#Lethal Things
10974 messages ยท Page 11 of 11 (latest)
you can hack those? lmao
I guess, or it was another door that was nearby lol
i've been playing LC modded from day 1 so i took most features from this mod as vanilla, especially the teleporter and boomba
It's cool.
my only complain is the hacking tool is basically having to do a math test
with 10 digits
No, I imported manually
my modmanager updates every ~1 hour
isn't the hacking tool only with numbers from 1-10? or am i misunderstanding
yes
i can try to add configuration for like alternative min/max numbers
currently it's hardcoded to 1-10, so you could set it to 10-50 or something i guess
sorry, I did not explained well
yes, the tool let you put from digit 1 to digit 0, all your numpad
but I mean the quantity of numbers that you have to put to make the hacking tool "hack" the trap
My request is to add an option to set the quantity of numbers you have to put to hack with the hacking tool
oh, so you input multiple numbers but each is 1-2 digit number
no, you put the last digit number, for example, if the answer is 15, you only put 5
ohhh ok ok
so you want the hack to take longer to take each time? instead of 8 numbers you want 10?
on the contrary lol.
I want it to be shorter
From 8 to 5
gotcha, it should be fairly easy to add configuration so you could make it easier/harder as you wish
i'm not sure if it should be client sided only or synced (so the session host controls the difficulty for everyone)
most prob that everyone will have the same config on the match
Could you build this into the fork
https://thunderstore.io/c/lethal-company/p/Zaggy1024/DisableLethalThingsDartScanNodes/
Or fix the original problem?
the original problem was some debug tools patching a function that no longer existed
no idea what this fix is
It said that the dart scan node had a expensive performance cost.
Can confirm rocket saves its ammunition after game reload
now it just needs recharge capability (even if it doesnt make sense)
Thank you for uplifting this mod ๐
just to inform, the utility belt no longer render on your belt, but still works
never got to mess around with this mod too much back in the day but im sooo happy this is back up, thank you so much! this is so exciting, been having a great time testing it out and didnt realize how great this was aside from boomba,
i think ive only had one notable thing from messing around with imperium, darts spawn scattered around beneath the map in my experience
Added this mod as part of the compatibility with the Reserved Custom Position mod :]
another small bug report.
The toy hammer does not have a scan point, or it is under the ground
Another small bug report, the toy revolver no longer shows the flag after firing more than one time
Another bug.
It seems that disabled items makes it still appear if spawned differently.
An Utility belt spawned on a safe crate on the Art Gallery Interior from Wesley's Moons
And no Boombas spawned on my match besides having a spawn value enabled
this should be all.
Sorry for reporting a lot of bugs :,]
I have no idea if anyone said this but when I try and boot up the game with lethal things enabled I get stuck with this screen,
Also is the owner of this mod planning to update this? (top 3 mods of all time)
are you using this upload of the mod? its up to the newest version of the game https://thunderstore.io/c/lethal-company/p/joncnoj/LethalThingsFork/
I just installed that one, is this by the same person/
?*
its a reupload from someone else since the original hasnt been updated in a very long time
if you're having trouble with the reupload then im quite sure what the problem could be, i havent been having issues with it like the black screen there
that was with the original version, ty tho!
10000 messages
are teleporter traps working in fork?
Based on all the bugs I've been seeing get reported I think I will just wait for Xu's Version
Honestly, it works almost flawlessly
Just the things that are worth noticing.
- Disabled items just remove it from the shop. It can spawn with other things like WM Art Gallery or WoodenCrate from CodeRebirth if not blacklisted
- Dart is still bugged I just remove that decoration
- The Boomba does not spawn, I thing the 'fix' Fixed added disabled all creatures np matter the number on the config
The other things are just rrally niche things
But Rocket works perfectly. Even it saves between game reload.
Utility bag works flawlessly with Reserved Slot and Increasing inventory with HotbarPlus
And no performance issues from what I've test yesterday with a friend
For me, it's surprising how this works for a mod that it was almost not updated from almost more of a year
I imagine you still need the mod Zagster made
What mod?
