#Lethal Escape 0.8.5
1 messages · Page 2 of 1
At the end of the clip, Coilhead is stuck in the position the game wants to teleport the player coming out of the dungeon
which forced him through the wall. It may not be something you can fix, i just thought you may want to be aware incase some other user runs into this issue
(99% wont)
I have done tests and I have noticed that with your mod the lag spikes are constant, I understand the lag at the beginning, but I don't know if the spikes can be fixed
Definitely a laggy mod but it would be such a shame not to have
This mod is the scariest shit i experienced in my life
Goku bracken pursuits me in a forest
would a config for what enemies can leave be possible? you could just disable brackens entirely if wanted, lag solved
Why would you ever want to disable the bracken though?
if only the host has the mod, the bracken lags a ton when escaping
Ideally everyone has the same mods right?
yea but currently bracken lags out anyone games even if they have the mod installed
hopefully fixxed next update tho
bracken and jester cause lag outside sometimes even if everyone has the mod
not as bad as without but it definitely sucks
so a config for disabling some enemies from going outside seems pretty useful
yes
@granite cosmos holy crap when the coilheads get outside they are scary
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Prequel
Getting TONS of navmesh errors when monster escape
that from game, i mean not from plugins. i always get this is error without plugins i mean only morecompany
your mics are LOUD
yo
We are almost at
30K!??! downloads
ok I needa like
make it so coils don't auto escape on future moons
Would it be possible to reduce the lag some of the entities cause from pathfinding outside ?
the main one my group has issues with is bracken
did they have the mod?
yes, we all have the mod
seems my fail safe is not working then
was the lag happening for longer than 10 ish seconds?
Hard to say as by the time we had mobs coming outside we were fleeing the moon
but it happens consistently so i thought i'd bring it up
The lag it self is because the bracken is trying to pathfind to the farthest node from the player
but its using the inside nodes rather than outside nodes
so it calculates an impossible goal
per tick
my mod normally
sets it to use outside nodes
but I guess when it switches targets the fail safe is not working
I implemented a fail safe to hopefully mitigate this so if you had the mod and it detected it self outside when it thinks its inside it then sets everything
interesting. would it be possible to push a config to disable certain mobs to reduce some of that whilst you work on other updates?
but I guess for some reason its not getting called
Actually I was just finishing up a config
Thats actually sick, good to hear it
I saw one issue on Vow related where bracken fails to pathfind across the rickety bridge aswell, i think i can send the clip if you want that
Yeah
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It might be because they don't collide with it
The outside AI might have some special conditions I will have to look into
seems to collide with it fine
The giant was even coded to go on the bridge to make it break faster
Good to know. Well, sorry to burden your mod development with more on your plate 😅 But im glad your mod is getting the love it deserves
I'd argue its fairly small. It's not like your mod crashes the game like some others 😂 i think a little lag is a great tradeoff for good quality horror
oh
I think I figured out why the fail safe is not running
It was using the AIinterval event and not update so the code was getting called abit slower so the code I use to check for every 10 seconds that pass based on game time was also too unsensitive so it jumped over the time slot
I wish I understood what that means, but Im glad you found what is a potential issue
The update will
Add Configs!
Fix the bracken causing major lag (hopefully)
Fix coil heads from auto escaping in all moons after escaping once
Fix the location monsters teleport to outside so now they actually spawn at the correct door again (I forgot to remove a break)
Awesome!
The $20 dollar mic in question
Is anyone having any bugs or lagging issues on the latest version?
I can test it right now, does it still work if one person has the mod and joins public lobbies
or did you fix that
I can only fix that when I add networking
aight I'll try it then
or else it would make it so only the host can let monsters outside
I'll be testing it too
I'd prefer this.
Yeah
If possible of course
it would remove alot from the mod if the monsters would only escape when chasing the host
I'll be testing the mod with the new Brutal Company
but when I add networking I can call an event to the host and if it receives a message back then it means the host has the mod installed and it can run like normal other wise it can just disable it self
oooh
did brutal company release the remaster?
yeah
Does it require just the host to have it?
no, everyone.
Cuz it have new and complex events
aww
Do you possibly want to test it with us or
I can't right now
Can anyone confirm if the bracken lag fix is implemented?
Er, working
Currently at school so I can't check at the moment.
so far, no entities are coming outside
even though they have chased us
we are on more company btw
2 COILHEADS ESACPED
LOL
its somewhat laggy when bracken goes outside but not too bad
only happens when you die by him
Brutal Company x Lethal Escape Moment. And yes, it is only 11am...
Thumpers multiplied, probably the same thing as above.
Brutal Company is probably causing this, but like I don't think that many enemies would spawn at once after a single thumper escapes.
For context, my friend got killed by a thumper, and then I went inside and I left before I could be seen by it (Or I thought). It spawn outside, HELLA LAG, I go around it. Then like 5-8 more spawn around the first thumper.
well
When one enemy escapes
it lets out all of the same type out
so theres probaly more thumpers than you think there are
unless the other mods are actually spawning more because of them leaving the facility?
maybe its because the mod requires a certain amount of inside monsters so it spawns more to compensate?
I can send it to 2018, I know that mod spawns more, but Idk what it does exactly.
Brutal Company reborn?
Yep
its not too bad for me when im hosting, but my teammates say the game becomes like hella laggy when we run the mod
Noone has had that problem when I hosted noone lagged badly to the point of crashing when coilheads or bracken gets outside
Earlier versions they did
wack
I never lagged when Brakens escaped, the only time I lagged was probably the ton of the Thumpers spawning. Coil-heads were chilling too.
