is it possible to detect which player has attacked a sulfur cube most recently?

is it possible to detect which player has attacked a sulfur cube most recently?

https://preview.redd.it/vlm1aw6yw5kh1.png?width=1920&format=png&auto=webp&s=f7ecf318bb66eac4661f5aaaf402abb5be347d12

i have a game idea (with a mostly finished build)

basically; players whack sulfur cubes and they gain points depending on which pit it goes into (blue = 1, yellow = 3, green is 5, might make the middle and furthest blue ones score more)

but for multiplayer, i dont really know how to make the score individual instead of global

my theoretical idea is; sulfur cube, when attacked by a player, gets its name or tag set to match the player that most recently attacked it
then each pit has an "every sulfur cube landing in it gives score to the player whose name/tag it has X points" followed by un-tagging the sulfur cube to avoid it giving points multiple times

is this idea even possible?

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u/Wypman — 2 days ago

how do shelves work?

https://preview.redd.it/ccc6itxgjkjh1.png?width=1920&format=png&auto=webp&s=0b6a6aecbb138931ef9705dee874228b064df3cd

i have 2 shelves powered, i have my hotbar set to copper-iron-dia-netherite into 2 axes so the damage values go up 5-6-7-8-9-10 (i think sulfur distance is based on damage, so the copper sword swings them less far then netherite) but when i click on it, it does slots 4-5-6-7-8-9 no matter which item/slot i have selected in my hotbar (leaving 3 empty slots where the netherite stuff should be)

how do i fix this?

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u/Wypman — 5 days ago
▲ 2 r/btd6

found a new chimps start for the castle map, no more pixel perfect sub-dart

https://preview.redd.it/1c9w0349mbih1.png?width=899&format=png&auto=webp&s=2e159c0476f87fd13b832984187653c576ecc38d

so at round 6 i placed skywarden and boat, both unupgraded, then around round 8 or 9 ish (when its affordable) i got a boomerang for more pierce, after that i got grape shot and saved for the hero

although when you get boomerang you can start saving up for other upgrades or towers, and maybe you can even afford other cheap towers instead of boomerang as your 3rd tower

skywarden boat start feels much less rng dependent then having submarines dart homing chase the right bloons at the right time

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u/Wypman — 12 days ago

ravager ram attack

similar to how goats stand still, then run towards you and ram-fling you off of mountains; but now applied to ravagers (since they have horns too)

when a ravager without a rider sees you, it will do 1 of 2 things:

if it is within 25 (easy) / 20 (normal) / 15 (hard) blocks, it will run towards you and try to bite you (this is what they currently do in game)

if it is further away then the distance mentioned above, it will stand still for 3 seconds while looking at the location of the player, after which it will dash (at twice the normal running speed) and when it reaches the location, it will swing its head to ram you (dealing 5 hearts of damage without armor on normal difficulty, and flinging you about 1.5x (easy) / 2x (normal) / 2.5x (hard) as far as goat rams do)
after the ram, the ravager will stay there for a moment, and then it will try to target the next player or villager for its next attack

when ridden by any creature, it does not ram as the rider determines the movement

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u/Wypman — 23 days ago

repo singleplayer campaign bugs?

when i go into singleplayer mode, TAB does not open the navigator like it does on multiplayer; and pushing escape to go back to the menu also just doesnt open the menu thingy with options

are these 2 functionalities ''fully disappearing'' intended? if so, i advise to do an private game host (and just dont invite anyone if you want to go solo i guess)

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u/Wypman — 28 days ago

some monsters feel unfair and unbalanced

all monsters in the game have some strategy to avoid them, however there's 2 that i genuinely can't stand the design of

1: hidden; while the premise of a more stealthy opponent seems interesting, it sucks gameplay wise because you're minding your business without any monsters around and suddenly youre flung across the map; feels like youre being punished with an inconvenience for 'just existing'

for comparison; the bowtie is both more visible, and has a less severe blowback/inconvenience

i suggest giving the hidden ghost some kind of visual limitor / static view when you look at it (so it does something; but looking away from it removes the effect) replacing the 'flinging you across time and space back to the start of the map'

