[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)
#Lethal Things
1 messages · Page 10 of 1
With LethalThings installed, I get this
[Info : Unity Log] Found enemy vent which has its time up: VentEntrance(Clone). Spawning Hoarding bug from vent.
[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)
(wrapper dynamic-method) RoundManager.DMDRoundManager::Update(RoundManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineRoundManager::Update?1879844064(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?-519955244(RoundManager)
[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)
(wrapper dynamic-method) RoundManager.DMDRoundManager::Update(RoundManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineRoundManager::Update?1879844064(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?-519955244(RoundManager)
I could really use some help finding out what mod's causing this bug if you have any idea what's going on
its probably lethal things
It's not?
He literally reproduced it without LT lol
LT just patches smthn there so it gets caught along in the error
so im seeing that lethal things is not compatible with v60x
What are you seeing? The only problems I’ve come across are the weird item duplication thing when you pick up the utility belt, the rocket launcher loosing its ammo upon opening the save, and the flaregun getting stuck in the cabinet
But the last two have been there since before v62
Doesn't need recomping afaik
wdym it works just fine
person above had that error both with and without the mod
Umm,rocket launcher and utility belt dont pop up in the store but when i type in terminal it gets offered..
What mod version should i run,game is v49
I've had issues with the roombas before v60, idk if that's fixed
Do u remember what the issues were?
isxus
Interesting, okay
and no, It's not the interior, I was having that issue in the Facility
Ye, I'll look into the code for that while redoing stuffs
My b
I was just thinking of something goofy with v62
Imagine this (mechanic spoiler):
||If every scrap on a moon for that day became Cookie Fumos or even Maxwells||
i had it happen with the cookie fumo, it was fun throwing them at my friends xD
Why are you on such an old version???
Cuz it matches a modpack im using 😱😱😱😱
😱😱😱😱
😱
Just update everything.
You're gonna run into so many unfixable issues the longer you use old outdated versions.
lgu
they were part of LGU but now have their own mods along with one called Sci-Fi box
thanks guys :D
What is the strings for the itemnames of the items in this mod?
like the internal name
Is it a mod feature or a bug that the rocket launcher is emptying all of its ammunition after loading the save? I mean, I am not shooting a single time, and it is empty after loading the save.
it is a bug, tho we dont know when theyll fix it cuz its been a whilee since it happened
just make sure to use it right away after buyin if u think a run gonna take a few reopening lobby
Is the boomba not working propoerly for anyone else? Sometimes I step on it and its explosion is delayed or doesnt explode at all
Which is super weird
I disabled it until it gets fixed
this mod is very incompatible with certain addons, as it deletes all the other items in the ship after reloading a save with this on
I don't understand how people have problems with the Roomba, any scale works on my end and the little things have killed me more than i would like to admit
i've noticed that before, likely a problem of a badly used LL feature, i think to fix it i just reloaded the lobby and it went back to normal, it didnt delete items it just cycled to the next item in the list of items available
(i've been doing daily creacher drawing challenges on the noita discord and today i made new arson lore)
goop
gooper
man i miss noita, maybe i should play again i havent found the stuff in latest major update
omg i love this
Utility Belt is not working with V64. I believe it's conflicting with the new Belt Bag.
Oof
Still working on my modpack (v64B.3) :]
Oh, huh. Wonder what it could be then...
Why can't I buy the rocket launcher?
it's age locked, or you can't afford it
/j
it was a joke
oh
the rocket launcher conflicts with some other mod, when you type "rocket" the terminal thinks you are trying to filter moons by "rocky"
this mod will fix that
Just checking, is this the mod that LOST comes from?
What's Lost?
Buggy enemy that's alike the mask a bit
buggy in 2 ways XD
Prob pirated
you mean maggie?
Are the darts meant to be gone? I haven't seen them in months
for me they just kind of spawn in the middle of the ship and dont work properly.
Hey I remember having issues with a modpack including LethalThings related log errors but I didn't debug it and the last update is 2 months ago...
is this mod still working fine on v64 ?
For the most part I hear stuff is fine
But ofc there's some buggy behaviour every now and again, apparently the mines don't always detect u now for some reason
the boomba u mean ?
Ye
I've been thinking about this a while as people have had problems with boombas and mines but I haven't had any issues so I've been thinking about mods that are popular but I don't use, and my theory is Modelrepacement api is causing the issues.
I don't use custom models in my pack and I haven't had a single issue
Mines -> teleporter traps
Icic
I found that running LethalThings with EverythingCanDie by TheFluff broke boombas for our group. Only after disabling all options in EverythingCanDie that modified boombas did they begin to actually function.
It may only be some options that broke them, but I didn't spend a ton of time trouble shooting the issue
o really, which part broke again ?
Boombas wouldn't explode when colliding with a player.
ahh that one
Sometimes they would explode, but not do any damage. They consistently kill other monsters, tho.
I don't run that mod either so could be that one as well
Is LT busted?
not afaik
no but a few small things dont work right, like the toy hammer floating 10 ft in the air when you place it down or darts phasing through everything if you throw them
You might have multiple mods fixing clipping, like GI, itemclipfix or other fix mods, try to check if you have multiple toggled on
Also darts haven't worked for some time
im not really sure what mods fix item clipping besides mattys fixes, is there anything else in this list that does that?
It was the most recent update Matty pushed that seems to have broken some items floating
Boombas do no damage right now
they're following one of the three commandments!
Thou shalt not boomba?
Hey @royal lynx we have got some issues which maybe comes from LethalThings.
When you buy stuff from this mod (sometimes also from others), the wrong item will be delivered.
I write it correct in the terminal, then the message comes where you have to confirm it - the item name is also written there correctly but you can actually see a difference in the price already if the item which comes instead has a different price.
Today we messed around a bit and finally were able to get utility belts with buying Remote Radars. All the items are somewhat swapped with each other. Vanilla items are not affected it seems.
Also when we started playing today we haven´t had that issue, it begun suddenly after several rounds and without changing anything. Then somebody told me he had that issue with the mod "mirrordecor", which I also had installed, so i dumped it, and after a restart it worked again. (same save). But again after some rounds of playing the same issue appeared. The same happened yesterday, also with a new savefile.
I talked to somebody with the same problem and that person also has LethalThings installed, there doesn´t seem to be any other mod we have in common and got installed recently.
Here is the modpack we are currently using:
019207ae-85e3-ad5b-932b-2463f652141d
I try to also drop my log in here.
Oh and btw. it´s not always the same item which comes instead, whenever I bought utility belts sometimes I got the hacking tool instead, sometimes the pinger and so on, it seems like it switches after a lobby restart, but not entirely sure tho.
So I'm still not sure why I can't use the Utility Belt, upon doing so I lose the ability to interact with anything until I restart the game.
This line is also constantly spammed in the console as well
[Info : Unity Log] grabInvalidated: False
Odd, can you post entire log
I would, if it didn't get spammed with that
Here's the most recent attempt. Played one moon to completion, and once I re-entered orbit, tried grabbing a Utility Belt, and the same thing happened. (Spammed the log with grabInvalidated: False again)
I would like to note: I have ReservedSlots and I have the Utility Belt assigned to a utility reserved slot, but this wasn't happening until recently.
