#Lethal Things
1 messages · Page 9 of 1
a mall interior would go hard
only problem is it'd have to be quite tall, which could mess with some things
would go well with that upcoming config mod that lets you set monsters or traps to not spawn or priority spawn in specific interiors
A mall interior that has a fixed layout but randomised stores would be kinda cool
oooo, yeah that actually sounds way better, the main halls of a mall are kinda boring for an interior by theselves
Heya! Been a while.
Was it a slow realization as you played or a slap in the face
It has
"This voice sounds familiar...
Oh wait wtf"
I was vaguely aware you were involved, but it took a while to put the pieces together.
Lmao
I still occasionally get pinged by people who know me saying things like “wait what the fuck it’s you?!”
Followed by an image of that dumb lovable plushie
It keeps whispering me things, mostly involving violence against homeless people
does maggie work?
works like a masked ye
I use it as a varient on jungle themed moons
how about the ray?
ray is a lot less functional, barely has ai from what ive seen, but can be killed for a scrap
Real
How could you suggest such a thing
Welllll, IVE never done it, ive just heard
hey, getting this error spammed is this related to lethal things ?
i was invicible from thumper + teleport trap from lethalthings were not working for me (but worked for the thumper), everytime when landing on those moons: Harvest, crest, xen, scp 19, solarius, Anny idea ?
Not a lethal things bug
Send logs
did a bunch of shit tho logs might be long
did you find anything ?
It's 63mb, so I'll read it later, my bad tho I was gonna read it and forgot and I got off the pc
Tmrw for sure
don't worry take your time i appreciate, just ping me if you find the time
most of the logs should be the same errors spammed tho
@royal lynx Sorry to bother you but do you still plan on porting lethal things
not immediately, there arent any current problems as far as i can tell that would be solved with porting, plus itll take a lot of time and work and im doing exams
bobobobilka i need models thx
what!!!!!
i need a hoverboard thx
we are NOT adding a hoverboard to lethalthingamajigs
its for me dum dum :p
lmao, n-no but i can try finding something 🥺
jesus, THIS is what comes up when i look up hoverboards, how far we've gone down as humans
i can try but im a horrible artist
i bet it's fucking blue as well
i just remembered i had some good references for hoverboard designs
not drawn by me but there was this game i used to grind with a bajillion hoverboards
you wouldnt survive the apocalypse
time to go get some references
jesus damn
here are ur angles for a basic looking skateboard lmao
damn this shit is ass
ty
so you need a fucked up flat thing with wings on it?
whatever u want, i just picked a random hoverboard out of 120 others i had
damn sure thing beermug
it's just one of those games i used to grind
whatever i'll just make ye a scrappy hoverboard that looks like it belongs in LC
ty~
@royal lynx does this look splendid
daym yeah it looks really good
@royal lynx does this fulfil
i will also be including its high resolution textures in case you find a use for them
oh daym okie
also send me ur paypal or smthn, i got some extra money this month from new work 😎
(like 20 bucks)
i wouldn't be talking evil words if i couldn't deliver
bobilka you have only talked evil words since i knew you
aside from the times you don't
Bad words or not but this model is awesome, i'd let him say whatever he wants as long as he provides such a good examples
can confirmt hat this happened to me
Chat is this real?
Maxwell playing music after turning off the music and reloading TwT
Probably the most annoying issue
:squint
My friend managed to get a Maxwell stuck in the wall of the ship. I'll never be able to unhear the song.
Hahahha
I'm pretty sure it might be a fuck up on my part but apparently sometimes the boomba doesn't explode and just vanishes when it's supposed to go boom
im having issues with this colliding with reserved slots.. it will allow random items to replace reserved slots so then the hot key for said reserved item wont work, causes desync client slide. i disabled utility belt tonight but didnt have the same issues tonight, i also feel like it might be colliding with general improvements but it ran fine like normal .
can provide vode
code
this looks sick
018fecf6-86a6-b913-be85-b228f09257e8
code for what was causing errors before disabling utility belt.. gi throwss some codes but not really relevant to reserved slots
Send logs
Also stuff like reserved slots colliding with utility belt is kinda expected
It's probably already been discussed here, but if not I'll bring it up myself, but any idea what the conflict could be between this mod and LGU's mechanical arm upgrade? The latter's item grab range does not work when this mod is enabled.
you dont see any errors in console?
and no, it has not arleady been discused here lol, most of this mod's development has ended, im just here to hopefully port and maintain it when LL breaks/I feel like it
No errors at all, thus I feel like logs wouldn't feel terribly helpful here
I told the Imperium guys about it, but apparently when mixing this, and Imperium, and the latest of ApertureDunGen or Oneshotmoons things get bad. Just spreading the word around, because there is some conflict of things bumping into each other very poorly, that takes a few of them before it goes critical.
It was probably primarily HDlethalcompany at fault, but required the other mods listed for it to explode. So 4 mods at least to actually be an issue, wild
I ended up expressing myself wrong, it would destroy itself after
It's like the Easter egg
The revolver should have a 1% chance to spawn a Maxwell with zero scrap value. This makes absolutely no sense, but has the advantage of making cats a renewable resource.
If I had to guess, it's because LT has code that used to fix vanilla functions in older patches, and maybe some of that code got changed in V50 so it now breaks more than it fixes, I know the grab prompt being buggy in my game plagued me for like 2 months and I could never figure out what it was, turned out to be Masked Enemies Showing Nametags in GI and this mod both x.x
Snorbbler
What's the internal name of the crystal ray? I'm trying to get it to spawn outside via LLL, but it isn't working.
I've tried Crystal Ray, CrystalRay, and Crystal_Ray, but none of them have worked.
I can try checking later today, generally using devtools shows it
I used devtools, but it came up as Crystal Ray.
