#Lethal Things
1 messages · Page 6 of 1
Yeah to avoid weird jank when network sychronizing configs
Completely removing items after already loading causes issues
I doesn't do it with things from other mods that are disabled in the shop tho
This is a lethal lib thing also, not a lethal things thing
This okay to run with LobbyControl? Or does that also prevent corruption of items
Anyway bed time
Night night
Lobby Control no longer provides this functionallity
Smart Item Saving works great with LobbyControl and MattyFixes just make sure for Smart Item Saving to disable these settings, also disable SaveItemRotation in OpenBodyCams as well if you use it
I highly recommend using Matty_Fixes btw
You'll still want Smart item Saving for the FixItemID stuff, as well as BackupOnLoad
Thanks guys 😄
Smart Item Saving prevented me from getting a corrupted save when AbandonedCompanyAssets had the bug with the abandoned flashlights 😅
oh what was the bug?
I was also saved then hahaha
Do I need LobbyControl if I get Matty's Fixes?
#1205643578764693524 message
Yes they're seperate mods
I would use LobbyControl Experimental btw, for proper compat with ReservedItemsCore
just making sure. they have some of the same fixes is why I asked
Thank you, I use that 😄
Matty may have pushed these changes.
Yeah he did
It is in the live version now.
Using LobbyControl should work fine.
Okay well originally it wasn't lol
@willow abyss
found some errors.
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LethalThings.Patches.PowerOutletStun.GameNetworkManager_Start (On.GameNetworkManager+orig_Start orig, GameNetworkManager self) (at O:/github/LethalThings/LethalThings/Patches/PowerOutletStun.cs:30)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookGameNetworkManager::Start?-1995997408(GameNetworkManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineGameNetworkManager::Start?-1000219854(GameNetworkManager)
LethalThings.MonoBehaviours.GremlinEnergy.GameNetworkManager_Start (On.GameNetworkManager+orig_Start orig, GameNetworkManager self) (at O:/github/LethalThings/LethalThings/MonoBehaviours/GremlinEnergy.cs:28)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookGameNetworkManager::Start?2143665364(GameNetworkManager)
ReservedItemSlot compat is only in Experimental for now.. as it's a big rewrite i want it tested a bit, but release has a manual compat with a config list of slots numbers to ignore
the github for this mod is out of date I think, there's no reference to gnarpy in it. if you update the github I'd be willing to debug the error mentioned here and make a PR for it. would you be able to do that? @willow abyss
uhh dev branch should be up to date with the thunderstore version i think
yeah
the github just does not contain any of the unity side stuff
oh okay, thanks
that's fine
I got everything imported and building correctly with the main branch
just need to swap the files out with dev branch
that error isn't necessarily related to this mod tho
that error is thrown when an item is used on the charger that is missing some stuff
yeah
actually no
well wait a minute
not even charger
isnt it run on start for gamenetworkmanager
this is just a monomod thing
I played with the main branch files yesterday, it seemed to error when trying to check / modify a prefab with missing parameters
the stacktrace includes my stuff because i hook the function that had an error
the top of the stack is your GameNetworkManager patch in PowerOutletStun
well i am just saying, if any mod causes an error anywhere in GameNetworkManager.Start all functions that hook that function will be in the stacktrace
right that is also true
Plugin.logger.LogInfo($"Found {prefab.Prefab.name}");
this line errored
meaning prefab.Prefab is undefined, or Prefab.name

yeah
I think it can be fixed with prefab?.Prefab?.name
which will just output null if prefab.Prefab is missing or prefab itself is null
the issue seems to be that there is a networkprefab somewhere in self.GetComponent<NetworkManager>().NetworkConfig.Prefabs.m_Prefabs that doesn't actually have an attached gameobject
which means something somewhere is very wrong
lol
generally speaking its a good idea to use that null accessor operator to avoid incidents where a mod loads a corrupted prefab
i recommend looking into what mod is causing it in the first place
thats a good idea yeah
I think it would also be helpful to use those null accessors just so lethalthings doesnt break more things if another mod happens to be broken
one of the files in the dev branch refers to a namespace LethalThings.DynamicBone which doesnt seem to exist in the file structure. is this available anywhere? @willow abyss
oh that's the dynamic bones unity asset, i didn't include it in the repo because i didn't want to redistribute the asset
oh got it
i think i made modifications to it though
Any chance we'll ever get the boomba & or teleporter trap seperate?
You probably should ping Eva so she's more likely to see this lol
☝️
I dont use tp trap due to the spawn rate being uhh
but whats stopping you from disabling everything else
Errors/compatibility with other mods
what issues
😐
Btw setting this to false will prevent compat issues
im asking because I dont know what they are
I dont think ive had issues?
discount alert has issues with only this, and the furniture doesn't seem to actually be disabled
not sure tho
It's nothing major just scraping errors out of modpack
from what I can tell it's relatively fine just disabling the mod actually bumped my frames slightly
could be within marigin of error though so idk
That's cus the scraps aren't there from what I've seen a lot of people have said the plushies are very unoptimized
So just disable the plushies you don't like that much
Lmao
if you care about performance (it may be fixed now) but I noticed that emote mod lowers fps by a bit
I'm rocking an average 120 with 110 mods on custom moons
Yeah it does
we will see, trying now
probably due to the large amount of assets
It started after the update that added sounds tbh
Probably just needs some optimization
You can replace TME with BadAssCompany tbh if you want more performance
Performance is negligible
You were just complaining about Lethal Things causing you lag not long ago wdym
????
