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EnemyOrbMerge
【Host Only MOD】Merges touching enemy orbs into one orb with indestructible-priority selection and optimized contact processing.敵オーブ同士を不滅付き優先と軽量化された接触処理で1つにまとめるMOD
By REPO_JP
CHANGELOG
Changelog
[4.0.0] - Update
Added
- REPO v0.4.0 compatibility
- Indestructible-priority survivor selection
- Indestructible orb targets are prioritized
- Indestructible drone targets are prioritized
- Contact-queue merge processing
- Performance configuration entries
MaxQueuedPairsPerTickEnableFallbackPairScanFallbackPairScanIntervalIndestructibleTargetCacheInterval
Changed
- Survivor priority is now indestructible-effect orb, held orb, then higher value
- Normal merge checks now process queued contact pairs instead of relying on frequent all-pair scans
- Fallback all-pair scans now run at a lower configurable frequency
- Indestructible target lookup now uses a short cache interval instead of repeated lookup per comparison
Fixed
- Reduced lag when many enemy orbs touch each other
- Prevented unnecessary repeated scene searches during indestructible priority checks
- Improved 0.4.0 value update compatibility with
ValuableObject - Removed losing orbs from haul tracking before network destruction
[1.0.1] - Previous Release
- Enemy death orbs merge when touching each other
- Held orb is prioritized when only one orb is being held
- Higher value orb is kept in normal merges
- Value cap and merge-count cap added
- Failed merges caused by caps grant invincibility only and do not play success effects
- Merge success can play a network-visible effect
- Merged orb can replay invincibility electricity visuals
- Orb-to-orb breakage is prevented during contact checks