Oh that should be the internal name
I'm not too sure then
It's not a complete enemy so there could be problems due to that
I know the lost bugs people out
NOOOOO
Lethal Things
Danger stuff
Arson with a trumpet, what sins shall she commit?
lehtjt al tjimgms
Mod seems to break game when creating new world (V55 Beta). disabling this mod made the game work again
Yeah of course the mod is gonna break on a new version
The beta is gonna be frequently updated so I don't see a point in this mod getting updated until full release
still good to scout for bugs
This isn't the same as the V50 Beta from what I understand, it's more so a close to final release build to get it out on the promised release date while Zeekerss takes another week or so to finish polishing it up for the main branch
He was very adamant about not really wanting to do public betas anymore after what happened with the V50 stuff, so I don't think it's gonna be anywhere near the same as V50's beta stuff was
people should still 100% wait
I mean you're taking up updating the mod now right? I hope fixing it goes well when V55 fully comes out and you get around to it
i still have to setup the unity project etc which would take ages, if its a simple fix ill just make a pull req with the changes needed
and im not "fixing" everything, some stuff will need heavy testing like the rocket launcher ammo and i just dont have the unity set up for that currently
Yeah
i dont really understand what the flaregun does
does it just lure outside basegame enemies?
also what is the pinger's purpose i dont rlly get it based off the description alone
a way to help out people who're lost i'm p sure
you just follow the flare
i did some more testing and its fucking OP
it just removes night time threats
it lures dogs and giants and even giants from the giant specimens
fr thought it was just a shitass tool to help people from getting lost
there are 0 cosmetic/useless items in LT lol
whats the pinger's deal
i dont get it
I mean it wouldn't be useless lmao
you'll have to show a picture i dont remmeber what a pinger looks like
ah yes, me getting lost on... um... maybe march?
looks cool /j
fogy
i dont actually remember, does it not say in the readme?
foggy aint that foggy tbh
it just says
"Sends a location ping to your nearby colleagues."
what does that even mean
it probably shows a scannode for everyone when you scan smth w it
like it pings the location of the item
hmm
oh yeah I remember
that seems cool actually
you just left click and it pings where you click or smth
What about the rubber hammer? 🤔
its just russian roulette 🔨
do you guys feel like the flare gun is op?
you can just shoot it in a direction and essentially disable all of the the threats in the area
u can just raise the price if u care about balance
im just gonna disable it
ROCK AND STONE
🗣️🔥
Is anyone else getting this in v55? (With Lethal Things installed)
Send logs
Seems like intro tweaks error
Haven't used intro tweaks in a long time, last I heard it does some bad stuff with skipping the intro
I also have that issue sometimes, but LethalThings is one of two issues with my modpack when I bring it over to v55
I haven't quite isolated it down to what else could be causing this
I'll see if removing them fixes it
Removed one, the other, and both and it still did the same thing
Another funny thing too: when I remove everything but Lethal Things and it's dependencies, I get this:
Usually this is config or mod desync
I've had that happen with other people joining me sometimes but right now I'm playing alone
do we know what causes this yet? lethallib or something more specific?
i dont have this mod installed but im having the same issue so im thinking it might be lethallib
I have many mods using lethallib and the game runs fine
Maybe it's not just this mod, other mod in your modpack may be broken too in v55
Can we get Slaire's funny dialogue added to the knife?
the knife got implemented?
no, so idk what they're talking about 
Though I'll ask eba to update once v55/56 fully comes out cuz some stuff got mismatched
i'd have to redo all of it anyway i think
I more meant adding the lines to the vanilla knife somehow
oug
I got the same thing haha
The mod currently breaks the entire game, fingers crossed for a compatability patch
mod broken +1
We're aware
@willow abyss Will this also fix the issues with the grab prompt being weird? 🥺
idk what you are talking about
i haven't noticed anything weird about the grab prompt
It mostly started after LGU added the Mechanical Arms upgrade tbh
oh i don't really test with other mods
Wait LethalThings is back up??
I'm pretty much retired from modding this game
You can see it appear but can't actually pick an item up unless you're right on top of it
Maxwell... my beloved
Yeah

I wonder if Whitespike could pr you a fix
i think the mod should work okay
@halcyon zinc
at least on its own
nom?
You think you could pr a fix for the interaction LethalThings has with Mechanical Arms in LGU?
I would imagine it'd be quite an easy fix
(basically if someone PRs i'm find with pushing an update but outside of that i'm more focussed on other projects)
It still works
Im not surprised
alr thx, yea I have not been active in the server for a few months now lol
neither of them "actually kill"
wdym?
like
Redwood accidentally stomps on you
Driftwood throws you
stomping doesn't instakill unless you get really underneeth it
in which why would you
then Driftwood just throws you
yeah they don't use the thing that changed in v55
DeathMethod
You'd be surprised how easy it is to die to one on Titan XD
I went down an opposite staircase to avoid a Redwood, Forest Giant was there so it came bum rushing and stepped on me
lol
Lmfao
Also yeah
I dunno if its cuz of the monsters and how they kill you
but im so curious why the DeathMethod changed
I can't use The Fiend 
probably related to ||barber?||
maybe
Barber sounds far fetched though
cuz it snips you when ur close
things killed you before when you're close
like The Fiend and all that
Kidnapper fox at least would sorta make sense
i love that i haven't touched this game since the last update so these words mean nothing to me
Lmfao
Yeah you recomped the mod for V50 and that was it
someone just told me what to change
Maxwell was prancin and dancin at his finest
lol
I love that you added Maxwell btw
you'd be surprised how often i just mod completely blind
gnarpy is cooler
EVIL MAXWELL
WHAAAA-
OH YEAH
I FORGOT ABOUT THAT
I remember when maxwell would always be evil after rejoining a save
tomfoolery
and you could stack explosions by interacting multiple times
maxwell can no longer be evil on the ship i think
Funny enough I never had evil maxwell enabled
that was so funny
especially with like 3 people spamming it
you missed out big time
orig(self) calls the original method, right?
