#Lethal Things
1 messages · Page 8 of 1
Make the weird dog i posted
Make a pterodactyl or smthn
But the weird dog
I'm planning on making one after seeing the tulip snake
True weird dog
It kinda reminds me of shrimp though
What is shrimp
Zeekers old game had a monster called shrimp
Some guy made it an enemy that eats scrap
its too simple theres no suclpting
Upturned or smrhn
Yeah that game with the fucked up framerate
unturned
That feels like it plays at 10x speed
Sorry your tip is going down to 7 bucks, I'm buying snacks @steady topaz
do you know of олейна
no
vinesauce
snap into a slim jim
why is your thumb so damn long
was about to ask that but thought it would be rude
That's my whole schtick
@high yew @keen prawn no one is ever ready when i show them The Big Thumb
i see a cat
oh my god
I wonder the same
messing with pitch is so nice
fire in the hole
im making a tutorial for enemies and whatnot and i wasnt sure what enemy i'd reference while 3d modelling em, then i remembered eba had a bunch and i kinda liked these two (they're simple) the most for a new enemy.
i do have to ask though, do you have any problem with me using your drawings for reference @willow abyss?
caime
i havent decided which one ill use if i do get permission, im much better at animating humanoid than slime(?) but at the same time i gotta look up an old tutorial i used for adding something like that green dress lol
Character modeling scary
the left one is literally cookie
Bonus scrapped lethal things idea, i once planned to make it so when you give gremlin energy to the cookie fumo she would come to live and run into the nearest wall and knock herself out
cookie is not my design so i can't really give you permission for that one i guess, feel free to reference some other things though
looks like a cuter version >:3
ah rip
thank god i dont have to learn to model hair
I can tell, looked at a quick tutorial on how to do hair and jeez it looked complicated
Time to only model bald things
thats what i've been doing so far
also i totally forgot there was a dog that needed modelling up here somewhere
though these two are also really cute
im gonna somehow try making the squid
I need to learn how to create characters
And more round things
Despite my like ~200 hours on blender I’m still kinda ass and can only do objects
Tbf I haven’t really attempted character modeling much but it’s because it overwhelms me
the squid was supposed to have clothes and be disguised as a human but i couldn't figure out how to draw clothes on him
was the inspiration octodad
no
oh dang
octodad was an afterthought
i realized it was gonna literally be octodad and scrapped it
it was a main character idea of a game i'm working on
lol
thats what im using as a 3d visualisation lmao, couldnt figure out how to do the back part of the head
ah icic
after seeing an issue that ive only experienced happen to someone else, probly time i reported. with toy hammer, there's an occasional bug where when you pick it up, it'll immediately go back to where it was picked up from. doesnt cause any inventory issue thankfully, but the bug remains
ik what you're talking about, i think i know the cause
never again am i doing an octopus, still not done but holy was this horrible to do
even if you did quit, i know what else it couldve been used for. tho thatd be adding more to the pile
lmao now give it a walk cycle 
Yeah I can't wait to rig it :deadge
so this for an LC mod or slated for something else?
It's for a tutorial
ah
I think choosing an octopus might've been one of your worst ideas LMAO
and it still looks really good!!
The octopus isn't hard to model, I just used something to model humanoids on it and that screwed over 3 hours lol
Anyway give or take like another hour working on the Unity project, and then another hour or two on coding and it should be ready
Excuse me
How to solve the problem that the rocket launcher cannot ammo after saving the file?
ahh makes snese
@royal lynx I can't believe eba gave you our squid 💔
you shoulda modelled it, it was pain
Naw itd hurt
In the latest version I see that there is some content in the config disabled by default. Is it unfinished stuff that shouldn't be touched?
I see another enemy and a few items
the other enemy doesnt work iirc
not sure about items
Afaik cookie fumo doesn't work either
Well, the explosion doesn't, I'll have to recheck the code just incase
Cookie fumo does too
Ouchy
I recall Zeekers changed something about explosions in v50, Immortal Snail mod maker needed to change some thing on their end for their mod for it to properly work
Similarly whoever made Missile Turrets needs to change something on their end to get the missiles to properly kill players, it sort of just awkwardly flies at you forever rn
Lmao how? @willow abyss
aww it wants to say hi :3
how are yyou spectating it
SpectateEnemies
I'm getting this error in the new update [19:54:06.7343863] [Error : Unity Log] MissingFieldException: Field not found: int .EnemyType.PowerLevel Due to: Could not find field in class
Stack trace:
(wrapper dynamic-method) RoundManager.DMDRoundManager::BeginEnemySpawning(RoundManager)
(wrapper dynamic-method) RoundManager.DMDRoundManager::Update(RoundManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineRoundManager::Update?31562690(RoundManager)
LethalThings.Patches.Debug.RoundManager_Update (On.RoundManager+orig_Update orig, RoundManager self) (at O:/github/LethalThings/LethalThings/Patches/Debug.cs:121)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookRoundManager::Update?-625192008(RoundManager)
[19:54:06.7343863] [Error : Unity Log] MissingFieldException: Field not found: int .EnemyType.PowerLevel Due to: Could not find field in class
Stack trace:
(wrapper dynamic-method) RoundManager.DMDRoundManager::BeginEnemySpawning(RoundManager)
(wrapper dynamic-method) RoundManager.DMDRoundManager::Update(RoundManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineRoundManager::Update?31562690(RoundManager)
LethalThings.Patches.Debug.RoundManager_Update (On.RoundManager+orig_Update orig, RoundManager self) (at O:/github/LethalThings/LethalThings/Patches/Debug.cs:121)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookRoundManager::Update?-625192008(RoundManager)
Worked like 2 days ago when I tried
that's MonoMod making it look like LethalThings caused the issue, but I think it's likely that that's caused by a transpiler acting on BeginEnemySpawning
I dont have mono
oh I thought you meant the mod for console logging
also, if you have LethalLib then you have MonoMod patcher
Mono is a CLR implementation that C# code runs in
I dont have monomod patcher
I have HookGenPatcher though
