#Lethal Escape 0.8.5

2975 messages Ā· Page 3 of 3 (latest)

granite cosmos
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Yeah I plan to allow them to go back inside

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and for outside creatures to go inside

olive zenith
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DAMN

exotic rose
granite cosmos
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Yeah

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Will be disabled by default

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and if possible allow the forest guardian inside but scaled down

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same with the worm

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lol

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I'm just imagining a baby forest guardian carrying a person

bitter apex
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cant enemys go outside during an event?

exotic rose
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Pretty much all the huge enemies would look odd inside and the worm would straight up be frustrating imo

bitter apex
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i wanna know if a baboon hawk can go inside

loud tree
granite cosmos
exotic rose
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Will there be an option for all of them?

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Like enable some to go in but others to not

granite cosmos
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Currently every monster has a config to disable their ability to escape

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and a config for if they spawn outside

unique zephyr
dry hazel
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Is there a way to make Lethal Escape only work on some maps? Would like to have it only happen on harder maps and some modded ones

full tiger
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im sorry what are you cooking????

full tiger
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nooooooo

granite cosmos
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and then

full tiger
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my days of luring coilheads and brackens outside to make the inside safe are OVER

granite cosmos
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when you least expect it

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you hear a rumble below your feet

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and get eaten

full tiger
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you-

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you wouldnt be suggesting

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inside worms

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right

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thats a wild and wacky idea

granite cosmos
full tiger
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sigh

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I respect you in the highest form of evil

unique zephyr
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you shouldn't downscale worms inside at all

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anyways, once again suggesting an escape delay and for enemies to spawn at the correct spot (actually at the door)

dry hazel
granite cosmos
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wh-

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who was the person that downloaded Version 0.8.4

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when 0.8.5 is out...

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Version 0.8.4 doesnt even have a dll

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I just saw the number of downloads for it go up

full tiger
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The one and only

unique zephyr
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not really related to lethal escape, but i noticed you can configure spider web count in the config, would be interesting if there was something to do that but for the spider inside

olive zenith
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btw, how does random escaping work? do the enemies need to be close to exit for that?

timber rune
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When they are chasing you and they have to be close to an exit

olive zenith
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nah, im talking abt them just coming out by themselves

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thats a thing

granite cosmos
olive zenith
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so unrelated to anything else

granite cosmos
olive zenith
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ohhhhhh

brave fox
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is there a way to config it, so only certain monsters can escape

timber rune
timber rune
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if you have r2modman you can go to the configs of lethal escape

bitter apex
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i need it

brave fox
olive zenith
bitter apex
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ok

unique zephyr
granite cosmos
strong phoenix
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is there a mod that makes hoarding bugs not act like a hive mind. because when you stole one item from one hoarding bug in the facility apparently every hoarding bug on the moon will go after you for the rest of the run

fluid frost
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@granite cosmos I was trying to debug an issue with my mod and I stumbled onto your code, would you consider caching the Outside AI nodes and EntranceTeleport instead of looking for them every time an enemy goes outside, this could help relieve lag on lower end machines

granite cosmos
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I could but

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its only when they escape

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so it shouldnt cause much lag

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the game does this when it spawns an enemy

fluid frost
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also most enemies AIs work alright after setting the isOutside=true and setting the ai nodes

granite cosmos
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Yeah

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some AIs though

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like the blob, spider, and jester need more assistances

fluid frost
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the jester can be solved with a transpiler, without doing a prefix, if you want I could send you the code

granite cosmos
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Its possible to change the one line of code?

fluid frost
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yeah, just one value change from false to true does it

granite cosmos
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The one where it checks if people are only inside

fluid frost
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yeah, it looks for if at least one player is inside otherwise it resets

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just set the found to true and you solve it

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        [HarmonyPatch(nameof(JesterAI.Update)), HarmonyTranspiler]
        private static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions)
        {
            var codes = new List<CodeInstruction>(instructions);

            for (int i = 0; i < codes.Count; i++)
            {
                if (codes[i].opcode == OpCodes.Stloc_1)
                {
                    codes[i - 1].opcode = OpCodes.Nop;
                    codes.Insert(i, new CodeInstruction(OpCodes.Ldc_I4_1));
                    break;
                }
            }

            return codes.AsEnumerable();
        }
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here's the code I'm using, feel free to replace the prefix

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but please consider caching the Find result of the ai nodes and exit locations

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I'm playing on a lower end laptop

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and Find does have a negative effect

granite cosmos
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alright I can cache them

fluid frost
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or level load

granite cosmos
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Yeah thats what I was gonna do

fluid frost
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thanks

granite cosmos
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Do you know how I would patch a code on start to the coil head?

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or something similar to that

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because the coil head does not use the start function

fluid frost
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not possible afaik

granite cosmos
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Guess I would have to patch enemy AI then

fluid frost
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what kind of change are you trying to make?

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because you might just be able to do it once then just put an empty monobehaviour or something on him to mark that the change was made

granite cosmos
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Just calculate a chance for it to spawn outside

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and then send it outside

fluid frost
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because I might've found the bug that breaks my mod

granite cosmos
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and then it checks the configs value and a random value 1 to 100

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and it calls send ai outside

fluid frost
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ok, so my mod has events that already spawn inside enemies outside

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so what happens is that I spawn them outside, and your mod sometimes decide to send them outside

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I don't know what that would do

granite cosmos
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Yeah every minute if the AI is inside it will do a chance to send them outside

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but that one has a check to see if its already outside

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but the start ones do not

fluid frost
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are you checking if they're inside by the isOutside variable?

granite cosmos
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Yeah

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but

granite cosmos
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The start function doesnt check

olive zenith
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if you're referring to that

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bug swarm

fluid frost
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if the start function doesn't check it might cause some issues

granite cosmos
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I can add a check to it

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in the function it self

fluid frost
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you might be willing to patch the start function of EnemyAI to add a monobehaviour to them that waits 5 seconds then randomly sends them outside instead? and after that destroys itself?

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I can write the code if you think it'll be too much trouble

granite cosmos
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Yeah that would be better

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I'm still abit new to unity modding

fluid frost
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it might fix some future compatibility issues as well

granite cosmos
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Tried to make a timed function and it never worked

fluid frost
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it has to be a coroutine otherwise you'll just freeze the game

granite cosmos
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Yeah it was a coroutine

fluid frost
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or you need to add a timer which is hard to do if you only use the start method

granite cosmos
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but I don't think patches ccan call them

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or I was doing something wrong

fluid frost
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they have to be run from monobehaviours so if you have the __instance variable injected it should work

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do you want to write it, or should I?

granite cosmos
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I could write it

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It doesnt seem to different than the thing I use for timers now that I look at it

fluid frost
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great, just ping me after you update, so I could check if it fixes things

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again, thanks a lot

granite cosmos
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no problem

grizzled willow
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when update yay

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cause mods broken v49

sudden dirge
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is there any update for v49 atm?

strong phoenix
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how exactly is the chance in this mod measured?