I never was a fan of maxwell being evil
especially not knowing the context of evil maxwell
self is just the calling class instance
So half of the ifs are not necessary before this because they are already in the original, yeah?
uhh what hook are you looking at?
The BeginGrab one.
uhhh from the belt?
Yeah.
those checks are just there because i can't really insert code in the middle of the original function
and don't wanna do il hooks
calling orig wouldn't stop the code when hitting the checks inside of it
it would just continue after it
i explained that very poorly
Yeah, they are like prefixes before orig.
but yeah basically it is just so i can run those checks to halt before my own code
theres probably some better way to do that
I'm really tired right now lmao
uhhh this code prevents players from grabbing multiple belts at once
i think?
I think it stops it when you attempt to grab it, yeah.
couldn't find a better way to do that at the time
(and haven't followed modding since then so idk if there is a better way lmao)
Understandable, haha.
Don't know if putting in the item's Update would be a better idea either.
For the not held ones, at least.
honestly this seems like a pretty clean solution still
it still calls the original code as normal
Yeah though there is some repetition of code but that's fine if you need to reorder some stuff.
actually do i even need those ifs
i don't think it is a big deal to just set grabbable temporarily before calling orig
since it unsets it immediately after
private static void PlayerControllerB_BeginGrabObject(On.GameNetcodeStuff.PlayerControllerB.orig_BeginGrabObject orig, PlayerControllerB self)
{
if (self.currentlyGrabbingObject is PouchyBelt)
{
var hasBelt = self.ItemSlots.Any(x => x != null && x is PouchyBelt);
if (hasBelt)
{
self.currentlyGrabbingObject.grabbable = false;
}
}
orig(self);
if (self.currentlyGrabbingObject is PouchyBelt)
{
self.currentlyGrabbingObject.grabbable = true;
}
}
this should be fine
Uhh.
i think?
Not sure because if orig is the only thing that updates self.currentlyGrabbingObject
You would probably find it null before the call.

From what I remember, the LGU's wheelbarrow has like interact triggers which are updated per frame and check what is the local player holding and that sort of stuff.
I don't know if it's great or not but yeah.
an IL hook would be the cleanest, but i haven't touched IL stuff in years so not confident there lmao
I never touched it so I would have no idea what I am doing in a hook, lol.
i could implement InteractItem()
and set grabbable there
then i don't even need a hook
uhh i guess i'd have to unset it at the end somehow
Nice, it's before.
You could probably keep the toggle back on in that hook.
And put the before orig stuff in InteractItem
That seems to work, yeah.
if only the player was passed to InteractItem lmao
i think it is local
Then yeah, it should be fine using local player.
The other thing is the uhhh text prompt when looking at a belt.
GameNetworkManager.Instance.blahblah
yeah thats uh
PlayerControllerB_SetHoverTipAndCurrentInteractTrigger
is that breaking stuff too?
Uhh.
With other items, no.
But I would assume that when looking at the belt, it wouldn't be the same distance compared to others.
Or at least, to show that you cannot grab another belt if too far.
I know.
But like, I got bored about other mods constantly messing with those values by overwriting.
Thus I just made transpilers to add mine separately.
lmao
It was getting annoying at some point.
it is a bit annoying that the game doesn't just have a implementable function for cursor tooltips on grabbableObjects
There is GrabbableObject.customGrabTooltip
yeah but that's like for all items
Though you would probably have to update that every once in a while.
No, it's GrabbableObject field
public override void LateUpdate()
{
base.LateUpdate();
if (this is PouchyBelt)
{
var hasBelt = GameNetworkManager.Instance.localPlayerController.ItemSlots.Any(x => x != null && x is PouchyBelt);
if (hasBelt)
{
this.customGrabTooltip = "(Cannot hold more than 1 belt)";
}
else
{
this.customGrabTooltip = "Pick up belt";
}
}
}
i think that should work
I mean
who cares about performance ig lol
You put that in PouchyBelt class, yeah?
yeah
So this is PouchyBelt, right?
LMAO sorry i copy pasted that code
Lol.
I WAS SUPPOSED TO GO TO BED LIKE AN HOUR AGO
Go sleep then!
I have a bad habit of needing to finish things lmao
I'm joking around lol
alrightt lemme see if it works and then i'll go to bed
Lmao @ember umbra would definitely argue with you about this XD
Don't tell them about the wheelbarrow
lol i have someone in the discord of the other game i mod who constantly does micro optimizations and meanwhile i'm like concatenation go brrrr
We need more string!
Good enuf.
The beta testers will test better for you anyways.
That's fine.
It's okay WhiteSpike can do that for you
c;
You need your sleep lol
Damn 
I'll test for ya!
:D
Your work is amazing and we are all grateful you have made this mod and had updated it to the newest update
if you truly are retiring from modding I must say we truly appreciated you and your mod's presence in the modding community

if it makes you feel any better i don't understand these words either
It added the "Snip" and "Inertia" deaths I believe
Snip being directly correlated to Barber
Inertia related to flooring it into something with the car and dying from the damage caused by it
Ah okay
wait but how did that break modded monsters?
pretty sure the code for monsters would have been optimized for a specific type of death
I thought Xu was taking over Lethal Things
hello just wanted to know if this was updated for v56?
its pretty huge, im planning on finishing some unfinished content
3d models
daym
Have you seen my latest thing in #artwork
very bootiful
You keeping Maxwell?
not changing lethal things as it is, ill probably just be finshing up the code for like, mantaray, the lost, and just making sure they work as intended
Hell yeah
Maxwell lives on!
lol
There'll be like
mantaray? the lost?
enemies in LT that have 0 spawnweight by default iirc
i don't think thats working properly btw lol, i've heard people talking about them spawning anyway
i've heard both tbh, i can just look rq at the content loader stuff
also do you remember why you made reelup stuff for the hammer rather than using vanilla's shovel?
they have configs, so people just have to turn off the config for mantaray and maggie

huh?