TME only affects performance while emoting no?
Yeah
Ok that's what i thought, doesnt really matter then
the mod's store items also lag the fuck out of the ship and company building for some reason
yeah people with lowerend PCs can't be at the ship with more than 15-20fps from my experience
i get like, frame drops from 80fps to 50-45fps
and I've got a pretty good pc
@willow abyss I think the github dev branch is ahead of the build on thunderstore because I'm seeing some enemies appear in the config that I havent seen before + some errors related to unreleased features when I fixed the prefab things, but anyway here's what I changed to solve the errors:
GremlinEnergy.cs:
private static void GameNetworkManager_Start(On.GameNetworkManager.orig_Start orig, GameNetworkManager self)
{
orig(self);
List<NetworkPrefab> prefabs = self?.GetComponent<NetworkManager>()?.NetworkConfig?.Prefabs?.m_Prefabs;
if (prefabs == null) return;
foreach (var prefabContainer in prefabs)
{
GameObject prefab = prefabContainer?.Prefab;
if (prefab?.GetComponent<BlobAI>()?.enemyType?.enemyName != "Blob") continue;
blobPrefab = prefab;
//Plugin.logger.LogMessage("Found blob prefab!");
break;
}
}
PowerOutletStun.cs
private static void GameNetworkManager_Start(On.GameNetworkManager.orig_Start orig, GameNetworkManager self)
{
orig(self);
List<NetworkPrefab> prefabs = self?.GetComponent<NetworkManager>()?.NetworkConfig?.Prefabs?.m_Prefabs;
if (prefabs == null) return;
foreach (var prefabContainer in prefabs)
{
GameObject prefab = prefabContainer?.Prefab;
// Using this to search for bugged prefabs:
/*
if (prefab?.name == null)
{
Plugin.logger.LogWarning($"Found a potentially bugged prefab! Container [{prefabContainer}] | GameObject: [{prefab}]");
}
*/
if (prefab?.GetComponent<GrabbableObject>()?.itemProperties?.isConductiveMetal != true) continue;
Plugin.logger.LogInfo($"Found conductive scrap [{prefab.name}]");
var comp = prefab.AddComponent<LethalThings.PowerOutletStun>();
}
}
and for what its worth, I wasnt able to catch any corrupted prefabs with that commented out warning log even in the modpack where the error was previously occurring. so I guess the error originated from before the loop? regardless, this does fix the issue
I'll also just test and make sure gremlin energy is actually working
just tested the thunderstore release with the above changes applied (by compiling from the code reported by ILSpy) and everything is working correctly. GremlinEnergy was throwing an error if you died by drinking it though, which I solved with this last adjustment to GremlinEnergy.cs:
public IEnumerator undoAnimation()
{
yield return new WaitForSeconds(3f);
if (base.IsOwner)
{
- // damage player
- playerHeldBy.DamagePlayer(50, hasDamageSFX: true, callRPC: true, CauseOfDeath.Unknown, 1);
-
playerHeldBy.playerBodyAnimator.SetBool("useTZPItem", value: false);
playerHeldBy.activatingItem = false;
+
+ // damage player
+ playerHeldBy.DamagePlayer(50, hasDamageSFX: true, callRPC: true, CauseOfDeath.Unknown, 1);
}
}
@willow abyss
these look the exact same
yes order of execution for the last one
the first two do basically the same as before but use null access to avoid null reference
alright i pushed the patches, i hope i didn't forget to comment out any of the work in progress stuff
lol
🙏 thank you
trying to make my modpack stable and less error prone but lethal things was too iconic to cut out
now I've only got morecompany and terminalplus to deal with
boomba 🥶
yeah I cant imagine not having the boomba around
or the rocket launcher
or the utility belt or remote radar or teleporter trap
one time on experimentation the only way forward was through a door that had a teleporter trap and it teleported me into an area surrounded by bunker spider webs lmao
it took me way too many tries to crouch jump through the door frame to get around it
Did you fix other issues like the toy hammers not disappearing after dying or the dartboard and rug always in the store and in the wrong category?
Nice good shit
Apparently the latest update has broke the remote radar??
Thats what my friend is saying, i'll get on in a bit and test and give a log if thats the case
Can confirm, the radar just doesnt update your position, its locked at the ship
No errors i could see relating to it
The pack i used at the time:
018e67bb-26b2-8bfe-9aa1-0c54ed84c417
@willow abyss ^^
Yep :C for me too, the radar does not update the location after leaving the ship
uhh i guess that was one of the work in progress things i forgot about lol
:c3
weird error when i, not the host, started the ship towards rend, i wasnt using a utility belt nor was anyone like it says in the error(i think thats what its saying)
we were running away from a bracken and my friend said to just use the tp
the tp in question
I mean... as long as you stay on the mine till you tp...
Might even kill the bracken with it
i use the jetpack to kill the bracken
make it where fumos can spawn on the roombas
god is coming
<11> And he answered them, "He who has two coats, let him share with him who has none; and he who has food, let him do likewise."
GOD IS HERE
im sorry for the ping but what mod that give you a brick to throw?
No worries, the mod that has a brick as scrap is called "ImmersiveScraps":
https://thunderstore.io/c/lethal-company/p/Justice69/ImmersiveScraps/
And the mod that enables you to throw any item is called "ThrowEverything":
https://thunderstore.io/c/lethal-company/p/Spantle/ThrowEverything/
thanks!!