2: loom; while the premise of 'always knows your location' is nice, it feels like the immortal snail conundrum where you have to keep running while doing other tasks (which, especially when carrying valuables, feels near impossible) and it makes hiding from other threats nearly impossible too
and unlike the immortal snail; the loom is actually quite fast, and it somehow feels like it predicts your movement too

i dont have anything to compare this one to

i suggest making loom's hand visual an area of effect to players "currently in the same room as it" so that hiding in the room is impossible, but moving 1 or 2 rooms away while outside its line of sight is a strategy to avoid it (until it wanders into the room that you're in again)

3: all enemies that deal 100+ damage in 1 hit; oneshot wonders have never felt fair to me, especially since you as player can't oneshot them back or deflect the damage even partially

my suggestion is "all enemies who currently deal more then 10 damage have their damage output halfed" (this includes the baby with its variable damage based on item values; all items that deal over 10 damage are halfed too) -> anything that deals 10 or less damage per hit remains unchanged/unaffected

4: all enemies should lose their aggression slightly faster, because its kinda just annoying they stay angry for so long, i suggest aggression at levels 1-5 lasts 25% what the current values are; 6-10 at 50% current value, 11+ at 100% of the current value

(note: i have never gotten past level 5, and i blame the 'poor balance' (either with hard gimmicks or with excessive damage amounts) for it, over 20 runs and i do find the game fun despite the frustrations

edit to add:

while i appreciate the advises like "just buy a weapon" and "just buy more upgrages" but some people just say skill issue / get good and those people are unnecessarily toxic and unwelcoming to new players

but here's a better suggestion: difficulty settings for everyone;

easy mode; 250 starting health, all items have 150% of their default cash values, monsters spawn more lower tiers and fewer high tiers early on and the first 3 levels have only 1 extraction point each (levels 4-8 get 2 and level 9+ get 3 or more of the extraction points)

normal mode: the game as it is now, without changes (although i would suggest maybe making starting health 125 so the 100 damage enemies 2-shot you instead of 1-shotting)

hard mode: 25 starting health, all items have 75% of their current cash value, all levels have at least 2 extraction points (and at level 5+ all levels have at least 3) and higher difficulty enemies spawn more frequent while lower difficulty enemies spawn less often

and for the tryhards, there could even be an extreme difficulty where you only get 1 starting health and there's no health upgrades available, other rules are the same as hard mode

(easy is a casual way for new players to learn the game, normal mode exists because some people dont like change, and there's hard mode for the more skilled players, i think its the best of both worlds)

and maybe there could even be a custom mode so you can set every individual slider the way you want it to be?

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u/Wypman — 28 days ago

attribute filter sets terracotta on a "not tagged terracotta" belt leading to the system clogging itself

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u/Wypman — 2 months ago
▲ 2 r/Tewbre

combine 1 base tower with 1 upgrade from each tier (in order from 1-5)

idea to combine 1 tower upgrade from each tier

idea 1:
tack shooter -> guided magic (homing) -> pursuit (follows bloons around the map) -> destroyer (massively increases attack speed) -> lightning ball (swaps tack projectile for lightning ball projectile) -> ultra juggernaut (fires 2 bigger lightning balls per shot instead of 1, which split into 6 smaller lightning balls each on expiring similar to how the juggernaut balls explode)

while it lacks camo and has no lead popping until tier 4 (and no purple popping once upgraded to tier 4 or 5) its going to shred through bloon hordes

---
idea 2:
banana farm -> sentry gun (spawns sentries that shoot banana bundles at bloons, making you more cash) -> hot shots (but with burny bananas instead of grapes, banana bundles now burn bloons that go over/near them as a small area of effect, making it a risk/reward between either damaging bloons more or collecting bananas more) -> triple shot (banana farm and sentries now spawn 3 banana bundles per shot/generation (yes thats right, it keeps the 0-0-0 banana farm generation even when upgraded, more money :D) -> spike storm (ability that covers the track into burning banana bundles) -> bloon exclusion zone (gains 6 auto targetting barrels, each one shooting 3 bundles of bananas per shot)

while its a lot of extra effort to collect this many bananas, having the banana farm attack with burny bananas feels like an underrated strategic option to pick, either collect them all for max profit (sabre) or leave them to burn and damage bloons more (tewtiy, especially when there's leads or moabs)
and the burn wont affect purples cus they're immune to fire so gotta keep that in mind