It's probably more likely using whatever changes Eba last did on the Github which were much different from the code of the main mod
https://thunderstore.io/c/lethal-company/p/Zaggy1024/DisableLethalThingsDartScanNodes/ This, I doubt it patches this problem
As I said, I don't have that decoration enabled
That doesn't matter
And no. I don't used that mod
Hmm, I've not seen performance issues
Would be good to check if this LTF has that patch, but I've not found any performance issues with this mod on my modpack
They do disable the enemies yeah
You can prob use Lunar Config to allow the Boomba to spawn again
I used to use it to properly alter the enemies to not spawn
lol
It says that it prevents enemies with spawnrates set to 0. I have romba set to 20
Try setting it to a really high value
if it still doesn't spawn then bug report it
Boombas I remember being quite rare
I did the bug report
Is the dev even in here?
That patch do still be in there
Would be good to ask Jon to remove that patch lol
@meager ridge Might be worth integrating this into your fork
Tbf I'm surprised someone would revive the project in it's current state even Eba didn't wanna touch it lol
Xu helped with some patches from what I've seen
Yeah Xu did a few things before splitting it up into a rewrite project iirc
@royal lynx I think this was the case right? I don't remember how much you did before you started doing the rewrite lol
ok, what did you do
Nothing, this is stuff it logs on boot
bunch of missing scripts
Prolly relating to one of the enemies
https://thunderstore.io/c/lethal-company/p/somug/EnhancedLethalThings/
If you want an Improved version of the Hacking Tool, I strongly recommend EnhancedLethalThings
This version of the Hacking tool makes it more usable on more situations like this.
- The hacking tool now tells you all the number, being a lot more easy and fast to use.
- The hacking tool has two modes, doors and traps:
- if it's doors mode, it will only focus on doors.
- If it's in traps mode, the hack will affect to all the traps in a small radius. (also this mod disables the turrets permanently, maybe too op)
It also increases (maybe too much) the battery duration
So maybe adding this it would be good.
Although would be good checking the code, this happened once... Not sure why.
(Had to do a lobby reload to fix this)
this all seems like more hastle than its worth lol
I like tools but I mainly used it for the boomba and teletrap
cuz I've been reporting all the bugs I've found lol.
All the other items, scrap, buyable items, its behaviors, decorations works perfectly
The tools never fully disabling has always been a thing
It's not a bug
it's most prob that this issue was due to EnhancedLethalThings
im aware
Just how the mod was coded
I didnt mention the tools besides not really using them lol
If this is from what you're using this mod, only the 50% of that works, so I'd wait for a fix if I where you :,]
Teletrap works
but boomba does not spawn yet
didnt dislike the tools, but my group tends to head in empty lol
I did
hmmmm
I'll try forcing it with LunarConfig
btw, I've not found this on my playtest :,]
It's in the logs on startup like I said
Well modpage says it just doesnt load them if the weight is 0 right? I dont think lunar will help there
right after the mod loads lol
yeah, but the weight is not 0 :,]
:,]
found it, thanks
not sure why it would happen, but it seems it does not log that way again from what I see
I imagine it's just the bone scripts missing for the enemies that weren't meant to spawn
Look what I've found : D
altought, it has the same issue of not exploding when stepped up
only if you crouch

that issue was always weirdly on and off lol
sometimes it would explode if youre standing, sometimes only when crouched
Probably a borked hitbox tbh
hopefully should be an easy fix
@glad yew @broken thicket dartboard seems to be completely broken regardless, darts spawn outside the ship
i force teleported them to myself and tried to throw them and they don't collide with anything
might as well completely disable the dartboard for now ๐คทโโ๏ธ
i thought about adding a lazy patch, so that patch is only applied once a dartboard is purchased, but it's kinda pointless if darts simply don't work
i mean this works but really what's the point
Thanks for the update!
they used to work awhile back and stick to the dartboard as intended but were broken by some lethal update
if there is really 1 thing i ABSOLUTELY want it fixed is this monstrosity https://github.com/EvaisaDev/LethalThings/blob/66b5e1137047c5aa0ba7e02d56425218f187dceb/LethalThings/Patches/PowerOutletStun.cs#L51
please make it a harmony patch return false, this shit is insane and i hate it
fuck harmony ๐ฅ
dartboard was always buggy as hell for whatever reason
getting flashbacks to when i was still implementing it and when you threw darts at the closet it would stretch them and resize them in all kinds of fucked up ways
Anyway cool that someone forked the mod, I have no idea how you managed with how fucked up my unity project for it is
if you wish i can change the description of lethal things to point to this updated version, not sure what the options are there to automatically point people in that direction
maybe dependency?