Unfortunate that MusicalInstruments is broken :(
The items when I charge the lobby change continuously
Just so it's logged here, LethalThings doesn't seem to be working in v50 as of now
now im sad since lethal things isnt gonna be updated and will prob break
Wait is V50 out?
The beta is
Is it public ?
beta is public yes
How can i play it?
i hope lethalthings gets updated so i can still throw glizzies around 🥺
I hope its just broken cause ll is broken and not cause the mods itself is
@willow abyss
i have tried not to spoil v50 for myself too much until it actually releases, but i do know that (or i'm pretty sure at least) (SPOILERS FOR V50 AHEAD!!!!!!!!!!)
||forest giants can now be burnt by lightning/explosions and die, which porbably means that you can now kill forest giants with a single rocket launcher rocket. that feels a bit overpowered tbh||
so this gives rocket launchers a HUGE buff and idk if it's for better or for worse
The rocket launcher was designed to be ridiculous rather than balanced, at least i intended it to be so
||forest giants WILL BURN TO THE GROUND!!!||
Tbh we always die trying to use it lol
Maybe my group is just bad
rocket jumping !!
yaknow with regen thats actually valuable
fair
was whatever update this is about released already? because i don't want to update for a beta since it'd be hard to support both beta and main with the same mod
nah, dont worry about it for a couple weeks, betas take a while
plus LL is borked rn with v50 beta anyway, someone said they'll fix it later
Someone? Someone?
That someone was @visual prawn
LOL
Potato patata
the changes are pretty minimal tbh
So I take it this means you already got LethalThings working for v50? Can we expect the update for LethalLib and LT to be out tomorrow? 🥺 👉 👈
LethalThings items showing on sale (in DiscountAlerts) when they're disabled is definitely a LethalThings bug, because they also show up on sale with the GeneralImprovements monitors
The item which I buy on the shop when I log in the lobby change every time
Not sure if this is a known issue but the flaregun can sometimes become pretty much inaccessible if placed inside the cupboard at certain positions. It kind of dips into the shelf and prevents you from picking it up.
Yeah it was reported once but none of us was able to reproduce it when testing :/
rip peak mod 🙏
which one
Lethal things
isnt it not gonna be updated
as eba isnt interested in LC modding anymore
oh no
rocket launcher ):
utility belt
maybe someone will be approved to continue the mod
I wanna see if after full v50 comes out I could commission someone to update it
ive been looking to spend some money lol
@manic wind where did eba announce that?
Ive heard it from iambatby
its also just apperent in the thread theye dont really update the mod and arnt as active
nothing wrong with that tho its a hobby if you dont wanna mod a game anymore thats perfectly alrighjt
Thats all fine and dandy
According to Batby, LT has a lot of code that is breaking stuff in V50 for all we know the mod might need a whole rewrite for V50.
oh dam
It's an old mod that's barely maintained stuff like this is to be expected unfortunately
: (
LT boomba kinda fits in the enemy mod I wanna do
I had to remove it from my V49 pack cus it started conflicting with something and would cause high networking spikes and kill my streams
Yeah I miss Boomba
didnt like the scrap but liked the enemy, trap and equipment
that arnt meant as much to be scary and more so a hazard
because that has not been done much yet
this is what im talking about https://discord.com/channels/1168655651455639582/1225191232817594428
I just need a coder lol because I can only model
Yeah my friend hasnt gotten back to me yet
he did mention he wanted to wait till v50 for doing mods tho
The TP traps with the recent 2 updates for LT stopped working on custom moons anyways unfortunately, and they're also super buggy
The amount of times I had someone get stuck in a ceiling or wall
XD
I guess ill have to use this guy https://thunderstore.io/c/lethal-company/p/74oshua/RoombaMines/
its not really the same
def not
closest option
boombas are way more aggressive tho
Are the assets for the Boomba part of the MIT license?
I think some things are, like some of the scraps since @upper bridge Was able to make Maxwell and Cookie as scrap eaters I just dunno what is and what isn't lol
Yeah
Bobilka might have but I checked there page and saw like rocket launcher but no boomba
Well if Antlers did it you can contact her pretty easily
No that is Antlers
?
I saw the "Or was that somebody else?" after you @ted her lmfao but my brain skipped you asking if she made Boomba model
You know what's funny about this?
My cats actually do shit like this
LOL
The amount of times one steals the bowl from the other
thats why I have 3 bowls for my cats lol
XD
Hyena is also in the discord so time to bother more people I guess
@strange ermine by any chance did you make the boomba model?
I wonder if Antlers would be okay with Cookie Fumo being made a seperate scrap
I miss Cookie
@steady topaz made boomba
I thinky
Might have also been hyena
I didnt see it on there page so I assumed it was not them
well you made cookie so whats your answer on this
Yeah that’s fine as long as you credit it
I should really remake the model at this point
@upper bridge can you do it? ;o
If you do you should upload it yourself tbh
:3
We’ll see
I think Zehs would be the perfect person to upload the scrap, since they already made Cookie a scrap eater tbh
what bet
I lost privileges to change my name for two months
Oof
So Robin has had full control over it
I made the rug
rug!