Has anyone got the worm to eat one of the outside monsters?
Like the ones that escaped or the ones that spawn outside? I think I almost caused a worm to eat some spring heads and a braken, but I think it missed.
I think it may have happened once but I can't confirm if it did or didn't eat the eyeless dogs being I died in the process 
Sounds like something to find out using dev commands
I know the worm killed the giants, eyeless dogs, and baboon hawks on an instance, I think he is referring to the inside creatures escaping and then getting eaten.
Ahh, got it. Never seen that happen yet. Usually die to coil head or bracken
Could test it on aggro loot bug, but I'm at work
I know they don't stray after you steal loot
Bro massacred me
Is there a config for this mod, if so what kinda things can be adjusted?
hope the lag issues get fixed for other people who may not have it, or lootbugs and brackens get blacklisted from outside (they dont like the sun or smth)
There is a config but I'm at work so I can't tell you what it does
seemingly for us the brackan only starts to really lag when it reaches the ship / multiple people i guess
also seems to lag consistanly if it doesnt have a target while your spectating
lets you turn on or off what inside monsters can escape
Fixing the lag issue with the bracken for people without the mod is impossible as far as I can tell
because the game makes the ais target calculate its AI
and if they don't have the mod
the AI will try to path find to the nodes inside the facility
which is impossible
so it lags alot when it does it per tick
theres a scary bug i just found
eat it
3 of my friends were eyeing down a coilhead and i decided to go outside
and it just disappeared and followed me outside
whoever their last target was (whoever they could move towards last) if they go outside then coilhead follows (I think thats how it works for them, no idea, dont quote me on this probably wrong)
yap not you mod mb. only once get bug then normal agins
Experiments maps. wrong exit spawn, they spawn on middle not in exit
The reason they don't spawn directly on the exit is because the closest AI node is too far from the exit door so they spawn at the cloest AI node which is around the exit door
but on experiment they did not add any AI nodes in the higher up area
so they only spawn in the middle ish area
but has anyone had issues with my mod in the latest update?
will the mod be updated to let nutcrackers outside?
I tried it out, god damn it was funny
We got a Jester to spawn outside and continue cranking itself, but it kept doing that forever and never played music or popped. On Titan.
We got 2 thumpers to go outside, but they wouldn't damage the person they were chasing. They just gave hugs instead. On Marsh or whichever has 3 fire exits.
We got 2 thumpers to go outside, but they wouldn't damage the person they were chasing. They just gave hugs instead. On Marsh or whichever has 3 fire exits.
I had this same exact thing on v40, then disabled thumpers going outside.
Strange
I'll look into it
If you guys run into any other bugs please let me know
Is this mod gonna be able to be compatible with V45? I just want nutcrackers to be able to go outside lmao
https://clips.twitch.tv/NurturingRelentlessShieldBloodTrail--X1jLVifwgz0noQ5
My perspective was completely different from there's... I will clip my POV later
Mind you, we had 48 mods installed and our save file eventually died on its own.
there's my pov
@granite cosmos Congratulations, your mod got used in a vannos video
In this video Smii7y joined us for one hectic modded Lethal Company session. With all these mods we have, it sure turned into a session to remember.
Dont forget to like & comment to beat the algorithm, thank you!
I hope ye enjoyed, subscribed and have a blessed day
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lmfao
well
more a nogla video
but
vannos crew
🤓
epic
Seems they might have changed the attack collision code
YOOOOOO
This is a major W
The dev changed it so
the variable for if its outside
is no longer tied to enemy type
which is probaly why it broke
they still have enemytype.isoutside enemy
but just changed it so it now uses a separate variable thats set on spawn
probably for the mask?
also sidenote
you can lure the dogs to kill the inside creatures
LOL
just made an eyeless dog eat a thumper
sadly they don't react to the thumpers noises
Game changer
Not yet
I just realised
I'm not sure if I can fix jester
Its ai checks if the variable targetingplayer is == to false
then checks if there is no players in the FACILITY if so it then waits 5 seconds
if not then it reverts to stage 1
the variable it uses to wait 5 seconds is also private
and targetingplayer is also private is not even set so its always false no matter what?
although
I could try setting it so it reverts its behaviorstate after the code
uhhh
it semi worked
but
it like
was in its hostile state
but also its following state
and t posed when you are in the distance where it doesnt follow
T posing jester
his speed also doesnt scale up
wth
Circuit bees just spawned without a hive
That's strange
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The monsters work now though
so I'll upload the update
They also escape independently now because of how the creator changed how outside/inside AIs work
Its uploaded! just gotta wait for thunderstore to update
--
0.7.5
Monsters now escape independently instead of all at once because the game creator changed how inside/outside AIs are handeled
Monsters can now attack/target the player again when outside (This bug was related to the change the game creator did)
Fixed Jester (jester is still somewhat broken when outside)
Is there any lag fixes with the Braken?
I'm not sure rn, i'll test this update tonight
bracken now is fine 0.7.4 and 0.7.5
only bug spectate if have Suitsaver / Manysuit
Can you explain?
in my opinion it collides with other Mods. because now I'm trying 1 by 1 mod to make it into a Modpack. and sure enough there was a clash between ManySuit/SuitSaver plus Lethal Escape
so when you die, you will not witness other people or ships, but only watch the last thing you die, namely your body, and you cannot see other people, you can only hear
yeah, I don't know, maybe the mod crashed
but later it will return to normal when launched to another planet, it only happens once. so no problem, there are no errors on the console either
Sorry, my English translation is bad
The only thing that happens with this mod is this.