strong phoenix
sudden dirge
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for me it loads but there is no mobs outside the map

strong phoenix
sudden dirge
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ill see

strong phoenix
unique zephyr
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it works perfectly fine for me on v49

granite cosmos
granite cosmos
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so 5 would be a 5% chance
theres 2 random chances 1 for spawning outside and one that happens every minute

grizzled willow
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nah that problem from LC v49. totaly v49 so many broken EnemyAI

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u mod work fine

granite cosmos
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Oh like

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its an issue base game with no mods?

granite cosmos
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nvm

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Works fine though

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Even works with Lethal control

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in a slightly jank way

grizzled willow
grizzled willow
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hey, add the config for max enemy like bracken only 1 can outside.
because kinda useless the Diversity Mod if bracken all outside.

dry hazel
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Any progress on adding a map-specific config to this mod? I'd love to see some monsters escape on certain maps but have others be safer

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Especially modded maps like SCP Secret Labs NODDERS

strong phoenix
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how is the spawn rate measured? whats the reference? i set nutcrackers spawn outside to 100 to test and i tested it on offense. i saw only one nutcracker outside and he despawned after like 1 min apparently

unique zephyr
strong phoenix
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oh okay so that would be based off of what i set as a spawn rate for the nutcrackers in lethalutilities for this specific map

strong phoenix
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and also its the exact same monster? so the one inside is outside then.

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because first i thought a new one spawns

unique zephyr
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yeah

unique zephyr
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cryptid photo from a friend

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also, idea for fixing nutcracker, maybe check if the person being chased uses an exit door then run the code to spawn it outside if they do?

granite cosmos
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or wait

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they don't even use the .target

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they just use who ever is calculating the AI as the target

unique zephyr
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well then, check if the person calculating the ai interacts with an exit door?

granite cosmos
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Why didnt I think of that

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I can check the person with AI ownership

unique zephyr
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enemies get stuck on dine

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they exit and get stuck in the little platform

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or atleast the jester does

unique zephyr
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fourth time suggesting for a delay for enemies escaping and them escaping at the door instead of a random spot

granite cosmos
unique zephyr
granite cosmos
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They use different AI

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but the AI nodes are more of a detection

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To see where the AI is normally meant to be at

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Like in offense they have zero AI nodes in the upper part

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and the AI can't go in between these areas

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despite being able to climb the ladder

unique zephyr
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i thought the enemies used a navmesh, and the outside ai nodes were just spawnpoints for outside enemies

sly forge
granite cosmos
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the nodes are mainly used for certain AI stuff like loot spots or "favorite spot"

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but the creator also only puts the AI nodes in spots the AI can normally go to

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which is why I use them

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like on offense

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or a couple other maps

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but I could add a list of maps that override this change

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in this update when I get time for it

unique zephyr
unique zephyr
strong phoenix
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Do the enemy spawn outside (not escape) weights allign with the vanilla outside spawns? Do they go in the same weight pool with the outside monsters? Are they additional charts in the pie chart?

unique zephyr
strong phoenix
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ouh yea right. i forgot

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so if i set the weights like this, 43% of the time the puffer spawns inside, it would get teleported outside?

unique zephyr
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it isn't any sort of weight. it's just a raw chance. if you set the bracken spawn outside chance to 10, then it'd have a 10% chance to spawn outside.

strong phoenix
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oh its a percentage. okay

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And the escape chance? Also percentage? Or is it weight?

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whats the difference to the spawn outside chance? the requirement for them to be at a door?

unique zephyr
unique zephyr
strong phoenix
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does the escaped enemy/outside spawn count as inside spawn intially? so if max 10 bugs can spawn in the round and 5 escaped then inside 5 more can spawn?

unique zephyr
unique zephyr
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would still like a delay for enemies exiting, coilheads are a death sentence because they spawn on top of you when you leave

strong phoenix
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Yesterday I played with my friends and my friend was watching a coilhead so I can go past it explore. There was nothing between him and the coilhead that could have counted as cover but the coilhead just went after me even though my friend was watching it. I think its lethalescape causing this. it took place on the more interiors mod bunker map but i dont think its the map's fault.
Also sometime the bracken just sprinted towards me from down the hallway even though i looked his way (i didnt look before and long enough for it to have a reason to be aggro). He kept sprinting until he was there and just killed me.

grizzled willow
# strong phoenix Yesterday I played with my friends and my friend was watching a coilhead so I ca...

Is this what happens to the coil head when it is outside or inside?
It's a bit strange outside because sometimes the moon isn't visible on the wall ( i mean like Invisibled Wall that why coil head Strange and only Stand ). but inside it is normal

because bracken are like that (normal and lore, don't watch him for too long, if you do aggro he will chase you and if you don't pay attention to ferns he will sneak up on you)

solar nimbus
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uhhhh

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  1. Nutcracker escape is off in config
  2. why are they all just chilling in the hoarding bug pile
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@granite cosmos

mild belfry
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I don't know If anyone else has had this problem but I've had problems with Hygroderes where when they escape their hitboxes aren't where they're supposed to be. I'll die to seemingly nothing meanwhile the actual slime is a good 30 feet away visually

granite cosmos
granite cosmos
granite cosmos
granite cosmos
solar nimbus
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I deleted my config, let it be generated again, set all the escape chances to false other than the hoarding bug, set all the spawn chances to 0 other than spider, and even set the hoarding bug nesting nest ship to 0 and all enemies still just kinda chill there, as far as I saw it may have just been the nutcracker that is ignoring the escape thing, I do not know why they all use the outside hoarding bug logic(?)

solar nimbus
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Somewhere between v47 and v49 broke it since that’s when I first noticed how hoarding bugs move an inch at a time outside

solar nimbus
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yeah yeah ceezy can you try to fix it?

granite cosmos
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not sure whats causing it

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NutCrackerSpawnOutsideChance works for me

granite cosmos
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only for the hoarding bug

solar nimbus
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I feel its affect all of their navs

sly forge
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Hey! I was wondering if you could add Landmines to the spawnrate for outdoors? Seems like they could come in for pretty funny actions ontop of the normal enemy spawns

unique zephyr
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my most memorable experience with this mod is on experimentation with weather, it can be summed up in four words
"BRACKEN IN THE FOG"

solar nimbus
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Ceezy are you looking into the issue? Are there any known incompatibilities?

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Are spiders supposed to wander to the ship and just sit outside?

void flume
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not sure if its just me but nutcrackers seem to escape instantly i think?
ive had times where we just landed on titan and theres already a nutcracker outside

granite cosmos
unique zephyr
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i thought the default chance was only like, 5?

solar nimbus
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Ceezy what are spiders supposed to do outside?

sly forge
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leave webs and make you cry

solar nimbus
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Its leaves 1(one) web and then just sits near the ship and never moves

sly forge
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Didnt say they were smart

solar nimbus
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I had 3 nutcrackers outside on titan immediately wow

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They still are disabled for escape and have no spawn chance, they just silly like that

solar nimbus
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omg yeah wtf there were 10 nutcrackers all huddling next to the ship

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What's this?
[Warning: BepInEx] Plugin [Lethal Escape 0.8.2] targets a wrong version of BepInEx (5.4.22.0) and might not work until you update

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I have 0.8.5 installed

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Does this mod change the raycast of the spider webs?

wise token
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So, when the bracken is outside the game starts lagging a ton after you spot him, is it fixable?

olive zenith
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have you tried pathfindinglagfix?