Do we know who made the other scraps?
so I guess bobilka made the boomba model
I think you said you did the Glizzy too right?
but doesnt have it on there page
I made the fart board, darts, teleporter trap, and cookie
I think Eva made the glizzy
Ooh
I almost forgot this being really the only furniture mod
I probably made other stuff I just forgor lol
Looks like you'd be able to port the Teleporter Trap so long as you credit Antlers
It’s been a while since I’ve modeled for the mod
the silly
If someone adopts the mod and finishes the enemy AI
Friend AI
For now it’s kind of just abandonware
@willow abyss did you have any idea for legal guardians
👀
Probably just due to eba losing interest in modding I would guess 😦
it would be nice if they could hand off the project to somebody who is
Ye
We wanted to push a whole “friends and foes” update
maggie is not the machine
Creature doofus just made eva so frustrated she just lost all interest
Awwwwww~
And a thousand names
so true
Hi eba!!!
acktually it was the robot and the knife that made me lose interest
(not really i just burnt myself out i think)
Thank you for reminding me to slap slaire today I forgot
Anyway did you have ideas on who would adopt the mod
idk
thats quite the selection
Lmao pls no
maybe there should be a mod adoption agency for abandoned and open source mods lol
who whar
i would help port if need be but currently super busy with my mod, plus 90% of the code in LT i dont really understand/find unnecessary so i might break something
if someone wants to setup github actions for lethal things i'm fine with letting people push updates
a lot of the networking thats done is something I dont see the reason for being there
lethallib already has that
Eba’s terrible commenting practices:
I'd say @visual prawn @merry summit @unkempt silo or @upper bridge
half the reason i didnt bother trying to fix anything is the commit names 😭
I have been drilling into her better practices but it just rolls off her brain
Tooo smooth
Hahahaha
I'm too busy spreading MonoMod propaganda hehe :3
See my problem is that I only bother with commit messages when it is a co-operative project
noita arena has the most indepth commit messages ever
thats fair tbh, i dont mind slowly porting things over to LLL/make it work if i actually understood whats going on with some of the code though
lmao I need to fix my own mod first cx, but I do like this mod
i think there was like a whole config for networking
If someone can uhh
I'd say Batby, Sconeys, or Zehs for sure are all solid choices to adopt it
bully lordfirespeed into setting up github release actions
@glass wing
i think hes on vacation rn
True but the only comments in noita domekeeper are from the UI section you asked me to make
oh i wasn't talking about in-code comments
Commit messages and comments are related enough for me to make a bad segue
Oh another problem with lethalthings is that the unity project is FUCKED
and not in the repo
because it includes every single one of the game assets
Yay Unity, @royal lynx having to redo all their scripts yesterday cus Unity corrupted them
(from like original release lethal company)
that happens to me often, apparently nomnom made a migration script so ill have to look into that when v50 comes out officially
but ur version might just be too old tbh
Eva is fossil
the enemies can probably be easily ported tbh, im just worried about the scrap and shop items
those might just have to be redone almost from scratch from what i've seen happening
The scraps work in V50 though, it's other code in LT that seems to break enemy and hazard spawns
I just dunno what
Batby would know
ehhh its weird to explain, but the enemies are majorly fine
I see
idk why but Id think hardest would be utility belt and dart board
Utility belt at this point is sort of a deprecated feature though
We have mods like Hotbarplus and ReservedItemSlots
true
It's not as necessary as it used to be
i don't personally agree
as i would never use one of those mods
since they feel like cheating
Fair, fair
(imo)
the whole point of the utility belt was to be a more gameplay integrated way of doing those things
i've always use utility belts, they seemed like a more fitting option for me
doesnt reserved slot have an option to make the slots purchasable
I do know Utility Belt rn is one of the buggier features
It does yeah
utility belt was always very prone to breaking when other mods mess with the inventory
so AC
lol
Advanced Company.
Advanced comp
oh yeah but advanced comp broke like a bunch of other stuff in my mods in the past
lmao
AC is gone now
Eh, never really had it break stuff
Oh yeah terminal mods
those broke a lot
honestly the only bugs i've encountered where when the github release and thunderstore release didnt match 💀
The time you crashed when pulling the lever and the Utility belt threw an error despite being disabled
XD
i never pushed the thunderstore release to github main and then kept updating dev branch
so dev is ahead of thunderstore and main is behind
thats simply because the thunderstore wasnt up to date afaik lol
yeah dev and main branches are a bit of a mess
it was the current build on TS
but yeah probs
in all honesty
when im done with projects, if no one's picked this up and you dont mind sending me the assets i dont mind doing an overhaul from mostly scratch
i have no idea what changes are on the dev branch compared to thunderstore
like no clue whatsoever
lmao
Assuming @visual prawn or @upper bridge don't offer to take up the project first
buh, that's why I don't do manual update
batby's gonna wake up to 5 pings from this
I assume batby is quite busy lol
only auto update
preferably i'd do the same thing as lethallib, where we set up github actions and i just give a bunch of people permissions
they're not maintaining LL
that'd require fixing the unity project and stuff first
yeah im saying I dout hell be picking it up anytime soon
Yeah they're fixing the problems it has with V50
im guess ll stuff will be moved to lll?
