- ๐ญ Iโm currently working on Next.js/React/Node
- ๐น๏ธ I mod games in my free time
- โ๏ธ Sipping coffee in my mornings
- Factorio:
- Forged Alliance Forever:
- GTFO:
Rundown generation mod for GTFO. New rundowns generated daily
Home Page: https://gtfo.thunderstore.io/package/the_tavern/AutogenRundown/
While this may seem odd, this would allow just loading an existing generated rundown.
Attempted to try out the newest version, could not get it to load and Rundown 7 was always it's vanilla form. Down patching to V0.23.2 immediately solved the issue.
Current zones can roll quite large, the 125+ sizes seem to be too big with many zones.
A lot of enemies spawning currently in most zones, balanced too high on small zones.
Note: Keep high enemy spawns in extract room on Clear Path objective.
I did 3 separate levels on 2 separate seeds. first the test level on one seed, the other a A1 and a B2 level on a second seed. the randomizer seems to currently greatly prefer stuffing a huge amount of enemies (around 20-30 enemies) in a single room rather then distributing that number across the entire zone. this has lead to me dealing with one absolute clown car of a room and then the rest of the zone being empty.
It does not seem to happen 100% of the time, but in those cases it's almost always like ~4 enemies spawning in a small room. (do rooms have enemy caps?)
Allow easily seeing what the current seed and mod version is
These seem to be quite difficult to see
Pure random rolls can result in many of the same objective.
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