that's the MonoMod patcher
oh
regardless, you can see it in the stack trace
what is the error mean
LethalThings.Patches.Debug.RoundManager_Update is a wrapper that calls through to the original function through its orig parameter
dose it mean no enemys spawn or only lethal things enemys
couldn't tell you
it depends on when the spawning happens and when the error happens, I don't know that code
all I'm saying is, the stack trace isn't telling you the culprit, you're gonna have to check if it's caused by Lethal Things or another mod
I think its lethallib
Lethal lib is fine with lethal things
as its just a depandancy mod
the lethal things uses
That was fixed like a week ago
It still happens when you have masked enemy overhaul or the scp 96
v50 has been in beta for a while
so peeps have been modding and playing it
but the offical still changed some things
nobody provided logs on that issue so there's no way to know if that's a new issue or people that haven't updated
let me test to see if its lethallib
What other mods are you using
as It cant be lethal lib itself, rather its a mod the uses it not being updated
yes
I said above it was broken
do they have a thread
the fix for that particular error should just be a rebuild
Wonder what taking so long for it, maybe hes fixing some other issues with the mod as well
I would imagine so yeah
there were a few other changes to AI that maybe affect that mod though, but I wouldn't think those fixes would be invasive
who knows though, I'm not an AI author
I remember there being a bug where multiple 96s would spawn when only one spawnable
oh wait right, it had its own spawning mechanism didn't it
yeah since more than 1 doesnt make sense
I think there's limits on some enemies in the game already too
I once saw 4 on one map
but maybe they implemented a global limit instead of one for the interior and one for the exterior, which I think is how it works in vanilla
From what I know it's an abandoned project
But I donr wanna spread rumours so no clue
I had heard its at least being patched but I could be wrong
Current lethal things doesn't have many problems, nor does lethal lib, I'll try to fix em if they pop up but there shouldn't be any unless it's about the unreleased enemies
think they're just kinda MIA
I hope so
I killed a Butler with one today. There was a desync where the Butler spawned hornets but also kept knifing me, but only for me, and was completely dead for everyone else but I have no evidence that it was caused by the Boomba
im sorry this looks so shit
It looks adorable lol
imagine turning around and you see this thing standing right in front of you
I'd shit myself
:3
now animate it suffocating a scavenger 
wdymmmm it's so silly goofy!!!!
Excuse me
When I looked in the log file to find the reason for this, I saw that will copy a rocket launcher by I saved.
Then I reopened the save file,It will spawn that copied rocket launcher in the game.
Is there any way to solve this? Because that copied rocket launcher certain have no ammo.
We don't know that for sure
The dev has said nothing as of late
Don't spread false information unless you know for sure
It's fine
I was thinking of another mod
Maybe someone could contect the creator at some point to ask to fork it?
The mod doesn't have a github
when hes online I mean
Dam
man its such a fun mod
I have so many countless times where im going up a hill or rounding a corner
and I just end up having my crosshair places right on him
and just scream my head off running and then pulling the ship lever
lol
my clients are getting their logs absolutely flooded
whuh?
i did not get that when testing a few days ago 
sounds like handheld radar
Yeah idk why it errored, I don't even have it enabled
ehh the hooks don't really check whether it is enabled
they just don't do anything
alright i pushed an update that might fix this maybe @glad yew @high yew
ty
@willow abyss #help-and-troubleshooting message
still having the same radar error spammed to clients 😦
i might have an idea as to why it is happening cause it persists after disabling lt, but still thanks for looking into it
yeah i have no clue, the stack trace doesn't give much insight since the only reason it lists lethal things is because lethal things happens to hook the function where the error happens
in the latest version if you have the radar disabled lethalthings just routes the function call to the vanilla one so there is no extra custom code being ran
so something else must be causing it i am guessing
dunno sorry
nws
it was dont touch me if youre interested (the enemy mod that has an apostrophe in the enemy name)
But you knew this 6 hours ago already...
?
oh i didnt think that we had the same issue cause you only provided the logs and didnt describe it
or i just didnt notice
I said it was dtm enemy and you even pinged the modcreator
Hey, don't know where to put this since I can't see a LethalLib thread, but the LevelTypes enums need to be updated to use the new v50 moons
Currently these use the modded spawn values for items
truing but i do suggest moving to LLL for that
Oh is LethalLib going to be deprecated or something? Why move? (genuine questions)
LethalLib isn't getting active content updates anymore, LLL is the main API going forward
Has a lot more features too
(Itll be updated for that soon but do just go to LLL)
LethalLib is kinda in a legacy state atm, itll get updated with game updates as long as someone is interested in doing so, but won't really get any new features or anything probably
Didn't see much documentation on adding custom items in LLL which is why I ask
also lethallib thread was here #1178447015533871174 :p
alrighty, finished a day after settin a few things up. after finishing a day and seeing my rank progress, the game softlocked. it didnt show my remaining days nor progress into the next one. these were the errors thrown.
for some reason the sign in this conflicts with betaweathertweaks. i dont understand how, but it's there
i know betaweathertweaks is experimental, but the game seems pretty adamant in pointing me towards lethalthings
@desert ravine you may wanna look at this too, incase it's not WeatherTweaks I think it's just LT throwing a fit
looks like remote radar threw the errors as well
you were a host?
full on solo
regenerating config rn
... im starting to home in on it...
the day shifted over, but i forgot to disable transitional, combination, and unknown weathers and it resulted in the lattermost.
yup... one of them being disabled broke it. heck.
brain is tired rn. i'll try and figure out which one it is tomorrow
because this portion tells me nothing 😭
full log, untrimmed.