@royal lynx I also just noticed that when I pick up the Utility Belt, despite it showing up in my inventory and gaining the extra slots, the item itself still stays in the world, meaning that if one manages to get on the ship, I basically have to condemn that area because accidentally picking it up basically botches the session and requires a restart
That... shouldn't be lethal things
I've unfortunately seen people run into issues a lot with this mod off and on since the last update that got made for it v.v I've just been keeping it out of my pack as much as I miss it, I hope eventually you can finally take on updating the mod tbh
Not seen that issue personally, and that was when me and alot of people was using the belt
I wish I knew what it was, then. But with such a massive modpack, it's just a guessing game now.
It's really only the belt that's causing issues. None of the other custom items, nor the entities, are misbehaving.
well, the belt is Unique because it adds extra slots, so perhaps its a mod that messes with the inventory in some way?
Like I said originally, I have ReservedSlots, and also HotbarPlus, but I've had these two for ages and they've worked just fine
Those are pretty stable mods
I just thought of something. Could a hotkey conflict cause any issues? For example, if HotbarPlus uses the same hotkey that the belt uses for different slots, would that cause the game to lock up because it wouldn't know what to do there?
Hello :3 if I was to restrict the creatures from this mod spawning during a Facility Meltdown, what would be the names of all the creatures I'd need to restrict? Me and some friends noticed that a bunch of weird creatures we've never interacted before spawn sometimes when we grab the apparatus and for us it's disruptive because we play with the creatures from this mod turned off since we generally prefer the vanilla roster of creatures & environmental threats.
We really like the decor and some of the gadgets from this mod and I've been missing the remote radar and hacking tool a lot in particular.
Boomba, Maggie, Crystal Ray or you could just disable them
I did disable them. I think Facility Meltdown draws from the list of every available monster, because it also spawns Slenderman from FacelessStalker when the apparatus is pulled sometimes. You have to go into Facility Meltdown's config and build a blacklist of everything you don't want it to spawn when the apparatus is pulled, and if any mod you're playing with adds creatures you don't want to spawn during a meltdown, you need to add them to that list manually. That's why I need the technical/spawn names of the creatures. Are these the technical names or just nicknames?
the technical names
Very cool, thank you 🫶
if there is one thing i miss from lethal things it's probably the flare gun
maybe the noita plushies too
wait is thisod broken?
Kind of?
For some people it seems to work, for others it doesn't
The only problem I've had with it is it's incompatibility with Piggy's Variety Mod's Revolver :c
Piggys breaks many item animations aa of latest patch
Guys but for now the other two entities in test are currently working? (Maggie and Crystal Ray)
they are functional but really simple
what is thisod
I meant to say this mod 😭
ok 👍 sorry for pinging u over this
na you good, I don't mind pings anyways
what things are actually broken?
off the top of my head, toy hammer just doesnt function properly at all, spawns 10 ft in the air and persists between trips to moons. darts fly through everything, glizzy falls through the floor alot of the time, the maggie enemy locks your view if youre freed while grabbed, and rocket launcher ammo is set to 0 if you reload a save
boombas also don't explode for some people unless they're crouched, right?
Never seen that personally
the boombas work fine for me but ive seen alot of people report that
mmmm
does setting everything's spawn weights to 0 work for fixing this? there's only one item i really want
Setting an item/enemy's spawn weight to 0 effectively gives them 0 chance to spawn so theoretically should work
it should work yeah, but if you have a mod that spawns enemies through unconventional means, like lethal presents or facility meltdown, it can spawn enemies from lethal things even if you set them to 0. you just have to blacklist them from those mods configs
i think i saw a crystal ray during an infestation once with the weights set to 0 in config, those probably screw with that too

i hate vanilla updates most of the time honestly
Gonna always need more mods to patch out or fix whatever nonsense comes out with the next one
afaik after like 8 hoarding bugs spawn, all enemys in the spawn pool get an equal chance to spawn
so yeah, vanilla does mess with it in that case

that really sucks
just as i figured out why i was still seeing lost/maggie spawn in my game
i tried fixing it myself by grabbing lq and just. handing it control over interior spawns everywhere since i assume this mod puts them on the moon regardless of their weight being 0
Which ordinarily wouldn't be an issue but ig even if the weight is 0 that's enough for it to count as being in the spawn pool?
Since lethal quantities seems to see weight 0 and knows not to put them on there
Hacky way to fix it but ye
me when the game i like gets updated (it broke one specific mod that hasn't been updated in like months)
🔥
has this mod been abandoned? Hasn't been uipdated in a hot minute
xu has the files but doesnt wanna mess with it until it completely breaks
i haven't seen an update in a damn hot minute!
since they got a bunch of other projects
as far as im aware they "took over" from the og dev, tho hasnt been workin on it
oh I see. Does he have access to the github and all that or is it a fork
or going to be if it hasn't happened yet
the plan was to recoded it EVENTUALLY, tho rn its only under maintenance if it majorly breaks
if I remember correctly
Leafull thangs
excuse me guys, is there any reason about this spam in the console? Is this normal ?
https://streamable.com/w5ymmj
I've been curious about that as well
ill check
okay so the reason it happens is because the fish friend spawned
that guy's not supposed to spawn
Fish-
ive noticed both that and the lost spawning during infestations
fish friend????
But yeah wtf is Fish Friend
and is there any way to get rid of it?
cuz earlier today after my "fish-" message
I got that console spam too
I'm more interested in finding the fish
You got this
thank you
Just to clarify, the Flare Gun works as a weapon that can set enemies on fire, right?
i dont remember it doing any of that
its only to aggro most enemy to it
to the flare
Either way, I really hope it works on Forest Guardians.
it doesn't
It'd make them a literal joke if you can just spend the lil bit of dough to get it, shoot at the giant, and boom they're toast
Not completely toast, just a little crispy.
I was thinking they would make a good subgrade to the Shotgun if you can't get yourself a shotgun
might as well get the rocket launcher
or get yourself some mod that can change the egg so it exploded 100% when u throw it
Hello, i was wondering what are the chances of the Toy Hammer to kill when you hit someone ?
by the og dev no
it was handed to Xu but she is on break but would most likely do hotfixes if the mod broke itself
she had mentioned doing a rebuild on LLL but that got held up by other projects
Oh
Huh
least it still works
sorta
Buying the utility belt gives you something else
Oh right... there's a weird thing about these items that forces all of them to shift incorrectly on the list of store items.
I noticed how they got priced incorrectly
What do we have to but in order to get the utility belt?
Because the prices belonged to something one entry up the list
One up the list
Hmm...
whats one up from the utility belt
Buy whatever is above and below the belt
I dunno because I have a couple other mods that ADD things to the store
Oh
And I disabled the Rocket Launcher
So maybe all will be well when you disable rocket launcher
When is safe things releasing
Disabling items in the config doesn't actually disable them. Unsure if this is a mod Incompatibility or a glitch with Lethal Things 🥺
mod is currently not being worked on
Sadness
Antlers moment.
apologies for the delay of months lol, this is officially on track
people can keep track of progress here: https://github.com/XuuXiaolan/LethalThingsRemastered
after i get everything ported ill be taking a look at bugs reports on the normal github etc

Wooooo let's goooo
This is amazing!
the things are officially gonna be lethal
Will the Rocket Launcher finally kill Old Birds?