already has afaik, we're just waiting on v50
I know the next update for LL is gonna fix the issues with the power level code on V50
I thought that was fixed
No
Batby fixed the main issues but discovered the power level code can still cause problems
it's why for example
Scopophobia breaks enemy and hazard spawns on V50 right now
But Scopophobia still needs updated
To support the new LOS code
oh, I thought it was the other mod problem and not ll's
Might be a mix of both
it sounds like hell to have a mod work on two versions of the game if there is major differences, function signature changes would make the normal mmhooks basically impossible (talking lethallib)
sometimes starting from scratch is easier :p
Scopophobia doesn't throw errors though so makes it difficult to know for sure
didnt scopophobia already have issues before v50?
yeah it's pretty annoying, for enemy ai it didnt do much but im sure it did for other things
The main issue with it right now
Is the code for only 1 shy guy not working
It spawns 2-3 pretty regularly for me
But there's supposed to only be 1
Lol
Yeah
But I've had a case where there were 2 inside and 1 outside before
didnt know it was not supposed to do that
Yeah
It would help if the dev open sourced it tbh
welll not in this scenario but yes, open source is best
Btw if you can tell the dev in the thread how to get the new LOS code working on both V50 and V49
Idk if it's harder to suggest it
Since he doesn't have it on github
Lol
i swear to god next beta ill just record a guide on how to do it
😂
I mean hopefully Zeekerss doesn't rewrite the LOS code again
☠️
It was
opens up 100x more enemy possibilities
enemy that uninstalls the game
The Forest Giant ai is a lot better in V50, which is why I'm so surprised FairGiants updated
didnt really notice a difference, although they do usually get ||killed by old birds|| lol
They walk away from the door of the ship like instantly in V50 wdym?
They don't just stand there
Oh, I did see that like once
but havent seen too many giants in v50
just in general
most I saw was when ||adam had the spawn rates of art||
yeah same, esp on ||adamance where the geometry only helps them track you down and cut corners, them camping your ship door doesn't help either||
but with giant fair ai they kinda feel a bit dumb, but honestly would prefer that any day over whatever it is in vanilla
Apologies if this was already addressed before ||(and the mod not being in active development ig)||
But has anyone encountered the bug where LT store items appear on sale but have their full prices applied on purchase?
Did anyone find a fix for that or do I just have to deal with it? 😛
Found another bug wherein the rocket launcher's ammo isn't maintained between closing and re-opening a save, it empties out.
Does this mod work with v50's spike traps?
I heard somewhere that the teleporter traps mess with the spike trap code
Lethal Things doesn't work with V50 period.
Will it be updated once v50 officially comes out?
This could change, @royal lynx might be taking on the project but it needs a whole rewrite
Atm no.
Ooooh, that's great news!
oh no xu isn;t playing d&d anymore? :(
it just wasnt fun when the DM kept hitting me with the media chief encounter
damb
sure way of eliminating the entire party
i'm glad i don't have to deal with the media chief
Well you and Sconey's both showed the most interest
lol
But Sconeys said they're focusing on their own mods rn
i feel like you misread my message
Probably
slayer is talking about DND as in dungeons and dragons
I removed lethal things but I'm still getting no enemies
Just nothing but this in the console
You have another mod messing with stuff
Any idea which?
Idk
Been trying to figure it out for days
I have LL but it's been updated to support v50, right?
Yes
If you're using Locker or Scopophobia
disable those
Well Locker should be fine it just doesn't work
Scopophobia breaks enemy and hazard spawns though
Disabled it now
Probably Scopophobia if you have it
I do not
itd def an ll mod
wasnt siren head broken
also peepers
Oh, I got both hecc
Siren Head and GiantSpecimens got updated.
oh good
But Peepers yes
I'm gonna miss those little guys
I guess that page was update early "Mod that adds a variety of giant enemies, part of the forest keeper family, Currently adds 2 brand new enemies."
Peepers will be what is breaking it yeah
also I think haunted harpist is broken
I thought that got updated like yesterday
guess I was wrong
Haunted Harpist doesn't feel very vanilla friendly anyways
Yeah I dont use it
is it because of the harp
I guess
like it more than the fiend
tbh
Although I HATE the fiend
The Fiend is such a mid mod tbh
It's true it's silly and the model of the ghost itself is a little out of vanilla art style but I also think it's a little silly to be sayin that with some of the other mods being used lol
Design is ok, but the animations and mechanics are ass
also the jumpscare is cheasy
I might be able to help. I finished updating all of my mods to be compatible with v50 and v49
I've also noticed some issues with LethalThings that should be fixed
Oooh
Yeah I think you just need the assets from @willow abyss right?
I already decompiled LethalThings before for the Maxwell and Cookie Fumo assets.
Maybe, but I could also work with the stuff from the asset bundle.
Some things that need to be fixed are:
- Maxwell saving the dance/play music state.