Mantaray is that entity called Crystal ray?
ye
i was looking at the code for the hammer, it's inherits as a grabbable object rather than a shovel
which warranted code to act as a hammer
made things easier iirc
i had to reimplement the damage stuff anyway
cuz for the low chance to one hit kill or the bug where the shovel hits the player like 3 times?
note that the hammer is also like one of the first things i added, my knowledge wasn't very good at the time probably
Mantaray works fine i guess? It doesn't really do anything but has a good drop and runs away from the player, what was planned to him?
that's fair
there was like no other item mods when i made it
actually i think there was literally none
lmao
yeah, now there's so many 
uhhhh it sneaks up on players if they stand still, but if players approach it it runs away, if players don't move and it gets close players can pet it to befriend it and then it will follow players around like a moving light source
but the AI is super jank lmao
why would it do that
not too sure
it is literally just mask without the ability to interact with stuff or run
i havent seen someone play with it in a good month so i dont remember exactly what it was
yeah which really confused me
ah wait it might be not inventory, it might've brought back the red fog bug? ill spawn it in a bit and see
idk if u remember, but there was a bug where masked would grab the player, and their screen would just be half red forever
i don't think i have played the game since the mask was added
oh that is indeed quite a while
might be related, i probably took the mask code during beta
shrug
found a screenshot of the bug in reddit, horrible quality, but iirc that's how it looked like
fair enough
@willow abyss are you cooking again or nah
nah
i just keep the mod working
currently trying to get this unity project to xiaolan lmao
The lost is very buggy and creppy, i only found it once and was scared as fuck, i was in Dine (old) and was taking the loot to the ship, my friend said "Hey, there's a weird masked here", i came back to check and the losf looked at me, teleported in my direction and killed me instantaneously and my screen got that red fog in the image
should be fun to fix that or smthn 
from my memory they kinda just wander around
they throw bombs or smthn dont they?
nah
i could just be completely braindead but i remember smthn about that
they are literally just intended to be zombies
essentially
result of people teleporting while head bugged
Spooked by scary!!!
poor thing spawns in spooked by scary
i was testing some things
and maxwell is bugged i think?
i can't disable the music
yeah, like, he doesn't even dance, is just the music and his pur overlapping
weakest fan of maxwell in the chat
What happened to the poor boy
gimme a minute to reopen the game
ok so i grabbed it and said the idle line, and everytime i press "Q" that sequence happens
maybe there's a mod conflicting?
Maxwell was also playing the music like this when mine bugged
What did they do to my boy 
At least this config exists
What is maxwell without the music and what is the music without maxwell
I don't care if Maxwell is feeling sick, spray him again and I'll spray you >:C
@willow abyss any idea what's causing this? 🤔
Thought I mentioned it, but I'll look into it later
Eba isn't working on the mod other than maybe updating it when I get pr's/smthn similar
Ye
EXACTLY
Maxwell's music has gotten vods of mine muted so I never have Maxwell anymore anyways when I use LT 😦
Wait huuuuhjj????
Nooooo Maxwell is suddenly becoming a major problem when I start liking him morrreeee
Am I bringing voodoo magic
I mean
I do have a football pfp
Im haunting your vods
speaking of which
I haunted your follow button
toy hammer is also funky
Toy Hammer has had issues unfortunately
usually it'd float in the air but still usable when grabbed, but now i just cant drop it or use
Eesh
Thats odd considering the music it uses was specifically remixed by the voices of the void dev to avoid that issue
Yeah, for some reason it still tags the original song anyways lol
That it's a remix of
Yeah who knows lol
Some of it is, but not all of it
I remember looking it up when I streamed
well i would assume this is unless MrDrNose (votv dev) just did 0 research himself lmao
with a name like that, he def did his research
i just had a faint memory of the song being called something like dingus-nocopyrightfuckoff in the files lmao

holdon i don't remember where i have the extracted game files for voices of the void
did u have to get permission from votv dev for maxwell and stuff? i never really followed that if it was a meme tbh
nah I have not, considering it was already a meme before it got added to voices of the void
i probably should have asked for permission for the bone models but eh i don't think he'd make a big deal out of it lol
i just wasnt sure since this community kinda has a trend of ripping assets no questions asked
lol
i could have sworn i at least gave credit somewhere but it seems like i forgot??
i did give credit for other things

i literally have a whole credits section on the page but i just forgot about maxwell it seems
i added it in case the mod is updated again in the future
lol
prob will be, who knows
Teleporter pads working?
Does this mod work in general?
It does, apart for the maxwell incident
nah it doesnt work in #general-chat sorry, only in lethal company when installed and launched modded ||joke||
funny joke message, meant to be confusing
😭
Yeah my friend has been having this issue for a while; where for him Maxwell's music will play all distorted and glitchy when he's off, but plays normally when he's on. It only seems to happen for him, not for anyone else when we play.
people said you cant disable store items in this mod, is that true
Not true afaik
Well, the items in the store are disabled, but they aren't necessarily removed from the game.
