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So if you are a fan of it, make sure to unsub and be on the lookout for the new version coming in the next couple of weeks, either on the workshop or my socials!
If I can unlock those two items that you mentioned in the near future, I'll try installing Syringes! again to see if that fixes the issue. That might take a while, though.
Again, thanks for all the help! Even if this solution doesn't work, I appreciate all the responses.
Namely Incubus and Cambion Conception (starter)
I did the very briefest of research earlier and found out that others in the past have had game crashes with Lilith and other mods. It might have something to do with how Lilith functions as a character, but I'm not sure.
Do you know of other characters that also crash with this mod enabled? Or is Lillith te only one?
Like I said, the mod is great when it works. And it only seems to crash with one character for me (one character so far, anyway). But I think I'll give Syringes! a pass, as I don't like to have any mods installed on my games that give me unknown conflicts.
Thanks for your time and help, though.
It also doesn't crash when I only have syringes and MCH. Whatever the issue is, it's not caused by my mod. Try verifying the game's cache integrity, maybe it's an issue with the game actively breaking mods due to an error in its files.
If I turn off the "Syringes!" mod, I can play with Lilith without any crashes. I'll also note that the Syringes! mod seems to work fine with other characters that I have unlocked.
I've noticed that a few other mods have crashing issues with the Lilith character as well. I think it has something to do with how she fires her tears, but I'm not sure. Regardless of the reason, I thought I would report this issue to you as this is a pretty great mod and I'd love to see a problem like this resolved.
- MinimapAPI compatibility.
- External Item Descriptions compatibility.
- True coop compatibility.
There's a bunch of new balance changes to make some syringes not super bad, and also a lot of Quality of Life changes like proper EID 3.0 implementation, and syringe durations in the descriptions.
Make sure to read the full changelog for more info on the update!
I will try to push a new update soon-ish incorporating better EID compatibility now that version 3.0 is out, and a few extra things, stay tuned!
Anyway, I'm not adding or removing any syringes from the mod, the content we have is the content you'll get, best I can do is modify it, but not that hard. This mod was made as a commission to my client's desires, so it'll be kinda rude to change all of the syringes behind their back, since it's not their vision.
However, you can make a patch for this mod that tweaks all the syringes to you desire, as an external mod. The core of my code is meant to be easily modifiable and improved upon from outside sources, there's a modding documentation if you wanna check it out, I might add an entry on how to mess with the original syringes.
Of course, there's a fair number of them that are a mix of good and bad right now. One way to make syringes more "worth it" might be to do away with purely negative effects entirely, and possibly remove or make less common purely positive effects as well. Make it so that all or most of them have mixed effects - a risk vs. reward system where, the majority offer some small advantage but also force you to play differently.
For instance: Rather than just damage down, massive damage down, speed up, and deal a large amount of contact damage, plus immunity to the first tick of contact damage that resets after a second or two (so you can hit-and-run ram enemies).
For what it's worth, I'm also the type that takes every unidentified pill they find. That's why I can say that most of the time, I'd rather have the pill than the syringe that replaces it. However, I also acknowledge that from a purely optimal standpoint, the card pool is more valuable than the pill pool. I don't play optimal.
An issue I can see with you is that you stress too much about the effects, you say you have to race an invisible clock when in reality, you don't, the only case where this is true is with Liquid Luck.
Another point is that you are heavily comparing them to pills, syringes are not pills, nor are they meant to be better or worse; they're meant to be a new different consumable with unique attributes to it. While I can see how you got to the conclusion that they should be better than pills, this is not the case. Yes they are undiscovered and yes they have positive, negative and neutral effects, but as I said all of these are meant to be unique and not straight up better or worse.
Me personally, I'm the sort of player that always uses every pill they find, if undiscovered, so maybe this is why I don't see the issues you see in this mod. If you are the sort of person who never uses pills because you're afraid of the negative effects, that would explain some of your reasoning.
The fun in negative syringes is having to deal with the temporary challenge they give you, you usually have to plan out your gameplay better, given the changes these syringes provide. As for positive syringes, if you just spam them when you get them, then just keep playing normally instead of rushing and backtracking and playing as a mess.
The idea behind syringes is pure strategy, plan when you're going to use a syringe to maximize effects, or give a pretty good boost, plan how you're going to deal with the challenge at hand when proccing a negative syringe, or think fast on how you're going to exploit the positive aspects of neutral syringes.
One thing I can agree on though, is that some effects might be a bit underwhelming, and some negative syringes can last for longer than they should, there's still a lot of testing to do, but so far I only got a tester that says the mod is perfect, and you, so I need a bigger sample.
I'll probably keep pushing updates for the mod, as I'm really passionate about, even if it was a commission. I appreciate the feedback.
The name syringes is mainly a nod to the Farcry syringes, which behave in the same way as these, temporary boosts to your character that fade away after some time.
Also syringes are specifically done to have temporary effects, that's their whole gimmick, no point in comparing them to pills because pills give permanent effects, they're two entirely different worlds. It's like comparing them to cards because cards only last for one room while syringes are time based.
There are several ways to play using this mod, either play lame by rushing into everything without second thought when you have a positive syringe, or waiting for minutes until the negative effects wear off; or play as intended and just take syringes as a temporary buff you can strategize around.
That said? I actually think these are worse than normal pills. Most pills have permanent effects, while these are timed. There are timed pills, but that's generally reserved for negative effects. Positive pills with a duration tend to be until the end of the room or floor. So already the need to race an invisible clock and not getting to keep good effects is making them stack up unfavourably. On top of that, none of the effects I've gotten really seem much better than pills, save maybe for the hydrophobic fluid. Most of the time, the effects fall on the low to middle end of what I would expect a normal pill to do. The odds seem about even on getting negative effects too, and just like pills they aren't identified beforehand...and some of those negatives, like diuretic, really suck.
I do think that pills need something to make them more desirable, though. Cards are always positive, can be identified before use, and contain many of the most powerful effects. Pills, by contrast, are risky. They have effects that can otherwise only be obtained through items, but even there (unless Repentance brings Antibirth's pills) they don't have the best effects. Outside of Gulp pills (and maybe Balls of Steel), they don't have much going for them. In particular, they need something to compete with runes, which unquestionably get the best effects of all. So the idea of a special type of pickup to boost up the pill pool appeals to me.
Calling them Syringes is confusing, since that's already a class of passive item. It doesn't make much difference, but I'd personally have called them Serums (even though using "serum" for injected drugs is technically an incorrect use of the term, it is a common usage) if it were me.
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