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or something

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gonna send the link in a bit

wise token
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not yet, me and my lads will consider that.
Any idea what it exactly does in the fix?

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nvm i see its in the description

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hopefully it works with snatchin bracken

olive zenith
olive zenith
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yeah it does i did a test run with diversity+lagfix+snatchin

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how would escape work with snatchin tho?

wise token
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you mean code wise or in gameplay wise?

olive zenith
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gameplay wise

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where would the bracken go

wise token
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so far we haven't gotten killed by him as we just ran away due to the lag

olive zenith
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he would kill you anyways cause he has an internal timer

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but where would he go...

wise token
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but i'm pretty sure he just would go somewhere random

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maybe it works like this

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yknow the facility is below the outdoor map?

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imagine the cordinates for width and lenght

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in the facility it would include height, but perhaps outside of the facility it drags you to the same coordinate, just on another vertical level, atleast thats my theory

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tonight i won't be able to tell you anything if it works or not since we won't add it right now, but next session me and my lads have we will put it in and try out.

olive zenith
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maybe

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i'll probably test that

wise token
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you wanna test it?

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cause me and my friend were thinking of testing it on experimentation tomorrow when it would be just the two of us, where he would spawn a bracken outside with control company and let AI take over, to have me die to it outside

olive zenith
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oh i was gonna get the whole package of diversity, escape and snatchin' and spawn a couple with lethaldevmode

wise token
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oh actually yeah do that

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more questions answered that time

olive zenith
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i know that diversity works but now i gotta try escape

granite cosmos
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just tested the mod and ran into no issues

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version 49

granite cosmos
solar nimbus
fathom patrol
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game changing

tough moth
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had a spider follow him out main entrance on Dine and it got teleported stuck inside the slab

sly forge
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Game creator making hollow floors moment

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could potentially fix it spawning the creatures nearby a placed vent object instead of the front doors

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probably nearby but far enough not to glitch them in the flooring

fathom patrol
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This mod loves throwing out a bracken or nutcracker while your standing directly outside a fire exit

fluid folio
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I want to add this mod back but with eclipsed shenanigans, it has me like eh....

fathom patrol
fluid folio
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V49 update did jack shit to forest giants
They still camp the fuck out of your ship and dogs, well, we all know they're bipolar as hell

Make noise outside
Dogs: I sleep
Make a small noise inside ship or loud horn:
REAL SHIT?

I know loud horn, after 100 hours of vanilla is best with door shut
Otherwise their pathing fucks you

fluid folio
dry hazel
topaz pivot
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Does this mod fix any of the bugs related to interior monster pathfinding when outside?

fathom patrol
fluid folio
# dry hazel A. I need a mod that makes the loud horn scare dogs away from the ship B. I'm st...

I'm starting to feel like dogs hear you with the doors shut even
They have been guarding the doors even with the doors shut and no sound being made
I grabbed a mod that fixes them not being able to be killed by shotguns
But then giant becomes a problem because without perk mods, you can't outrun it

Sure you can flash it with a stun grenade or radar booster but that only helps you if it is close enough

I have found luck with the flare gun from xyz mod (can't remember which) but it only works when the giants see the flare

Dogs, it's ok

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I enjoy eclipsed maps because of all the unspoken strategizing but dogs and giants are really becoming old

tough moth
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someone pls correct me if this is wrong

fluid folio
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Interesting

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I was always under the impression that the doors, when shut, kinda acted like a sound barrier

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Unless you're in the "outside" areas of inside the ship

sly forge
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Does your doors perfectly block sound ?

fathom patrol
fluid folio
sly forge
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For a real answer, i believe the dogs have a similar radius to what the player can hear

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so if you can hear your buddys talking through the ship, the dogs can hear them talking through the ship.

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best defence is the doors or climbing on the roof

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good luck with a giant/dog combo though

fluid folio
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But it isn't bad advice necessarily

fathom patrol
fluid folio
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I'm gonna look into trying savage company(?) With lethal escape

Is more monsters as the name implies?
I read over it once the other day

fathom patrol
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MoreMonsters is a mod where u can change how often monsters spawn, how many monsters can spawn, and the max amount of a monster that can spawn (for example, u can limit to only 2 thumpers being able to spawn, 0 masks, and 3 hoarding bugs

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The max is like 100 monsters but that usualy just crashes ur game

fluid folio
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The lag was too much to deal with a lot of people
Too much micromanaging over people

fathom patrol
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Usualy my configuration settings is 45 monsters every 0.25 in-game hours, having a max amount of every monster

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Very fun

sly forge
fathom patrol
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Probably the reason I'm back down to intern

fluid folio
sly forge
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Audio overhaul. the mod maker replaced the sounds with his own custom voice lines

fluid folio
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Hilarious

fathom patrol
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I think more monsters overrules brutal+ stuff bc if u set maps to only spawn specific monsters, and/or events that only spawn one type of monster, MoreMonsters will just spawn any monster regardless of Burtal+ events.

fluid folio
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Interesting

fluid folio
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The lag

sly forge
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bad computer

fluid folio
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What is mod for top hud

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I like that

fathom patrol
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MoreMonsters and LethalEscape go hand-in-hand cuz u might end up with like 3 thumpers outside, along with 2 coilheads, 5 spiders, 7 brackens, 20 masks, 47 hoarding bugs, 100 nutcrackers roaming around,

fluid folio
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Do you know if its compatible with elads hud?

sly forge
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However, its a custom edited compass. mod maker suggested doing it myself but dont remember

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Honestly, no idea but if you can link it i can probably have someone look into that

fluid folio
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One sec

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Only complaint about this hud is the stamina empties at 10%

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Otherwise has been my pref hud for awhile

granite cosmos
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Next update I could make the vent noise play before a creature escapes outside

tough moth
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that would be really cool

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does it do the door sound already?

granite cosmos
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no

fathom patrol
fluid folio
fathom patrol
fluid folio
fathom patrol
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I also don't think u can shoot brackets with a shotgun when they enter, either I just missed really bad thoes few times or they're invincible inside the ship

unique zephyr
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bug report, yet more bracken desync. was playing with a friend when they told me "I can't look at brackens outside or else they'll kill me because I can't see them move." they didn't tell me much else because i didn't note it much at the time

fluid folio
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The bracken should hide from me
Unless you know, you find 2 people dead to the bracken and your terminal jockey gives you no warning about your neck being misplaced also

fluid folio
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Teaching players the importance of mines

sly forge
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forgor to pay attention for bracken

fluid folio
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Bracken, I've come for your pickle

unique zephyr
sly forge
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a very poorly made mod that im looking to replace

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(Please add mines šŸ™ )

unique zephyr
fathom patrol
#

I've also wanted to try this experiment but I haven't been able to do it yet. I've been messing around with the ControlCompany mod and I wanna see if your a thumper (or something) roaring at someone, and then they go outside, would you be teleported outside a little after too?