Probably, dunno if that's a bug, will see
I mean the Rocket Launcher doesn't work at all, and it kinda breaks the store
lol???
An explosive rocket is the only thing I can think of to kill a big metal monstrosity.
Did LethalThings stop working?
Is that why it’s getting remastered
I haven’t used it for a while
Or is it just that it’s been discontinued
It hasn’t been updated in 5 months
The creator has disappeared for a while...
There hasn't been any notable updates for a long time
Damn
petition for rocket launchers to be dropped from dead old birds :)
or at least the ammo
the original creator didnt want to update it anymore so its passed onto xu
the mod still works but has issues
which will prob be fixed
If I had a penny for every time a mod creator passed a mod down to Xu, I’d have 2 pennies. Which isn’t a lot but it’s weird that it happened twice
To be fair Xu is a competent mod creator. I love redwood titan and driftwood giant <3
eba.....
No but performance issues were noticed plus a lotta various bugs
did Lethal Things update? cuz this qt was not wearing anything before
probably linked to time and was there in previous years
Yeah it's linked to time
Lethal things was the first mod I downloaded
Glad it’s in good hands
The plan between us kinda died, eh? 
The eternally cosmic Tulip Snake graces us with its presence.
Sorry about that btw.
I kept pushing you at the start and ended up doing nothing too 
nah its okay, i was putting it off too and was mostly my fault for htat lol
@halcyon ocean maxwell pulling a zeekerss
nah, doing FindObjectOfType is just expensive and unnecessary
but i dont think anyone should care really since its only done on Start but i got rid of it anyway
ah okay
lol at least that's in start
TODO code:
Arson+Dirty ArsonArsonPlushieCookie FumoCookieFumoMaxwellThrowableNoiseMakerGlizzyThrowableNoiseMakerRevolverAnimatedItemGremlin Energy- ToyHammer
- Rocket Launcher
- Flaregun
- RemoteRadar
- Pouchy Belt (unsure about this one)
- Hacking Tool
- Pinger
- Delivery Rover (unsure about this one)
- Boomba
- Maggie
- Crystal Ray
- Teleporter Trap
@wintry shale pin dis
wait are you planning on properly implementing the maggie and crystal ray?
ye
i think they were working on a robot enemy too lol
would fuck with your radar it seems
seems like gremlin energy was intended to damage you and turn you into a blob lol
i wonder if people would be interested in me bringing that behaviour back
oh yeah ToyHammer the greatest ! so buggy but so fun !
it uses an old version of hte shovel script, which is probably why lol
it's really cool that you taking back the development of the mod, i really like lethal things so its great it will finally have a new version
What was the toy hammer meant to do anyway
weapon with a 1% chance to one hit a player
and maybe enemy
sounds funny
To be clear, the scrapped/unfinished behaviour was a blob spawning once you got killed by Gremlin Energy
@wintry shale pin this too thanks
Im pretty sure the shovel code for this is working fine. The problem is on the spawn part where sometimes it cant be grabbed or floats in the air
oh yeah it probably isnt te shovel code, but its not something i can rule out completely just incase, but i am changing pretty much everything backend wise so shouldnt happen anymore
completely expected, tbh i did the same with chillax
Would probably work best as a config option since I doubt it’s for everyone. I’m all for more scrap having actual world interactions like comedy and tragedy masks
It’s lore friendly too
I think a good idea for this mod would be to have a config to turn shop items into scraps to find inside facility, so much more fun
Already done code wise
Hmm yeah I can probably make it a config
If it’s not something you want to do that’s understandable. I just mainly think if it’s added at all it wouldn’t be a feature everyone wants
Since it wasn’t like that in the original mod
Nice
I never really understood what Maggie and Crystal Ray were. Is Maggie supposed to be an enemy while Crystal Ray is a trap?
Maggie, to my knowledge, was an enemy
basically just the masked but it just straightup kills you iirc?
idk
Crystal ray was cute and sounded nice but it couldn't move at all
Was another entity
Idk what that was meant to do
I mean... The Masked straight up kills you too.
Yeah but masked also turn you into another masked
I don't think the maggie (or "lost" i think is its name on the scan node?) does that
I'd imagine the Crystal Ray is a trap that shoots a ray at a wall like some kinda kill gate.
Kinda like the Tesla Gate from SCP
Can't imagine, last I saw it it was just this cute purple glowing manta ray thingy
idk if i have a picture
Hmm... so what's an aquatic animal doing out of water?
I don't think it or anything from surfaced (which also adds a lot of aquatic animals/things) seem to care
Will the Manta Ray shoot rays out of its tail?
I had to find like. some old footage from when I was testing things and it accidentally spawned during a hoarder infestation when those were relatively new
But that's the creature
The tail doesn't look like the type of thing to fire rays/lasers
Not all sea creatures can swim, check your privilege.
Ah I see. Looks as adorable as the Spore Lizard
I didn't say anything about it swimming, just about being in water, CHECK YOUR PRIVILEGE!!!
You’re failing to consider the fact some sea creatures might be allergic to water. This is a suppression of their rights!
If they're allergic to water, they won't even survive to be called SEA creatures. That's just NATURAL SELECTION!
If you are a believer in evolution, you MUST acknowledge NATURAL SELECTION
You improperly label them!
Are you suggesting sea creatures that are allergic to water must die?
This is borderline EXTREMISM.
According to all known laws of allergic reaction, they must, yes.
Must as in it's a natural occurence and cannot be stopped.
Your pansy-ism cannot fight the might of NATURE!
I am flabbergasted. I’m friends with many water allergic sea creatures
You’re out here wishing death upon all of them
Then they are not sea creatures. They are just... CREATURES!
If you do not live in the Sea, you cannot claim the name
You’re next going to be saying since my ancestors who were born in Germany only account for 0.7% of my bloodline I’m not German.
This is an infringement on our rights as human beings and sea creatures
You can only call yourself where you were born. If you're born in America, guess what? YOU'RE AMERICAN! Sure, you can say that your ancestry forms the basis of your genetic makeup, but if you believe in Evolution the way other people do, I can legally call you a monkey.
Did you just assume where I was born?
I mean it's a fact that you're human, otherwise you wouldn't have the chromosomes necessary to figure out the English language and the social structure of a Discord server, let alone the entire platform and PC it's installed on.
I’m a person who gets into arguments about the rights of sea creatures on land calling me a monkey is an insult to all primates
If you're 0.07% German and you wanna be called a German, then if you're human and you believe in Evolution the way other people do, then you could also call yourself an Ape.
I do not believe in evolution, but if I did you could argue I’m a microbe
But sure, Sea creatures that can't physically LIVE in water should be called "sea creatures" just because of some genetic ancestry.
You cannot be a Sea creature unless you are physically born and designed to be in the Sea
Or at least born on a beach to walk into the sea like those dang turtles
Bruce is designed to be in the sea
He has fins and everything
You know he’s above that
Don’t discriminate him because he’s a flying fish from an unofficial mod in some random steam game
But if you're somehow born in the Sea and at the same time allergic to the sea, how do you expect to survive after just being born in the water? You'd die on contact.
