DeezNugz64-ChipDouglas icon

ChipDouglas

Chip Douglas, the cable guy: befriend him or flee him. Clings, snaps, chases you with a drill, knocks before breaking doors, cuts power and raids your ship.

CHANGELOG

0.3.1

  • Spawn rate now matches the Bracken. On each moon his spawn weight copies the Bracken's (read live from the game), and he uses the Bracken's power level too. Before, his flat weight of 25 made him several times more common than the Bracken.
  • A bit more common (1.5x the Bracken) on Experimentation, Offense, Assurance and Embrion.
  • New [Spawning] options: MatchBracken, BoostedMoons, BoostMultiplier. Rarity is now only used when MatchBracken is off.
  • The log prints his spawn weight on every moon at startup.

0.3.0

He shows up at the ship a lot more.

  • Ship visit rolls every 10 s instead of 20, with a 45% chance instead of 22% and a 60 s cooldown instead of 120. If your config still had the old defaults, they're updated automatically.
  • When nobody is left inside the facility, his chance per roll is at least 75%.
  • New FollowYouOut (on by default): leave the building to get away from him (while he's clingy or chasing you) and he follows you out, turning up at the ship instead of hiding inside.
    • Ditching him by running off inside or breaking line of sight still makes him vanish and lurk in the facility.

0.2.12

  • Becoming his best friend now has a cost. Once he's done with his speech and given you the Cable Box, he goes straight to phase 3 and hunts down everyone else. He never hurts his friend, but nobody else is safe.
  • On-screen pop-ups (what he bought, free cable, lockout, the gift, friendship progress) are now off by default. Turn them back on with ShowHints under [Interface].
  • The F7 spawn and F6 ship-visit test keys are now off by default. Turn them on with EnableDebugKeys under [Debug].

0.2.11

  • Death now uses his hurt sound (yell, groans, thud). The killing blow plays it once, not on top of a hurt yell.
  • The lever line now borrows his wave goodbye (same clip, no duplicate copy in the dll).
  • Removed the last placeholder voice lines. These are silent until you add a clip:
    • phase 1 humming (roam)
    • talking through a door before breaking it (knock); he still knocks
    • taking scrap you give him (gift)
    • The TV and gift pranks use his prank line.
  • Footsteps, knocking and door banging keep their placeholder sounds.

0.2.10

  • Real goodbye line, built in (the hallway "bye"), used for both:
    • waving goodbye as he leaves the ship after a prank
    • the lever prank: he says it as he grabs the lever, right before he sends your ship off (no second goodbye after)

0.2.9

  • Real hurt sound, built in: a yell, two groans and a thump when you hit him.
  • Fixed: every hit played his hurt sound twice at once (the game's own hit sound was set to the same clip). Now it plays once, and rapid hits don't stack yells on top of each other.

0.2.8

  • Real phase 2 chatter, built in: four lines (at the door, on the satellite dish, lying on the floor, in the kitchen). While he's clinging to you he says one at random every so often.

0.2.7

  • Real laughs, built in: five laughs cut from the laughing scene (squeal, breathy chuckles, and three belly laughs). He picks one at random whenever he laughs: wandering or chasing while angry, over a body, during TV night, after cutting the power.

0.2.6

  • Removed the scrap-stealing ship prank (and its config weight and sound folder). He still keeps, and later hides, scrap you hand him as a gift in phase 2.

0.2.5

  • New prank line, built in (the work-order bit at Steven's front door). Every ship prank now starts with it the moment he gets to work.
    • The TV, gift, lever, scrap-stealing, lockout and monitor pranks use their own sound folder instead, but only once you add a clip there.
    • He no longer says a second line partway through a prank (grabbing scrap, shutting the door, leaving the gift), so lines don't pile up.
    • Cutting the facility power also uses the prank line until the power folder gets its own.

0.2.4

  • Third "you left me" line, built in (the hallway close-up where he pleads, then yells). He picks one of the three at random.

0.2.3

  • Second "you left me" line, built in (the hallway clip). When you ditch him in phase 2 he picks one of the two at random.
  • Fixed: anything timed to a voice line (how long he yells before vanishing, the friend speech, the attack scream, knocking, TV, the ship shout, the door wind-up) now uses the clip he actually picked instead of always the first one. That matters as soon as a sound slot has more than one clip.

0.2.2

  • Fixed: the best-friend speech was cutting off his last words (and some of his quieter ones). Now every word is kept and only two long silent pauses are shortened, so it runs about 17 s. He stands there until he's finished.

0.2.1

  • Removed the karaoke and basketball hangout bits, along with walking off mid-bit (and their sounds and animations).
  • New best-friend speech, built in. He gives it when your friendship maxes out, standing there until he's done (the long pauses are trimmed to under a second). He also stops to wave and say it again whenever he runs into you later (at most every 3 minutes, FriendGreetCooldown).
  • His attack scream now plays again after every drill hit that lands, not just when he pulls the drill out. It never overlaps itself.
  • New drill sounds, built in: the spin-up when he draws it, a seamless loop while it's out, and the grind when it hits you.

0.2.0

Big update: new pranks, things to do with him, and ways to survive him.

Phase 2

  • Friendship: hang out with him long enough (about 75 s), or drop scrap next to him as a present, and you become his best friend. He gives you a Cable Box (60-120), leaves, and never hurts you that round. Hitting him doesn't count against you either.
  • Hangout bits: now and then he stops to do karaoke or shoot hoops. Watching counts toward friendship. Walking off mid-bit offends him and he snaps.