thank you 🙏
You're welcome
?
i think i see what's happening
[08:25:40.8663895] [Debug :WeatherTweaks] uncertainTypes: 0
[08:25:40.8683914] [Error : Unity Log] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
i've pushed an update which should fix your issue 😇
ill test er out later. thanks, boyo
@willow abyss sorry for turnin yer thread into a troubleshoot for a completely different mod
it is fine, it happens constantly because lethalthings hooks so many things so it shows up in like every stacktrace lmao
Mono my nemesis
In Lunxara's stream games we've started referring to Arson as god
Does arson commit arson tho
I'll never tell
it's in the name 🤭
Could balance something like that with having the revolver only have a couple interactions before it cant do anything when clicking
or, possibly a bit complicated but have a random amount of bullets for one revolver and have the interaction chance be the same, 50-50
Either shoot or do the original behavior
I personally think its fine as it is though
@willow abyss Toy Hammers still aren't deleted on death or when getting sucked out of the ship
I personally think it's fine for the revolvers to just stay as a scrap item. There's other mods that add more weapons in creative and/or balanced ways
gunplay, though fun in theory, is very hard to balance in a game like lethal company tbh
someone already added a revolver that actually works pretty nicely
I like to freecam at the end of matches to see what spawned and such, and I often see one or more Toy Hammers floating in the void
@willow abyss hey evaisa, I have a quick question on how you setup your items. where can I find the settings to change the onscreen prompt on the top right corner? i.e.("Swing Hammer", "Play music" etc)
the item scriptable object
but for actual input stuff, you need to get the input utils dependency and use that
the scriptable object doesnt really tell me how it differentiate between Signs and shovels tho, is item Id what it's using? since thats the only difference
for shovel, its id 7
IM FKIN BLIND THANK YOU
I may or may not waanna know this cuz of an idea I have in my head which is also what I put in Mod ideas I may or may not be going through with
this is JUST for looks, this doesnt register anything in terms of key binds, you'll have to do that elsewere
But what is this application you’re using?
uhuh
application?
This
yeah thats exactly what I was looking for lmao
thats... unity
And also what they have
specifically version 2022.3.9f1 lol
thats the version you need
im getting some desync errors in multiplayer and clients get spammed this error
[19:08:20.6542239] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LethalThings.MonoBehaviours.HandheldRadar.ManualCameraRenderer_Update (On.ManualCameraRenderer+orig_Update orig, ManualCameraRenderer self) (at O:/github/LethalThings/LethalThings/MonoBehaviours/HandheldRadar.cs:39)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookManualCameraRenderer::Update?1460513340(ManualCameraRenderer)
unreleased enemy, ill probably polish her up and try and release when LLL is stable and whatnot 
Cool
looks like maggy somehow spawned
It can right now unless you disable it in the config
How well it works idk
Ohh
ok
I though it couldnt spawn period
Eba forgot to remove the unfinished enemies from spawning and never bothered to fix it
what's Maggie even look like?
sounds gross. i like it
Seems to work ok, at least more than the ray
ray drops a glowing crystal on death. it has use to me 😄
im just sad it doesnt seem to move
like at all
Wait does it?
What is the crystal used for though?
sell probably
yea, i killed one once with my other crew. facility meltdown spawned one. shot it a few times. gave a crystal
is there anyone here or the modders themselves especially posted audio file of the transmeow
i wanna make it as a soundboard on my server if i have the permission
🥺
!! Thank youuu!!! 😭 😭 bless ya
is this skittl
I'm too rich😎 , and as any ultra rich person should, I bought all of America's arsenal🇺🇸 , but when I went back to the game lobby, I saw that ALL of the weapons I bought turned to PUMP🧨🧨🧨! How do I fix this?
This is a known problem that might get fixed in the LLL port as I clean up code
What am I supposed to do with this junk?
Leave the lobby, rejoin
It'll go back to normal
🤔
Does this extend to the item drone thing and crystal ray?
Their models etc are probably done so I'll try and see what I can do
I think ray had animations and possibly even sound. No idea about drone outside of model and the dozens of names it was supposed to generate with.
the ray was mostly done except the AI is a bit jank
it is basically a flying lightsource that you can tame like a minecraft cat to have it follow you around or kill to get the crystal to sell
but AI was not my experise so i never got it to behave as I wanted
boomba same story actually lol, boomba was not supposed to be able to climb stairs or jump gaps originally but i never figured out how to prevent that because of how the pathfinding works
Lol the only jank thing I saw about a Boomba was that one that got stuck chilling on that table
XD
TP traps are another story unfortunately those are the thing that haven't held up well, we had a lot of issues of people being teleported over death gaps or into walls recently
XD
In fact Boomba on table was probably cus of a tp trap
XD
TP traps are my favourite part of the mod tbh
the tp traps being an issue has always been funny because i just ripped the code directly from the inverse teleporter
in fact i got stuck behind pipes all the time with the inverse tele back when i still played the game
Haha I've had that
yeah the TP trap does the same stuff the inverse does
namely it can just drop you into pits
or get you stuck behind the dumb pipes on factory
(also can very frequently warp you into locked rooms)
also it kinda makes sense because they are meant to be traps
not just a way to escape bad situations without danger
lol
yeah I think it's fine for them to sometimes kill you, otherwise they'd mostly be an advantage lol
getting stuck in walls is balls though
just curious, how is maggie supposed to act, from testing it acted like a more frantic masked
it is basically just a zombie, that wanders around until it spots someone.
It was pretty much finished. Maggie or "the lost" are basically just humans that were lost in teleportation, they have no real intelligence.
