Installation Method
Gale
What happened?
To echo what i said in my server and in the CR thread, some entities should either be hardcoded to not be affected by Beartraps or a config should be included to blacklist entities. The main example is Bees. Not only does it make no sense that Bees could be affected by a Beartrap, but gameplay-wise it causes them to be displaced from their hive during a chase easily, leading to Roaming Bees scenarios, of which they are generally considered to be the most deadly outside entity in the game (since they have decent sight, pursue relentlessly, can chase into the ship and up ladders, and deal high damage). This makes the inclusion of Beartraps on any forested moon (where bees spawn generally) a bad idea, which is a really poor synergy as Beartraps are usually at their most effective on moons with heavy foliage.
If it were up to me, i'd personally suggest they don't affect:
- Bees, Roaming Locusts, Butler Bees, Nemo, Bruce, Earth Leviathans etc. mostly flying stuff
- Anything very paranormal like Ghost Girl, Mistress etc.
- Probably not Tulip Snakes / Peepers? I've found a couple dead near some beartraps, unsure if they did kill them though. But if beartraps do kill them, then having them enabled just ends up killing these enemies randomly before they can do anything since they have like 1 HP
- Slimes, SCP-999
- Sapsucker + Shy Guy, particularly because they are strong enough to pry open the ship door, and baiting them into beartraps is probably a bit too strong
- Jimothy, especially because i've seen jimothys ram into each other whilst holding them and then trigger them
- Very strong entities like the Debt collector and Guardsman, and weird ones like the Tornado for instance
- The new feliopars, as they are stealthy cat like entities, the beartrap going off on them would ruin their implementation imo
This is a key part of why the FairAI mod works pretty well, as it lets you config which entities can be affected by the traps to get the balance right. Having a trap universally affect all enemies is generally a bad idea, as there will be many nuance cases where the trap either makes the entity too easy to deal with, or just doesnt make sense.
Without these changes, it would make more sense as a pack maker to just disable the trap outright, as they cause a lot of balance issues for outside entities when they ensnare things they shouldn't. The update has swapped them from being a minor player nuisance (one you could spawn fairly often on moons to increase difficulty outside) to a huge way to cheese many enemies and/or break their chasing/AI entirely in how they trap them (now where it makes more sense to barely spawn them at all and be very very selective about which moons to place them on, making them a niche feature). Going from just players to all entities is a huge change.
What did you do?
N/A
Version
v73
What OS are you running?
Windows 10
List of mods used
N/A
Relevant log output
Code of Conduct
Installation Method
Gale
What happened?
To echo what i said in my server and in the CR thread, some entities should either be hardcoded to not be affected by Beartraps or a config should be included to blacklist entities. The main example is Bees. Not only does it make no sense that Bees could be affected by a Beartrap, but gameplay-wise it causes them to be displaced from their hive during a chase easily, leading to Roaming Bees scenarios, of which they are generally considered to be the most deadly outside entity in the game (since they have decent sight, pursue relentlessly, can chase into the ship and up ladders, and deal high damage). This makes the inclusion of Beartraps on any forested moon (where bees spawn generally) a bad idea, which is a really poor synergy as Beartraps are usually at their most effective on moons with heavy foliage.
If it were up to me, i'd personally suggest they don't affect:
This is a key part of why the FairAI mod works pretty well, as it lets you config which entities can be affected by the traps to get the balance right. Having a trap universally affect all enemies is generally a bad idea, as there will be many nuance cases where the trap either makes the entity too easy to deal with, or just doesnt make sense.
Without these changes, it would make more sense as a pack maker to just disable the trap outright, as they cause a lot of balance issues for outside entities when they ensnare things they shouldn't. The update has swapped them from being a minor player nuisance (one you could spawn fairly often on moons to increase difficulty outside) to a huge way to cheese many enemies and/or break their chasing/AI entirely in how they trap them (now where it makes more sense to barely spawn them at all and be very very selective about which moons to place them on, making them a niche feature). Going from just players to all entities is a huge change.
What did you do?
N/A
Version
v73
What OS are you running?
Windows 10
List of mods used
N/A
Relevant log output
N/ACode of Conduct