(My Brutal Company Minus free shipment events keep coming with Toy Hammers and it agitates me, I have those things turned off both for scrap and store)

thanks!
love this mod! awesome vanilla friendly additions. i have one problem, i play with this mod and piggy's variety, they both have a "revolver" item. since they are both called "revolver" in item code, only the LethalThings revolver spawns and the actual gun does not. is there any way to fix this on my end? if not, would it be bothersome to ask if the revolver in this mod has its internal name changed to "toy revolver" or something different so i can have both co-existing? thanks!
Last time I checked they didn't even spawn
I'll test it by itself for you
and for whoever is updating the mod
presumably Xu Xiaolan I think
I forgot
Xu hasn't pushed an update yet for the mod, Eba updated it
Xu's gonna be taking on the project though, Eba's been giving her the stuff for it
Considering making a fork called LethalThingsLite that removes all things I don't care for. Probably only going to have teleporter pads and portable monitors. Would you be okay with this assuming I can figure out how to do it @royal lynx @willow abyss ?
I literally want a mod that only contains the scraps excluding the Toy Hammer because that one is so buggy
and ofc Boombas too
If I do fork it will be for things that fit into my modpack and frankly the scrap doesn't. I haven't tried Boombas before so idek
Boomba just a moving landmine right?
Don't think that really fits my pack either
I love the Boombas they are probably my favorite thing about this mod
They need to be a seperate enemy mod
But I mean if it's a popular enough feature to be released with a lite version I don't see why not
I've seen at least two moving landmine mods already
Boombas are the OG
Boombas are the best
The best 2 things in this mod is the boomba and teleported pad
Remember my friend got teleported into a locked jail cell in scoops dungeon
That was so funny,lol
Can boombas be deactivated by the terminal? I've never tried
If not, that might be something moving landmines could have over the boombas
well they are way fancier looking than the basic moving landmine mods
ive been playing and boomba's teleporter pads, and everything else worked for me
How do I purchase a rocket launcher when the terminal keeps thinking I'm trying to filter moons by rocky?
Is there a way I can turn filters off?
Perfect! Thank you
Thank you as well I looked at the releases here to see about contacting the mod creator about the issue but glad to see there's a fix for it
thats a thing!?
What?
neat, i thought about implementing something like this in the past but never could figure it out lol
Yeah because LLL lets you filter moons by level tags, so when you type "rock" it assumes you want to do that. The mod Kogi told me to try fixed it.
oops wrong chat
fuck you burn forever
evil gnarpy actually looks cool
no hes just scorched
hell gnarpy it is
Is he going to be an item? :3
no i just scorched him
yeah bobilka when are u gonna maintain lethalthings
i mean i guess i can scorch a gnarpy and have us add a rare texture variant into the game, but not this specific one since this one has different UVs
the variants work by material, so yea UV would matter
Hey what mod do you have that makes the purchasing menu look like that
this is how it happened
awesome, thanks!
He's angry
the evil alternate gnarpy manifests itself
i cant tell which one is evil
Both
Anyone been having errors with the boomba?
I dont think so?
Weird. I was playing on the school house interior last night and got a bunch of log spam about the boomba trying to navigate. I didn’t save the logs though so I can’t help much with specifics
It was definitely stuck in the wall though
Already reported this issue to Chillax dev, but it's possible it came from lethal things too and just wanted to point it out for ya to check out in your mod. Every so often I would get an error of a scraps min value being higher than it's max value and it would freeze our landing. By process of elimination it's for sure from either Lethal Things or Chillax. The item in question is one with a rarer spawn rate since it wasn't often it would happen which leads heavy belief to Chillaxs mod and he's looking into it.
is the scrap max value even used for anything?
cause i think i can remember Batby saying it's not
The issue is a scraps min value is set higher than it's max value. I would assume If you set nothing for the max then it would consider it 0 resulting in the min value being higher creating the issue.
Waiting to hear back from chillax dev though to see if they found the issue in theirs.
Is that working with v56 ?
Yes it is.
I can't find any scraps or tp in the map
Is it work with some maps only ?
You probably have a conflicting mod in your pack. Also if you have other scrap mod packs and custom moons with their own unique scrap you will limit what you can find due to a bigger pool of scrap for the game to pull from. The custom moon really shouldn't matter. I've had the teleporter pads spawn on custom interiors l.
guys hear me out: for no reason in particular, this mod should have pogo sticks
@royal lynx what do you think
Animating the player is really annoying :<
I gotta animate the player silly
completely take someone else's code for animating a pogo stick guy
aww..
[Error : Unity Log] NullReferenceException
Stack trace:
AddonFusion.Patches.PlayerControllerBPatch.FixVehicleParent (GrabbableObject& ___currentlyGrabbingObject) (at C:/Users/Geoffrey/source/repos/AddonFusion/AddonFusion/Patches/PlayerControllerBPatch.cs:21)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::BeginGrabObject>(GameNetcodeStuff.PlayerControllerB)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<GameNetcodeStuff.PlayerControllerB::BeginGrabObject>?-1609622098(GameNetcodeStuff.PlayerControllerB)
LethalThings.PouchyBelt.PlayerControllerB_BeginGrabObject (On.GameNetcodeStuff.PlayerControllerB+orig_BeginGrabObject orig, GameNetcodeStuff.PlayerControllerB self) (at O:/github/LethalThings/LethalThings/MonoBehaviours/PouchyBelt.cs:42)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<GameNetcodeStuff.PlayerControllerB::BeginGrabObject>?-476120324(GameNetcodeStuff.PlayerControllerB)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::Interact_performed>(GameNetcodeStuff.PlayerControllerB,UnityEngine.InputSystem.InputAction/CallbackContext)
UnityEngine.InputSystem.Utilities.DelegateHelpers.InvokeCallbacksSafe[TValue] (UnityEngine.InputSystem.Utilities.CallbackArray1[System.Action1[TValue]]& callbacks, TValue argument, System.String callbackName, System.Object context) (at <dbb0ce7b96144bd8bcbcb8b0d765f970>:IL_001B)
UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
[Error : Unity Log] NullReferenceException while executing 'performed' callbacks of 'Movement/Interact[/Keyboard/e]'
looks like the utility belt is killing the game
AddonFusion is the cause
yeah at the top you can see the error comes from AddonFusion lol
yeah slowly killing the bugs
esp now that I am not playing solo bugs start to rise up
Even when the toy hammer is disabled from the shop, it is still eligible for discounts, which takes away from other shop items being discounted and makes some mods like DiscountAlert weird
yeah, not much can be done about that rn 😔
i love discord formatting in error logs
this mod is goated ong
Truly, what a cool idea
pinger shows a scan node to every single player in the lobby when you use it, showing them where something is
flare gun is for helping people find the ship if they're lost and also leads enemies to the flare's location I think?