bed time good night
Yeah just push an update to the main mod that's an empty mod basically and have the fork be a dependency
this means we dont need this mod anymore right? https://thunderstore.io/c/lethal-company/p/Zaggy1024/DisableLethalThingsDartScanNodes/
lmao ๐ญ you literally nuked the behavior of the item charger
it requires a patch of your patch to work, for real
but anyways, it will be fixed in the fork i hope
Yeah
Next update you probably could just remove the dartboard and darts tbh since it's broken and has been for several updates now
I mean it wasn't broken when i made it
So not my problem
no no its not broken
But any other devs that want to patch the item charger when placing metalic items in just cant do it
because when they try, it will run your patch and cancel the vanilla function
Would be the same with a return false prefix 
absolutely no
yeah i guess i pinned the wrong line, but this one is the good one https://github.com/EvaisaDev/LethalThings/blob/66b5e1137047c5aa0ba7e02d56425218f187dceb/LethalThings/Patches/PowerOutletStun.cs#L79
if i, as a dev, want to change the behavior of the charger when charging an item that does not have a battery and that is conductive (humhum, bomb), well i cant
because of the return there
and so i needed to do a patch in my own mod to correct this behavior myself
i actually posted an issue on this very exact problem................. 1 year ago
https://github.com/EvaisaDev/LethalThings/issues/77
lmao
Is there a PR or smth to fix it?
Or is it just best to remove it?
i havent made a PR because i feel like its so easy to fix that it wasnt needed
There is also no need to remove it since its for an insane feature of the mod (recharging metal items)
agreed
So, the list of recommended changes for the mod would be:
Most important bugs:
- Patch the charger behavior.
- Remove completely the Dartboard furniture.
Not so important bugs:
3. Fix the Boomba hitbox.
4. Fix the Toy hammer (Scrap) scan point.
5. Check why the Toy revolver's flag doesn't load sometimes.
Recommendations:
6. Completely unload the items / scraps when disabled on the config.
7. Add a config to set if the buyable item is scrap and/or store, like how the Toy hammer works. (Also UsualScrap mod works that way)
8. Use the EnhancedLethalThings config options for the Hacking tool buff
That should be all
i honnestly havent follow the work already put on the fork, but yeah that is pretty much all good
oh, and maybe try to recover the energy drink original effect? (spawning a slime)
I remembered xu talking about this one time
I was never there for the original effect but I prefer the fact it kills you after 2 sips instead lol
oh yeah and this please it will be so cool #1178456016254414878 message
If anything I would make the original effect be a defaulted false config setting
i think the original was supposed to be exactly that + a slime
I think adding it how it's added on UsualScrap would be good enough
yeah
Also the cookie fumo plush needs optimized, it's tri and poly count are so high that it gets completely nuked when using mods like Lethal Sponge
What if we gave cookie fumo MORE poly
Hate when mods do this. Don't do this
Advertise the mod in the description, readme, icon and in the website url in the manifest and that should be enough
literally doesnt work though?
Even doing it in at least two of these would be better than nuking the mod off the face of the earth
Then deprecate and change the icon + desc. to redirect to the fork
It's a really annoying practice whether the original mod works or not lol
yeah i disagree, the mod probably crashes games rn and most people who barely play modded dont realy care for seeing something as deprecated
Yeah depends on the specific circumstance 
then they should read the icon and desc lol
yeah but why?
People be illiterate ๐
cuz lobotomizing mods is incredibly annoying
lobotomizing a dead body that crashes the game doesnt make a difference though?
like you can still downgrade, which you WOULD need to do to begin with
it's just bad practice
that's not a justification against it that's just a statement though
i mean yeah it's what I think
people could be using previous versions of lethal, and having to downgrade a mod thats been gutted is just an extra bit of annoyance that isnt really necessary
and it just kinda seems like its more trouble than its worth. if someone doesnt wanna do the bare minimum and read the description of mods their downloading, thats their problem
coblat
rodgo
hi all, just wanted to set some expectations regarding the fork since I'm seeing a lot of excitement, suggestions and requests for changes for the mod
I've considered some of the additions from this mod (i.e. teleporter trap and boomba) as vanilla content as I've always played with this mod in our playthroughs, so i took the liberty to fork and upload a fix so my friends and i could conveniently get the play on v73 without replacing DLL files manually
that said, I am not familiar with lethal company modding (or, to be perfectly honest, with unity in general) to be able to add new content and fix broken systems like dartboard/boomba colliders
I've already opened a pull request to the original repository with all changes, and i encourage anyone who wants to contribute to open a pull request with suggestions to either the original repository or my fork, as i don't have the knowledge (or time at the moment) to create new content
in case a future game upgrade will break stuff, I'll try my best to get it to work, but new content is not something i can currently do
I'm sorry if this disappoints anyone, but this is all I can afford to offer and do at the moment
Blame Thunderstore, not the modders. Thunderstore doesn't support transferring ownership of a specific mod, so this is the only way to do so.
