You are viewing a potentially older version of this package. View all versions.
LinBinTin-Lins_Better_RNG-2.0.3 icon

Lins Better RNG

Overhauls most RNG aspects of the game to provide a less frustrating but still random experience

Date uploaded 6 months ago
Version 2.0.3
Download link LinBinTin-Lins_Better_RNG-2.0.3.zip
Downloads 88
Dependency string LinBinTin-Lins_Better_RNG-2.0.3

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100

README

Lin's Better RNG V2.0.3 (Maintenance for Chimney update)

Don't get on Santa's naughty list, if you saw the unintended perks don't spoil them! They're obviously not included for a reason. They may be broken or not properly balanced or due for a change. Let the devs cook! Don't spoil unreleased content!

Updated forcespawn blacklist to include unused perks from chimney update.

This mod attempts to resolve all problems that are native to a pure RNG system while preserving the random nature of the game. This basically prevents you being 45 minutes into an endless run with no double jumps or metas offered. This mod is considered complete, outside of something unforseen, should be patch resistant, with easy fixes for any future perks added.

This mod will NOT make the game easier. This mod will NOT favor meta builds.

Card Generation (Non-Experimental)

Important note: Seen means SEEN not taken. If you re-roll or ignore a perk it will be counted anyway!

Upon generating new cards the mod does 4 checks.

First it checks if any cards that can spawn have been seen (<= AmountOfTimesMostSeenPerkWasSeen - 10) times. If the check succeeds it Force Spawns up to 3 perks (following vanilla rules of left-most perks being free before endless scaling and right-most perk being not-free before endless scaling). Perks that were force spawned are "seen" an additional 2 times (3 total) as a sort of balance as I view this as the mod's most powerful intervention.

Second it checks if any of the cards generated have been seen (<= AmountOfTimesMostSeenPerkWasSeen - 5) times. If the check succeeds it doesn't reroll your perks.

Third it checks if any TWO of the cards generated have been seen (<= AmountOfTimesMostSeenPerkWasSeen - 3) times. If the check succeeds it doesn't reroll your perks.

Finally if none of the previous checks succeed, it checks if the cards generated includes at least one perk with the highest seen count, and if so it rerolls your perks.

Limit on recursion is set to 3 to prevent lag.

Artifact Challenge Monolith (Endless)

Important note: Unlike card generation Artifact RNG is reset upon the end of a run to prevent guaranteed first try artifacts. The first roll each run will be as random as vanilla!

The first time artifact challenge is completed each endless run a random order of all artifacts is set. You will not receive duplicates until the order finishes. When the order finishes a new order is created and follows that logic in a loop.

Rho Altars

Right now in vanilla the way altars work is they don't care if you have 5 stam regen minor rhos and nothing else you still have a 33% chance of getting a stam regen minor rho (which does nothing).

The mod checks if the perk given has reached 5 stacks (stacks past 5 do nothing) and if it has, randomly chooses between the others available to give you instead.

Experimental Perks

Choose between three modes via a toggle in the main menu.

DEFAULT

[LEADERBOARD SAFE] Grants a growing anti-weight to frequently seen perks. Works as follows:

Imagine every perk is given (AmountOfTimesMostSeenExperimentalPerkWasSeen + 1) tickets. Then (AmountOfTimesThatPerkWasSeen) is subtracted from tickets received.

For Example, BadParent seen twice would be given (AmountOfTimesMostSeenExperimentalPerkWasSeen + 1 - 2) tickets.

Then all tickets are thrown into a hat and chosen randomly. Here's an example table:

Perk Times Seen Tickets (11 − seen) Chance (%)
A 10 1 2.04%
B 8 3 6.12%
C 7 4 8.16%
D 5 6 12.24%
E 4 7 14.29%
F 3 8 16.33%
G 2 9 18.37%
H 0 11 22.45%

OPTIONAL

Two Optional Settings are available instead.

[ENABLES CHEATS] Forces experimental perks to spawn in a randomized order with no repeats until list is cleared. Then a list is generated again and followed. This logic loops. (This is the old default behavior)

[ENABLES CHEATS] Forces non-item experimental perks to spawn, following the same no-repeats logic of default just excluding item perks.