You might not be deathly allergic
You have failed the genetic pool of your ancestors
You will suffer your entire life, whether in the water or not
I think I get the moral of this conversation
We remove lactose intolerant people from the gene pool
If you must breathe water and be allergic to it at the same time, your entire existence has failed your family by pure chance.
Natural Selection will come for you soon.
And it will come very quickly
Survival of the fittest, and you are DEFINITELY not the fittest.
If the end of the world comes and the only food available is cheese crackers I’ll make sure to tell my allergic friends it’s just natural selection while they’re dying in front of me
At the end of the world, yes we must select only the fittest humans to survive our human species.
Selecting any less and we would be doing the future of the world a dis-service by selfishly trying to preserve their life by some made-up virtue to make ourselves look better.
It would be a mercy to let them die quickly instead of forcing them to survive in suffering for much longer.
So what if the end of the world comes we shoot all allergic people point blank?
Well that's a pretty quick way to do it.
Rather than try to preserve as many human lives as possible in the chance some people don’t make it
Besides the obvious ethical issues what’s the limit where the allergy is so insignificant we let them live
People are bound to not make it anyways, might as well create a small controlled group of fit humans to be the genetic future like nature always intended.
It’s somewhat irrational if they can’t eat certain foods, or they’re allergic to bees
Also saying "end of the world" is supposed to imply that we're all supposed to die anyways.
And the thing is although allergies are genetic some allergies can just come on naturally
End of the world does not necessarily mean the end of humanity
Could be renaming the world to something else, it’d be the biggest confusion for news articles
Then what becomes of the world after this "end of the world"?
It wouldn't really be the "end of the world" unless the entire planet were to blow up or otherwise be destroyed.
Exactly the same but renamed
It's still the world though, so it didn't really end. We would just reach some kind of extinction event like Higgs told us in Death Stranding.
Dang, maybe Higgs was right...
Dunno
If we stop calling it the world and call it the big rock it’s still technically the end of “the world”
The big rock is still a "world" by classification if things are living on it.
You could argue the end of the world is referring to its name
It would require all living things to die first before being classified as the end of the world.
Like the end of Vincent could just be you changing your username
The end of all life on earth and the end of the world is different
I’d argue that’s the end of the world as we know it
That's an arbitrary argument, considering we already call Earth by numerous names and definitions. A "world" is a classification and cannot be changed unless you severely alter its form to re-classify it to be anything less.
Or the end of all life on earth
A world can also be a title
It could be stripped of that title, causing it to be the end of that title
Title and classification might as well be the same here, and you strip it of its title if it fails to serve its function, which is to support life.
Before humans were around it didn’t have that title
If life fails to be supported, it is no longer a world and all humans are dead.
So yes, it is also the end of humanity, one and the same.
In any language, you can say it's the same if it still has the same meaning.
Technically that means the end of the world is whenever that word in the English language is used for the last time
All languages are connected as long as you translate it.
Not if no humans exist
Oh, so now our planet is being held together by a mere language?
Before humans existed it didn’t have the name
Title is different to the planets stability
But with the human ego, probably yeah
You're arguing stupid semantics at this point and the joke is getting old. World, Welt, Gaia, Planet, whatever term you use, it will mean the same thing.
The end of the world, in ANY language, should imply that our planet can no longer sustain life, and therefore all organisms currently living on its surface or inside it shall die and cease to exist.
That is a meaning of it, but sentences can have multiple meaninngs
You can translate that to any language and its concrete meaning should stay the same, regardless of your bogus semantics.
It can also technically mean it’s the end of that title
Technicalities will fall apart in practice. Don't rely on technicalities. Only rely on what is practical, like breathing underwater while you are having constant allergic reactions in your body.
That's not very practical
That's SUFFERING
And that's a failure to design
Technicalities are not practical but they exist
Hardly. They only "exist" as concepts.
But those concepts don't always help us
By that logic many discoveries wouldn’t have been worth discovering
I only want to focus on what will help us in practice, and if you can't so much as touch sea-water without getting an allergic reaction, you don't deserve to be called a sea creature.
You have been demoted to "Creature"
Good day.
As a human being who isn’t even a sea creature I can’t argue with that
It’s nearly midnight and I want my sleep
Good, joke's over.
all my friend who hold the drink all died from the temptation so i think thats gonna be nice to have
This is getting redone?
awesome
if what
Gremlin Energy
17
23
1
Bring back unfinished/scrapped behaviour.
Also before I forget pawsy has a pin feature now :3
Not those discord messages
oh well i already wrote the scrapped behaviour for it a few days ago anyway

There you go
Just don’t look what got pinned and we should be good to go 
lol
is anyone else having the issue where boombas don't activate when you step on it or is it just me
I know other people have talked about something similar before
I'm pretty sure my Boombas still kill things
it seems to be an on and off thing, sometimes theyll work fine, sometimes stepping on them doesnt activate them
yeah, was playing around with it with my friends until it eventually decided to blow up, killing half the team lol
If you shoot the boombas with firearms, at least those from Piggy's Variety, they detonate as if stepped on.
Do with that what you will.
Firearms? Variety?
Are you saying I don't need to murder an eyeball piloting a wooden mech to maintain my Second Amendment?
No, with this mod, you can either rifles and revolvers lying around, or even buy 'em from the Company. (Though acquiring ammo for said firearms... that's another story, Company don't sell that)
https://thunderstore.io/c/lethal-company/p/Piggy/Piggys_Variety_Mod/
(Will also make some secure doors into insta-killing zapping gates that allow passage at all times, but only if you time it right)
@royal lynx no idea if you know this or not but two things I've noted that I'm pretty certain are linked to LethalThings:
- There is a random artifact on the screen when in orbit (with the mod that allows you to see the moon/explore the ship while in orbit); I freecammed down with Imperium and the random artifact is a ToyHammer that's randomly floating there. Strange.
- Flare Gun / Rocket Launcher ammo isn't maintained on saves that are revisited on separate playthroughs. Same save, we had ammo loaded for both guns, both guns were out on reload.
No idea if either of these are reproducible or consistent, just mentioning my experience. Happy to test if needed at a later stage.
The second one I can vouch for, paricularly with the rocket launchers. To be fair, I think it's a bit dumb that rocket launchers have limited ammo before they become literally useless.
ToyHammer spawn was very broken thats not surprising
Assuming rocket launchers work as I imagine they should (powerful blast that almost instakills most things + ranged) I don't think that's too outrageous
But I saw earlier someone saying they don't always work as intended lol
I've only been shot numerous times at the company building and I always end up charred and dead, so seems to work as intended for us 😂
Swear my group never uses them for actual monster hunting, just "heh kill my fellow players on Gordion" meme
ye this is why having these tools spawn as scraps would be better (xu said a config will be added to have that) so its perfect
Hell Yeah
Hey is anyone else having trouble where they cant buy rocket launchers from the terminal
this will fix it for now
Oh sweet! Thank you!
😮 updated ammo!? Sign me up 😄
What exactly is broken with LethalThings in its current version?