Not doing this creates unnecessary work for users.
Thats ok, you made this for your personal use firstly and i still thank you for sharing it with the community
But then this means @royal lynx will need to get back on this (in the far future)
ye i will be working on it, i have a patched v73 project incase i get time at any point
I am not blaming modders, I just hate the practice even though I know it's probably the smart thing to do
but you're right, it is totally TS's fault
Nah bro it's totally fine! It's exciting to even have some of the features from this mod available again. You did a great job
You've been doing a great service, love having this mod up at all , thank you! 
I hope the Mew was one-shot 
You don't like the funny? 
It is not even a problem because thunderstore lets you download every previous version of mods already
It seems like the person doesn't wanna maintain the mod though and would rather you merge the pr they made into an update on the main mod page, I have no idea why it causes the issue for late joining clients that I posted though โ ๏ธ I wonder if it has to do with the change done to the dart board
Which considering the dart board is so beyond broken it might be better to remove it lol
the change for the dart board only affected patches for the dart class itself, and shouldn't affect anything else
it might be some change from v72 to v73 that caused this, or another separate mod, because I've never had that issue when playing with friends
i mean preferably lethal things repo would be restructured to do the whole automatic building and pushing to thunderstore thing, but i have no idea how to set that up with how fucked up the unity project is
did this fork really only require code changes and no project changes?
because thats surprising to me with the unity version change
Unity version change didn't need lethal things to rebuild bundles yeah
last time unity version got switched i had to remake the whole project
Just netcode patcher and whatever other tiny fixes were pointed out
Removing Lethal Things fixed it so I assume something goes wonky with the networking of the mod when a client late joins
If zeekeress hadn't touched netcode version then we wouldn't need to update anything technically lol
But yeah pretty minor changes from 2022.3.9f1 to 2022.3.62f2
Btw Xu I sent a super tiny profile on that report on the Github that repros the SSS issue lol
I'm aware, I'll take a look at it later
pull request with no description of changes made ๐ฅ
๐
Lol
Yeah apparently v73 broke it
You might be able to merge some of the changes and fix the dev menu
yeah that was very first change i've made
when loading into v73 with the dev menu you'd get an exception every frame and the game wouldn't load
and i figured since there are other dev menus i'll disable it so the mod can actually be usable
i did document all changes in the commit messages though
i would prefer if things were commented out and documented rather than removed entirely
it's git, you can always revert the commit once you want something back, better than commented out code clutter IMO
i barely know how to use git
thats lordfirespeed's thing
lol
All i know how to do is merge things and pull / push
it's as simple as git log (or look at github commit history)
find the commit ID of whatever you want
then git revert COMMIT ID
I'll just do it manually by copy pasting the file
(Honestly I'm also unfamiliar with this side of git)
๐ฅ
whenever i have to do anything remotely complicated in git I return to my trusty manual file operations
Though you'll probably need to fix whatever error was spamming with that but should be simple
there's a ton of gamified git tutorials and it's a VERY useful tools for developers, can't recommend learning it enough
anyway this looks fine, I'll merge it and look into some of the issues that are left i guess
huh
okay well it decided to not remove Debug.cs from my local copy
even though i pulled
now i can no longer trust my local copy to be up to date
very cool
oh yeah it is fucked up
for some reason my local main is pulling from origin/dev
WE LOVE GIT
what the fuck is up with this project
wait the default branch is "old" according to my local copy???
which does not exist
Lmao
i now remember why i stopped touching this project (and the fact that i got bored of LC but i love blaming git for stuff)
you need to run something like
git pull --set-upstream origin/main
too late i deleted the .git and made it even worse
okay i fixed it by brute force
(recloned and copied the .git over)
Yeah I know how to use git, it is easy :)
@meager ridge No clue how you got this to build, the netcode patch section of the csproj causes it to throw errors
is there some step i missed?
uh try doing dotnet restore, dotnet tool restore and then build, and if that doesn't work lordfire had a pinned thing in #dev-general
oh yeah i had to uninstall and reinstall it
@royal lynx Do you remember if I set up a repo for the unity files for lethal things, because i seem to have deleted my local copy of the unity project lmao
Uhhh
I have the files I think???
