worthwhile.- For objects in tricky spots (such as the gun on the roof section in medsci2), instead of disabling item output entirely, those objects can still appear in their original locations occasionally. - This realistically means the pistol will appear in it's normal spot sometimes. The rest of the time the spot will be empty. Other items in some spots are also affected.- The mod now spits out seeds for all randomisers to the log file. This should make reporting bugs much easier, as the exact setup can be replicated in the editor.Beta 9:- Major rewrite. Massively simplified everything. Should make development much quicker/easier going forward and result in a lot less bugs.- Randomised various quest items - Science Sector Card (medsci1, still limited to Cryo Recovery B) - R&D Card (medsci2, still limited to Dr Watts room) - Hardware Override chips (eng1, still limited to Auxillary Storage 5)- Other minor tweaks to some randomisations.Beta 10:- Added Recreation Deck.- Fixed numerous bugs.Beta 11:- Added Command Deck.- Fixed a critical bug where Weapons and other "specific" items would only ever spawn in containers or on markers (would not replace existing items).Beta 12:- Added Rickenbacker maps.- Bodybags can now contain Nanites as well as Hypos, since in vanilla the medsci ones only contained hypos and the rick ones only contained nanites. This may be changed in the future.Beta 13:- Added Body of the Many and Shodan maps- Added RSD Powercells to randomisers (where possible). Adding all of them will require a new version of RSD.- Objects tagged "allow self only" now allow other, similar items. - This means that item spawns will be more dynamic in a few cases where items originally had weird orientations or characteristics (see the readme for more information)- Fixed an issue where objects tagged with "containers only" would invalidate the "allow self only" tag. Now thet can appear either in a random container, or their original position.- Fixed a strange edge case where some randomisers wouldn't run correctly, resulting in items appearing inside each other and inconsistent values when using the same seed.- Other minor tweaks, addition of some missed items, and small bugfixesBeta 14:- Complete rewrite under-the-hood to be message based. Randomising should now be much faster!- Added egg randomisation for all levels except BOTM (needs thorough testing!)- Fixed a few errors with some item spots looking weird- Fixed broken Hydro2 weapon randomisation (broken in Beta 13)1.0 (Release Version)- The mod is now split into 2 main versions, Lite and Full. Full contains all the features of Lite, plus it also randomises Enemy placement and non-plot-related audiologs- All maps are now randomised- Added "No Swarm Eggs" addon. Will prevent Swarm Eggs from appearing at all, and remove the relevant log in rec1 as well. To enable, use the optional file.- RSD Compatibility is now an optional file. Will change some minor aspects of the randomisation to not clash with RSD Changes. To enable, use the optional file.- Items with emails associated with them (Crystal Shards, Toxin A etc) will now randomise, and the email will be setup to work at the new location.- Fixed "hypo only" outputs (like the medical beds in hydro2, and body bags) allowing medkits as well- Fixed Hydro2 LabAssistant randomisation- Added some more item locations, finished randomising all maps- Added "Trash" addon - makes trash cans only contain junk items (magazines, cola, etc etc)- Added "Ops4 Key" addon - makes the Security key in ops4 required to unlock the security booth (in Vanilla you can use the keycard from Engineering). Since it's randomised, it makes sense that it should serve some purpose.- Added "No Spiders" addon. All spiders will be randomised to something else, and spiders which aren't randomised are replaced with either worms or monkeys1.1 (Release Hotfix)- Fixed race condition with Object.SetName and Object.Destroy, which was randomly preventing some AI's that were replaced from properly executing signal responses, leading to failed ambushes- Changed the way Enemy randomisers work, now the ratio of enemies can be specified on the randomisers themselves, similar to other randomisers, rather than using a big table. This should allow proper support for FMs.- Lite version is now much lighter, it no longer randomises weapons or eggs. There is now a lot more differentiation between Lite and Full, to hopefully give people more options.- Audio Log randomisation is now an addon1.2:- Added Secmod support.- Randomised a few items that I missed on various maps.- Randomised the ops4 armoury. It only randomises amongst itself, so this is not a significant gameplay change.- Fixed missing the captains quarters in command2, now that whole area is randomised properly.- Added "Spawn Groups", allowing groups of objects to be randomised to the same type of object. This is used in a few places for enemy spawns.- Moved Batteries from 2 enemies in Rick1 into containers, allowing them to randomise properly when the enemies are replaced. [Thanks Deu Sex]- The hackable vault behind the athletics lobby desk in rec1 is now randomised.1.22:- Attempted fix for objects falling through floor.- Objects now use radius instead of a fixed height for spawning, which should result in less objects "jumping" after being spawned- Added a "Less Shotgunners in MedSci" addon (Less OG-S)
Does this also mean a rogue-like mod could be possible?