The pinger has global range? Everyone can see the node?
Yeahp, at least the distance is super far on both items
can someone explain to me what these three entities are?
Unfinished creatures
Crystal Ray kinda just floats in place, emitting light and making noises
I haven't personally encountered Maggie but from what I've heard, I think it is just a masked clone
But has a chance to appear if you teleport a player
I'd probably turn off the ray and keep Maggie on
Crystal Ray is supposed to be a passive little fella that can be pet and tamed to be used as a living light source or killed for a valuable crystal but I think the crystal and petting is mostly bugged
the thing with maggie is when it grabs you, and somebody saves you with a shovel it breaks your game, you're stuck looking in one direction and can't move
THANK YOU
i thought so
last night me and my friends played and some sick creature wearing someone's skin came running at them
and it was like a real found footage sighting, he ran away so fast we couldn't tell what he saw
are you sure that's not just the maggie using the same behavior as the masked in an old update
because this has been fixed
when?
Last time I had that issue was like 2 days ago
with maggie or the masked
maggie
oh well we actually haven't interacted with maggie outside of running from it so it might be a maggie problem then
kinda sad, i really like it
also day two of me asking for the revolver to be renamed to toy revolver so the piggy's variety and lethal things revolver can coexist
oh they can't?
noo :(
they are both "revolver" in the code
so the mod i'm using to inject scrap however wherever i want has it "revolver:10 .. revolver10"
and the toy revolver is prioritized over the functioning one :(
explains why I've never found it..
so sad
if either of the mod devs changed the name this problem would vanish
same thing with the slender man mod
the pages are just "page" so only one type of page spawns
the mod still works tho
@willow abyss would this be too much to ask?
I'm working on rebuilding the project slowly, at the same time, piggys variety mod gets regular updates while this doesnt
It'd be much better to ask piggy to edit it
i see, thank you
I havent had issues with both revolvers spawning
eba is not working on the mod i dont think
not anymore
i dont really work since there isnt anything required from me but if Xu or whoever else need a model i can make it for like 20 bucks and a pepsi
i can also make things for others' mods i guess but theyll never find me
ooh i see
bilka when the concept of models or any vaguely adjacent topic is mentioned:
found weird bug
when you step boomba no wanna explode, but if you crouch + walking to boomba. the boomba will explode
dont test in Test Room ( ofc 100% work explode ) this is happend when landing moon not in Test Room
i like to think this is a "forgot the !" moment
is mask enemies showing nametasgs still an issue?
Hey can you check if all your items have scan nodes? because the rocket launcher, portable teleporter (and advanced) and remote radar don't seem to have them
teleporter ? isnt that lgu stuff
Nom nom
shovels dont have scannodes, rocket launcher etc not having a scannode is intentional afaik
I can take a look at portable when I have time.
Don't they? I'm pretty sure I can scan for a shovel XD
u prob have other mod that let u scan shovel
probably hahaha
rocket launcher can't be bought from store
for some reason I press enter, go to it as if I just went down a space, but no purchase command is acting in place
try use terminalconflictfix mod ?
I did
Does anyone know how to fix the fact that items you have turned off in the store can still be on sale?
Like the utility belt
guessing another mod is breaking the boomba
already test only lethalthings. and ya same like in video
did you use the requirements? all boombas I've encountered have worked
ofc use lol. if no dependencies mod will not work
Only difference on my end is I use autohookgenpatcher and not the regular hookgenpatcher 🤷
i mean this is bug like same old lc v45 when landmine ( boomba ) wont explosive if no crouch
so only dev mod can fix
I mean, you could try reinstalling the mod from scrathc, as I stated earlier boombas still work for me in v56
If you buy a rocket launcher and leave it in your ship when you exit the game, upon reloading that save, the rocket launcher will still be there, but will be completely empty, and thus useless. It does not matter how much ammo they had left before the reload. I have the terminalconflictfix mod for allowing us to buy the rocket launchers, but its annoying when we get enough money to buy like 10 of the things and they're all just useless next time we play. This is a recent issue, as I remember pre-v50 this never occurred.
this same thing is happening to me
I had this issue way before v50
It would even happen with shotguns for me
I wonder if any of the fixes mods that save loot from losing their id and turning into random other loot might help with the issue
Are there any known bugs with the belt still or is it working pretty solid now? I've had it disabled for a long time but have been wanting to reenable it.
Not sure tbh, it's been a long time
it has been working fine for some people who play with me when i host, but it never seems to work properly for me 😂 that or im just being a dumbass
I guess I'll re-enable it and give it a shot.
I haven’t had any major issues with it
[01:58:35.1070714] [Error : Unity Log] ArgumentException: The Object you want to instantiate is null.