This causes some stutters to the host only.
Not sure if it’s this mod or not. But when I select titan and then start the ship it takes forever to load for me and my friends. And then the whole time we are there it stutters like every 5-10 seconds
does this mod work is version 45
yes, it works
I doubt it makes pathfinding shit any easier
but now that the masked are out, and they can leave the facility
would it be possible to kinda rip some of their path finding and default to it in the event that the person who gets targeted doesn't have the mod? I'm not sure how well the idea would work, but in theory it sounds like a decent fix. Although in practice it's probably a messy hell
It would also lead to creatures actin kinda funny which would make some great clips
@granite cosmos Your mod is broken with Coilheads & Jesters
Massive desync. host sees the monsters outside only
every other player sees them stuck in place
Do those other players... also have the mod installed?
When did it desync?
as soon as host went outside
and the creature went outside after him on his screen
(it was frozen in place as non-host)
The jester I kinda expect to somewhat break
It ate him and teleported his body back in the building as non host
but also the coil heads?
Coilhead just happened, didnt clip it right
that coilhead on the bookshelf was outside for host
only had the coil head and jester outside so far
other outside monsters such as eyeless dogs worked fine
And it worked fine with the Comedy/Tragedy mask
though that came inside.
Released a patch
that might fix the issue
but I'm not 100% sure
does the issue only happen for host?
So far, yes
I added a check so now it checks if your the "owner" of the AI before trying to calculate the ai (which I probaly should have done before for optimization)
hopefully it fixes it
because only the owner of the AI can actually replicate stuff I believe
Did you give the comedy mask the ability to go outside or is that vanilla?
dumb question, we just disabled the mod so thats vanilla
Vanilla
my guess is the game dev broke it with the comedy mask being capable of going outside
They changed some stuff with the base AI
to allow multiple AIs of the same type to be inside and outside at the same time
correct pov from another member in my group for the coil heads
for the previous build
bracken still make lag. only Rend,Dine
same
Let me check
Updated github
So far, havent noticed any lag. will keep you posted
desync seems to be solved aswell, though we only had one match so far with bracken outside
Bracken still makes me lag
what does the jester being buggy entail?
Basicly when outside and it pops out
it uses the unpopped AI
but can still kill
currently I don't have a way to fix it without overwriting the entire AI
i thought it could only leave while enraged?
when it goes outside it goes back in the box
kinda
The game hard coded the AI to go back in the box if theres no one in the facility for 5 seconds rather than if there is any players == to if its outside
so what I did was force set its state to be out of the box
after and before all its code is called
but it still doesnt fully fix it
so it acts as if its in phase 1 while being in phase 2 or 3
so it will walk towards you and then stop when 2 feet from you (then T pose)
but can still kill
i'm sure nothing could ever go wrong by overwriting its entire ai, surely :clueless: (no mods really replace ai right now, so it could probably be a temporary fix atleast?)
Next game update might change something
and then I will have to re edit it
everytime until they rework how it detects players
well the updates will probably be decently apart atleast

i feel like thats just something we're gonna keep inside if you can edit what can and cant get out
the jester is a facility clearer, not moon 
whoever said let jester out, dont let him cook
you can change the config so jester can't leave
alr nice
Anyone that changes the config for reasons aside from performance, are cowards
You ain't playing lethal company if you don't turn around to the jester inside your ship staring you down to comedically start winding up
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Those speeds tho
u forget change version on console?
Perhaps
can u add config for different moons. i mean like rend/dine is make frame drop if bracken out
idk why only that moons make fpsdrop if bracken out
or that only my issue :/
Was it on solo?
and was it the main exit?
multiplayer mate. all get lag when bracken out in that moon
my friend also get lag
Yo question, do enemies need to be aggro'd to come outside or will they just eventually come out on their own? @granite cosmos
They need to be chasing you and next to a exit.
So, if you aggro a loot bug, make it follow you to the main entrance and exit, they’ll follow.
(mod still lags to all hell for multiplayer)
disabling for now hope its fixed in the future
disabling brakens and jesters has worked well enough for me and my group that I haven't seen any one get laggy
If you position yourself right, a Braken will leave through an exit to create enough space
bug, if host dead all enemy from Lethal Escape can't kill player in outside
if host alive Totaly Normal
did the person who was being chased have the mod?
i read this and thought my team was safe after i die
i was wrong
I'm working on a update that should fix alot of the current issues with the mod
_nips showed me how to override the network ownership changing so when its outside it stays calculating on the host
Which also should fix issues with some people lagging ALOT with the bracken outside
and optimize the mod
Good luck!
One issue now that I think about it might be coil head
Because the sight is most likely calculated client sided
everybody (my friend) have my modpack. imposibled no have mods same
and here is the clip when bracken couldn't kill my friend. basically bracken will kill if the player gets that close but he doesn't die
*video by friend
sometimes Bracken just stays silent and disappears (maybe because there are too many players, we play with 5-7 people)
@olive zenith casual spawncamp on company moon
have you (or anyone) encountered enemies on company?
Thats my modpack, and guys believe LethalEscape was the cause 🤔
all enemies or just the factory ones when outside?
its not cause of LethalEscape., sry
this one #1187535044919701634 message
oooh
it made mobs travel with us on ship kinda 
Sounds like they might have broke something related to the ship parenting code?
Just tested it
and I was able to have several brackens outside with people who did not have the mod and they reported no lag
(on the update I am working on)
Great!
Oh my god
thank the creator
The web variables for spider are public
so I can make spider place webs outside
Ooh, that's interesting!