Just did a quick run through medsci1, seems to be working great!
The second dead battery position did get randomized, which I don't mind at all, but I think it may have been unintended as most other key items were kept in the same place?
Not sure if adding new possible locations for items is something you'd want? Trying to think of a sane way to do that with the look over your code, but I think ultimately it may require either an external file with the list of new coordinates, or adding some kind of placeholder items to the dml file for the scripts to add to the coordinate possibilities before the script is run (if it even operates in that order).
I am trying to think of other ways to handle other plot items, but unfortunately many of them are attached to various logs/emails. For instance, for the Crew Card and R and D card we are told both times exactly where to go, so randomising them doesn't make sense.Some other cards, like the Hydro A,B and D cards, are randomised.For the Crew card in medsci2, I was thinking of something special for that one that would still be within the lore, but we will see if I can pull it off
I already have a number of new item locations. In medsci1 you may have noticed some items placed on desks/tables, or in corner spots that aren't normally used. I place markers and add them to the object pools, which uses them as outputs.
Yeah, I think these choices come down to the ideology (I guess?) of the randomizing. I had a few modes for instance, where key items stayed vanilla, were randomized within the vanilla room, or just anywhere that would be accessible at that time during vanilla play.I love it randomized as much as possible, but then you get stuck in the quagmires I did with my attempt. A more reasonable approach is probably options for vanilla placement only, or a small set of possible alternatives with the diversity being dictated by the lore or implementation complexity.
Oh sorry! I was still a bit stuck in my headspace for my randomizer attempt, I added like 3x as many spots, so vanilla placement was more rare, so I must have glossed over the new spots. I think I do recall there being a couple spots without items that I thought there was supposed to be. So that's awesome, I'm glad that's already in!
I'm so glad a proper randomizer is being created, this already ticks a ton of the boxes I had been wanting!
Shouldn't this be under SS2 Mods?
If I do another run, but with your mod installed on top of RoSo's, would you want that feedback, or with just your mod installed? Thanks again for the good work. Balance + randomization is like, the perfect chaos/order sandwich. yum
Fair. Does your randomiser only switch around items across vanilla predetermined spots (ie swopping object x from corpse A to B) or does it add its own placements also (ie added custom spot C nearby the corpse B)? I'm assuming new placement points were added, right?
Best I can say is that nothing felt to me out of place, which would be a testament to you having done a good job on the overall - since its coming from someone hardly remembering placements of items from vanilla, beyond few key spots of med-sci and the like.
If one point comes to my mind that may be worth investigating, where I felt concentration of things was high in one spot, was a little office room of the chemical storage in hydroponics, where I recall I felt there were a lot of items between the corpse there and the desk.
The only time, on the other hand, where I felt noticeable frustration was when I was re-running and sweeping the entirety of hydroponics deck for the hydro D keycard multiple times. It turned out I have missed a single little box in hydro A where the card was. Objectively, it was me having missed something - my own fault. Subjectively, addressing your question, it would have felt more natural to me were the key to be found on a dead body, sunk in the pool or another such location of a nature somewhat more notable than a random little crate stashed away in a distant corner.
Other than that, all felt good. I'll keep an eye out going forward, with what you said in mind.
The things that will break and work horribly are the really big items - like weapons. I'm very curious as to whether any weapons are clipping through walls, etc.
Can you describe the area more?
Didn't find anything clipping at all. Not really. There's an office in chemical storeroom in hydroponics, with a desk and a dead body. I remember I thought that I'd found quite a few items there between the two. Did not find it unnatural though.
There's a body there too
not loving that, as the first rumbler encountered should be the one in Athletics.