À lot of things
at least it's being fixed slowly :]
true
does the boomba work now :(
nop
ugh
wdym yeah he does
most the stuff in the mod isnt broken its just very poorly optimized
due to old untouched code
no like they dont explode in my case unless i tbag them or something
they act more like a pet for me lol
I havent had that
i ended up using immortal slime instead for the job
maybe me having fair ai somehow patches it?
it seemed to work on my end
maybe ill try it sometimes later, who knows

i stop using it cuz my group too slow and everything died before my friend can see them lol
I've seen comments about it not working but I swear they work for me too in my pack, I'm running FairAI too so maybe it does affect it!
As a FairAI user, I can testify to this. I've seen dead bugs and a dead Butler upon arrival.
oh god the butler bees...
At least I got a cool knife
Lethal things is the mod with the f1 spawn command right?
or am I wrong about that?
there was a mod where if you put in a series of inputs (up up down down.. etc) the host would get access to a command box
sorry if this wasn't lethal things
I don't think that's LethalThings. It adds some hazards, scrap, enemies and decorations, not really in the realm of cheat/dev tools afaik
i think i remember something like that from this mod, dont remember how to access it
I believe it is lethal things, looked up the code and it was evaisa who talked about using it
its the konami code
ill probably try and see if i can access it later
Well, there you go
Been using LethalThings for ages and I've never known. TIL.
huh, it worked
i completely forgot about it lol, heard about it but never tried using it
just dont try to do it when you first enter a lobby before landing, youll get spammed with errors and get softlocked lol
What was the sequence?
sorry reading back on this chat because i was just checking in, this was meant to be the AI for the delivery rover if you hadn't figured that out
it was supposed to be able to be tracked on the radar like a player
the trello has that info iirc
Ohhhh the rover was the robot
Anyone having issues purchasing items from this mod? terminal isnt recognizing the rocket launcher
Oh i could have scrolled up a single screen, sorry!
you're fine xD
bilka
erm, a teleporter trap spawned even though i have them turned off
when'd you turn em off
Unable to buy a rocket launcher also
Welcome to the club
😭
Idk if this is known but, store items disabled in the config only disable for the host, not clients, even if they share the same config values
The disabling of stuff was wonky in general tbh
Especially for store items
Never actually fully worked
Iv been desperately trying to find an external mod that lets me alter items in the store globally for all the mods I use, in hopes that would fix this, but
There’s ✨none✨
At least none in aware of
How buggy is the latest release
It's fairly okay, there's a couple issues here and there with shop items when u try to disable stuff and some lag issue that got fixed by a mod zaggy made, but its okay
If you're gonna be installing it, you should download the mod zaggy maxe
yeye had it just making sure beforehand, excited for the update melanie 😛
im better
what is it called
is it DisableLethalThingsDartScanNode?
ye
I believe that is the one
what does [05:02:54.0944010] [Info :LethalThings] Spooked by scary!! mean
thats the manta ray getting scared by an enemy iirc
I'm getting this [03:55:24.7420510] [Error : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array.
Stack trace:
(wrapper dynamic-method) Terminal.DMDTerminal::SetItemSales(Terminal)
(wrapper dynamic-method) StartOfRound.DMDStartOfRound::PassTimeToNextDay(StartOfRound,int)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineStartOfRound::PassTimeToNextDay?101516164(StartOfRound,int)
LethalThings.MonoBehaviours.FatalitiesSign.StartOfRound_PassTimeToNextDay (On.StartOfRound+orig_PassTimeToNextDay orig, StartOfRound self, System.Int32 connectedPlayersOnServer) (at O:/github/LethalThings/LethalThings/MonoBehaviours/FatalitiesSign.cs:34)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookStartOfRound::PassTimeToNextDay?1148873088(StartOfRound,int)
StartOfRound+<EndOfGame>d__279.MoveNext () (at <bdf6a080e98a49fd84b92b24894f768c>:IL_03C1)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
@willow abyss
I got it again
[20:59:14.7929899] [Error : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array.
Stack trace:
(wrapper dynamic-method) Terminal.DMDTerminal::SetItemSales(Terminal)
(wrapper dynamic-method) StartOfRound.DMDStartOfRound::PassTimeToNextDay(StartOfRound,int)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineStartOfRound::PassTimeToNextDay?372095160(StartOfRound,int)
LethalThings.MonoBehaviours.FatalitiesSign.StartOfRound_PassTimeToNextDay (On.StartOfRound+orig_PassTimeToNextDay orig, StartOfRound self, System.Int32 connectedPlayersOnServer) (at O:/github/LethalThings/LethalThings/MonoBehaviours/FatalitiesSign.cs:34)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookStartOfRound::PassTimeToNextDay?-1038436008(StartOfRound,int)
StartOfRound+<EndOfGame>d__279.MoveNext () (at <bdf6a080e98a49fd84b92b24894f768c>:IL_03C1)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
even with disabling all decor
that person no longer works on this mod
who does
Technically Xu but shes caught up in other projects usually
@royal lynx
I did already, thats the weird part
it makes me stuck in orbit when I'm leaving the moon
im not sure then, other people havent been getting that error so i'd have to guess it's probably something else
I think it might have to do with discounts
It could be when it appears in the store it conflicts with this? https://thunderstore.io/c/lethal-company/p/hrdbass066/DiscountSync/
no idea
well it's definitely a weird mod conflict cuz there are people with lethal things that arent breaking by getting scrap
heres my code if you want to test btw 01950b74-abbb-f998-198e-2c3d22bc75e8
something in ur modpack causing conflicts
it doesn't happen for me and i have the fatalities sign enabled
Heck, I even have the sign up on my ship, but for a while now, it's worked just fine. I think there's something going around that every modded player is using that makes them experience critical failure, but we might not know what it is yet.
are you having the same problem they are
Where the lobby totally freezes up and I can't leave? I only experienced that once but I haven't had that happen to me again yet.
if it happened in multiplayer, that's a known issue with LLL. the issues Jori is having seems like it stems from a bunch of mods that are either old, unsupported, or don't play well with other mods (from my look anyway)
Its not always, for some reason its random
I think it might have to do with discounts
I dont have old or unsupported mods?
I mean some are old but they are not borken
you literally do
like?
wait hold on
i think i mixed up profiles for a sec
there was someone else using a bunch of outdated stuff i had to help recently
All good, I still have a big pack so it could be a conflict.
My only thought is that since its a store item it could be conflicting with https://thunderstore.io/c/lethal-company/p/hrdbass066/DiscountSync/
probably is that
buttery mentioned this
try turning discountsync off and trying again
I cant replicate it though
if you read the stack trace, you can see that this exception is not occurring in Lethal Things code
did you try disabling lethal things or did you assume that it was their issue because of the MonoMod detour showing up there?
also worth noting that Lethal Things hasn't been updated in over a month (with that update being a very minor unrelated change), and I would assume that this issue is much more recent than that
it'd be good for you to do your due diligence before pinging mod authors
I have not been able to replicate and I already stated before that it most likely a mod conflict.
it's almost definitely not a mod conflict though
the code that was running when the exception occurred was vanilla code, so you must have added/updated some content that was created incorrectly
that has zero to do with evaisa or xu
It might have been an issue with atlas. Shortly after this I was trying multiplayer and the game would not load, it would just stay on waiting for a crew. We figured out that it was a mod conflict between atlas and code rebirth.