I'm pretty sure you made a repo
I am starting to suspect this version of the assetbundle for lethal things is missing the whole dev menu prefab
Lmao
https://github.com/LethalThings/LethalCompany-LethalThings/tree/main/Unity/LethalCompanyUnityProject-main if you have access to this I think that's what you sent me for the whole unity project
i do not have access lmao
ah i was wrong
unity just fucked up somehow
there is null values in Keyboard.current.allKeys
which used to not be there
so i just had to add a null check
Lol
Yeah apparently the darts were being found all over the world and they wouldn't stick to the board or smthn?
is there a noclip mod somewhere i can use
wow imperium looks neat
the color choices are an eyesore though
Yea it's fairly good, injust don't use it most of the time cuz there's too much
why is it adding a big ass minimap on my screen
https://github.com/EvaisaDev/LethalThings/blob/66b5e1137047c5aa0ba7e02d56425218f187dceb/LethalThings/Patches/PowerOutletStun.cs#L79 also your monomod patch caused this method to not run so other mods can't patch it iirc lol
https://thunderstore.io/c/lethal-company/p/TestAccount666/ImperiumFix/ important mod to pair with Imperium
it takes like 1/4th of my screen
Dunno, press M
Unless Eva is using a keyboard that isn't English I don't think it matters
Ah I just install it when I use Imperium regardless lmao
unsure why that return is even there
Iunno
Btw might also be worth looking into why the Glizzy can't attach to the ship ceiling anymore, I think that functionality may have broken due to Zeekerss changing how far up you can look a while back but I'm not certain
What
The glizzy not attaching to ship ceiling is intended
I always thought that was intentional
it was because of fucked up raycasting
because the throwing in this game is implemented extremely weirdly
Yeah, the game has a lot of jank but it do be part of it's charm lol
you can wrap it in a try-finally blcok so orig(self) is always executed even if your code throws an error
before
private static void ItemCharger_ChargeItem(On.ItemCharger.orig_ChargeItem orig, ItemCharger self)
{
if (NetworkConfig.Instance != null && NetworkConfig.Instance.enableItemChargerElectrocutionNetVar.Value)
{
GrabbableObject currentlyHeldObjectServer = GameNetworkManager.Instance.localPlayerController.currentlyHeldObjectServer;
if (currentlyHeldObjectServer == null)
{
return;
}
if (!currentlyHeldObjectServer.itemProperties.requiresBattery)
{
if (currentlyHeldObjectServer.itemProperties.isConductiveMetal)
{
currentlyHeldObjectServer.GetComponent<LethalThings.PowerOutletStun>().Electrocute(self);
}
return;
}
}
orig(self);
}
after
private static void ItemCharger_ChargeItem(On.ItemCharger.orig_ChargeItem orig, ItemCharger self)
{
try {
if (NetworkConfig.Instance != null && NetworkConfig.Instance.enableItemChargerElectrocutionNetVar.Value)
{
GrabbableObject currentlyHeldObjectServer = GameNetworkManager.Instance.localPlayerController.currentlyHeldObjectServer;
if (currentlyHeldObjectServer == null)
{
return;
}
if (!currentlyHeldObjectServer.itemProperties.requiresBattery)
{
if (currentlyHeldObjectServer.itemProperties.isConductiveMetal)
{
currentlyHeldObjectServer.GetComponent<LethalThings.PowerOutletStun>().Electrocute(self);
}
return;
}
}
} finally {
orig(self);
}
}
whatever code is in the finally block will run even if you return/throw/whatever in the try block
and change the if statement
that works as well, finally would be a bit safer in case a future upgrade completely breaks something but its honestly fine flipping the ifs as well
i dont think this try/finally is important, just remove the returns or change the ifs, or something else and you should be good
I have always been kinda against putting try catches everywhere because it always feels like hiding a problem
feels messy in my mind
it's better to catch an error and log it if you can let the game still work compared to completely breaking it ๐คทโโ๏ธ
also finally blocks are a bit different from catch, they run even if the try block succeeded
i mean yeah but the try part is still suppressing any potential issues
it's not with a finally block, the exception wll still be thrown, but the original function will still be called
I always assumed it just defaulted to blocking the exception
you can also re-throw exceptions so they're not suppressed
try {
...