unique zephyr
sly forge
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I can not suggest it in good faith because the mines dont always function due to massive desync

unique zephyr
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desync my beloathed

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while you're at it, add turrets outside too trolley

fluid folio
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As I said, if you want to replace brutal company, check out savage company, it is supposedly a successor with more customizability
I haven't tried it yet

fathom patrol
sly forge
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I imagine it would break lol

fluid folio
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For anyone familiar with the boomba though, you can shoot them to kill them

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Or if you're brave enough, you may be able to trigger and get back fast enough

topaz pivot
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Zap gun!

fluid folio
topaz pivot
fathom patrol
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This one guy who was in my game wasted our cash and bought 3 zap guns making us unable to to titan

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He said zap guns are good

fluid folio
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Hmm interesting

topaz pivot
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(I especially like the idea of shooting a door with it, lure a coilhead in, and then lock it)

fluid folio
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This was the night before
I leave company about to go to rend
Notice my money is short
Thought I did my math wrong
One of the noobs in my group, nobody would admit to it, bought a damn peeper for LGU for 500$ and I only found out because I was like, well let's sell more scrap at company and it lands and I'm like bro_what

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Honestly think peeper is kinda useless for me
One because lootbugs and two, locking coils behind doors, zzz

topaz pivot
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Peeper overpriced imo, I’ve set it to 400

fathom patrol
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Idk what peeper or LGU is

fluid folio
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Late game upgrades
Peeper is a camera stand that watches coils

topaz pivot
fluid folio
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A good idea but a gimmick imo

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I disabled it entirely because ill never use it

topaz pivot
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It feels nice to use against coilheads though

fluid folio
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I run a lot of lobbies and I would laugh at someone who used this mod
But I'm starting to get to the point of getting a mod that limits it to the host who can buy things

topaz pivot
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Expensive, getting it back is dangerous, half-cancels out a threat…

fluid folio
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Makes the keys feel so much more useful

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I actually use the lockpicker now because of it

fluid folio
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You know, the item everyone forgets about

topaz pivot
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To unlock doors you previously locked?

fluid folio
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No you Goober

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To save my keys

topaz pivot
#

OH :P hehehe

fluid folio
#

It helps for maps that don't have the powered doors

#

I don't think it's OP either because you lose the key

#

(Unless you change config)

topaz pivot
#

What I did was I made lockpickers able to jam doors with a mod

fathom patrol
#

Can't you lock someone inside a room then

fluid folio
topaz pivot
fluid folio
fathom patrol
#

I've already been locked in rooms 100 times

topaz pivot
fluid folio
#

Oh

fathom patrol
#

The Horros Of The Inverse Teleporter

topaz pivot
#

Inverse?

topaz pivot
fluid folio
#

Inverse users be like

fathom patrol
#

When your In a big group of ppl laughing and yelling "GET IN!" to be teleported inside a mansion, hearing no other voices, alone with no lights being on, and hearing monsters

fluid folio
#

But last note on locking doors, locking jesters and coil heads, so satisfying

Silly monsters following me to their doom

#

They thought they had the upper hand

That is until you lock a coil head and 2 more spawn and you're out of keys

sly forge
#

@fluid folio Doesnt look like anything is wrong yet

topaz pivot
fluid folio
fluid folio
sly forge
#

Maybe? i havent noticed because im using the HDLethalCompany

topaz pivot
fathom patrol
fluid folio
fluid folio
topaz pivot
#

You can set how quickly doors open

fluid folio
#

I can look into testing it

topaz pivot
#

So I think that timer works for locking too

fluid folio
#

I'm listening

topaz pivot
#

(I have it set to 10 secs)

fluid folio
#

30 seconds is a mood killer since I'm the lock picking guy

topaz pivot
fluid folio
#

Let me check it rq

topaz pivot
#

Yeah it does feel a little long sometimes

fathom patrol
#

Does the lockpick have like a actual lock picking puzzle

#

Like skyrim

#

I've never used the lockpick ever in my 140 hours of playtime

fluid folio
#

But late game upgrades adds a minigame
I've yet to use it

unique zephyr
fluid folio
#

It just takes a daunting 30 seconds of twiddling your thumbs and making small talk with the bracken

topaz pivot
#

Was about to mention LGU minigame yeah

fluid folio
#

(Bracken is shy)

fathom patrol
fluid folio
unique zephyr
fathom patrol
#

Bracken is like the best guy to use to troll ppl with ControlCompany
Whenever I see a guy alone, lost and dosnt know where the exit is, I'd just keep showing up and then backing away but then coming back after 10 seconds or so without ever killing the guy

#

And then leave them alone after a bit

fluid folio
#

It's insane how people get tunnel vision with the bracken

Proceed to stare at him
Then he gets pissed and comes after you, a bystander

fathom patrol
#

Best way to control bracken is to talk to someone as a player but then become bracken and kill urself and drag urself away right in front of a different player right in the middle of saying "We'll stick together, we'll survive this"

olive zenith
fluid folio
#

It's not too bad if you get close enough

#

Just don't be a weenie

olive zenith
#

if you get close enough you miss cause the hitbox spawn leaves a gap between you and the shot

strong phoenix
#

how does the escape chance every minute actually work? is it weight? is it its own pool that's being shuffled?

tepid anchor
#

yes yes yes!!

wise token
# granite cosmos What map

Any map honestly, last time it happened was on a modded moon "Budapest"
but it also happens on vanilla maps.

wise token
#

its as if the model lags while trying to follow the AI movement, so the model will be teleporting at intervals like a lagging player

olive zenith
#

okay so snatching bracken works with lethal escape

#

bracken just goes to his spawn node outside

topaz pivot
#

does bracken work ok outside??

#

also coilheads?

wise token
# topaz pivot does bracken work ok outside??

coilheads work (it may be a bit weird when at the ship due to the railings and how they count as walls.)
bracken kinda works, but i'll be honest, if you use this mod disable the bracken from being able to go outside, the issue i wrote up above is the reason.

grizzled willow
grizzled willow
#

recommended let's Thumper out (because v47-v49 Zeekers nerf Thumper better make him out), Jester, Hording Bugs ( make chance escape 5% for no trigger all hording bugs inside out )

#

else that let's him inside. for outside add the Rolling Giant ( This is for Coilhead v2 ) and make Anyspawnchance Inside and outside. outside 30% - 45% chance and Inside 18% - 20% chance. and Setting Max Rolling Giant 4 or 5.

topaz pivot
olive zenith
#

yes

#

the vid is with it enalbed

unique zephyr
# topaz pivot also coilheads?

coilheads can instantly kill you because in some maps they escape on top of you and they have no delay for going outside

topaz pivot
unique zephyr
topaz pivot
#

I can make coilheads spawn outside naturally

#

I came here to check if they have pathfinding issues

unique zephyr
#

they usually don't

topaz pivot
#

Alr cool!

