I'll try to keep this spoiler-free, but it turns out it wasn't my fault and something that was near impossible to get around of. You'll understand once you get there or if you already saw the video.
There is a upper limit of units / sprites that the game can render at a time, most likely 100 ~ 150 seeing you and SIfd play. it might prioritize: player > monster > itens/turrets > bosses. But On boss map, the boss is mandatory to spawn at the same time as the player, so it goes player > boss > turrets and then monsters
Yes and no. It can render an infinite amount (well, until it crashes), in the intro clip I spawned 4000 turrets. But the issue is that the game processes spawning in entities in a set order. Enemies (including bosses and Trees because they count as enemies, as well as hordes and such) and then into items, like Wanderbots, turrets and such. When the spawning of enemies takes too long (to create the queue), then Turrets don't get added to the queue of things spawned and simply get skipped. Map and Player are the first objects that get created. Bosses will always spawn but also get added from get-go, because the way the game does it is it gives the queue element a timer until when they should appear, so e.g. for some enemies like the dude running around dropping crates, that's 25 seconds. That means from the moment the map is created he is already added with a 25 second counter and once hit, it rolls whether he should spawn or not (depending on his spawn chance, for him it's 10% IIRC if no luck is had).
You should do a run where you make a bit more but have to buy everything that appears in the shop. If you max out on weapons you have to sell one and buy the shop one.
To the XP not dropping; there is a set limit to dropped materials on the ground, once reached, excess will be directly tranfered to your bank account, and you do NOT want that. For these autotransfered materials do not grant level-up-progress and do not trigger any modifiers, like leftover balance.
that only happens at the end of the wave. as the limit is reached the undroppable material is accumulated in already existing material and once collected you get all of that. we did that in some videos with material the size of the character
Epic and broken video as always, I would like to know how much time it takes for a successful run without modding. With modding it usually depends on how foolproof your proof your foolish proof and end up fooling the proof in other ways you've fooled in
If the question is how much a usual run takes where I dont mod, it entirely depends on the goal. So something like "x amount of special weapons" was anything from first run (super lucky) to I dont even remember how many days it took. I think the 4 Sniper Rifles took me so long I even gave up making the best potential video and tuning way more into making it more likely that they appear - I view the best video as going absolutely bonkers on the Sniper Rifles in that regard and I sacrificed attack speed/Range to increase their odds of spawning (by having more luck)
Yesnt. Technically speaking no, but reality is very similar to it. As far as I understood it (because mods on the Discord coincidentally looked into changing something and came across the same issue) if the game has to spawn in too much in the first second (this may not be precisely a second but something leading to last up to a second) then the turrets won't spawn. They simply can't. They said it's a queuing issue of things to happen and if the point of spawning turrets is not reached yet after that second, then they simply won't be added. And I wouldnt be surprised if the turrets I spawned in some waves would be exactly the amount of wrenches or items I had, but not both combined (when it was less than what it should be but some spawned). So e.g. with 13 items and 27 wrenches (for normal turrets) either only 13 or 27 were around.
@@DexTag ahh that’s pretty interesting so they would have to change the priorities on their queuing system maybe later on into the games lifetime your mod might work for those 2 waves and you can really go super crazy
Circle of Death Passive Abilty: 50 Turrets Spawn Damage: Infinite It shows any "Bois" that appear cringe reddit twitter and youtube so they die from *_cringe_*
From the perspective of a viewer yes, from the perspective of me it was just moving around things that already existed and changing values like turning a 50 to a 1000, so nothing that requires knowledge, since characters are super easy to find as items...yea, they count as items, at least they are in the group. But wave mechanics and things like structure cap is in the actual code (as it can be seen with the line numbers next to the screenshots I added) and not individual, moveable files, which means you need to know where it is and how its called
I'll try to keep this spoiler-free, but it turns out it wasn't my fault and something that was near impossible to get around of. You'll understand once you get there or if you already saw the video.
out of intrest, what was the issue i am too curious now
Hey Dex, if ya ever wanna save money on rerolls, buy out the shop more often: empty shop makes rerolls cost 0
My guess is despawn
Ah...nevermind then.
The WAVE TIME can be changed as well or is it hard coded?
There is a upper limit of units / sprites that the game can render at a time, most likely 100 ~ 150 seeing you and SIfd play.
it might prioritize: player > monster > itens/turrets > bosses.
But On boss map, the boss is mandatory to spawn at the same time as the player, so it goes player > boss > turrets and then monsters
Yes and no. It can render an infinite amount (well, until it crashes), in the intro clip I spawned 4000 turrets. But the issue is that the game processes spawning in entities in a set order.
Enemies (including bosses and Trees because they count as enemies, as well as hordes and such) and then into items, like Wanderbots, turrets and such. When the spawning of enemies takes too long (to create the queue), then Turrets don't get added to the queue of things spawned and simply get skipped. Map and Player are the first objects that get created.
