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  3. [ZM][RELEASE] [PLUTO ONLY] First box patch for moon + timer + speed patch

[ZM][RELEASE] [PLUTO ONLY] First box patch for moon + timer + speed patch

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  • Glitchy99undefined Offline
    Glitchy99undefined Offline
    Glitchy99
    wrote on last edited by
    #6

    Please add the QED's in

    AlexInVrundefined 2 Replies Last reply
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    • AlexInVrundefined AlexInVr referenced this topic on
    • _Tomeundefined Offline
      _Tomeundefined Offline
      _Tome
      wrote on last edited by
      #7

      how can i change it to give qeds third hit instead of raygun?

      AlexInVrundefined 1 Reply Last reply
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      • _Tomeundefined _Tome

        how can i change it to give qeds third hit instead of raygun?

        AlexInVrundefined Offline
        AlexInVrundefined Offline
        AlexInVr
        wrote on last edited by
        #8

        _Tome What's your discord

        _Tomeundefined 1 Reply Last reply
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        • Glitchy99undefined Glitchy99

          Please add the QED's in

          AlexInVrundefined Offline
          AlexInVrundefined Offline
          AlexInVr
          wrote on last edited by
          #9

          Glitchy99 Will do right away

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          • AlexInVrundefined AlexInVr

            _Tome What's your discord

            _Tomeundefined Offline
            _Tomeundefined Offline
            _Tome
            wrote on last edited by
            #10
            This post is deleted!
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            • AlexInVrundefined Offline
              AlexInVrundefined Offline
              AlexInVr
              wrote on last edited by
              #11

              UPDATE 10/20/2025:

              • Added QED's as third hit

              • Added a condition so raygun only shows up for coop games as 4th hit of the box

              • Added round timer

              • Jug is always the perk that spawns at NML

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              • Glitchy99undefined Glitchy99

                Please add the QED's in

                AlexInVrundefined Offline
                AlexInVrundefined Offline
                AlexInVr
                wrote on last edited by
                #12

                Glitchy99 QED's have been added

                1 Reply Last reply
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                • AlexInVrundefined Offline
                  AlexInVrundefined Offline
                  AlexInVr
                  wrote on last edited by AlexInVr
                  #13

                  UPDATE: 10/22/2025, Implemented custom fix (My own implementation, not Evelyn's) for spawn cancel

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                  • David49undefined Offline
                    David49undefined Offline
                    David49
                    wrote on last edited by
                    #14

                    You have some patch for only EE? to get the box in power and pi come more easy soemthing like that to make the run EE more easy

                    AlexInVrundefined 1 Reply Last reply
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                    • David49undefined David49

                      You have some patch for only EE? to get the box in power and pi come more easy soemthing like that to make the run EE more easy

                      AlexInVrundefined Offline
                      AlexInVrundefined Offline
                      AlexInVr
                      wrote on last edited by
                      #15

                      David49 Send me your discord

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                      • anomalyAdriftundefined Offline
                        anomalyAdriftundefined Offline
                        anomalyAdrift
                        wrote last edited by
                        #16

                        The guaranteed tunnel 11 excavator is a great idea for setting up high rounds, but this patch does create non-vanilla behavior in what i think is an oversight. Recently, i had a game where on round 15 two excavators required hacking, because both the patch and the game activated the tunnel 11 and biodome excavators respectively. Is it possible for the patch to be changed so the guaranteed excavator in tunnel 11 prevents other excavators from going off on the same round? thank you.

                        AlexInVrundefined 2 Replies Last reply
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                        • anomalyAdriftundefined anomalyAdrift

                          The guaranteed tunnel 11 excavator is a great idea for setting up high rounds, but this patch does create non-vanilla behavior in what i think is an oversight. Recently, i had a game where on round 15 two excavators required hacking, because both the patch and the game activated the tunnel 11 and biodome excavators respectively. Is it possible for the patch to be changed so the guaranteed excavator in tunnel 11 prevents other excavators from going off on the same round? thank you.

                          AlexInVrundefined Offline
                          AlexInVrundefined Offline
                          AlexInVr
                          wrote last edited by
                          #17

                          anomalyAdrift I will look into that for sure, thank you for letting me know !

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                          • anomalyAdriftundefined anomalyAdrift

                            The guaranteed tunnel 11 excavator is a great idea for setting up high rounds, but this patch does create non-vanilla behavior in what i think is an oversight. Recently, i had a game where on round 15 two excavators required hacking, because both the patch and the game activated the tunnel 11 and biodome excavators respectively. Is it possible for the patch to be changed so the guaranteed excavator in tunnel 11 prevents other excavators from going off on the same round? thank you.

                            AlexInVrundefined Offline
                            AlexInVrundefined Offline
                            AlexInVr
                            wrote last edited by
                            #18

                            anomalyAdrift Should be fixed, bit hard to test since it's mostly rng, let me know if you experience it again

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