The whole idea was that it would catch people off-guard if they inverse teleport someone who is about to die and the target arrives as that
it can't interact with stuff like the masked, can't climb ladders, or open doors (though not 100% sure on the doors part)
huh nice, since it seems to work decent enough I may add it to the spawns of my moon with bug themed enemies
the only reason i didn't mean to release it yet is because it just feels unpolished
it should work as intended
I feel I have more unpolished stuff that that in my pack so its not an issue for me
lol
yeah exactly
LMAO
Did original LLL finally update?
wait what?
yerp, it updated
🎉🎊🎉🎊
Can't wait for lots of mods to migrate to it
Uh. what is maggie and the ray?
just saw them appear in my stuff
haven't encountered them yet.
but dunno what kind of value I should give them for lethalsnaps before then. :V
Maggie: #1178456016254414878 message
Ray: #1178456016254414878 message
ah. sooo they work but maybe slightly janky?
so ones a zombie and ones some kind of semi-friendly crystal light?
There was also a little driving drone that was supposed to deliver items back and forth from ship to facility. Few people here came up with dozens of names it could spawn with iirc
That one never really went anywhere afaik
Ah yes the Packmule
reloadable rocket launcher, my beloved
@royal lynx
I request Lethal Things to have a very expensive Flame Thrower. WIth expensive Fuel tanks.
Seing as fire damage is in the game I would like it for use with killing fire weakness enemies.
I would also like to impliment Flamible Hydroderes in Shattered Company. 😄
that would be sick
Fire damage isn't really in the game
why dont you just make it :3
Cuz you're a meanie
xu's dreams of having a functioning camera are still dreams so :3
hahaha
i wouldnt know how to model a flamethrower anyway lol
Sideways homemade flashbang with old bird fire hehe
Molotov Cocktail would prob be an easy start for something fire-based, I imagine just have it spawn a pool of fire on the location it lands that disappears over time
And true I don't believe we actually have ANY "fire" damage, the only damage that looks like it is fire is Giants literally burning to death, but I think the condition for that is if the giant comes into contact with explosion damage
So if you theoretically have a landmine outside and set it off near a Giant, it'd burn to death from that too
Heed my warning that if you add things that i don't like to the mod then I'm gonna start biting
You shall NOT blindly fulfill the suggestions of those peasants
i bet if i drew bobilka a flamethrower he would model it anyway
I would model it but I wouldn't want it in the mod
It would also be annoying to code
we kinda strayed away from adding more weapons
because i do not like the game becoming trivial
thats why rocket launcher doesn't have buyable ammo
it was always meant to be a last resort
Also I'm split in that i do not wanna make models for the mod for you for free but also I wouldn't want any other PEASANT modeller in here
I'd tear them to shreds
lmao
i literally cannot leave bilka alone in a room with another modeler
antlers is the only one bilka tolerates
So is eba. I made a model for ONE other mod and she said i cheated
so true
I can model... alright...
Cursed to be unpaid intern cause eba is a broke friend
I'll tear you apart too
Not before I do first
I'm like nintendo
I'll be the pixelmon to your nintendo
Where I can weirdly co exist
but more seriously, if you want to add new things for lethal things besides the stuff that was planned i'd like you to run them by me, and i'm down to draw concept art if a like it
Hi eba can i have some moneys
run by eba and me too
I have big ambitions for my own mod so I'll just probably be a maintainer lol
yeah that's fine
And if i approve i might make a model
Well is it modelled?
I'd gnaw on the author if i knew them
delivery man
I can do the enemy AI for it whenever I'm free if you'd want, it didn't seem too difficult
And if you don’t approve then I will make the model forcing you to approve and make the model 😈
Because you don’t want any other modelers
Is this you
probably after the mod is ported and cleaned up (iirc you wanted to do that?)
I really like how the manta Ray looks so I wanna fix that one first then see what else needs fixing
Eba can we eliminate this dinky slap of mayo
Yee
Can I see the delivery man
I'll probably port it later today or tmrw, I got it decently figured out
Eba why is everyone playing on my envy so cruelly
I wonder
i wish it was easier to search forum threads
Discord BLAST
Small indie company
Hey eba let's make a game
You're never getting funded
Interesting
At this rate
I don't like this model it's too high res in texturing......
you literally bit crush your textures
I have three fatal issues with this fantastic model
So insulting
Then re do it, you probably have like a while before I'm done figuring it out and cleaning
Bro puts them in the oven
No......
Smh
bilka died last time they tried to model the delivery rover
Always problems never solutions
It doesn’t have legs, it doesn’t have a face and It can’t fall down hills while making a autotuned bitcrunched 3d spatial scream
That’s a top view
This device is too good
So i see this as a clear sabotage because you FAVORED the other modeler
yeah but i like bullying you
gasp there was another modeller
- Spawns in dormant stage
- When activated while outside the ship, will pathfind back to ship.
- When activated inside the ship, will pathfind to the front entrance of any facility.
- Has a basket which can hold items.
- Has limited fuel, can be refueled using gasoline bought from store.
- Is radar trackable (With a random name)
- Is scan pingab...
Feature, Store Item, Model claimed
You gotta make a delivery robot less practical so it can fail in funny ways
it was designed to be impractical
such as it can only pathfind one way
and can run out of gas outside
if you leave it behind on the planet you lose it
Eba you're evil
the whole concept of this this thing was to get people emotionally attached to it
lmao
originally i wanted to let people decorate it with a sticker pack
Oh, can't register it as an enemy then, technically an item?
it already has some stuff set up
it is actually a decor item
Interesting
imo a delivery robot idea is not complete until it looks like this, walks off a cliff and falls down tremendously
Ooh
Eba do you need models
Fun I can work with that
it also has a ton of random names already defined lol
Waaaaaaaaa
i'm working on the pixel game tho
👀
Pixel game?
@steady topaz you make models
noita, working on my online pvp mod
Ahhh that one
How much you paying?