Bosses will always spawn but also get added from get-go, because the way the game does it is it gives the queue element a timer until when they should appear, so e.g. for some enemies like the dude running around dropping crates, that's 25 seconds. That means from the moment the map is created he is already added with a 25 second counter and once hit, it rolls whether he should spawn or not (depending on his spawn chance, for him it's 10% IIRC if no luck is had).
18:10
That triangle of power with the blood donation really hurts 🥲💔
With a weapon limit of 50 I really want to see some stick gameplay, damage scaling should be heftig
Shows how actually amazing vampire survivors is
You should do a run where you make a bit more but have to buy everything that appears in the shop. If you max out on weapons you have to sell one and buy the shop one.
Can we have a tutorial to mod brotato?
having all the wrenches like that reminds me of a typewriter.....*shrug*
Hey Dex it would be super cool to see a invinite Brotato run.
PS. I love your videos!!
Damn dex 😳 you're really starting to win me over with these broken ass runs 😜
This is the beginning of your vilian arc that we all subscribed in hopes to witness. 😉
The turrets decided they needed a day off lol
Let's mod the game so much, it actually becomes Tower Defense...
Dex: Let's create a bullet hell game... for the enemies. *pinches zoo director mustache while manicly laughing*
Do the same thing with landmines pls
To the XP not dropping; there is a set limit to dropped materials on the ground, once reached, excess will be directly tranfered to your bank account, and you do NOT want that.
For these autotransfered materials do not grant level-up-progress and do not trigger any modifiers, like leftover balance.
that only happens at the end of the wave. as the limit is reached the undroppable material is accumulated in already existing material and once collected you get all of that. we did that in some videos with material the size of the character
Epic and broken video as always, I would like to know how much time it takes for a successful run without modding.
With modding it usually depends on how foolproof your proof your foolish proof and end up fooling the proof in other ways you've fooled in
If the question is how much a usual run takes where I dont mod, it entirely depends on the goal.
So something like "x amount of special weapons" was anything from first run (super lucky) to I dont even remember how many days it took. I think the 4 Sniper Rifles took me so long I even gave up making the best potential video and tuning way more into making it more likely that they appear - I view the best video as going absolutely bonkers on the Sniper Rifles in that regard and I sacrificed attack speed/Range to increase their odds of spawning (by having more luck)
jo dude du machst chillige videos, danke ;)
11s for Wave 20, that's the second fastest Bosses Demolition. Only second to recochet nuke launchers build.
Okay dex... hear me out.
Ultimate Twister Fister
100 sticks???
Is there a sprite entity limit?
Yesnt. Technically speaking no, but reality is very similar to it.
As far as I understood it (because mods on the Discord coincidentally looked into changing something and came across the same issue) if the game has to spawn in too much in the first second (this may not be precisely a second but something leading to last up to a second) then the turrets won't spawn. They simply can't. They said it's a queuing issue of things to happen and if the point of spawning turrets is not reached yet after that second, then they simply won't be added.
And I wouldnt be surprised if the turrets I spawned in some waves would be exactly the amount of wrenches or items I had, but not both combined (when it was less than what it should be but some spawned). So e.g. with 13 items and 27 wrenches (for normal turrets) either only 13 or 27 were around.
@@DexTag ahh that’s pretty interesting so they would have to change the priorities on their queuing system maybe later on into the games lifetime your mod might work for those 2 waves and you can really go super crazy
could you try do all the wepons you can?
Yesterdaywhen i playing the op saver with 260 pigi bank my material becam 16 17 digit so they becam Negative in a round an positive in Another
But dex what about this with mines?
Circle of Death
Passive Abilty: 50 Turrets Spawn
Damage: Infinite
It shows any "Bois" that appear cringe reddit twitter and youtube so they die from *_cringe_*
Ist der macher des spiels auch im dicord? sorry mein eng is mega schlecht :)
Insane!
When my GF asks me what she is getting for Dinner 5:11
What if those are all range weapons?😆
Hi
Please do the same with a screw drivers :)
He lowk sounds like ohnepixel😭😭
tis is hilarious :D
And i did one mod rainbow crates and...... it happend to i got a little biy over 2000 crates in 1 round 🤣
Yeah and you weren't playing with the code befire... Yeeeah 😅
From the perspective of a viewer yes, from the perspective of me it was just moving around things that already existed and changing values like turning a 50 to a 1000, so nothing that requires knowledge, since characters are super easy to find as items...yea, they count as items, at least they are in the group. But wave mechanics and things like structure cap is in the actual code (as it can be seen with the line numbers next to the screenshots I added) and not individual, moveable files, which means you need to know where it is and how its called
What mod is that?
Its at 69 likes ain't goanna change that
Hmmmm do it using sticks
Can you make a one punch man
What a letdown
also mir macht das Game ungemoddet noch am meisten spaß und das da sah net so spannend aus tbh aber jedem das seine ^^
gibt leider nur so und so viel was man in dem Spiel machen kann. extremes modden ist der letzte Schritt.
That was underwhelming