#

(But bracken and lizards def do)

topaz pivot
unique zephyr
#

spiders tend to sit next to the ship and be useless

topaz pivot
#

I think hoarding bugs do the same sometimes

unique zephyr
#

lethal escape specifically has a setting for hoarding bugs to do that

topaz pivot
#

:P

#

how come

unique zephyr
#

to make their nest next to the ship

topaz pivot
unique zephyr
#

i don't think so

vital pike
#

what value should i put if i want hoarding bugs to make their nest in the ship 100% of the time?

vital pike
#

Yes but it didn't really work, and since I assume theses are weights and not percentages I'm asking

#

But ig it's still kinda random

unique zephyr
#

they're percentages

grizzled willow
topaz pivot
granite cosmos
grizzled willow
# topaz pivot in the video the brackens location was shown to be lagging

that not lag, just Animations Kill is Weird. because Dev Lethal Escape said, Animation Kill Bracken little weird
and He dont know about No Sync Location Bracken ( i already report this is so long ).

Before This is Mod All Clients Need, Never Happend Bracken outside is no sync always sync but only bracken can kill everybody outside but Other Monster is no sync

granite cosmos
#

thats the bracken not replicating

#

not sure what causes it

#

But I had a decent amount of reports for it

topaz pivot
granite cosmos
unique zephyr
#

would it be possible to just, make an alternate fully networked version for fully modded people? if everyone already has lethalescape then why not have it be networked? this would be as an alternate version of course, no point in removing the non-networked version

granite cosmos
topaz pivot
#

I just tested out spawning coilheads outside... looks to me like they do NOT work

#

which is unfortunate because i wanted to have a bunch of coilheads outside on the SCP custom map :(

topaz pivot
#

there are more

unique zephyr
granite cosmos
#

I don't know why the AI chooses to sit in a corner

#

it uses the own games AI

topaz pivot
wise token
#

when me and a party of friends used this mod and where on assurance, the coilheads worked perfectly and followed people just fine when able to move

topaz pivot
#

Interesting

fluid folio
#

Wanted to ask, I noticed an odd issue when leaving the facility, it seems blobs like to get stuck at the door, albeit very slowly, they will literally camp the door (main for example) and as soon as you go in, they're there

Now it does take a very long time for them to get there

I've only noticed this behavior when they're chasing someone and everyone leaves the facility

Not sure if this mod modifies how they act at all

I do not let them escape the facility or spawn outside

unique zephyr
topaz pivot
wise token
# topaz pivot only tried it on assurance so far?

assurance is the latest example i can remember in detail, only maps i cannot be sure of them working due to me not getting coilheads outside are experimentation, titan and one of the two snowy moons, i don't remember wich one was wich tho due to me being incompetent at recognizing them while playing unless i read the name.

only "issue" they had was just that next to a railing of the ship they might slighly move anyway, but that happens inside the facilities by default at the mansion for example so i'm not really gonna be counting that, as thats a vanilla game detail

#

one of the snowy maps i mentioned tho can have the coilhead get stuck in the concrete outside of the main entrance, but only happened once so doesn't seem to be costant

topaz pivot
#

probably dine complete guess, just

wise token
#

but at the same time, it was a coilhead variation, (to be exact, the knight coilhead from the scarlet devil mansion inside map)

#

so i don't know if that has anything to do with it

wise token
#

pretty sure its just a remodel, but sure it can be asked

#

i don't think it has a channel here yet...?

#

if it does and you find it, i'd appreciate if you could link me it

#

nvm found

bitter apex
#

does this mod have support for control company?

grizzled willow
bitter apex
#

but can the monsters go back inside?

grizzled willow
#

nope, dev said next update make monster can back

bitter apex
#

k

grizzled willow
#

but dunno when update

crude flax
#

Does this mod work with modded entities (like rolling giant) If so, is there config for them, and do they stay inside or exit automatically?

crude flax
# exotic rose no

Ok thanks; would the mods not run (mod pack breaks) or would the modded entities just stay inside?

crude flax
solar nimbus
#

Rolling giant in particular is an exception since that mod itself allows you enable them spawning outside

timber rune
# unique zephyr my most memorable experience with this mod is on experimentation with weather, i...

you stare at the fog and the fog stares back you stare at the fog and the fog stares back you stare at the fog and the fog stares back you stare at the fog and the fog stares back you stare at the fog and the fog stares back you stare at the fog and the fog stares back you stare at the fog and the fog stares back you stare at the fog and the fog stares back you stare at the fog and the fog stares back you stare at the fog and the fog stares back you stare at the fog and the fog stares back you stare at the fog and the fog stares back you stare at the fog and the fog stares back you stare at the fog and the fog stares back you stare at the fog and the fog stares back you stare at the fog and the fog stares back you stare at the fog and the fog stares back you stare at the fog and the fog stares back you stare at the fog and the fog stares back

safe eagle
fluid folio
#

This looks like normal coil head bugginess

#

I've seen plenty of times they may simply ignore other players

#

and go after their "target"

safe eagle
#

yeah but TP

#

i assume its cuz of the mod they teleported outside the second he went

fluid folio
#

I mean, perhaps
Kinda looks like a TP

#

but that should be changeable with the delay

dry hazel
#

So hey @granite cosmos, what does a modded map need to add to be compatible with this one (or other mods that adjust enemy spawns outside)? Since right now all indoor enemy AIs don't really function at all when outside on Secret Labs.

#

On Secret Labs they all just kinda huddle in a corner by the ship and don't move

#

Can't even aggro them or anything

granite cosmos
granite cosmos
#

That or a recent update broke the AI

#

Havent tested the mod recently

dry hazel
granite cosmos
#

Bracken and Hoarding bugs I know for sure

dry hazel
#

Could also be that they are being spawned by AdvancedCompany and not this mod, if that matters at all.

#

Since I disabled this mod's spawning logic so that I could configure spawns per-moon with AdvancedCompany

granite cosmos
#

In my testing in the past the Brackens would huddle together after they killed someone or lost a target sometimes

#

they would get un stuck when seen though

#

they would huddle at the spot farthest from a player

dry hazel
#

Valid. I'll see if I have any other issues on other maps and see if it's a Secret Labs exclusive issue or whatever, cuz at least on Secret Labs enemy AI completely breaks, they just get stuck to the wall and will not fight back or aggro on me no matter what.

granite cosmos
#

like their nest/fav spot

#

might be that a nav mesh is not set up

#

like not even the thumper targets you?

dry hazel
#

Nope

granite cosmos
#

what about normal outside creatures

dry hazel
#

He hugged the wall and decided "Yup, done here"

granite cosmos
#

like eyeless dog

dry hazel
#

Normal outside creatures work fine

#

Which is why my guess is AI nodes

#

But idk

granite cosmos
#

thumper at the very least should beable to chase the player

dry hazel
#

Not on Secret Labs at least

#

I'll try bumping them up to a crazy number on a couple other modded maps and see

#

Even the modded Boomba got stuck in the corner, though interestingly ||Shy Guy (from Scopophobia)|| seemed to work fine

granite cosmos
#

have you tried it on a normal map?