CHANGELOG

Changes Made

1.0.1 Fixed Formatting of readme. (Thunderstore reads MD differently than the program I was using x.x)

1.0.2 Fixed (Non Experimental) Card RNG not functioning properly (I'm a dummy x.x) and triple checked it worked (I PROMISE)


1.1.0 Overhauled underseen card favoring to include force spawns for extremely underseen perks. Also changed some incorrect wording and confusing language in the readme (sorry to anyone this affected)

1.1.1 Changed around 60% of the card reroll logic to be less resource intensive. (The pains of learning how to code x.x)

1.1.2 Fixed unstackable perks being force spawned after taken in a run :(

1.1.3 Fixed perks that were force spawned retaining their non-endless scaled value.

Changed force spawn threshold from (<= AmountOfTimesMostSeenPerkWasSeen - 6) to (<= AmountOfTimesMostSeenPerkWasSeen - 10) After doing about a dozen runs I've come to the conclusion that the previous threshold was way too low. Force spawning is to help cut out worst case scenarios, ideally it won't proc every run.

This is (hopefully) the last 1.1.x update as I've been playing with this version for awhile and I'm pretty happy with the balance and performance. It can hiccup if it reaches recursion limit but short of learning a lot more about how all this works, I don't think I can do anything about that.


1.2.0 Expanded Rho Altar support to downgrade sacrifice rewards if you have max perks (See readme for more in depth explanation).

Added support for experimental perks with Optional Toggle for excluding ones that give you items and nothing else. (Piton lover is not excluded despite giving you pitons)

Adjusted Reroll logic as follows:

Second check (view readme for more details) changed from (<= AmountOfTimesMostSeenPerkWasSeen - 4) to (<= AmountOfTimesMostSeenPerkWasSeen - 5)

Third check changed from (<= AmountOfTimesMostSeenPerkWasSeen - 2) to (<= AmountOfTimesMostSeenPerkWasSeen - 3)


2.0 Complete Edition

You can find me on discord: .linnea. if you find any bugs. I've combed through really hard for this final release but I don't play campaign a lot.

Removed downgrading rho altar rewards.

After many, many runs I've come to the conclusion that downgrading artifacts to p-beans is a very interesting gameplay mechanic which warps how you play in an (IMO) healthy way. It's just not compatible with the in game leaderboard. This mod's goal above all else was to provide a vanilla experience that doesn't make it harder and doesn't grant an advantage to those without it. I can't in good faith keep the feature in this mod.

Expanded Options for experimental perks

Changed default behavior to give a higher chance of receiving underseen perks, while never outright forcing most seen perks to be re-rolled. (See ReadMe for more details)

Old default behavior (no repeats until looping through) is kept as an option but now enables cheats. I should note I don't run campaign, so I'm not the bastion of knowledge on this. But this is, in my opinion, the right choice.

Option to guarantee non-item experimental perks still remains available via the same toggle.

Cancelled Map Support

If you didn't know, the way maps connect to each other is very very peculiar. Connect the wrong map to another and it will rotate, causing maps to sway or straight up flip in worst-case scenarios.

While it's entirely possible to set up a system that I wanted, I want to focus my attention to my next major goal which is an in-depth TAS tool. Stay tuned for that! (But don't hold your breath, you'll be waiting awhile and I don't want you to die)

2.0.1 Hopefully Completed This Time Edition

Turns out my testing save file didn't have adoption day unlocked leading me to never realizing it wasn't properly black listed from being force spawned! Sorry to anyone this affected.

2.0.2 was a failed attempt at updating for chimeny update

2.0.3 Chimney Update

Updated forcespawn blacklist to include unused perks from chimney update.

2.0.4 Fixed perks at max stacks getting forced spawned.

Fixed an error that has existed for a long time where perks that were force spawned are highlighted erroniously.

2.0.5 Added support for new chimney perks. Chimney specific perks will only be force spawned in chimney

2.0.6 Added language to the readme to better explain this mod's current dynamic with the leaderboards.

2.0.7 Anniversary Update

Updated forcespawn blacklist to include unused perks from anniversary update.

Starting a competitive run (Campaign setting unlocked after finishing facility upgrades) will enable cheats. (Listen if you like campaign runs you love resetting you don't need this mod also I feel weird encroaching on that space that I have zero experience in. I'm an endless runner, I wouldn't be able to balance the mod for competitive to a point where I'm happy with it)

2.0.8 Fixed missing "perks" because apparently bindings and trinkets are considered perks.

2.1.0 Anniversary Update (Stable (For Real this time(I Promise)))

Fixed typo in blacklist that allowed for broken arms and legs to be forced spawn.

I feel like a dummy for this being in the mod for so long :(

Changed competitive game mode triggering cheats to completely disabling the mod.

Added features to readme previously absent.