Then i ain't no whar s whats a model
What
thats fair
I make subpar models if stinky bobilka doesn’t want
you need to befriend bilka and lock them in your basement to get them to model for free
why is the bottom left one so scrunkly
Suddenly, you feel yourself vaporizing
i have this placable zipline code i made for a unity project laying around that i keep thinking might be a cool lc mod
YES PLEASE
I still really like the dark "fat ass" doll thing
oh my god
it does players and items
deep rock
It's a demon his name is gnaw
He is NOT for lethalthings
Yum
Demons are formed when a person dies in a horrible and grotesque way, the type of demon depends on the injuries
Gnaw is decapitation ig
I didn't make this lore
Yeah lore too good to be made by modeller
I could make something :3
I have 5 seconds to live after sending that message
I love my internet being too bad to load this
You know what i CAN make very good?
Knuckle sandwiches!!!!!!!!!!!!!!!!!
5'4 british kid VS 6'2 russian BILKA
I’m taller I win
Your memory lasts a week i see
Usually 30 minutes to an hour ywah
👁️. im not in a rush but proper looking models would make me wanna do it more
You dealt in pounds of course you're british
Damn @willow abyss you sure your modeller ain't Watson or sherlock in disguise?
I'm surprised you remembered
Get out of lethalthings this is my territory!!!!
I remember everything about the 3D modelling pipeline that Ultrakill 3D artists follow
What's the idea it ain't loading 😭
😭
Ask me something and if actiondawg had told me that then i can recall the exact message and tell you
I remember what I ate for breakfast
you can place a zipline anchor at two points on the map and move players and items between them
Toast
Oohh
i really like that idea
Give it a chance to just fucking snap and kill you
did u see the gif its coool
That's a nice idea but idk if lc has enough mountains or stuff like to use it in
the codes like done-ish lol
Could just be a cool thing to have
well could also just be for sending stuff across plains
adamance bridge
titan
offense fire escape
etc.
...yeah, I ate toast
Batby I’ll make a shitass model if you give me references or concept art
it is kinda specific
you can use on company to move loot faster
Deliver bot 2.0 (/j) but I do like the idea ywah
yeahh kinda
besides getting over gaps i dunno
Ngl scrap eaters is pretty nice visually, maybe u can have Wesley cook up a specific map for it 
not sure i'd want it to work very long distance
Because of course you did
What a broke ass gobbleshite mayoclap horsebagger
I bought toast this morning cuz we ran out a month ago and I was craving it, stop spying on me
Wharrido
BOUGHT toast????
Well, bought stuff to make toast
Chat, it's terminal
the kinda gimmick is it only works in the direction its going from higher to lower from and the inherit implication of if you need to collect it to bring it back to the ship you cant use it to get back
It's a niche gimmick but might be fun if you can cook up some common use for it or smthn
Or like a side mechanic
I dont get it, what's wrong with making toast
It's not a fulfilling breakfast
I have a dentist appointment tho, I can't eat or they get mad
Snack on their tools
Its worked on me already. Love this lil fella.
i hate that we have the same colors in our pfps i thought this was me in the thread for like 10 seconds
eyes,,,
Is there a way to increase the battery life of the remote radar?
I think you might be able to use another tool like Lethal Quantities to configure it, there's no way within the mod itself
me too omg i've been thinking of that so much a little buddy to help you
I want little buddy to be able to fall over
just a texturing practice with substance painter
@willow abyss wouldnt it be funny if we added HD remote radar
Lmao
so is the maggie and cyrstal enemies working rn?
pretty much, i think
Eh, idk about crytal ray, they seem "working" but rather feature incomplete
maggie seems alright
maggies animations are a bit wacky in some part but thats all ive really seen of them
hey guys i have a question. i wanna manage the spawn weight of the boomba via lethalquantities. can i just set the spawn weight for it in lethalthing's config to 0 so that this mod doesnt alter the spawn weight?
where are these enemies from?
Lethal Quantities will override LT's config
okay but does it do that with all mods that manage their enemy spawn weight?
Yes
What does Maggie do
Hello, just wondering what are maggie and crystal ray inside config? Thank you
enemies that are kind unpolished but work rn
oh thank you
they were wip and left in by accident
Looks more like an error with lcgoldscrap
is there a thread for goldscrap? I cant find it
Dunno
The dev is in this server but idk if it’d be rude to bring up the issues without a thread.
You can, they are chill, just dont spam them
would be nice to have a config for how fast the boomba drives
they are in the v50 version, ray is pretty unfinished but the other new enemy maggie works alright
also why do you hate the fiend, may you give me some feedback that I can improved ^ ^
It just doesn't fit what me and my friends like with a custom enemy, most of his mechanics feel like a mishmash of other enemies thrown into one while also having him be pretty op, then there is the look, the model is fine but the animations and jumpscare are cheesy. Also thr pro flashlight stun doesnt seem to work. This isnt meant to be a personal attack I just feel that the execution is very lacking
I mean I understand, it is my first mod lmao, but after my exams Im going do a update and im adding a counter to it
and fix some stuff
and nerfs
Nice hope to see it, and I hope you dont feel presured to do so, any comment on the animations as I mentioned?
animations are a mess because the model is from another game but I can try to rework it
I cant move only rotate because it would get stuck
Understandable, animations are hard and when importing a model I can imagine the pain, maybe try working with someone in #1210315682613436446 on the server and maybe they can rig it better
Ah
the model was not right size and the animations was broken when imported because of unity
position key in unity can be world space or local position and it was world space
ah, idk if i'd blame unity entirely for broken animations but yeah size can be a pretty important factor for how you want things to look
the position keys was world space

idk what that is, but if its harmful, it shouldnt be a default option
i've never ran into that anyway
Another reason ive kinda came to hate the mod were people complaining all modded enemies are unabalnced and using him as an example
fiend was one of those early enemies you'd see being showed off, then people would criticise it for being a jumpscare-only enemy and custom enemies just kept that reputation lol, in no way you're fault but it's something that annoyed me
Local space is the position of an object related to another object.