dry hazel
#

Does Lethal Escape modify their AI at all when they "escape", or is it vanilla AIs? Not yet

granite cosmos
#

Its mainly vanilla AIs

#

except for Jester

#

which has some slightly modified AI

dry hazel
#

Gotcha. Makes sense

granite cosmos
#

because the game only checks if players are inside and if there are none it reverts to a box

dry hazel
#

Lemme try them on another map, could be another mod breaking them too

granite cosmos
#

so I had to make custom movement speed

#

although

#

all the collision code outside is overwritten

#

I tried my best to make it the exact same but certain values I didnt have access to

#

because its forcing the collision to be calculated on the server

dry hazel
#

Ahhh, so maybe the collision code is fucky with modded maps?

granite cosmos
#

I mean the attack collision

dry hazel
#

Works somewhat fine on Vow, though the Coilheads pretend I don't exist

#

The Thumpers chase and attack me tho

dry hazel
#

Yeah overall enemies outside doesn't appear to be working with my mod setup, most moons and most enemies just congregate in a pile and don't do anything unless they see a player, and even then some just ignore

unique zephyr
unique zephyr
snow peak
#

gegagedigedagedago abi mery alongtamigo wedu wude kamfro wede wude go wede jude kamfro bagulado

dry hazel
#

Okay, @granite cosmos, outdoor enemy AIs are basically completely borked for me with the following mods:
BepInExPack v5.4.2100
LethalCompany_InputUtils v0.6.2
HookGenPatcher v0.0.5
LethalLib v0.14.2
LCBetterSaves v1.7.3
LethalLevelLoader v1.0.7
SecretLabs v3.3.4
AdvancedCompany v1.0.148
LethalEscape v0.8.5
So either one of these is incompatible (which are all needed for me to test properly on SecretLabs), LethalEscape itself is broken, or my config is affecting more than expected. I do have the configs for LethalEscape set to prevent all entities from "escaping", as well as reducing their spawn chances to 0, since I wanted to allow AdvancedCompany to handle the enemy spawning (as I said, so I can enable it on specific moons). With only these mods, AdvancedCompany successfully spawns the enemies, but they all route to the same spot and stay there. Coilheads and Brackens will never aggro or acknowledge the player, Thumpers will chase if they spot you but can deal zero damage, and the AIs overall behave the same with or without LethalEscape. Any other entities not mentioned weren't tested very much but also seemed to route to that spot and never leave. It happens on Offense and Vow as well, tested vanilla maps to make sure it wasn't the modded map specifically, though it being an issue with LLL is not impossible.

dry hazel
granite cosmos
#

If they are spawning outside the facility with all lethal escape configs set to zero

#

I dont think it my mod

#

because I only change the AI if escaped through my mod

#

although my mod would modify their attack collision still

dry hazel
#

Ah.. that's unfortunate. So it may just be vanilla AIs not working outside then

#

Welp, guess I'll have to wait further for per-moon config or some compat patch

dry hazel
#

Would it be hard to add a config setting that basically says "Always overwrite AI if spawned outside, even by other mods"?

granite cosmos
#

the mod doesnt really overwrite any AI

#

it just adds in extra code to set the AI nodes and isoutside variable

#

to be the ones outside

#

only real AI that has its own kinda code is jester

dry hazel
#

Either way, they'd need to use those AI nodes and variable to function outside I imagine

granite cosmos
#

Yeah

dry hazel
#

And might work properly if those were enabled manually when spawned by other mods, since I imagine the issue right now is they're trying to navigate to the indoor nodes

#

And failing miserably KEK

granite cosmos
#

Yeah

#

Normally if the bracken would try to do that

#

you fps becomes like 5

#

because the game tries to go to the farthest node away from the player

#

every tick

#

if it doesnt have a node to go to

#

do the brackens cause this issue?

dry hazel
#

Gotcha, I had PathfindingLagFix so they didn't destroy my FPS but I definitely noticed an increase in lag with Brackens outside

#

I also didn't try Brackens after disabling everything else except that core set

#

Since I figured they'd be lag machines

granite cosmos
#

ah

#

so how does advanced company bring the AIs outside

dry hazel
#

It uses a config setting to simply allow you to define them as outdoor spawns

#

and/or daytime spawns if you want them to be there when you land

#

Other mods such as Infernis and Etern spawn ||Spiders|| and ||Nutcrackers|| outside by default as well, and they have this same issue

#

A way for the mod to detect if an enemy is outside and route it to the proper AI nodes would be dope

granite cosmos
#

I could add a check

#

if its outside then force it

#

it can be a config

dry hazel
#

I'd love you forever if you did MewHeart

#

And then AdvancedCompany already handles the "adjusting spawns per moon" request I had a while back

granite cosmos
#

I'll makle two methods

#

One that attempts to guestimate if its spawned outside

#

and the other that just checks if the outside variable is set

dry hazel
#

Mhm

#

Might not work perfectly with all modded moons but definitely sounds like a better solution than them just not working if spawned by other mods

granite cosmos
#

Started a test and brackens seem to worjk alot better than last game update

#

albeit alot more laggy

dry hazel
#

Haha, I've heard PathfindingLagFix works for your outside stuff too

#

So definitely worth looking into or even seeing if you can integrate into LE

granite cosmos
#

Yeah

dry hazel
#

The interiors spawn a certain distance below the map, correct? Would a good way to check if an enemy is outside be to reference its location comparatively to the nearest indoor and outdoor AI nodes?

#

As someone with very little code experience, was just an idea I thought of

#

I have a bit but don't know how taxing on the game that would be

granite cosmos
#

that or checking the distance of the closest outside node

dry hazel
#

That could also work

#

Y level of ship might be fucky with modded maps with high verticality but should generally be fine

#

Distance to node might work better, but might be more resource intensive

#

This is a less important request, but could you add an option to allow this for modded enemies as well? I'd love to have Boombas spawning outside on some maps, but unfortunately their AI breaks too

#

It might not be doable since idk if enemies are gonna be hardcoded to use a separate AI node

#

but yknow

#

Figured I'd ask KEK

crude flax
#

I entered an eclipsed map with this mod, and there were no creatures, whether normal outside ones or modded until the night. Could this mod be causing this?

granite cosmos
#

this mod only effects inside mobs

dry hazel
#

That can also just happen sometimes, it's rare, but it can

granite cosmos
#

and it just sends them outside

crude flax
granite cosmos
#

That just teleports the inside AI outside

#

on spawn

crude flax
#

Ah ok, thanks guys; have a good day!

granite cosmos
#

[Error : Unity Log] NullReferenceException
Stack trace:
HoarderBugAI.CheckLineOfSightForItem (HoarderBugItemStatus searchForItemsOfStatus, System.Single width, System.Int32 range, System.Single proximityAwareness) (at <af9b1eec498a45aebd42601d6ab85015>:0)
HoarderBugAI.DoAIInterval () (at <af9b1eec498a45aebd42601d6ab85015>:0)
EnemyAI.Update () (at <af9b1eec498a45aebd42601d6ab85015>:0)
(wrapper dynamic-method) HoarderBugAI.DMDHoarderBugAI::Update(HoarderBugAI)

#

this error seems to be causing the hoarding bugs to get stuck at their nest

#

I think their nest

crude flax
#

Is this mod compatible with snatchin bracken? (Sorry to bug you guys again)

granite cosmos
#

not sure

dry hazel
#

So add it, it might break, but I think it works

fluid folio
#

Is LCBetterSaves still borked?