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The reason the one guy didnt die was because he had god mode (if you have god mode they just infinitely snap your neck which can happen in base game when modding)
But man
The way the brackens came out of the water
almost like its from a horror movie
Oh also
Coil head works fine when people dont have the mod and the ownership is overridden so only the host calculates its AI
has a fix for jester been found yet?
also, what are all the requirements for certain enemies to escape again?
They all mainly just go outside when they are chasing someone and they go outside
the jester requires everyone outside though
A semi fix was found for jester
He will now actually not stop infront of you
_nips showed me the way to to fix that
and I also made the jester faster outside
hm. maybe the bracken escaping could be a bit more lenient? just it hunting a player that leaves. i hardly get them to chase me at all, and usually they don't actually chase for very long.
and is there any date planned for the update to release?
Hopefully today
yippee!
I just have to add the blob, nut cracker, and spore lizard
It should escape if its hunting you down or you see it and then quickly leave
They automaticly chase you after abit of time
in their sneaking mode
oh? how would the spore liz escape? they're just a funny little guy, they never chase or try to attack the player for longer than a moment when they get super close
ah
I was potentially thinking of making it have a chance to escape every minute or so
if no one is inside
what enemies will be able to escape in the update on top of the current ones?
spider, blob (disabled by default), nut cracker, and spore lizard (maybe disabled by default?),
Is there any others I should add?
perhaps snare fleas could live when a player leaves with one on their head. they'd probably just go back in once the player's dead though, because i wouldn't trust them to not fly up into the skybox to use it as a roof to drop from
They auto die when a player leaves when on ones head
ah, is that hard coded?
terminal says they die to sun light
oh\
I could maybe turn it off
that makes sense
actually, that'd be every single interior enemy able to escape except snare fleas which have an actual reason to not be able to.
now all we need is lethal unscape where exterior enemies can go inside
Doesnt look like I could even add them if I wanted to
its quite hard coded for them to insta die when on someones head thats outside
I was thinking of adding that after I allow the enemies to chase people back inside
Code is basicly the same
Actually
I figured out a way to make the jester work almost the exact same outside
There might be some bugs
But it will now build up speed
One thing I noticed
is that the spider struggles with stairs
and works abit weird when losing the target
or...
Its movement is abit weird
.warp wont work
Alright spider works now
but it has issues with cobwebs
like it places them but I guess due to the lack of walls they are quite small
hmmm
Adding the nut cracker might be a bit more difficult
when its host only
Well
hmm
ok it might work
Alright its done!
just gonna test it and upload it
Alrighty it works!
Just need to make a change log and upload
oooh wait
I wanna add one more thing
A chance for the hording bugs to make their nest on the closest node to the ship
Ooh, interesting
# Lethal Escape 0.8
AI ownership/who calculates AI is forced to always be the host when AI escapes outside
Because of this
MOD NOW ONLY REQUIRES HOST TO HAVE THE MOD!!!!!
MOD NOW ONLY REQUIRES HOST TO HAVE THE MOD!!!!!
Mod no longer works if your not the host/Host does not have mod
Config is now solely based on the host
Added support for Puffer/Spore Lizard
Added support for Nut Cracker
Added support for Slime/Hygrodere (disabled by default in config because its not much of a threat I feel)
Added support for Spider
Added Lots of extra Config options
Mostly fixed jester
Puffer/Spore Lizard has chance to escape every minute (configureable)
Bracken/Flowerman has chance to escape every minute (configureable)
Hoarding Bug has chance to escape every minute (configureable)
Hoarding Bug has chance to nest next to ship
Escape Delay for Bracken and thumper are now adjustable
Jester Max outside speed and aceleration is now adjustable
Max/Min Spiderwebs outside per spider is adjustable
Made some monsters not spawn directly on the door (Mainly the ones with no escape delay such as jester , slime, and puffer)
Should run smoother now the weird failsafe debug thing is gone
known issues
Kill animations might not look correct when monsters escape outside
Not released yet
Just need to check how to get ship pos
Question, do enemies that followed you outside ever go back inside?
Not currently
But it is planned
Also, while probably an unintended problem that occurs, if you're on Vow, the Bracken can get under the ship and snap your neck through the floor lmao
😔
I suppose it's okay, one moment you're on the ship, the next moment you're a pile of blood and you hear "Hey, It's me Goku!"
you are like the best person ever lmao, cheers!
Should beable to release the update in 10 minutes ish
One thing I noticed
is that when a hoarding bug steals a bee hive
because of how their coded
it counts as the hive being destroyed in a way
so the bees are perma agroed
Updated Trello
Updating thunderstore
Do the configs sync now btw? I remember hosting and turning bracken off but that didnt stop him
Yeah
Also update is released
The mod now only requires the host to download it
because the AI now is forced to only compute on the host
If anyone has any bugs with the mod please let me know
as I couldnt test everything
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@granite cosmos this is the best mod ever
friend says that bracken lags (his mod is turned off) cant confirm for myself rn
also jester desyncs for me on host on titan, idk why but that happened on the older version too
if it helps
spore lizards do the silly lil thing of speeding up to get away when they see a threat so in certain more open maps they go cartoon mode
spiders act very odd outside. they mostly jig in corners, or if they exit close to the main entrance then they just chase the player relentlessly to the ends of the moon
also, perhaps the range of them making webs could be increased while outside
how do enemies escaping randomly work? is it just a chance for them to get magically warped outside every minute?