I agree its not his fault
yeah im not sure why it would import that as a default, i've switched my redwood and driftwood's animations a few times and haven't experienced anything like that
yes idk why unity did it for my model
I will say from the design rather that walking I imagined it was gonna levitate
I could rework walk anim to just float
hover
fiend means demon and demon is type of ghost
lemme find a good example
of what I was thinking
you'd probably have to reanimate the walking them, floating-wandering and floating-chasing are very different looks from onground-wandering and onground-chasing
yeah
airwalking is even more goofy
Levitation Animation Pack on roblox
id imagine id be really hard tho
I just rotate the fiend bit forward
ehhh maybe, most people wont bat an eye towards it, i tend to be very particular about it for my enemies because for their size, every single movement people will notice and analyse
and try to find faults
I cant find and example but ill decribe what id say is a floating chase
body tilted forward
head facing straight ahead
I cant animate the head because its moved by it self 😉
?, how does that work
late update
thing in code
that let you move stuff after the animation is done with a keyframe
i think the only type of actual animation i do for my enemy in code is the spawning animation with a small size up animation lol
anything other than that and i'd be overstepping what i should be doing in code imo
oh yeah the animation smoothness is bit bad, I will fix it
switching to diff animations
ok besides that id say then have the legs slightly bend and the hands down its sides
when stopped chest and legs return tho 90 degree orientation but still levitating
does anyone know anything about this?
https://discord.com/channels/1168655651455639582/1234227172861018182
try disabling GiantSpecimens
latest update was doing that for me
oh.. huh.. okay. ill try when we play next time. maybe then they can join properly
is there a working version for v50 i can downgrade to?
Probably the previous I guess, I already reported it to the dev
What
im just wondering why this mod is able to cause something like this: https://discord.com/channels/1168655651455639582/1234227172861018182
🤷♂️
exact same issue for you and your friends?
No, I'm not using LethalThings
- Corny ahh jumpscare (jumpscares just sorta don’t work in this game)
- Tries to be way to many thing at once (more abilities does not make it more engaging / enjoyable if anything it had the reverse effect)
- Goofy ahh walk
- Very unfair basically zero counterplay
Don’t take this the wrong way no trying to insult you or the mod just giving my thoughts
there will be a counterplay in the next update, and animation rework.
huge nerf on abilities
Aawwwwwww I thought it was like some kind of floating light bulb not an actual manta ray
Confused as to what Maggie and Crystal Ray are supposed to do
maggie acts similer to a masked
I know they are not finished and shouldn't be used but was just curious as to what they were supposed to be
crystal ray is unfinished and basically does nothing
oh
crytal ray was supposed to be a pet or something
you were supposed to be able to pet it
oh ok
for further clarification maggie besides spawning normally would spawn if you teleported someone with a snare flea on their head
I still had a lot of fun with it
No other monster made my friends and I scream over the fiend
You could be a bit more nice saying this, the “goofy ahh” can come off as rude
thats true
thats how I type tho out of habit
Fair
I just really don’t like negativity in modding communities in general, I don’t want to the incident to happen again. And a lot of people tend to just hate on mods with no critiscm or say it in a rude way. The amount of people that hate on LE in a rude manor actually pisses me. “lE iS a bLOaTeD mEsS🤮”
Since LLL came out people always say this about LE, not saying it’s LLL fault or batby, in fact batby is actually really respectful about that lol
I say that shit cause honestly Im brutally honest with my opinions
I even said I dont blame the fiend dev for this but I feel gives a really bad impression on modded enemies since it was on of the first
You should give Critisicm in a respectful way tho
I was respectful, I just didnt pull any punches, I even said I dont have any ill feeling towards the dev
Then that’s good I wasn’t specially targeting you when I said that
But there is a lot of people who do
Who just say “this mod sucks”
I more said I hate the mod than it sucks, I dont hare the creator
They're entitled to their opinion
They don't gotta be nice about how they think about a mod
Also LE is a bloated mess
It just is
Rather than saying “ the running animation is absolutely garbage and trash”, you could say “ the running animation could be improved on”

People can sugarcoat their words but they don't need to and they shouldn't come of as bad people for not sugarcoating
Everyone is, doesn’t mean you shouldn’t be rude about it. Saying stuff like that just makes you an annoying hater

¯_(ツ)_/¯
Ill be honest when I said I hate the mod and think its bad but I also tell what I like and what I feel could be done
to make it better
I try no to be tooo rude
Yea which you did
Which is good
If your going to say you hate a mod, at least back up your opinion and give feedback
Actual feedback
Its a mixed thing for me, I dont think people should not hold their tongue on their honest opinions but also think you shouldnt be needless cruel
They should express their honest opinion, but say in a decent respectful matter
It is but it was the first mod to add moons and all that stuff, and you could say it in a more respectful way. It def did bloat
I just clown on people who want a port of it or still use it
lol
I agree, but I'm not trynna sugar coat things so people think it's good to use :p
It was good at the time, but now the future haha been paved
No need to sugar coat, simply express your words respectfully, I never said to change your meaning
I dont think my words were harsh or unrespectful
It's the simple truth of what LE currently is
It added things it should've never added as an api
Like a moon and some scrsp
Yeah, at least with AC it was content first, config seccondary
i dont mean that ur words were rude, but a lot of other people are annoying about it
Not sure why, but the toy hammer in my game last night was stuck on the ground and couldnt be picked up. Went to a new moon and it was in the same exact spot and issue
would be cool if you got get rocket launchers from old birds ion one way or another - old birds shoot 4 rockets, rocket launchers shoot 4 rockets ¯_(ツ)_/¯
that thing is huge but i like the idea
Old birds can't die anyway
the rocket launcher is far more lethal than the old bird rockets
Is it? How much damage if you know I could check I'm just lazy
around landmine damage i.e. instakill
the old birds deal 30 damage at most and most of the time just launch you
Ah I was mostly considering damage to monsters tbh
But yeah to players def not same
Interesting
Giants I think do a detection for a certain damage number and then kill themselves
Because of stuff like Easter eggs now
Which also insta kill everything
rockets 1shot giants but only with splash damage, they must not have collision or something because rockets pass through them
oh yeah i remember that happening
Anyone else has huge issues when scanning the Toy Hammer? 🤔
(The Scan Node being everywhere but where the Toy Hammer is)
Hmmmm
I guess I'll deactivate it for now then
What are the Crystal Ray and Maggie? 🤔
Uncompleted enemies
I'll get to it after the port 😭 just lemme finish my exams
Take your time :>
I feel ya
Exams are killing me rn
Why does typing "rock" on the terminal cause Moons to disappear?