I’m thinking that the error here was just a side effect of the other issue.
Hey I'm curious and I would like to try lethalthings but I remember there being a bug where if I disabled an item from the shop, the shop would dsync and if I bought something it would buy something else. Can anyone tell me if that's the only problem with the mod atm?
pretty much, download the mod by zaggy that helps with performance with this mod
Okay! I'll try it out
Does anyone know if it's possible to make it to where the teleporter traps don't effect monsters?
that and the unused enemies can spawn during infestations, i think those are the biggest things
wdym, unused enemies? Even if I have them disabled?
The maggie and crystal ray, they have weights of 0 by default
and yes, even with 0 weights
does anyone know of a workaround to prevent that from happening?
what i did personally is install rngconfigurator and disabled infestations
is there a way to completely disable an enemy through a configuration mod?
I dont' like infestations but it's part of vanilla so I keep it. Eventually I'll add more events from some mods I found
lethal quantities can, or something else like that maybe, but using that has caused issues for me
LQ has caused issues for you? I'm kinda worried since that's what I've always used 😭
well main thing was it seemed to be incompatible with mirage, it didnt let mimics spawn when i had it installed
mightve just been a me problem i could never figure out
doesn't mirage automatically make the most amount of mimics spawnable 2? I thought vanilla was 10 so you had to change that to see them
idk, I haven't got around to mirage yet
yee it does, but lq wouldnt let them spawn at all for some reason
ButteRyBalance reworks infestations
does it stop them from spawning? i might just do that honestly
im not against infestations but those two enemies spawning isnt ideal
is this shop desync still an issue?
Yes
Probably should’ve clarified more LOL
Monsters no longer all have the same weight
If you check the wiki page for ButteRyBalance you can see the rest of the changes for infestations
Makes them more fun IMO
Thank you!
Also upon checking through the log thing, it seems vanilla infestations just put either the bugs or nutcrackers at 100 and the rest of the monsters at 1. But again, thank you! My modpack is coming along just fine!
Hey, it seems for some reason the dartboard and small rug wont' appear. I mean I know they are supposed to be in the ship upgrades section, but they aren't. Even with that mod alone they still don't appear. I can buy them though
hey, for the longest time i've had a weird constant stutter on my modpack that is very noticeable when using a frametime graph, i sat down today to try to find it and turns out it somehow comes from this mod
this weird micro stutter goes away whenever you dont have control over your movement, for example, when on the terminal
install this mod https://thunderstore.io/c/lethal-company/p/Zaggy1024/DisableLethalThingsDartScanNodes/
many thanks!
this mod is more broken than emergency dice, and thats both funny and terrible at the same time
i would suggest waiting for the rework by Xu
It'll take a while since rodrigo is making me work quite a lot though lol
rodrigo bad
WIP hell
Do Crystal Rays move even? Cause I remember one in Wesley's toy shop spawning and it just stood there
I don't think they do no
Pre sure the only thing they really can do is spam "Spooked by scary!" in logs, if that's even them doing that
also the crystal it drops cant be seen by clients and can completely break your inventory lol
They can move, if they didn't at the time play your interior
doesnt matter, had to remove lethalthings and immersivecompany because they were causing errors when it came to buying cruisers
is there a way to fix this
to be more descriptive, when i try to buy a cruiser i type cruiser and press enter, and nothing happens
when i restarted and uninstalled lethalthings, it worked
Is there anything like a standalone teleporter trap mod? It’s what I miss most about lethal things, but I’m hesitant to add lethal things bc of the bugs
Wait, have I been handicapping my game performance by having this installed?
The dart board definitely causes lag without this fix: #1178456016254414878 message
fuuuuucckkk 
I've had that damn dart board glued to my wall just in case some random combination of mods solves the mystery of the missing darts
A friend said the custom scrap also made him laggy a while back, but idk if that was the actual cause of lag for him or not
Any progress on the transfer of development and ownership of this mod?
I am still using it and I just had to find ways around it, like disabling the Rocket Launcher that would break the store.
I also disabled a few of the scrap but the others still work.
Also wow, I never had the dartboard before, so I never knew about the issue of missing darts.
I spawned the rocket launcher itself with Imperium and it works fine, but when it's in the store, it breaks everything that comes after it in the list.
Notably price tags
Which means I got to buy a Cruiser for dirt cheap thanks to the Rocket Launcher breaking crap
I've had zero issue with store items. I was told not to disable any as that will dysync the store itme list
yea disabling the store items has caused shop desyncs
Hence why I just want a standalone teleporter trap mod
I usually just buy all the stuff myself while my crew does the bumbling around towards the dropship.
What?
Having Lethalthings' store items enabled is exactly what causes the desync
Uh I haven't had any dysncs
I have them all disabled and its synced up perfectly fine
no I know, you said that
but whoever told you that is wrong
That is weird. I swear it was the person who has ownership of the mod confirming what I said. Idk. Ctrl f and see. You might be able to find who told me
I forked and modified a version that only had teleportation traps and rocket launchers, and I'm not sure if I could upload to thunderstore
the current mod works as is afaik so i dont think u can
You can still upload forks no?
It has an MIT license so you should be good so long as you credit the original author
I would love to have this 🙏
you can but why would you? the mod works fine, if it's just to split up features then it'd get taken down because all you're doing is reuploading the mod
I don’t want the other features and the bugs that come with them
the only bug im aware of rn is disabling shop items causes problems, just keep them in the terminal and ignore em
There are more bugs
like?
.
yeah, and a mod was made for it
to temporarily fix a feature until i can finish remaking the mod
if it's a fixes mod that's fine, but reuploading the mod doesnt seem like a good idea
Its not a reload if it’s “forked and modified”
it's not modified though, it just removes some features
im not john thunderstore so i cant policy what happens there, and im not the original creator so its not up to me either, but this is just reuploading of specific stuff someone liked in a mod
aren’t there plenty examples on thunderstore of mods just like that which are just a standalone features from other mods
i'd want an example because i cant think of any off the top of my head
and moons dont count
if someone tried separating my mod's features like coderebirth's into separate modules i'd get that immediately taken out because it's just reuploading/stealing lol
trust me i get the frustration of there having not been a fix upload of lethal things yet, and i do want to work more on it, but i dont have the time rn, the github is public for anyone to contribute if they'd like to too
Coderebirth doesn’t have an MIT license
i plan on giving it one at some point, and even with that license im within my rights in thunderstore to take down reuploads
because that's what they are, reuploads
uhh i forget to be honest, im just speaking from experience/being told when some people asked about it to the lethal company's thunderstore community manager
which is robyn afaik
Well either way, I’m sure it’s not hard to add a few features such as extra configurability that would justify the standalone mod existing in its own right
@vital forge read from here and lemme know what u think
Even if lethal things gets cleaned up and actively developed, I only want the teleporter traps anyway. It’s just less bloat to have a standalone mod. Like I think the weathers in code rebirth are cool and would love to have them, but I wouldn’t download the whole Coderebirth mod just for them (even though I could disable everything else in the config)
it (should be if not) up to the dev who made em not others, you're entitled to nothing in a mod, saying this in the most respectful way i can cuz i know itll come off differnetly
Right, and my understanding is that the license describes the devs policy on reuse
it does, but thunderstore would just be terrible to devs if it allowed anyone to repost their content because they wanted to
and there's hundreds of examples of mods trying to do that and getting taken down
I see why that could make thunderstore leave forked content up to the discretion of the original devs. Unfortunately we can only speculate about vague thunderstore rules because they don’t seem to be posted anywhere (not that they don’t exist)
Having certain items enabled causes a shift in the entire list of prices.
i wasnt sure exactly what it was because i heard that, and i also heard that disabling any of them breaks the terminal but some recommend disabling em all?