- Scrap items audio being heard from the entire map
There's more stuff, but that's all I can think of at the moment. I'm eepy >w<
ok I understand not liking it before but the new ghost makes the harp ghost look... kinda normal, it's absurdly over the top for the default configs lol
audio being heard from the entire map i have never ran into myself
there is some other issues i know of tho, notably the configs don't sync super well
also i was planning to update the mod for v50 when it releases, i thought the changes weren't that large?
certainly not to the point of requiring a full rewrite
If I did a port I was planning on going through all the code not a rewrite, a lot of it just seems unnecessary or harmful
Blame the people that made me release an early v50 compatible version, I forgot to remove soke stuff I wrote beforehand lol
Only changes I needed to do for my enemies and scrap was... just make a new enemy function for line of sight since the current one got replaced with a different, items didn't get changed afaik
The main issue for sure is whatever is causing enemies and hazards to break in V50 with LT
Batby never really went into detail on what all is causing that
Just narrowed it down to LT has code that's doing it
i mean probably is just a function signature that has changed for the enemy ai classes

tho that should show up in the debug console
Yeah you'll have to check, I'd love to know what caused the networking problems in my v49 pack too
Yeah when u boot it up it should tell you you're missing a function, didn't check tho with LT
i have not touched v50 whatsoever so i have no clue whats even wrong
I'm assuming the roomba probably uses the LoS code anyway
Yeah the Boomba likely does so it'll need the new LoS code
honestly just trying to compile with the v50 dlls is probably enough to point out the issues
Yeah you should be able to opt into the current V50 beta and find out what's wrong
unless there is missing properties on the assets themselves, which would require updating the unity project and i ain't doing that
lmao
I know some of the networking code was changed too, cus GhostCodes for example on V50 caused me networking spikes I didn't get on V49
Yeah I guess you'll have to find out, luckily if that is the case @upper bridge has offered to help you take on the project
XD
Gl Zehs
Zehs is a good dev tbh
I believe in them
They've made a couple of mods that I find to be essential
lmao
when i try to compile against v50
the only error i am getting is for a unfinished enemy
Odd 😆 so I guess it's probably just come code in V50 that conflicts
Or maybe it has to do with the unfinished enemy
Severity Code Description Project File Line Suppression State Details
Error CS0103 The name 'HasLineOfSightToPosition' does not exist in the current context LethalThings O:\github\LethalThings\LethalThings\MonoBehaviours\FishFriend.cs 98 Active
its the line of sight thing ig
Yeah
It was changed to CheckLineOfSightForPosition
@royal lynx managed to take the new code and make it work with both V50 and V49
For their giant
She is a better programmer than me in all ways you can think of, she'll have her own solutions for replacing line of sight lol, I did it the lazymans way and copy pasted it to all my aid code
Me when thunderstore release is way behind github release
👍
okay it compiled fine after that, tho i have no idea how to know if stuff is still broken
That's probably why it breaks on V50 tbh
It should make things run fine- probably, I'm just worried about general lag with all the networking and stuff being done in the mood (I say as a complete newbie who doesn't know any networking)
Nah I was mostly kidding, it should be pretty up to date from what I've seen barring unreleased things
the mod really doesn't do that much networking stuff
nothing large anyhow
I will say
the main things that are sent back and forth are booleans which is tiny
DiFFoZ mentioned he got hudmanager spikes from LethalThings
Yeah I saw that, wasn't sure what it really meant
Yeah not sure
Oh there's some actual bugs with items being "registered" but not showing in the shop when you disable them in the config
They weirdly pop up like they're still there with discounts etc
that's been a thing
thats more a lethallib issue
Ah icic, never happened with me though so idk tbh
the removing of items at runtime is very janky
me neither because i never disable anything in the config

if i could go back in time i wouldn't have a config file at all honestly
because it has only brought me more issues
I will say I'd love to see the Toy Hammer get registered as scrap instead of an item, so it's not counted as a tool when you get a team wipe
XD
I'll have to test LT on V50 after you upload the new version, if all it needs is a recompile that's honestly really good
It might be yeah
i just tested it, boomba spawns and works fine
so i assume everything else does too
I've left it as default where it's set to be scrap
but the toy hammer stays on the ship after everyone dies
XD
So if you find a toy hammer and put it on the ship, then die it should count as scrap that's lost
But it stays
But that might just be cus it can also be a shop item
uhh
So that might be more of a LethalLib issue than a LT issue
theres two different assets
afaik
for the shop and the scrap one
i don't remember honestly
Hmmmmm
Wait why tho (if you even remmeber)
I use the same asset for my scrap and item registration
Ahh that stuff
That's weird that the scrap item isn't lost after dying then
Yeah idc how they get scanned 😂 but that's fair
I wonder if there's a trigger for it that fails
i probably forgot to switch a boolean or something
Probably
I went through the code a while ago on the main branch, is that the up to date one?
Inb4 it was GhostCodes and DarkMist killing shit
main branch is far behind dev branch or whatever i called it
Aight I'mma test this
well "barely" i wouldn't say, but it certainly doesn't do insane amounts of it compared to vanilla
i used vanilla as my standard for pretty much everything
all my custom items and stuff do some kind of networking at the very least
Yeah then in theory it's networking stuff shouldn't conflict then, unless the main branch on TS is using outdated vanilla code somehow
Ugh, I couldn't find the registration code on dev branch so thought otherwise
dev branch has a rewritten registration thingy
it uses the contentloader class i wrote for lethallib a while ago
Ahhh it's a lethallib class? No wonder
I was looking for some sort of list or class you made similarly to main branch
well this has an array of custom content
Yeah new build fixes enemies not spawning
had a Masked and a Redwood spawn in
XD
Not seen any mines or turrets yet though
i have seen mines
Okay good ^^
I guess my rng on this Adamance spawn is just lucky XD
Yeah everything is spawning in normally
I think you should be good to push the new build on TS
Btw @royal lynx wtf did Starlancer do?