#

Iirc it was causing a ton of issues, but not sure if that has been fixed since, that was 1-2 weeks ago

dry hazel
#

I have 100 mods and have had no issues with LCBetterSaves

fluid folio
#

Seems it still bugs with LGU

#

I'd read changelogs if it had any :omegakek:

#

If anything, feel free to search the discord if you're curious of the issues it was causing

dry hazel
#

Hey @granite cosmos, been discussing with a couple other mod devs and had a thought: Could the functionality of applying the "isOutside" tag retroactively be a separate dependency mod? That way any mod that adds enemies spawning outside could use it instead of LethalEscape being required. Which would then result in less conflicts overall as separate mods don't have to try all fighting for control over the "isOutside" tag

granite cosmos
#

its only really two lines of code

dry hazel
#

Gotcha

#

I'm not familiar enough to know how to do it, I'm terrible at code, especially in a 3d space

#

But it'd be awesome to have

long ibex
#

but it doesn't take you anywhere when you're outside, it just grabs you and makes your items drop then let's go immediately after, you don't even move

#

that is if you have the "drop items when grabbed" config turned on

#

i tried testing it further but that's the only instance of one grabbing me outside

#

would be cool if he took you back into the building though

#

would be absolutely hilarious

crude flax
crude flax
long ibex
#

I tested further, and he does seem to grab you and take you somewhere

#

he does get stuck on trees and rocks though, so he just keep walking backwards until the timer runs out and he kills you

#

but he indeed does the snatching!

#

would be funny if on maps like march he just dragged you into a mud pit or the lake in the middle of the map

#

should be possible if he just chooses to back away in the direction of one of those

#

but yeah! no crashes, no weird behavior

strong phoenix
#

what's the current state of the mod? its disabled in my mod constellation because until the ai isnt behaving weirdly outside anymore (and inside coilheads still move for some players when they look at them) i wont use it

fluid folio
#

Sounds like a you issue

#

The coilhead issue is a vanilla issue I've experienced plenty of times
They sometimes only respond to one person looking at them

strong phoenix
#

i shouldnt have any mods that are incompatible

fluid folio
#

And depending on what you mean by behaving weirdly, would need elaboration

#

My guess is it may be desync or a connection or just a bug

It's definitely not fun when you tell your friend watch this for me and the coil is like, I only stop for you šŸ™‚

strong phoenix
strong phoenix
fluid folio
#

The only ones I don't allow outside is coilheads or jester

#

Everyone else is fair game

#

Sorry, or blobs

#

Blobs, coil, and jester stay inside the facility exclusively

strong phoenix
#

i still kinda struggle to set the percentage for certain monsters in the config because they still spawn outside too often
this chance every hour thing is a little too much imo

fluid folio
#

I left mine 100% vanilla and I don't experience toomany issues

I also run with savage company so maybe the power weights affect that?

#

The most common inside monsters i see is

Bracken, lootbugs, puffers, masked (normal)

Very rarely a nutcracker will wander out
Spiders often like to spawn on titan or assurance the most

strong phoenix
fluid folio
#

The biggest issue I've seen so far is when they steal beehives

#

Bees go insane when that happens

strong phoenix
#

yeah

fluid folio
#

But that's the cost of the chaos

crude flax
dire solstice
#

I see there’s code for monsters to have their escapes delayed configurably, but that’s not the case for all monsters I see - why not add config options for them as well?

#

I’d have to double-check the config to see which ones are missing, but I think the Jester and Coilhead are among those who don’t currently have escape delay config options

long ibex
#

the spider doesn't have a "chance to escape every minute" config also

fathom patrol
#

I also tend to see that when a spider comes outside, it might start crawling infinitely down into the void. Ive seen this a few times with Spectate Enimies.

long ibex
#

yeah,i played on experimentation and the spider didn't love the outside geometry

#

so she would just walk sideways on very small hills

crude flax
#

Is the mod more monsters compatible? (And if anyone knows is it host only?)

grizzled willow
limpid marten
#

I had some questions on how everything works

#

I'm a bit confused on the escape settings and the spawn escape settings

#

let's say a lootbug tries to escape from the inside does it first go through the escape settings chance then the spawn escape settings chance

#

or are those for two completely different things

unique zephyr
limpid marten
#

oooooo ok

#

thank you

solar nimbus
#

Is this mod supposed to fix indoor enemies just standing next to the ship when they go outside?

long ibex
#

it does a lot more, but from my experience it does

solar nimbus
#

odd, I never got that to work, brackens, slime, coilheads, hoarding bugs, nutcrackers, snare fleas bunker spiders etc just stand in a pile

long ibex
#

hmmm

#

that's odd

#

maybe it's cuz in my configs i have the spawn chance set to like

#

10% for each AT MOST

#

so like, usually only one indoor enemy spawns outside

granite badger
fluid folio
granite badger
#

It's designed to work in a very vanilla way so it should be compatible with a lot of things

#

But I've heard lethal escape patches outdoor ai so I have no idea for this

#

Hopefully someone can test soon

fluid folio
#

I'm curious about it functioning with the pathingfix mod specifically

#

For sure

dry hazel
#

er

#

Brackens

fluid folio
dry hazel
#

All I know is StarlancerAIFix works alongside PathfindingLagFix

#

I can't say for sure how much AI weirdness it will fix

fluid folio
#

The only things I really notice "weirdness" with is really lootbugs hiding by ship on some maps

#

Unless they steal bee hives (do at your own risk)

dry hazel
#

Lootbugs seem to not really wander too much tbh cuz there's no loot for them to go look at

fluid folio
#

Yeah

dry hazel
#

But I'm cool with the outdoor boys being chill

fluid folio
#

I like them wandering though for those who drop their loot on the ground and they come and yoink

granite cosmos
#

it just makes them go outside if they see people leave

#

or randomly escape every minute

#

or even have a chance to just spawn outside

#

Other mods that spawn AI outside won't be fixed

#

unless the mod applies the outside variables

dry hazel
loud tree
loud tree
dry hazel
#

So it's incompatible with other mods that spawn enemies outside/inside

lime river
#

do you think youll ever do one that allows outside enemies inside? like dogs and hawks?

lime river
dry hazel
#

Idk

#

Maybe

loud tree
lime river
#

thats a fixed version

loud tree
#

So, it just works as LethalEscape?

dry hazel
#

Correct, StarlancerAIFix allows enemy AI to function properly when placed in a different section of the map than usual

#

But make sure you read what I am saying: Lethal Escape only applies its fixes to enemies it spawns

#

For example, if a modded moon spawns a Spider outside, it will huddle up by the ship as it attempts to navigate to 0, 0, 0, even with Lethal Escape installed, because Lethal Escape didn't spawn the Spider.

#

Lethal Escape and StarlancerAIFix apply similar fixes to enemies they spawn, but Lethal Escape only applies to its own enemies. StarlancerAIFix applies globally, allowing other mods to spawn enemies wherever they please.