Yeah you can config the chances in the bepinex config
Oh yeah
I forgot that the state won't replicate over that well
should still beable to move around and attack
i didn't mean configuring the chances, i meant how it worked
Weird
you were host right?
yes
also, by jig, i mean they seem to just randomly turn around while sitting in a corner
Yeah spiders sometimes have troubles placing their webs outside
like he was at 5-10 fps?
and the host was using the latest version?
Were there any other mods enabled
yeah latest version
says it was ~30fps but a lot of microfreezes so like a slideshow
yeah lots of them
can send you the profile
Did he potentially have the old version of the mod installed?
Yeah
He shouldnt lag at all
because the mod makes sure none of the main logic is even called if your not the host
only way I can think of that would make him lag is
if he somehow got networkownership
but my mod currently overrides it
And I did test albeit only 2 with a group of randoms and they said they didnt lag
oki, will keep track of that and gonna get a log if that happens again
with like 10 brackens
any comments on the jester thingy btw? when he's outside in one place on host on titan and the clients dont see him at all there
Could I have the list of mods used?
I'm not sure how to fix it at the moment
will a profile code suffice? 018c98e2-c316-6288-508d-b302ea51ab98
It should auto replicate or at the very least replicate it to the door
Are you the host?
yes
his lethal escape is turned off
tried same thing on rend, 5 brackens, one gets out, no lag
cant get hoarding bugs to chase me outside, can they still do it? or can they only exit randomly?
They can chase you outside
But they really only do it if you steal an item
because they don't chase you for long if you only agro them by getting near them
Not sure if I found the exact issue you were having
but I found one thing in my mod that causes alot of lag
with the bracken, puffer, and hoarding bugs
just 5 of these could lower you fps by like 40%
found a fix though
gonna do titan 1 more time
ohhh, great
yeah i feel that, wasnt thinking it was your mod tho
I didnt realize how heavy FindObjectsOfType is
Just gonna make it only happen every so offten
or actually
I can just remove it entirely
also, something i noticed, when an enemy goes outside, it's usually warped down if the entrance is elevated (experimentation, assurance, offense). if i remember correctly, this is because they couldn't navigate down from these places. however, masked, if spawned on these moons, are perfectly capable of navigating down from these areas by jumping down the ladder. surely it's not just masked that can do this? if not, i don't think warping things around would be necessary
Yeah I was actually gonna mention
I noticed they were now capable of using ladders
In my test I did 10 minutes ago
I think the creator added it when he made the masked
currently the game just checks if theres a AI node within 10 meters of the door and if not it send the AI to the closest node
But I could add a override depending on the map
i had a lootbug get stuck in rend/dine entrance
and a coilhead
rend and dine don't have elevated entrances i think, so that's maybe irrelevant
Might be the cause of the lag?
I know if the flowerman cant reach a AI node in vanilla
it makes you lag HARD
no, pretty sure it isnt
and i was testing on titan and it stuttered when the bracken escaped
i'd presume there's nodes there for all maps now because masked can technically appear in any map (except company of course)
we went in, i spawned 5 and waited for them to come out
that seems to happen with every enemy, though most common with the snare flea since it can easily get into odd spots when getting off a player's head
couldnt replicate on rend/dine but the sample size is too small
Watch You entered in the wrong bracken lair and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
Like in this clip I did not expect the brackens to climb the ladder
shoutout to the random kid who doesn't know what's going on
in the clip their neck snap animation seems broken outside
also, maybe the enemies should have a delay before going outside? you can sometimes get chased, go outside, turn around and they're already there waiting for you
Yeah its because I have to do a custom way of calling it because normally the client detects when they were killed
would there be any way to fix it?
Some of them have a delay
what 'some'?
other than thumper, which has the delay configurable in the config
I think just Bracken and Thumper
also, can't get nutcracker to chase me outside even as they point a gun at me while making their tune as i exit through the entrance
I need to look into their AI abit more
It should auto escape when they have a target player that is outside
like alot of the other AIs do
I don't think so
It uses the same code
but I guess doesnt work fully because the target doesnt have ownership
when do you plan on fixing things?
I can fix a decent amount of the lag
And maybe beable to fix nut cracker today
i was just chillin out, having a conversation with someone in the ship who had their back to the outside, i forgot i had lethal escape on, i glance behind them and see a bracken ducking out of sight behind a big rock. i say nothing and we leave the moon
😭
I love this mod, nothing compares to dying and watching a loot bug steal the keys from the ship while your team is in the complex
crew gets stranded from a hoarding bug stealing the keys to their ship, hmmmmmmmmm
Lethal escape 0.8.1 is being uploaded
Lethal Escape 0.8.1
Some major FPS improvements with Bracken, Hoarding bug, Puffer/Spore lizard (5 of these ais would cause a 40% fps drop for host but this is fixed now)
its now uploaded
Also updated Github
Watch I AINT SCARED OF THE BRAC-- and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
Watch I don't think they can climb and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
Watch The Bracken's Massacre and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
We literally had a war against brackens
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idk hoarding bugs always no give dmg when outside
even when standing still?
yes
i love hoarding bugs when they call army and gank my friend. but now can't gank ( i mean no dmg )
Like only outside?
or does it also happen when inside
bracken apocalypse mode
good news, spore lizards seem to be immune to earth leviathans
if an earth leviathan tries to eat an outside enemy, it just seems to do a bunch of damage instead of deleting them like other enemies. i know this because a hoarding bug left a corpse when eaten by a worm
Or y'know, the worm just wasn't hungry for bugs at that current moment.
I may have found whats causing it
hoarding bugs don't seem to go for scrap outside. they just seemed to randomly wander, sometimes sitting next to the ship at presumably what would be a nest spot? there was no scrap there though. i even dropped scrap next to them, yet they did nothing.