If you're using LLL, it's using the tag rocky for sorting, last I heard.
i like how the go-to is blame LT
I think they just use the first channel they were already on.
Sometimes people just talk in the LGU thread in general.
(Plus there's the rocket launcher)
I am indeed using LLL, but if I input "rock" and it is recognized as "rocky", why would Moons become empty and only display the company.
Thank you for your answer. I really hope to be compatible with the Rocket Launcher because I don't have enough firepower to enjoy the game. (;′⌒`)
you can download terminalconflictfix to fix it
Okay, thank you. I'll give it a try!
It could be trying to only show rocky moons. And if you don't have any, it would be empty.
What command should I input to restore it?
Well, you have filter command, maybe type something like filter none ?
This assuming that's what is happening with moons visualization.
can't teach an old bird new tricks (dying)
Useful, I've solved it. Thank you
@royal lynx are you still porting this
yes
but im waiting for 2 reasons, LLL is still fairly buggy and needs to root out a few more bugs before im fully comfortable with porting this.
and it's exam season
I've noticed even though the Crystal Ray is set to a default spawn weight of 0 it still has a chance to spawn lol
I have had it spawn with 0 chance too
i dont know what causing this but when I buy utility belt it turns into hacking tool
Profile code : 018f3cf1-c4ac-3a85-2bb2-a8b262f9c557
I've been having that problem too
When buying one item something else arrives
Like a pinger instead of a utility belt
Or a rocket launcher instead of LGU's wheelbarrow
Or LGU's helmet instead of some other item
I think there might be some sort of soft conflict between items that add new purchase options
Use SmartItemSaving
it'll fix the issue
https://thunderstore.io/c/lethal-company/p/SylviBlossom/SmartItemSaving/ it's an issue with current LLL
i have that already
it'll be fixed whenever 1.2.3 releases
Hmmmmm
Are you using a mod like HexiBetterShotgun and not HexiBetterShotgunFixed?
dont have that
I'll install that though
Thanks a bunch!!
ok disabling SpawnableItems fixed it
this happened to me too, we just disabled the hacking tool and it solved it lmao
Batby would like to know your location...
i have no idea why that happens lmao, the config file is probably the buggiest part of the mod
Yeah I'll definitely redo that, i think it's fairly buggy and I can pretty easily remake it (I think)
Haha it was pretty funny seeing one spawn inside of Starlancer's Warehouse XD
Well I wanna guess it will be, I know Batby stated it originally probably wouldn't be but then after Batby changed plans to make 1.2.3 a lower priority and is working on it kind of on the side now so I imagine when it does release it'll have it. Don't quote me on it though
the jank mainly comes from lethallib because i did not write lethallib in a way that easily allows you to switch content after game init
because i did not intend to have config files at all originally lol
yea, im not too big a fan of config files but everyday i get asked to make a different config file lol
when i first released my mod i got asked to make a config so that my mod wouldn't register an enemy
the mod only had an enemy
Judging by the number of configs you had I thought the opposite
Just got this error when leaving the Company Building
Stack trace:
Terminal.SetItemSales () (at <255c0877f9414c3aa6f1fe5079ac13f3>:IL_00066)
StartOfRound.PassTimeToNextDay (System.Int32 connectedPlayersOnServer) (at <255c0877f9414c3aa6f1fe5079ac13f3>:IL_000d4)
DMD<>?-59157174.Trampoline<StartOfRound::PassTimeToNextDay>?-2047236220 (StartOfRound , System.Int32 ) (at <56645b16ea0a483f8f916e538e5f2336>:IL_00020)
LethalThings.MonoBehaviours.FatalitiesSign.StartOfRound_PassTimeToNextDay (On.StartOfRound+orig_PassTimeToNextDay orig, StartOfRound self, System.Int32 connectedPlayersOnServer) (at O:/github/LethalThings/LethalThings/MonoBehaviours/FatalitiesSign.cs:34)
DMD<>?-59157174.Hook<StartOfRound::PassTimeToNextDay>?-698832644 (StartOfRound , System.Int32 ) (at <f6455c5e0ef143fcb88972391437da80>:IL_0000a)
StartOfRound+<EndOfGame>d__262.MoveNext () (at <255c0877f9414c3aa6f1fe5079ac13f3>:IL_003a2)
LobbyControl.Patches.NetworkPatcher+<ReopenSteamLobby>d__6.MoveNext () (at ./src/Patches/NetworkPatcher.cs:167)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_00026)```
Seems to be some sort of problem with the fatalities sign counter?