Stack trace:
UnityEngine.Object.Instantiate (UnityEngine.Object original, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation) (at <e27997765c1848b09d8073e5d642717a>:IL_0049)
UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation) (at <e27997765c1848b09d8073e5d642717a>:IL_0001)
(wrapper dynamic-method) RoundManager.DMDRoundManager::SpawnEnemyGameObject(RoundManager,UnityEngine.Vector3,single,int,EnemyType)
RoundManager.SpawnEnemyOnServer (UnityEngine.Vector3 spawnPosition, System.Single yRot, System.Int32 enemyNumber) (at <c9d7e026adb34f2d9ff3c345b08b6a12>:IL_0012)
(wrapper dynamic-method) RoundManager.DMDRoundManager::SpawnEnemyFromVent(RoundManager,EnemyVent)
RoundManager.SpawnInsideEnemiesFromVentsIfReady () (at <c9d7e026adb34f2d9ff3c345b08b6a12>:IL_00BA)
(wrapper dynamic-method) RoundManager.DMDRoundManager::Update(RoundManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineRoundManager::Update?653954150(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?-276500856(RoundManager)[01:58:35.1070714] [Error : Unity Log] ArgumentException: The Object you want to instantiate is null.
Stack trace:
UnityEngine.Object.Instantiate (UnityEngine.Object original, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation) (at <e27997765c1848b09d8073e5d642717a>:IL_0049)
UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation) (at <e27997765c1848b09d8073e5d642717a>:IL_0001)
(wrapper dynamic-method) RoundManager.DMDRoundManager::SpawnEnemyGameObject(RoundManager,UnityEngine.Vector3,single,int,EnemyType)
RoundManager.SpawnEnemyOnServer (UnityEngine.Vector3 spawnPosition, System.Single yRot, System.Int32 enemyNumber) (at <c9d7e026adb34f2d9ff3c345b08b6a12>:IL_0012)
(wrapper dynamic-method) RoundManager.DMDRoundManager::SpawnEnemyFromVent(RoundManager,EnemyVent)
RoundManager.SpawnInsideEnemiesFromVentsIfReady () (at <c9d7e026adb34f2d9ff3c345b08b6a12>:IL_00BA)
(wrapper dynamic-method) RoundManager.DMDRoundManager::Update(RoundManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineRoundManager::Update?653954150(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?-276500856(RoundManager)
LethalThings breaking doesn't surprise me
It's kind of why I stopped including it in my pack
Well im sure eventually there'll be a fix
I love the mod but it's built in a way where it breaks very easily
Im just not updating any of my mods right now
oh the build
nevermind
I thought it was cuz of new version

Most mods already work with V60 and have been updated to work, there's very few that don't
wait really?
Yes
Those all work
So Lunxara
and Simon is uploading a fix for that tomorrow
Is it okay if I can DM you later to review my Ultra Modded Modpack?
disable what is broken?
If thats okay
if not understandable
I already am not feeling very well otherwise I probably would
Me too, my left eye has been extremely irritated from really bad allergies for like this past week
I hate August
Oh jeez!
Im so sorry
You just take your time and hope you really feel better Lunxara.
:(
How reproducible is this? LethalThings is mentioned way down the line
Had a similar or the same error string on seichi, with the scarlet devil mansion interior. Difference was I think it was an issue while trying to spawn a barber, so my issue could stem from barber fixes or just the fact that the interior hasn't been updated for v61
Barber was at least specified in my string is all I can say, and of course LT in the same manner.
its just a stupid unity thing...
tho i have no clue what caused it to break lethalthings
I think it was the Boomba trying to spawn
it didnt
lethalthings is just way down the line
Lethalthing is working great tbh
great, good to know
I only removed it while trying to figure out that issue that ended up being not lethal things.
now i miss it
lol
My party is just beating the crap out of Pjonk D:
Also Pjonk is still good @royal lynx
Her eggs are working good too.
I know this is the wrong one, but one of my members did run into a bug with Pjonk where they couldn't pick up the egg
Funny enough it was with Lethal Things Teleporter pads. It broke the egg for them when Pjonk hit one and then they couldn't pick it back up
at first yeah
he said it wasn't often it happens but he believes its when Pjonk teleports
damn, i saw that bug in max's video too, ill look into it
Hope its an easy fix sorry I didn't know sooner when you asked
all good lol, i just gotta figure out why it's setting grabbable to false
oh, i think i just didnt account for the scenario where pjonk gets damaged by anything that isnt a player
i think max broke it with the seamine
LMFAO
Is it maybe that when she is holding it, it doesn't reset unless returned to the nest?
so if anything interrupts her it just breaks?
nah that should be fine, good call out though ill check that just incase
Awesome hope it helps. Maybe its just specific interactions too causing it. Either way its a very rare issue with my party. Still very solid coding there Xu
ty, ill put out an update for it, itll be for both v61 rebuild and hopefully more foolproofing
oh and just incase u encoutnered this, their group had a baby goose spawn in nowhere near a mama goose and it took like 20 seconds for it to build its nest
not sure why or how this could happen though
Oh thats weird thanks for that heads up.
wdym one type of page?
i have never had any issues with lethalthings
the way the pages appear as scrap internally they're just called "page"
so even though there's like five different looking pages, only one spawns
oh you're the dev, my fault. the mod works fine unless you have a mod like LLL or CentralConfig that specifically states what scrap should spawn where
in your mod the pages 1-5 are just called "page" but they all spawn with their different individual images on the front of the page like in the slenderman game IF there isn't a mod determining what items spawn where
so with lethal things and piggy's variety, both revolvers are called "revolver", only one spawns
for faceless stalker, all five (four?) pages are called "page" only the "always watches no eyes" page spawns
Same I see all the different ones spawn.
so something weird, i cant tell if its lethal things. Sometimes when entering a modded interior the flashlight clicks but wont display light. BUT, when i picked up a utility belt, I could see the light again. but only when i wasnt holding the flashlight in my hand. also no errors at all in console lol. any ideas?
it's most likely a mod causing you to have to update the flashlight for the light to turn on, next time try dropping it and see if the light comes back, for me it was a mod that randomised flashlight colors
It's a reserved slot bug I believe. Usually dropping it fixes it or just going out and back in
Do you think it could be the hotbar mod? The one that enables more slots?
