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Is TBS 2.0 Good? (Nah😭) [The Broken Script 2.0]

1.8K views · Sep 15, 2026 · Gaming

Comments · 9

  • @AGGene · 2 weeks ago (edited) · pinned

    If we get 70 likes I'll make a part to bc I lowk don't really wanna😭😭

    4

  • @1Nutella. · 2 weeks ago

    W Video ❤TWF 5 was a genuine rollercoaster of emotions 😭, still such a peak series tho.

    2

  • @GoldenRainfalls · 5 days ago (edited)

    Some of the events that DID occur that you called nothing burgers were actually just not done how they actually work (the coords, for example; CV means clan_void, which is a dimension with 5 layers, one of which is the wood place you went to; the x and z are also in binary code).<br>(yap incoming)<br><br>However, the run was also either bugged or insanely unlucky, as the mid-to-late-game entities were literally spawning before the early-to-mid-game entities (literally the ONLY early-to-mid-game entity I saw in the entire video was null, though I also saw some signs of Sub-Anomaly1 / Void Mists), and from how much you stared at or went near null, he should&apos;ve been PISSED but just wasn&apos;t and kept slapping you and leaving. Some of the structures that spawned (most notably the clan base / giant building at the beginning) were supposed to spawn in the late game as well.<br><br>Personally, I think that the content itself is good (but some entities like r2 and Sub-Anomaly1 piss me off even though I don&apos;t even have Java edition or the Broken Script), however the rate of it and the fact that absolutely nothing happens for 45 minutes in-between is the worst. The structures that appear should also only spawn if there is enough space, not delete blocks around them, and not happen a billion times in one freaking Minecraft day. Not to mention that almost nothing actually hints towards how to progress the mod, so people will probably just end up playing the mod without progressing the story, not knowing that there was a story to progress at all. The randomizing for the events should also have more events locked to only occur in mid or late playthrough, it&apos;s just really random right now, and there should be someway to ensure that the randomizer doesn&apos;t roll &quot;no&quot; for certain events over and over (like increasing the chance each time the roll is false until it lands on &quot;yes,&quot; or something similar, and to prevent events occuring multiple times in a row or within a short period of time, it then resets to 0).<br><br>The worst entities the mod has to offer? Cheesable by pillaring up and breaking below you, or digging down and covering it up. Circuit (pitch black wire thingy that played the fire beat in the caves), for example, has the gimmick that it won&apos;t chase you if you are out of LOS and decently far away for long enough (including the wind-up time), but this makes Circuit incredibly easily beatable, because oh wait, the convenient wind-up time that counts towards Circuit losing aggro exists. Most entities in the game also can&apos;t break natural blocks, the reason for this being that them breaking blocks is a constant rather than an ability, for some reason. The solution is to have them capable of breaking all reasonably breakable blocks, while only having them break blocks if they can not get over/around to the player for whatever reason. I mean, if Circuit and similar entities can have such unique mechanics as to shake your entire window, pretend to be mobs and ores, MAKE IT RAIN CORRUPTION, etc., they why couldn&apos;t they add one arguably immediately relevant mechanic? And can the entities you&apos;re supposed to hide from ACTUALLY LOOK FOR YOU instead of just walking around a bit??? It really doesn&apos;t make sense why they do some things and not other things :/

  • @Glebozjavr-gleb · 2 weeks ago

    Small creators always have gems<br>Im subbing fr

    3

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