I recommend disabling the Rocket Launcher specifically because I tried buying it from the store and it just didn't work
is it also known that a feature in another mods like wooden crates from code rebirth and "ghost dropship" from ghostcodes, shop items from lethal things still spawns even they are disabled
yes that's kind of a bug in LL not LT
but also kind of a bug in our mods not LT or LL
it removes em from the terminal but not the buyable items list
alrighty
using terminal conflict fix is a work around for now
I say Rocket Launcher because I looked all the way through the list of items and their prices, and the incorrect price shift began with the Rocket Launcher, only getting fixed when disabling it.
hmm, personally i just enabled all the shop items and just ignore the ones i dont wanna use and i havent had price desyncs since
So everything was the correct price it should be?
mhm
I guess it'll be worth checking out again.
crossposting the issue here as the Github looks unread: #1327068908129095700 message
they be workin for me
They work. Now crank up their spawn rate and watch them go!
they never broke?
A while back some people were reporting that they didn't always explode when stepped on. But yeah, have not experienced the issue myself yet
That could be a product of server lag
it was from when the game updated, the boombas stopped working. i guess they were fixed
I don't know what happened and where to report this. the latest update of LethalLib is breaking my pack. cant even create a new lobby/save (stuck in fart room). Version 0.16.4 is fine for me
pack code : 0195cc6e-8fd2-4ec6-99d0-a0f8a89bfe5d
my pack is somewhat large sorry
logs if you need
Ah damn
I'll take a look soo
Soon*
Weird part is that it worked for me but ig something didn't like a change
While loading your profile
Lol
damn wtf 😳
lethalexpansioncore in 2025 😭
shh i know. its that there's the scrap mods that uses it as dependency. I tried to speak to the dev of that mods but they are not familiar with porting and such
is it normal that coderebirth cant even load in your pack because of a weird error with input utils?
hmmm coderebirth running normal I think?
cuz we sees scraps, gals, weathers, enemies from coderebirth on our regular game
doesnt load on my end, input utils errors out lol
I think I found the mod causing my problem. I believe it was LethalWashing (again 😭)
ye got no error and created a lobby just fine with LethalWashing disabled
sorry for the inconvenience 😭
I think I'm having a similar issue. I can't land or leave moons sometimes and have to restart the day, and the error I managed to see this last time is this one:
[18:38:06.8404198] [Error : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array.
Stack trace:
(wrapper dynamic-method) Terminal.DMDTerminal::SetItemSales(Terminal)
(wrapper dynamic-method) StartOfRound.DMDStartOfRound::PassTimeToNextDay(StartOfRound,int)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineStartOfRound::PassTimeToNextDay?-1727988532(StartOfRound,int)
LethalThings.MonoBehaviours.FatalitiesSign.StartOfRound_PassTimeToNextDay (On.StartOfRound+orig_PassTimeToNextDay orig, StartOfRound self, System.Int32 connectedPlayersOnServer) (at O:/github/LethalThings/LethalThings/MonoBehaviours/FatalitiesSign.cs:34)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookStartOfRound::PassTimeToNextDay?1967287260(StartOfRound,int)
(wrapper dynamic-method) StartOfRound+<EndOfGame>d279.DMD<StartOfRound+<EndOfGame>d279::MoveNext>(StartOfRound/<EndOfGame>d__279)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
I need the whole log, the other person had a different issue related to a separate mod
I think the log file got replaced by a new one, when I restarted the game, this one doesn't have the errors anymore. But from the Github I saw someone had the same problem and they said you just have to buy the Fatalities Sign
Seems to be an issue when you die and respawn when leaving the planet if you don't have the sign
I'll send the log next time we play and it happens
Thanks
the save file was corrupted
you basically added a mod that corrupted your save
It's a new save though, no mods were added after starting it
It happened again, here is the log file:
@royal lynx The game got stuck when I went into orbit, its sort of random.
I got this error relating to Lethal Things though
[20:20:47.3158554] [Error : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array.
Stack trace:
(wrapper dynamic-method) Terminal.DMDTerminal::SetItemSales(Terminal)
(wrapper dynamic-method) StartOfRound.DMDStartOfRound::PassTimeToNextDay(StartOfRound,int)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineStartOfRound::PassTimeToNextDay?-749942888(StartOfRound,int)
LethalThings.MonoBehaviours.FatalitiesSign.StartOfRound_PassTimeToNextDay (On.StartOfRound+orig_PassTimeToNextDay orig, StartOfRound self, System.Int32 connectedPlayersOnServer) (at O:/github/LethalThings/LethalThings/MonoBehaviours/FatalitiesSign.cs:34)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookStartOfRound::PassTimeToNextDay?1511713740(StartOfRound,int)
(wrapper dynamic-method) StartOfRound+<EndOfGame>d__279.DMD<StartOfRound+<EndOfGame>d__279::MoveNext>(StartOfRound/<EndOfGame>d__279)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
Why did LethalThings just start ignoring the config bruh
i told it do not enable the remote radar and it did anyway
Just to be sure, it is the exact item you disabled?
The base game has an unused handheld mapper tool and I believe LethalThings adds both.
yes
and the hacking tool
and the toy hammer
in fact the toy hammer i didnt even touch
it just still has it as enabled for some reason
LT has two separate hammers for some reason (probably related to scrap/store item settings) so you can't completely disable it.
Sorry, I'm not an expert on this mod. Hope someone more knowledgable can help you out :(
how does the chance to become a lost/maggie config work? is it just any time you use a teleporter? do you have to have a snare flea on you? does it work on both teleporter types?
i wouldnt recommend enabling the stuff with maggie/lost, currently broken enemy that wasnt supposed to release
is this a harmless error
How exactly do the boombas work? They don't seem to explode on contact unless you're crouched, but I had one explode earlier when I sprinted over it
was this tried within the last week?
than they prob broke
bc they just work like moving mines normally
They've never exploded on contact for me, I only just figured out they can explode when sprinted over
Originally I wondered if RandomEnemySize shrunk their collision box but they behave the same at 100% size
RandomEnemySize and or v70 broke them
this mod does seem to just die whenever a new version comes out lol
try testing without RandomEnemySize
@willow abyss How would I go about removing the "Revolver" scrap item from your mod, not just removing it from the spawn table? I need this because it conflicts with the ID name for the "Revolver" weapon from the Piggy's Variety mod:
https://thunderstore.io/c/lethal-company/p/Piggy/Piggys_Variety_Mod/
they are not the maintainer anymore
should be @royal lynx
btw just testing JP on mansion got this error
oh, gotta update JP
If I dont have Maxwell soon I will cry
Wait does Ross work?