Phase 3

  • Door knocking: he knocks and talks through a shut door before breaking it down. Opening it lets him walk right in.
  • Power cuts: he sometimes goes to the breaker box and flips switches until the facility goes dark.
  • Walkie-talkie lines: while wandering he sometimes talks over every switched-on walkie.

Ship pranks (on top of the old five)

  • Free cable: flips the radar around, then turns the monitors off.
  • TV night: turns on the Television and sits down to watch it.
  • Signal translator: sends creepy messages (configurable).
  • Steals scrap: grabs something valuable and runs it into the facility to hide it. Kill him or take it out of his hands to get it back.
  • Lockout: shuts the ship door on whoever's outside, then vanishes.
  • Gift: leaves a Cable Box on the ship (30-70).
  • Fixed: if the door gets shut behind him in the ship he now vanishes into the facility instead of getting stuck.

Other

  • New scrap item: Cable Box (one-handed). Never spawns naturally.
  • Bestiary page: scan him, then type chip in the terminal.
  • New death: arms flung wide, falls flat on his back.
  • New animations: knock, TV sit, karaoke, basketball, grab, carry, offended.
  • 13 new sound folders (see the README). Placeholders until you add clips; the optional ones fall back to his general prank line.
  • Every new feature has an on/off switch and tuning in the config.

0.1.11

  • He now yells "Cable guy!" when he turns up outside the ship (the alert sound), with his hands cupped around his mouth. He waits for the shout to finish before running in.
  • Ship pranks now happen at the actual object:
    • He decides on the prank before he runs in and heads straight for it once the door's open: the terminal, light switch, teleporter button or lever.
    • He stands where a player would to use it (the game's own spot for the terminal and lever, the closest clear spot for the others) and faces it the whole time.
    • He runs to the lever and walks to everything else.
    • If the prank stopped being possible on the way (e.g. nobody's on the ship any more for the lever), he picks another one.
  • Fixed him picking a new random point inside the ship every frame while rushing in.

0.1.10

  • When he first goes angry (phase 2 -> 3) he now stops, cups his hands and yells after you. When the line ends he vanishes and reappears somewhere far off in the facility, then creep-wanders until he finds someone.
    • The spot is at least 40 units from every player and from where he was, out of everyone's line of sight, and connected to where you are.
    • This gives you a head start, and he can show up anywhere later.
    • Config ([Phase 3 - Angry]): TeleportAwayOnSnap turns it on/off, TeleportAwayDistance sets how far away he reappears.

0.1.9

  • New voice line when you ditch him in phase 2: the gym-scene clip plays the moment he snaps because you sprinted away, left the building or got out of his sight. It cuts off whatever he was saying, and his attack scream waits until it's finished.
    • It's in the angry category. Add leave_him_2.ogg, leave_him_3.ogg... and he picks one at random.
    • Getting hit no longer plays this line, since you didn't leave him. He laughs instead.

0.1.8

  • New phase 3 voice line: while he's angry (chasing you or creep-wandering) he sometimes mutters the insult from the floor scene instead of laughing.
    • It's in a new taunt sound category. Drop more files in there and he picks one at random.
    • How often he taunts is set by TauntChance (default 0.5) in the config's [Audio] section. Taunts are always at least 14 s apart.

0.1.7

  • New attack sound: Chip's battle scream from the Medieval Times joust. It plays as he whips out the drill: a growl while he draws it, then the full scream as it comes up and starts revving. It's in a new attack sound category, so you can swap it for your own.

0.1.6

  • Fixed: the included voice and door audio never played. r2modman flattens the package's folders when it installs, so the sound folders didn't exist and placeholders played instead.
    • Those clips are now built into the dll, so they play however the mod is installed.
    • Custom sounds also load from flattened installs: any file named after a category (greet_2.ogg, chip_door_slam.ogg...) is picked up.
    • The mod now creates BepInEx/config/ChipDouglas/sounds/<category>/ for your own sounds. It survives updates.
  • The log lists every sound file it loaded and which category it went to.

0.1.5

  • The door sequence now uses the audio from the first door video too, in three new sound folders:
    • door_walkaway: footsteps as he walks away
    • door_charge: the wind-up as he turns back and charges. He waits at the far end so it ends right as he hits the door.
    • door_slam: the impact, layered with door_rip's crash and scream
  • His regular footsteps are muted during the door sequence so they don't double up.

0.1.4

  • New door breakdown. Close a door on him mid-chase and he stares at it, calmly walks about 7 m away, turns back, then charges. The door blasts off its hinges, and he holds a crouched, braced stance in the doorway, screaming, for about 7.5 s before lunging out after you.
  • The included door_rip sound (crash + scream) plays from the moment he hits the door, and the stance is timed to it.
  • The thrown Door scrap now flies a little further.

0.1.3

  • New greeting when he first spots you: he strolls in talking, then throws his arms wide with a clipboard in hand, bobbing on every word. Plays with the included voice line (sounds/greet/chip_spots_you.ogg) and lasts about 3.5 s before he starts clinging.

0.1.2

  • New creepy run: deep hunch, clawed hands swinging high and swiping across the face, low loping strides. Used for angry chases and the ship rush (with or without the drill).
  • The old run is now a plain jog he uses to keep up with you while clingy.
  • Leg cycles retuned to his real speeds so his feet slide less.

0.1.1

  • New pack icon.

0.1.0

  • First version: full AI, model, placeholder animations and sounds, Door scrap item.