XD
They're all diving into the ground
I told you he fucked up birds
Lmfaooooo
Hes sleeping sadly
Yeah even the new enemies are spawning in properly, and I had Turrets and Mines on Dine too
Let me check if it still works on V49 as well cus if it's backwards compat we're good, which it should be since you didn't have to change anything only recompile it
@willow abyss New build is working perfectly on both v49 and v50, though the tp traps still don't spawn on custom moons for some reason
So you should be able to publish the new build to Thunderstore 🙂
and state it as you recompiled it to fix support for V50 most likely
that's weird
they're defined with Levels.LevelTypes.All
which should include modded i think
if i remember lethallib correctly
@unkempt silo Did you manage to not allow tp traps to spawn when you did the patch for LLL moons?
XD
did they touch the map hazard part at all
I've not had time to spend on that stuff yet lol, just got my MonoMod patching stuff merged tho on lethal wiki! But I can do that soon(tm)
Oki, well I know @visual prawn is working on pushing another update for LethalLib soon to fix the power level stuff with V50, so maybe Batby can look into fixing that too lol
honestly i an barely understand my old code anymore
LLL update is coming out this weekend, depending on how things are it might just be better to port than maintaining rn lol
I'm glad recompiling LT for V50 fixed the issues ^^
var alwaysValid = mapObject.levels.HasFlag(Levels.LevelTypes.All) || (mapObject.spawnLevelOverrides != null && mapObject.spawnLevelOverrides.Any(item => item.ToLowerInvariant() == name.ToLowerInvariant()));
var isModded = mapObject.levels.HasFlag(Levels.LevelTypes.Modded) && !Enum.IsDefined(typeof(Levels.LevelTypes), name);
if (isModded)alwaysValid = true;
if (Enum.IsDefined(typeof(Levels.LevelTypes), name) || alwaysValid)
{
}
Assuming eba feels like porting LT to LLL XD
this seems to be the spawn check for map objects
lmao
It shouldn't be hard porting LL to LLL but yes, upto the maintainers
@willow abyss its very very low priority but if you chuck me an invite to lethal things i can take a look at a couple of it's things in the future 👁️
lethalthings doesn't have a good git repo that just works
but seemingly recompiling was enough to make everything work on v50
yeah I touched a part of the code where this stuff is relevant, but I don't really understand the logic behind this logic lol
suprised you had to recompile tbh
It was what made it work, otherwise it broke enemy and hazard spawns
one of the unfinished enemies used a line of sight function that nolonger existed*
That wouldn't fix whatever other issues people were having, so I can't wait to see complaints later lol
but i assume the map hazards not working on modded maps was already a thing pre-v50
sounds more likely to be a lethallib issue
The big fixes can come when it moves to LLL
The issues you always complained about were mod specific from what I could tell
So :shrug
Yeah
Mod specific as in LT not LL
the client crashes when pulling the lever
Yeah not LL
But anyhow i don't mind it being ported over at some point if people want to maintain the mod in the future
That happened a lot for some reason
need to clean up the repo and stuff then
I can give it a go but batby prolly wants to do it
no promises but i do tend to wander around projects
I would really like to have proper git actions but that's not my expertise sadly
You still got ImmersiveScraps to port after the new LLL update drops at the end of this week
c;
trueee, was neat to push a ll update
Just gotta bully lordfire again
its nice to be able to just add maintainers without extra steps 
it worked pretty well for LL seemingly
Meh it's low priority, I got more important mods to port first like my own lol, plus the weekend is when things get hectic for me
Fair I'm happy to be able to play on my custom moons after the LLL update drops
Rosie and Starlancer plan to update asap after the update pushes
i should just build in porting to LLL in LL lol
What even are the changes I'd need to do lmao
if you wanna do it via programming, remove some lines and change the function you use
if you wanna do it in editor, use my scriptableobjects and put your mod in an assetbundle with .lethalbundle as the extension
thats pretty much it
So people can register items etc without code now?
people can register everything without code
I'm curious to see how that works tbh, I'll have to do a bit of both if I wanna juggle with stuff like spawnweights and config tho no?
if you want to yeah
i like how you pretty much did the things i planned to do for lethallib before i burnt out 
if you still want me to load your bundle automatically you can request a callback for when i process it and register it
i've been burnt out a couple times 😭
the only reason i care about lethallib being maintained is legacy mods tbh, it has done its job
i kinda have to
That's nice
i do b exhusted
Ye lethallib did really well
Yeah you've been working your ass off on that new LLL update, I'm excited to see all the changes and improvements
and to finally get rid of LLLFixed from my pack
XD
I would really like for lethalthings to be adopted by someone in the future because i still feel fucking shitty about all the unused assets that people made for it
Yeah a few people have shown interest in it
If batby don't want it, idm using the assets you currently have, making the models etc was always the hard part for me anyway
Zehs also took interest in it
i dont like want the project if someone else wants it
but i could see myself dabbling on it yknow
I don't see why you all couldn't work on it lol
there is atleast 11 finished models
forsure
for unfinished lethalthings content
Since 3 people all have interest, I see no reason why the 3 of you can't all adopt and work on it
Only reason I didnt give a 100% interest is because I've seen some of the code used in LT and it confuses me lol
feel free to ask me about it
i mean that was kind of my intention, thats why i said i would like the lethallib github workflow for lethalthings
Ye
my eyes must be deceiving me
ah a delivery bot
this idea has been picked up and dropped a bunch of times because every time i touched it i got burnt out within a day
doesnt seem to be a complicated one either
i assume you didnt get stuck with making anything, it just got repetitive/boring for you in a way?