I mean I know that sounds like a dumb question
but just incase

dunno
Want me to test it?
I could also test JP & Pjonk if you want me to
I wanna be a helping hand
Wait he doesn't?
I'll be the judge of that 
Imma hop on lethal right now
I'll send it in the d of ms
For some reason charging metal doesnt strike the ship with lightning anymore
Hey @willow abyss did u ever fix those wierd lighting changes caused by this mod? Its very apparent when looking in the main entrance. The lighting is wierdly fucked up.
Also can u make a standalone boomba mod?
Dont use this mod my brother
Why?
I mean i dont because of the lighting issues
But is there like some controversy or something?
It's ultra mega broken
And a remaster of the mod is in the works (slow yeah but this will come)
i use it fine tho but yea wait for the remaster
screenshot/video?
just compare the 2. go to main entrance while modded take pic, and then do unmodded and take pic.
If reporting a bug to get something fixed please provide the evidence requested instead of telling them how to get it themselves. Sorry not trying to be rude, but posting evidence and logs tend to get better results and possible fixes.
Also i do support the request for a stand alone boomba. Why has this not been made yet??? Lol
maybe after coderebirth's update and its bugs get fixed ill finish this
coderebirthlib would be out by then too so things should be easier
And whats the remaster gonna have
Hopefully its the same but just better coded
I want to throw cookie fumo
And Maxwell
yes it's the same but better coded
i havent worked on it in a while but i was also reviving incomplete/scratched mechanics occasionally
monster juice or whatever its called was initially supposed to turn you into a hydrogere but that code was commented out for whatever reason
Not gonna lie I like the concept of this lol.
Oh god lol
Can we have an option where it just kills you
I always love my head exploding
make the hacking tool have a long interaction (like Safes in coderebirth) instead of math 😫
If you can get the utility belt to add slots the same way mods like hotbarplus does (so it's compatible with literally anything else) that would be so awesome and cool
yeah itll definitely be changed to have the code from there if i can figure it out
Lethal Things Rebirth Edition!
Not gonna lie ive been excited and afraid of what Xu will do when they remake this.
it'll have at least 24% more hoochi mamas
it would be so peak...
its AI was extremely messed up when it happened outside and i couldn't be bothered to figure it out
it was throwing errors all over the place
oh lol, yeah that's weird
also bonus feature that was never done because no one wanted to rig models (or animate), i wanted to make it so if you gave the energy can to the cookie plush she would come to life, run around wildly and run into the nearest wall knocking herself out
lol that would've been funny, and probably pretty easy, ill bother my animator about it at some point maybe
Young wild and free lol
You can find me on twitch : www.twitch.tv/vastostv
rare eba appearance 
use this insteaad
Yeah, I was mostly looking for a manual way to activate the electric chair, sadly this one just causes an explosion instead of the lightning
Zap gun....
Yeah without that
It’s a good investment
when the things are peak
You are spreading to every game
plushie that fucking kills you
I do hope we see that lethal things update
I love Maxwell and the monster that kills me
hi eba @willow abyss
hiii
this is the first time properly seeing footage of the game aside from clips, welcome back content warning
yeah it reuses a shit ton of physics stuff and sound effects
which kinda sucks cuz CW's sound effects lack soooo much punch
Its still a fun game tbh
it do be
Arson (Mandatory)
I hear this problem where someone will buy an item from the shop and get the wrong item but it has yet to happen to me. Does anyone know the specific cause?
the cause is having any lethal things shop items disabled
just leave them all enabled
I disabled the rocket launcher and it still worked? I tried it out like 15 mins ago
I'll try it out on a different empty save and see if anything changed in a min
shrug, it doesnt always happen, i remember it being kinda inconsistent
mod goes haywire on kite's Zeranos after regenerating the dungeon
i turned off the handheld radar as well, and it still spams this error
👁️
still working on crlib 🥲, with that one's update and bugs finished ill be able to move on from lethallib and add content in a much better way than any other mod rn
basic todolist i have but there's slightly more things
is there a way to fully disable crystal ray and maggie? cause even with their spawn weights set to 0 it seems they still spawn under rare circumstances. idk what crystal ray does and he isn't really bothering anybody, but maggie tends to bug things out pretty hard when they get ahold of anyone and i'd like to avoid them spawning in the future
No
I think it was planned to have a killswitch for those two whenever this mod gets updated but god knows when that'll be
is the bug known that when you drop the utility belt with items in it it softlocks your game for non host
ive had it happen a few times and its a little annoying
you're not able to interact with anything, drop any items, pick up anything
Kind of a late response but some mods allow you to do -1 to disable enemies if 0 doesn't work, dunno if it works for the LT Enemies
i doubt this mod ever got advanced enough to use that
Could test it
Actually you can use LunarConfig to disable them
by setting the max count to 0
Or actually, if you look at a disabled enemy like the Prototax for example in Biod if you turn that off, just use the curves
doesnt that only work on natural spawns
Possible
Can just use this curve to disable them
They can't spawn if their curve tells them to not spawn
the reason they spawn is cus by default they have a small curve that allows them to
@opal cedar Is there anyway to fix the Boombas not working btw or do I disable them til the rewrite?
I noticed they couldn't explode lol
brokey
is there anything that works in this mod or not?
need to go back to v72
hope it gets updated
probably wont
but who knows
Otherwise
we need an individual mod of Maxwell and Cookie Fumo >:)
theres a working maxwell mod no
Is it actually working?
solo yes, not sure about multi tho
i was thinking more about random teleporter trap and boomba
@royal lynx weren't you planning on updating it? 
-# If not, would it be okay, if I had a look? 
sure you can take a look, i do plan on doing it later when im done updating dawnlib
You should prolly let him look at what you've already worked on lol
testaccount project number 134 
Here to send love to the Axe in this mod as its the only thing making playing vanilla maps like Titan bearable
It heals me that I can kill the fucking giants with it
stock up on easter egg 🥚
Would be awesome if this was updated
Though with how absolutely catastrophicly destructive v73 was, i'll probably not be updating for a long time
some forked it ig
ye i gave him some advice on things they need to do for optimisation and fixing
tell them that te remote-radar doesn't work
yeah i figured they didnt do the netcode patcher bit lol
nor rocket launcher
so most networked things wont work
oof
@meager ridge if you need help setting up netcode patcher there's some stuff in #dev-general pins and you can also ask me if it doesnt work
does this mod stil lwork in 73
are you using 0.10.8 or 0.10.9
only 0.10.9 was built with netcode 😓
latest version
hmmm weird, i'll try to take a look
@still orbit got it to work, new version will be up in a few minutes 🙂
testing rn
is your mod manager detecting the update? mine takes like 30 minutes to realize there was one, even when i manually refresh the modlist 😓
working :]
Althought If I could ask for smth, maybe buff the hacking tool
It takes too long to just open a door lol
Oops
Found a bug
If you get teleported by a teleporter pad, the hud dissapears
are there any errors in the console window?