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u/Wypman — 2 months ago
▲ 1 r/Tewtiy

hi, i've recently got a recommend for an old video about picking a different upgrade for each tier and wonder what you all would like as tower combo :)

i would pick

base tower: tack shooter (shoots in 8 directions)
tier 1: seeking shuriken (all projectiles seek out bloons)
tier 2: pursuit (tower follows the bloons like the helicopter does)
tier 3: destroyer (big increase in attack speed)
tier 4: ball lightning (projectile changes to lightning balls and gains camo detection)
tier 5: perma charge (increases attack speed by 25% and gains ability to double the attack speed, projectile stays as lightning balls)

what would your picks be? (doesnt need to be strength-focused, it can be for cool-factor too)

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u/Wypman — 2 months ago

raft flume editing goes crazy

https://preview.redd.it/0rth9qfa0a4h1.png?width=1306&format=png&auto=webp&s=6aab4557144add33109e246c704e5b87117ab8d1

any track piece i try to build after the triple wave says 'track limits exceeded' even with extended track limits enabled, and the edit arrows just went to the left in the distance?

also sorry for confusion, these are 4 raft flumes that start in sync, i should probably colour swap to clarify different rides

https://preview.redd.it/6295nnxb2a4h1.png?width=1176&format=png&auto=webp&s=93669ff243468d7c17c3ed2f7236fcfb968b32a9

edit: this red track is STRAIGHT FLAT and 'track limits exceeded'

https://preview.redd.it/h5tyhdo23a4h1.png?width=918&format=png&auto=webp&s=719cdc8b93df2db922921eaf8409ac84029807d0

edit 2: the only thing i can place is special pieces without tracks, this somehow magically fixes the building thingy but if i remove it back to only 3 it goes back to blocking

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u/Wypman — 3 months ago
▲ 1 r/btd6

does pear itching potions also apply the extra moab damage to buffed towers as a 3-2-0 alch?

ignore dumb autocorrect its meant to be perishing potions :sob:

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u/Wypman — 3 months ago

why is my path not connecting to the entrance? i tried to fix it 10+ times with various different angles, both connecting entrance to path and path to entrance, and its just refusing to 'be connected'

https://preview.redd.it/2or5upmvub3h1.png?width=1468&format=png&auto=webp&s=c7e213aa894299a8b23c117cd2741b13750b2ae9

edit: i edited the ground with 'flatten to foundation' because the ride was 2 whole pixels in the ground (somehow the exit at the same height lined up but the queue entrance didnt)

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u/Wypman — 3 months ago
▲ 42 r/btd6

root of all nature needs a buff in its cash income, at least a 0 added to cash it generates

the paragon (at degree 1) had 10-12 banana farms (based on vine trees plus the tier 3 banana farm and 3 0-0-0 banana farms for the tier 4 druid tests) round 100 for bad + end of round cash (2x cash)
and it made a mere 410 dollars.. for a PARAGON and getting an adventage that is incredibly bone

the tier 5 gives 1000 per round, plus 1 vine tree banana farm spawned in radius buff for a 130 bonus (it generated 1130)
(how does the paragon not even match the tier 5 income?)

tier 4 druid with a tier 3 banana farm(3-0-0) and 1 paragon vine tree buffed the income to 180

tier 4 druid with 3 tier 0-0-0 banana farms only generated 150 (so upgrades are better then spamming farms, but only slightly)

all in all, the druid paragon is slightly stronger then the x-4-x druids due to absorbing banana buffs map-wide, but the fact its still under half the x-5-x druids income despite getting 2 cash charges (bad pop + end of round) compared to the others only getting end of round.. just disappoints, that's all i have to say about it

(also honourable mention, the druids 'generated income counter' should go down and even into negatives when its ability drains more cash then it's generated, so you can see how much cash it absorbed to be angry)

edit to add:
i also tested the boat as it generates end of round cash like druid;

paragon (degree 1) with bad (hook ability for bonus cash from pirate lord?) generated 3,220 (triple the x-5-x druid income) which feels more paragon-worthy cash per round

0-0-5 (unbuffed) generated 820 (slightly less then druid 0-5-0 but still a good amount)

0-0-4 unbuffed generated 520 (way more then the tier 4 druid)

0-0-4 buffed (1 0-0-5 + 3x 0-0-4) generated 580 each

all in all, druid at tier 4 and at paragon feels undertuned while the tier 5 1000 per round feels solid
boat tier 5 feels undertuned, but its tier 4 and paragon feel good in their amounts

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u/Wypman — 3 months ago