I can post mod list in a bit
i was having this issue before and i think what was causing it was a conflict between cullfactory and that mod that comes as a dependency for more emotes/better emotes. i think its called runtime_netcode_patcher or something, (its marked as deprecated) if you have both of those try disabling one or the other.
Thanks I’ll try that
feel free to send a profile code and steps to repro (seed override in CullFactory config may help) if that continues to happen
it's very possible that mods that give players new ways of carrying items might not be accounted for by CullFactory
for today's daily creacher i drew arson's extended family
arson lore:
Arson is the species name, the do not do silly human concepts such as names
The collective term for arsons is a "slaughter of arsons"
If you do name an arson, it will gain a 3000% power boost because it becomes a named arson.
okay bye
loaf arson
is slaughter said like laughter with an a
also enbarson :)
arsonb
Lethal Things isn't showing up on Gale anymore
Did it get deleted?
Also wondering if it's compatible with v62
I mainly want it just for the Maxwell scrap
has anybody else had issues with boomba not exploding anymore?
ya that broken since no update when v56. better disabled that
only work explode when u crouch
I love it. Gives a false sense of security around them lol
Kaboom?
Are you playing on 30fps? 
When spawning 50 of them at once, yes
how can i remove the revolver item? just because it overrides the working revolver gun from Piggy Variety
I don't get this issue when I've run them both.
Both will spawn for me.
yeah your right, both spawn
however im unable to manually spawn them with Imperium, as they both have the same name
both "revolvers" spawn as the toy one
I haven't messed with Imperium a lot. Does it take only names as they appear when scanned/held, or can it also take internal names?
Oh wait, that wouldn't help, Piggy's Revolver's internal name is still just Revolver, this one's is called ToyGun
Does it accept numbers for the item's ID?
If you could figure out what the item's numerical ID is (it will change based on when it's loaded in your modpack in comparison to other mods), you can spawn it that way.
really? im pretty sure that they both have the identical name "Revolver"
ill give this a try. thanks for the suggestion!
Well, this is what Lethal Quantities tells me when I see it now with Piggy's Variety installed
It also says "Revolver(ToyGun)" on it, and "Revolver(Revolver)" on the real revolver
But there are numerical IDs as well, that's just the internal name or ID
If you are having an issue with one revolver not spawning you need to debug, ive never had a problem 🤷♂️
He's trying to spawn one in via commands (Imperium), they are both spawning naturally
ohhhhhh
Using a command to spawn "Revolver" by name brings up the toy version from this mod, not the weapon
never used imperium so dunno how that works
Neither have I to much extent. I actually use DanceMoon (despite not being updated, it still works for the most part), and whenever I try to find a specific item that it can't find by name, putting the item command with no arguments shows me the complete list of items with their ID numbers and I can see what ID number belongs to the item I want.
if hes using quality company he could always give himself enough credits to buy one and do it that way?
So in this case, instead of 'spawn revolver 1' I would instead do 'spawn 328 1' (or whatever the ID number is)
Imperium could also give credits, not to mention having the Revolver in the shop is a config setting that he might have disabled.
good point
yeah buying from store works fine
its just a pain that i cant spawn it quickly
when i type "revolver" in terminal, both versions come up, but both spawn the toy one since it override or something. tbh, idk
but its just an annoyance, not an issue with this mod
Is this mod working on v62?
For me it seems to work fine sometimes, but other times creature spawning seems to break. Vents will make the crawling sound forever but nothing will come out and there's errors in the console mentioning LethalThings
if u get those errors again please send em
Mentioned something about round manager or something like that. I'll send it when I get a chance
Looks like it might be something else. I'm getting the same problem without LethalThings, but the error message doesn't have LT in it
[Info : Unity Log] Found enemy vent which has its time up: VentEntrance(Clone). Spawning Flowerman from vent.
[04:13:49.9651041] [Error : Unity Log] NullReferenceException
Stack trace:
UnityEngine.Object.Internal_InstantiateSingle (UnityEngine.Object data, UnityEngine.Vector3 pos, UnityEngine.Quaternion rot) (at <e27997765c1848b09d8073e5d642717a>:IL_0000)
(wrapper dynamic-method) UnityEngine.Object.DMDUnityEngine.Object::Instantiate(UnityEngine.Object,UnityEngine.Vector3,UnityEngine.Quaternion)
UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation) (at <e27997765c1848b09d8073e5d642717a>:IL_0001)
(wrapper dynamic-method) RoundManager.DMDRoundManager::SpawnEnemyGameObject(RoundManager,UnityEngine.Vector3,single,int,EnemyType)
RoundManager.SpawnEnemyOnServer (UnityEngine.Vector3 spawnPosition, System.Single yRot, System.Int32 enemyNumber) (at <066a7b7eb8c24d4facd1e255e669803f>:IL_0012)
(wrapper dynamic-method) RoundManager.DMDRoundManager::SpawnEnemyFromVent(RoundManager,EnemyVent)
RoundManager.SpawnInsideEnemiesFromVentsIfReady () (at <066a7b7eb8c24d4facd1e255e669803f>:IL_00BA)
RoundManager.Update () (at <066a7b7eb8c24d4facd1e255e669803f>:IL_001A)