https://github.com/EvaisaDev/LethalThings/blob/dev/LethalThings/NetworkConfig.cs @visual prawn this is mainly the one thing i dont understand, the network config section at the start
overengineering
people would prob just use csync nowadays
last thing i was trying to do was raycasted tracks or something
That was my best guess
i wanted it to be really bouncy and dynamic
I mean this without any disrespect but any wacky code you see in lethallib, lethalthings, lethalexpansion almost always comes down to it being shit because its the first attempt at doing that thing
even the model is somewhat overengineered
yeah
the networkconfig stems from when most mods did not have one of those
Imma disappear for a bit cuz it's eid rn but I'd definitely give a hand to porting and fixing some LT issues whenever you decide to fix the Unity project and whatnot
i wonder if you could get a cleaner project from just unpacking the bundle lol
Probably tbh, I like to think I have clean unity projects
the unity project i used for lethalthings is like 6GB
because it has all the game assets
that was the main problem
its a few 😭
i also still have that runtime inspector project
i forgot about that
i cannot remember where that was left off
Smh, for me just like 60mb for my asset bundle tho o only have 2 items and 2 enemies
What am I even looking at lmao
It's your stupid birds ice skating
Let 'em skate
omgggg lmao
Have you seen this clip? @willow abyss Hehe :3
why is it so big
i am so confused
It's one of my scrap eaters >w<
He has a chance to become evil maxwell after eating your scrap
Insym my beloved
Btw @royal lynx you should pin the V50 build of LT for people who wanna use it until eba pushes the update to TS probably
Idk if this would be something you wanna patch but if you try to buy teh locket launcher with AC installed you can only buy the Rocket boots
this sounds like something you should be taking up with AC, a mod thats still maintained afaik
true, weird cause it used to work
prob another thing broken like the handheld terminal
Joke i had to get out -> ||What comes first, the compatibility or the copy?||
The guy removed all support to the vanilla terminal months ago
Do you also add other characters too, my group got so confused lol
Yes, I have a lot of scrap eaters >w<
whered the redwood scrap eater 😔
My SellMyScrap mod has support for mod developers to fairly easily make their own scrap eaters as a separate mod. If you want to make one, I could help you since I don't have a tutorial yet.
With the way I made scrap eaters, It shouldn't be hard at all to make one.
whats scrap eaters?
thats pretty interesting 🤔, though i doubt any would really use it considering the main sellmyscrap has most of the iconic ones people wanna see lol, woulda been a funny sight seeing the redwood but meh
@manic wind
It would be too big >w<
i think i have a kneeling animation owo (but fair LOL)
Just have a giant hand grab into the ship >w<
lmaoo the best part is that it would work just as well too 😆
Mhm
this definitely isnt him kneeling halfway through his death animation
also i just realised the scan node isnt following his body, whoops
I have a pretty bare bones scrap eater base class ScrapEaterBehaviour.cs you can extend off of the do anything.
i dont think i've seen someone else's code in this game that i havent been able to understand 90% of it lmao (mostly because theres just some keywords like protected virtual and rpc's etc), but it does look pretty interesting
It's less the mod itself and more so I just like seeing streamer's/people's reactions to it lol
every now and then i think to myself "alright, im gonna surf twitch and promote the great giants!" and then lurk in some vtubers chat for 6 hours
i saw wesley in mago's chat though and that gave me confidence to suggest the mod and that was pretty funny seeing my giant in action live 😆
Hehe
Are you saying you can't understand my code or you can?
oh i cant understand any bit of this lol
The only things other modders need to mostly worry about is List<GrabbableObject> targetScrap and IEnumerator StartAnimation()
targetScrap gets automatically assigned
And you do all your animating in IEnumerator StartAnimation()
yee that makes sense
just casually in the background
scrap eaters is such a nice concept though lol
eventually ill have to make something when im done with my giants for each one of em
@unkempt silo thicc enough for you btw? since u specifically asked last time
nah not thicc enough :3c
damn, gotta redo the models and animations now 😔
:3
ah btw @willow abyss you mentioned you were working on a LighterPatcher fork, right? Have you uploaded that to github or anything? I'd be interested in it :3
So is this mod is getting a v50 version?
check pins
Oooh, it does have one
Just it's not officially on thunderstore yet
I assume an official v50 version will be on the app eventually?
i assume so too
I think eba is waiting to upload it til V50 fully drops
Considering it's been 4-5 days since the last Beta build I'm guessing he's probably working on fixing the current bugs and working towards pushing it public
Exciting
uhhh lemme look around
yeah nah it doesn't seem to be in working conditions
no idea what i was even doing with it, you're probably better off forking lighterpatcher yourself
oh well, thanks anyways! :3
Nah it got no cake
Flat as hell
The true cake is what dotflare does
Gives things the whole bakery guaranteed
They did some animations for the fiend but they arnt ingame
They arnt as well known here compared to risk of rain 2
Every time they make a character model no matter what it is
icic
It always backs the entire bakery
It’s like there watermark / signature move
They made the moonsneer model and iirc that’s like one of there first models as of recent to not have a cake
It might actually have one I’m not sure
tbh I prefered when the mispealled it as moonseer
liked that name better
Like for example if you look at there HQ employee model that shit is packing
They sorta just do it as a joke at this point because it’s expected I think
is there even a mod that uses that employee model?
It is indeed funny
No it was just made for fun