# Lethal Escape 0.8.2
Added options for all monsters (except coil head because he has not start function to patch onto) to have a chance to spawn outside which can be adjusted in the config
fixed error with jester
Made ownership override on bracken happen post and pre update tick instead of just pre (In theory it should reduce any mico stutters from gaining ownership with brackens if anyone had any)
very minor preformance buff if you set a monsters chance per minute to escape to 0
Update released
There abit weird when people are near them
but they try to wander around looking for scrap
and will sometimes even steal bee hives if theres not much around
but they should take the scrap after some time
has nutcracker been fixed yet?
i left them alone for a while with some big bolts on the ground, but never saw them pick any up
how does the spawn outside option work? is it a chance for one of them to spawn outside when the ship lands or a chance for them to spawn outside when they'd spawn in the bunker?
conclusively after testing it's when they'd spawn in the bunker, but spiders spawning outside doesn't seem to work
Chance when they spawn
[Spawn Escape Settings]
The chance that the Thumper will spawn outside
Setting type: Single
Default value: 5
ThumperSpawnOutsideChance = 5
The chance that the Bracken will spawn outside
Setting type: Single
Default value: 10
BrackenSpawnOutsideChance = 10
The chance that the Jester will spawn outside
Setting type: Single
Default value: 0
JesterSpawnOutsideChance = 0
The chance that the Hoarding Bug will spawn outside
Setting type: Single
Default value: 30
HoardingBugSpawnOutsideChance = 30
The chance that the Spider will spawn outside
Setting type: Single
Default value: 5
SpiderSpawnOutsideChance = 5
The chance that the NutCracker will spawn outside
Setting type: Single
Default value: 5
NutCrackerSpawnOutsideChance = 5
The chance that the Hygrodere will spawn outside
Setting type: Single
Default value: 0
HygrodereSpawnOutsideChance = 0
The chance that the Puffer will spawn outside
Setting type: Single
Default value: 5
PufferSpawnOutsideChance = 5
Hey, the cfg broken. i already disable all ( only Jester and Bracken out ) but all Enemy is going outside
I know this has probs been said, but the braken causes SO much lag when it leaves.
it doesn't happen every time, to everyone, just a select few, randomly each time.
I could lag my ass off when one is out, but then be peachy the next moon when there is 5 out.
and hordingbug still bug 😦 no damage
I tested it and they damage me
something damage something no damage. latecompany/shiplobby issue maybe
idk
cause i remove that Mods, broken asf no sync
y night i will tested agins, but without latecompany/shiplobby
ah y i forget. i got alot console EnemyAI Error logs
You might need to set the chance the AI goes outside on spawn to 0 aswell
I forgot to add the can escape check to that
Me barely escaping with 10 hp
The hoarding bug outside holding a beehive:
lol
They like to do abit of trolling
ah y 1 more. outside spawn enemy, make bunker so quiet i mean Free Bunker no enemy
^ y i disabled this is outside spawn enemy
The can escape config
yap. maybe add the config for Max Spawn Outside?
only prevents them from following you outside and randomly escaping
while escape on spawn chance is its own thing
I can add that next update
do you plan on making enemies spawn at the entrance properly instead of teleporting, and fixing the nutcracker's inability to escape and bunker spider's inability to spawn on the surface?
bunker spider can't spawn on the surface?
after spawning 50 of them with a spawn outside chance of 100, i'd say it's a conclusive yes
especially after confirming it worked by spawning a spore lizard with a spawn outside chance of 100, which did correctly spawn on the surface
nice
It can still follow you out
yeah it can
also, the hydrogere's shaders seem to uh. explode. when it goes outside. this makes it essentially invisible

I think I can fix that
so the nut cracker is like really weird
It doesnt handle targets the normal way
it instead makes its target the owner of the ai
I'm not sure if I can make it follow people out
alot of the variables are privated
or well all ais make their target also calculater the AI
but the nut cracker uses who ever is calculating the AI
as the target
Uploading # Lethal Escape 0.8.3
Fixed Spider not spawning outside correctly
Fixed lag issues and weird interferance when multiple people had the mod
Fixed mod not having correct host check
when spawning outside, bunker spiders seem to immediately beeline towards the ship and set up their nest there. also, all enemies when spawning outside always spawn at the same spot (dependent on moon of course) so if it's possible it'd be nice to have some variation for where enemies spawn
so uhh
we had a major desync today and idk why that happened
client got killed by a bracken he didnt see
host pov
my boy also had lethal escape turned off
Yeah its something weird with the AI
I'm not sure why sometimes it just doesnt replicate
i dont think its an descync. happened the same with us with "brutal company +" . i think bracken can go under the ship?
Yeah, they can kill under the ship
No but the host saw it go in the ship
oh, ok
yeah im just gonna have him get the mod
just to make sure
is that just me, or when they escape - monsters spawn like in 50 meters from the door, not by the door itself?
especially on maps like vow, they're always under the bridge
or even in the forest
My friends don't get damaged or killed by the escaped monsters, at least the hoarding bugs and slimes don't do anything to them, I am the host of course
shouldn't it be fixed because of the masked?