Caused the game to not progress
Yea idk which way round it goes
You go from the bottom up iirc, anyway I doubt this was caused by LT
nope, lobby control probably has a prefix patch on it, but it wouldn't be the cause mostlikely
Something else would've borked it then
The LT code doesn't look like it would have a reason to break
private static void StartOfRound_PassTimeToNextDay(On.StartOfRound.orig_PassTimeToNextDay orig, StartOfRound self, int connectedPlayersOnServer)
{
orig(self, connectedPlayersOnServer);
if (!wasJustUpdated)
{
DaysSinceLastFatality++;
}
wasJustUpdated = false;
}
I don't know if anyone else has mentioned or found this issue before, but ever since the rocket launcher was fixed to actually save the ammo count, I can no longer buy it through the terminal
No errors but this is all i get
the ammo problem seems fixed to me
Using terminal conflict fix seemed to resolve this for me
My modpack uses conflict fix and it still doesn't work for me. Does the config for LT allow for disabling certain items?
(Not at my pc rn, so I thought I'd ask)
iirc it should to my knowledge, both for store items and scrap
Been awhile since I've played around with LT so unsure of how it is in v50
I'll take a look when I get home. When buying a rocket launcher, it delivers a flare gun. So I'm thinking of disabling the flare gun until I find a fix for that 🤷♂️
do you have betteritemsaving?
I don't. Is that what causes it to deliver a flare gun instead?
no thats not the cause, but a fix
Gotcha. I'll try it then. Appreciate it :)
link?
Turns out I do have this mod ^
But it still happens. I'm just going to disable the flare gun since we don't use it
Still cant buy the rocket launcher,
any one know if the developer is gonna update the mod again soon?
TerminalConflict fix resolves that if I remember correctly?
does anyone know if the rocket launcher ammo saves yet
This is very important
amazing
this was lifechanging
What hexcode should I be using for black
the black one
like the element?
No like arrogant
i think argon is arrogant too
it doesn't like to mix with the other elements
its too noble
Anyone already reported this?
[16:36:37.5929999] [Error : Unity Log] ArgumentOutOfRangeException: 'minValue' cannot be greater than maxValue.
Parameter name: minValue
Stack trace:
System.Random.Next (System.Int32 minValue, System.Int32 maxValue) (at <787acc3c9a4c471ba7d971300105af24>:IL_001D)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::PlotOutEnemiesForNextHour>(RoundManager)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::BeginEnemySpawning>(RoundManager)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::Update>(RoundManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<RoundManager::Update>?661272676(RoundManager)
LethalThings.Patches.Debug.RoundManager_Update (On.RoundManager+orig_Update orig, RoundManager self) (at O:/github/LethalThings/LethalThings/Patches/Debug.cs:121)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<RoundManager::Update>?-1378363636(RoundManager)
That seems like too many days before deadline.
At least that's the error I get for having alot of days.
Stack trace:
Diversity.Misc.DiversityAIManager.CurrentLevel () (at <c0ec22b760df4465ab24705f1008447a>:IL_002F)
Diversity.Misc.DiversityAIManager.SelectBatchOfEnemy () (at <c0ec22b760df4465ab24705f1008447a>:IL_00CD)
Diversity.Misc.DiversityAIManager.SpawnRandomEnemy () (at <c0ec22b760df4465ab24705f1008447a>:IL_0001)
Diversity.Misc.DiversityAIManagerRMPatch.AdvanceHourAndSpawnNewBatchOfEnemies (RoundManager __instance) (at <c0ec22b760df4465ab24705f1008447a>:IL_005F)
(wrapper dynamic-method) RoundManager.DMDRoundManager::AdvanceHourAndSpawnNewBatchOfEnemies(RoundManager)
(wrapper dynamic-method) RoundManager.DMDRoundManager::Update(RoundManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineRoundManager::Update?1910250168(RoundManager)
LethalThings.Patches.Debug.RoundManager_Update (On.RoundManager+orig_Update orig, RoundManager self) (at O:/github/LethalThings/LethalThings/Patches/Debug.cs:121)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookRoundManager::Update?-1074200992(RoundManager)
[Error : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array.
ouchie owie my console
is this caused by an incompatibility between diversity and lethal things?
full log file if its any help (just me trying to figure out what breaks what and what works)
@willow abyss This has probably been asked before but because I am curious. What were Crystal Ray, Maggie, and Red Pill supposed to become? What did you want them to do? How were they supposed to be encountered? Did Maggie exist before Masked?
Red Pill's a basegame enemy though, no?
isn't it a zeeker's test enemy that's just a nexbot of obunga or smth?
that's what i heard a long time ago
Yes
Maggie was based off the mask for prototyping that's all
hey
this being updated?
nevermind
actually imma switch up my question
does this mod still have a rocket launcher
iirc ray was meant to be a pet and maggie a zombie
redpills just a test enemy thats literally just obunga nextbot
from basegame
Obunga nextbox is from ControlCompany right?
no
Gotta say, realizing that the cookie fumo was voiced by Antlers was quite the jumpscare.
Some context, hi! I'm the person formerly known as Ukkojen. Slaire sent me.
Lmao at some point I would still like to play with Antlers sometime XD
hi hello!
welcome here :p
oh hey i know you
omg is that the chief of the media
Great to meet y'all (in slakri's case, again)
it is! i am the Media Chief
is that the xuxiaolan??
so what do you know about the media chief? any dirt?
Uh... they're slightly worse than me at Ultrakill, and they don't actually play Lethal Company
hey
Skill issue
have u played the rolling giant one, if so is it good? i know its a popular horror entity but it just doesnt seem to fit well with lethal upon first glance imo
not bad not amazing, needs more animations imo
sound design is good
It's perfect for what it is honestly
the sound design is great yeah
I don't think it needs any anims cuz the source material it's based on also has it not move at all
yea the dev gets away with that feature since the real thing just rolls lol
it's good that it's highly configurable, it's just a bit meh that it doesn't have a true behavior to it that makes it unique
I suppose "randomlyMoveWhileLooking" is unique to it, i don't know if any entities have that behavior
When I say animations I dont means organic ones but a little sway would make it look more dynamic
maybe, yeah
like it leans forward when moving and bounces back when stopping
it does turn and have rolling physics
maybe