#

And StarlancerAIFix works with dogs/baboons inside too, though I warn you that they are incredibly oppressive inside and not designed for tight spaces.

loud tree
#

Oh.
StarlancerAIFix Spawns creatures by itself?

dry hazel
#

No, it allows any other mod that spawns creatures to function properly

loud tree
#

I see, Thx!

dry hazel
#

AdvancedCompany, several custom moons, and several other mods tweak/allow you to tweak what spawns where

#

StarlancerAIFix just let's them work when you do so wolfVibe

#

Instead of clumping up by the ship and crying

lime river
#

wait what? so what mod do i need with starlancer ai fix for all enemies to be able to spawn out and in

dry hazel
#

ĀÆ_(惄)_/ĀÆ

#

Idk tbh

#

It's not a good idea

#

Earth Leviathans on the interior is the dumbest idea on earth lol

#

It's technically doable with AdvancedCompany

lime river
#

also

#

its not dumb

#

its actually fun, as long as its rare

dry hazel
#

I disagree

#

But you do you lmao

lime river
#

you can see the particles too btw

robust sun
#

Would be awesome if monsters had AI to walk around at the Company planet, great for trolling.

dry hazel
#

There's a mod that fixes that, though I don't know the name

robust sun
#

Ooo I’d love to find that mod!

robust sun
dry hazel
#

I'm pretty sure it's like Company Navmesh or something

#

Searching it up on Thunderstore shouldn't be hard to find

long ibex
#

this the one

bitter apex
#

Just asking again, does this mod support ControlCompany?

granite cosmos
#

Yeah

#

Although you have to go in the facility

#

and control an enemy and then uncontrol it

#

and it calculates the escape chance

sick oar
sick oar
#

Ayo, I keep getting killed by the Bracken miles away from its actual location every time it escapes outside....

#

My friend said they saw it run right at me (on the monitor), so it might be desync, but how would we fix that?

safe eagle
grizzled willow
#

i recommended disabled Bracken Escape cause broken No sync location bracken

safe eagle
#

Makes sense

#

from now on we either turn off snatchin bracken or we stop him from being able to escape

#

SnatchinBracken is kinda redundant anyways for us since we have the demogorgon mod which behaves similarly

sick oar
#

See, I use Lethal Escape specifically to compliment Diversity's Bracken revamp, but I guess we just can't use it until this issue has a resolution šŸ˜”

safe eagle
#

by default slimes and snare fleas cant escape cuz it just wouldnt make sense for their AI n stuff

#

so i say just do the same for the bracken
In general, the bracken works best in indoors environments anyways

#

it would be neat if he worked outside with these different AI changes mods

safe eagle
lime river
#

i know

#

but that fixes all issues with indoor to outdoor and vise versa

#

most

#

issues

sick oar
safe eagle
#

like where is the snare flea gonna latch on, and the slime is too slow, works best indoors
Its not that the AI is broken outside for those 2, moreso it doesnt make sense imo for them to go outside
i am getting starlancer tho for the other enemies to work better outside

sick oar
#

Ye

#

I'll try StarLancer first, tho. Maybe it'll fix it somehow

safe eagle
#

from what he described to me there, it sounds like it doesnt override the AI outside

#

just adds the fix afterwards

#

so, it should keep diversity's behavior in tact
idk what diversity does to the bracken so idk if it would break it as much as it does for SnatchinBracken when using lethalescape, but i will also try using starlancer to fix it

safe eagle
#

With starlanceraifix, snatchin bracken seems to work with lethalescape

safe eagle
#

I can say tho, its a common bug where if you and someone else are watching a coilhead near the exit of a facility, the second one of you leaves the coilhead will teleport outside even though he is being watched by someone

#

and he is far away from the door

twilit scroll
#

Ello!

#

So I have a question about Lethal Escape

#

Will there be able to one day be compatibility between this and other mods that add monsters? For example The Fiend by Rolevote

grizzled willow
# twilit scroll Will there be able to one day be compatibility between this and other mods that ...

In my opinion, probably not
because that's the problem with the developer who made Fiend Mod

for example mod (Scopophobia) can go in and out of buildings

So in conclusion, in my opinion, it is impossible to add custom monsters like what Lethal Escape reads. For example, Lethal Escape says in and out of the building, meaning that when the monster leaves the building, it can go back in.

There is a possibility that the lethal escape mod developer will read Custom Monster

twilit scroll
long oriole
#

heya, been having an issue with lethalescape where monsters are behaving... weirdly... as host the mosters are all acting just fine, but for my clients enemies are having severe issues both inside and outside the building with lethalescape turned on. brackens appear to have "extendo arms" and are teleporting to people when they grab them (on my end, the bracken moves just fine), spiders and thumpers are instakilling etc.

fathom patrol
#

i dont have a video of it though

wild grotto
#

does this support modded enemies?

safe eagle
marsh moth
#

wonder if this works with v50

uneven sinew
#

but no new enemy

hoary blade
#

it says that it is targeting BepInEx version 5.4.22.0 but on thunderstore the latest BepInEx pack version is 5.4.2100. What can I do?

grizzled willow
uneven sinew
#

yo please update this mod with the new entities @safe eagle

safe eagle
#

i am not the dev

#

Maybe try out starlancers tho

uneven sinew
#

not a good option

jade pilot
# strong phoenix is this safe to use?

Wdym safe? It was created by starlancer one of the modders here, so we can assume that it's not some malicious actor trying to sneak malware into a PC.

strong phoenix
jade pilot
#

It's possible that there could be some weird AI behavior, as that mod is relatively new.
But nothing more jarring than what already happens with this mod.
And issues are being reported and fixed actively, so i would feel it's "safe" to include in a modpack.
I plan to do so myself, once some more mods get their updates for new lll.

fathom patrol
#

when will butlers come outside

long ibex
fathom patrol
#

Deadass?

uneven sinew
lapis kiln
#

why cant i change exit chance of jesters?

#

and why do jesters look like they are not popped when they spawn outside but still chase u imediately

unique zephyr
lapis kiln
#

th

#

tyx

lapis kiln
unique zephyr
lapis kiln
#

the jester is fully broken

#

@unique zephyr do you know how to fix it

#

sry for pingµ

snow bay
#

Does this still get updates?

#

Have seen quite a lot of bugs where (for example jester) simply teleports outside

last bronze
#

use starlancerenemyescape

granite cosmos
#

I might come back and fix it up.

#

Depends on how fixable it is

#

Not sure what has changed in the past updates

granite cosmos
#

Alright so I'm gonna go through an take a look at every enemies code

#

and see how I can override where it moves to

#

and semi change how escaping works

#

Or

#

Full rewrite

#

I'm gonna make it so theres multiple options
Chance to escape when walking by exit
Chance to escape every 30 seconds and walk to exit
Chance to spawn outside map

#

If the ai sees a person run outside then it will go to the exit door and escape out after waiting 2 seconds at the door

granite cosmos
#

Ok so the mod works still

#

for the most part

#

Don't really have to change the attack logic