In experimentation the AI can go up the ladder
but they struggle with going any further past the ladder
LOLL
Holy shit
Is it LethalEscape that causes enemies to do damage still when dead?
never had that happen to me...
i have opposite problem that enemies not doing any damage while being outside
especially coilheads
but sometimes they do
It shouldnt
No matter what it returns if the enemy is dead
even if it did it would onlt do so outside
same problem here after jester kill 1~2 people outside, he cant kill anymore
I just leave the moon after Jester start winding up, lol
same thing
with this mod do outside enemies still spawn or not?
yes
I assume this has been reported already, but this mod seems to be causing Coil Heads to ignore all players but the Host
This mod seems to make any (escaped) monsters deal no damage to non-host players, happened with hoarding bug and slime in all of my games
strange an escaped braken killed both of my friends while I was in the building (waterridge on LethalExpansion)
i think there's a settings for monsters to randomly espace
when inside?
Yeah
You have any other mods?
It doesnt modify the AI when its Inside
Is it possible to disable the mod for certain planets?
And the minimum escape after the presence of several monsters in the building
if in the building => 2 flowerman = only escape 1
Configured in the config file
Not currently
There's something strange about the bracken when going outside. In my Pov i can see the bracken walking/chasing someone, but in my friends Pov the bracken just popped infront of them and got killed
@granite cosmos Hey man, Thumpers don't hurt other players except Host
Tested it alone and with all my mods installed
Used v0.8.3
I got fucking memed on, thought I was in the clear when an angry lootbug exited after me lmao
All Monster can out is bug and only host get damaged if monster in outside
but only Bracken is totaly normal no bug and can kill everybody include host
i play with 10+ Players
that's some clean door closing and mimic dodge
all for nought 
what map is that?
Aquatis iirc
I'll look into the monsters not doing damage
can confirm monsters are a little bugged
spider escaped and was just kinda standing on people without damaging them
Perfectly cut version
"uppies!"
"THERE'S A BUG"
not little bug, but big bug. all monster can outside is bug no damage, only host get damage.
but for bracken can kill everybody but Almost no sync the bracken Location.
Example:
POV Me: bracken behind my friend
but POV Friend: no bracken behind him and dead
I would like to have the option to also set a chance for other monsters to escape besides puffer, bracken and hoarding bug. Why can you only configure this for those three?
Also: The escape delay.. is this in seconds?
is this still an issue? i know that only the host needs this mod but can you avoid those issues when everyone installs this mod with the same config? it certainly wouldnt hurt right?
I was doing that anyways, sharing my modpack through a thunderstore code, but I'll try again if there was an update
yes, it is
even if everyone has mod
I might have figured out why the monsters can't hurt you
besides the bracken and jester
I think its because the damage function I was using needs to be done client sided
no more host only yay
cant wait to add it to my modpack
also when I made the mod host only it doesnt mean that others can't have the mod
it just means only the host needs it
Ok imma test the fix
only issue is that you wont beable to see what the death cause was (potentially)
After the fix, will Outside Jester kill client normally?
What happens currently?
like this problem
he can kill only host
At that time, there is no log available, but on my console as the host, he kept attempting to execute the kill, and nothing happened
ok
So looking into it further
It might not be the damage function
it might be the function thats used to check if the target meets "standard player collision"
i've seen jesters tiptoe behind players a couple times unable to kill them for some reason
Should be fixed next update
The sheer heart attack I get when I heard Jester stmps rapidly approaching the ship
ok
so
What I did
did not work
but I got an idea
that is kinda jank
but probaly works
and its by just making the host damage the players that get attacked by the AI
The janky solution worked!
Dude I was playing this when it was broken and the thunder started doing very silly things behind my friends LMAO
I just saw 50 thumpers eat a man
Not to be rude or anything but are there still lag spikes whenever entities leave
Bracken straight up nuked my game twice
just when they leave?
are you the host?
Yes
and you have the latest version of the mod
it was from a while ago I had to disable after
and what map was it
how long ago?
March I believe
ah
so before nut cracker was added
should be well fixed
I,ve done lots of test with tons of brackens
and had no lag spikes
as host
Alright thanks
and others did not report any lag spikes
however there is a replication issue with the bracken sometimes
like sometimes people won't see them moving
but sometimes its perfectly fine
un sure to how it happens
Ah alright
seemly only happens with bracken
I’ll try the game
I would wait a bit before using the mod though
Maybe bracken ai moves client side? No clue honestly
Currently all monsters besides bracken can only kill host
yeah I noticed
The ai is only calculated on the client when the player is their target
My friend was getting tbagged by a thumper
but my mod overrides that on the surface
lol
My only guess is that it could be this
Idrk much abt coding though so

Its most likely it
But it shouldnt break down so much
because it replicates fine in the facility
Well then again
The facility is where it’s meant to walk, also a way like more straight forward path
The AI’s probably not advanced enough to be outside since it’s not meant to
It works fully fine outside
with a bit of wonkyness
but that shouldnt stop it from replicating
True I guess
It’s really odd how it’s the bracken only
either other monsters have the same issue
and only the bracken was known because only it could kill others
or its because of its weird movement
Do the logs show anything through r2modman?
I’m gonna try to replicate it with some friends
and the few times I seen a bracken while not being the host it seemed fine
like no invisble bracken
I don’t really know if this is related to the mod but it did show entity something something couldn’t move in navmesh
I have like 10 trillion mods enabled to it was probably just one of them
That can happen base game
but can make sense if it happens with my mod
it could have the error if it nudges its way into a corner where it gets stuck
so uhhhh
They AI can attack now
they can also attack your computer directly
because they have no attack cooldown
The Thumper has eaten your System32
so they just send like 10000 attack request before the client replicates the damage and finally dies
and stops sending request
and the attack cooldown variable is private
so I have to make a custom one
using dictionaries I guess
New entity buff just literally blows your pc to bits
fair buff imo
ok
now its fixed up
and the AIs will only ever attack you when they are in the correct state
before hoarding bugs would harm you when passive
and blobs would attack you when tamed
although all that never happened
because they couldnt attack non host in the first place....

