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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

Scheduled Pinned Locked Moved BO1 Modding Releases & Resources
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  • _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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