Just gonna do a test
and if everything goes fine
then release the patch
It works

atleast with hoarding bugs
blobs just kinda do tjhat
In their code they are set to not attack players if their tamed timer is > 0 while also having anger timer below zero
well it seems to be broken, they attack players regardless
OH
I wonder if thats why you have to smack the slime
because maybe the anger timer never goes below 0?
unless you do that?
Yeah
thats what it looks like in the code
if (this.angeredTimer > 0f)
{
this.angeredTimer -= Time.deltaTime;
if its zero
it never goes down
so you have to anger the slime
and then it will be put below zero when its no longer angry
So its half broken
but its fixable in game
how about the bracken no sync location?
my friend dead by no sync bracken location
Not sure whats causing it
Can't replicate it
Was it on a recent version?
yes latest
Just realized the puffer attack sound is the same as the thumper
everything is looking good!
Update is uploaded
just gotta wait for thunderstore to process it
Lethal Escape 0.8.4
Fixes AIs being unable to attack non host and have proper attack cooldowns outside when attacking non host along with some other attack requirements being fixed

I just realized the mod has over half a million downloads
Update is out!
Am i going crazy or does the mod not generate a config file now?
Deleted my old one just to be sure to see the relevant things but the game doesn't generate a config anymore in r2modman
It should when you load the game up
it came immiediedly when I donwloaded the older version and booted up
I think your newest wont generate a config
Seems like a bepinex issue I think
Alright, well I got it back thru the old version so I'm good (I have no idea what to say to that haha)
thank you for your hard efforts I love the mod, seriously <3
will there be new features for the mod?
nice! jester time
0.8.4 no .dll Empty lol

Uploading correct version
also fixed a minor bug
where when someone was attacked by coil head or thumper it would apply fear to the host
this was because the game would just apply fear to the client who called the code because normally damage detection was client sided
Version is pending on thunderstore
version uploaded
(with the dll this time)
018ce91c-9516-44d6-792e-776bc815de23
In this mod pack, enemies like Jester or Bracken work, but enemies dealing damage still only on the host. I've confirmed that there is no issue with the Escape itself, but if there might be a conflict with any specific mods in the mod pack. Can you provide assistance in identifying any potential conflicts with mods in the mod pack?

Like him, after installing MaskedEnemyOverloul, I also encountered the problem of all monsters except Bracken only attacking the host
I have masked mod too. It seems like making issue
do you guys have every player install this or does only the host have the mod?
Everyone installs
apparently hoarding bugs were able to escape even though i set this specific mob to false
then everyone gets hurt? not only the host?
Only the host will die, and after the host dies, these creatures will wander aimlessly or not attack others
was chance to escape on spawn also set to 0?
thumpers function pretty well when outside on the new update
also, i still suggest adding an escape delay to all creatures and making them actually appear at the door instead of a random spot
also, the nutcracker functions outside, it just can't chase outside. it works fine if it spawns outside via the config.
can thumpers attack?
yes
so is it confirmed MaskedEnemyoverhual was causing the issues with enemies not being able to damage non host?
i dunno, i'll test it
with the version released yesterday/today?
thumpers are still very capable of killing players even with maskedenemyoverhaul installed, outside or not
Sorry I meant that non host wouldnt be attacked
Lethal Escape 0.8.5
no. i fixed that. thanks. but i probably wont be using this mod with my friends until the random roaming around, not attacking and only attacking the host is fixed.
Well I just fixed the AI not attacking the host yesterday
oh damn. sweet
Just tested it with all AIs
gj
but even before that fix
I'm not sure what he means by the AIs not being able to target non host players
which they always were able to
i didnt try it myself. i just wanted to be sure thats not true and that its working.
It works in my testing
the only issue that some people say they found is that the bracken can sometimes desync outside and become invisible
but I never can encounter that bug
i assume you tried it as non host as well
Yeah I tried it on lan mode with 2 clients
and I even hosted a public lobby
and spawned like 25 brackens
and 100 hoarding bugs
oh okay i always play in online mode
but bracken still no sync location non host :)))))) so sad
when outside
idk when all clients need this is mod (old version). bracken totaly normal i mean like location. but when only host need bracken like no sync location
I've had desync Braken in older updates when everyone needed the mod
I think the enemies don't do any damage to non host players because I have NoShovelGriefing, not sure but something is preventing the damage from happening and its not the MaskedOverhaul (Not 100% sure I'll keep testing)
ok I'm 90% sure its because of the shovel mod, after disabling it enemy damage works. just giving a heads up for mod users
It is the shovel mod
Because the way I make the enemies do damage is by using the function that the shovel uses
because the normal way doesnt work
oh right, that makes sense 😁
because normally the game expects the damage to be done on the client
but when outside the mod overrides the ai so only the host calculates it
to prevent some other jank and allow the mod to be host only
but then it also has to override the attack code because now the client is not in control of the AI
and with my bit of looking into the code
I don't think theres a way to call the damage function normally from the server
because the client checks if the operson calling it is them self
I could try .hit
That's interesting and very cool that you found a way around. I like to host public lobbies and it's borderline impossible to have a proper working server with any other mods than BL that require everyone to have it 🥲
Watch the damn loot bug touched me in a no no spot and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
By the way, do you have any plans to make creatures return into the facility? Maybe making use of the coilhead observing function and making them return after x seconds of not being seen?