} catch (Exception ex) {
Plugin.logger.LogError(...);
orig(self);
// or something else
throw;
}
i just feels like adding extra overhead idk lol
but yeah I generally agree with this
I have no idea what the impact is on C#
just some languages have really slow debug functions
and if you try catch in your own hook, you should probably unhook your hook if it fails instead of throwing and catching a million times and more, like with HarmonyWrapSafe
also same
it has always felt messy to me mostly
I've seen code where they wrapped literally everything in try blocks and it feels like slop
lmao
damn i can't find this issue time to ignore it
speaking of issues i have no fucking idea what is wrong with the dart board
Here is some source possibly https://stackoverflow.com/a/3480151
it seems to just be throwing the darts through the wall on spawn
i guess the collision detection broke somehow
at some point
Also about git skill issues, I'd heavily recommend learning jj (Jujutsu). With it I can mask how bad I am with git because it's just so fucking intuitive
So why should you care about
jj? Well, it has a property that's pretty rare in the world of programming: it is both simpler and easier thangit, but at the same time, it is more powerful.
https://steveklabnik.github.io/jujutsu-tutorial/introduction/what-is-jj-and-why-should-i-care.html
there are no detached heads
and there is a fucking undo command that undoes your fuckups!
with git, 75% of my rebases resulted me in recloning my project from github because I couldn't figure out how to fix the rebase or undo
unrelated but even git gui programs suck ass, i use github desktop a lot because it is simple but it has destroyed my work a bunch of times because it lacks proper verification popups for certain things, like it doesn't ask you "are you sure you want to do that", and then theres no undo for what it decides to do
i once merged my dev branch into my main branch (bringing over my local changes) and it didn't tell me there was going to be 1 quadrillion merge conflicts, and the entire program bricks up and won't let you do ANYTHING until you fix them
I'd except there to be an operation log (or whatever it'd be called) like there is in I think git and jj. I think jj does a snapshot if you call the jj cli, and that's a repo state you can restore from
in fact github desktop doesn't even properly interface with git cli, because if you try to undo what it did from cli you just cannot find it
it clearly does use it
but idk what the fuck it actually does
An interesting thing about jj is that merge or rebase conflicts don't need to be resolved immediately, they are just a state on the repo
mmm...
Also another really cool thing about jj is that it chaged my mental model of a git repo, so now I just see them as trees, and commits just base off of other commits. JJ does not have a branch-based workflow
As in, in git you name branches, and you do stuff, and commit, and do stuff, and commit.
In jj, you create a new commit basing from any commit of your choosing, add a commit on top of that, and another, and then you point a bookmark like main to the commit you want to, and that is now the head of that bookmark. A bookmark in jj is a git branch.
jj really is super fucking cool, and you can learn it quite fast, unlike git
Am I crazy or is something fucked up with unity explorer, i cannot interact with any of the buttons on the windows
you gotta enable a config
the disable event override
it also fixes any UE lag
when did that become a thing
always was, no one enabled that config before and the unity update broke UE until toggling that config
so just figured out that also was the cause for all the lag? lol
i always wondered why it was so bad specifically in LC
I have used UE in plenty other games and never noticed lag issues with it
might be cause lethal was using old input system or smthn im not sure
opened the unity project for the first time in like a year or more and got jumpscared by the โจ doohickey โจ
poor thing that will never be implemented
robot of many names
Scrap-e is a funny name, one of my enemies is called that lol
she's fucking everywhere
you can't escape the mu

awww baby
I'm fixing bugs
I figured it was something else hehe, there's just someone named skitts in the community and she's involved in like every mod
don't plan to add new content
Yeah thats what i mean with getting saved hehe
Thsts great to hear!!
Why is it that lots of modders are coming back
What happened
Happiest moment in LC history
:3
I'm literally not tho
I just yap occasionally and somehow that became a thing
๐
Hi miss skittles
still very funny coincidence because i am like. way after eba's time
in the community
lmao
way to call me old
love how I didnt even need to @ you
you just manifested hehehh
i was reading through messages and noticed i was mentioned
@royal lynx Do you have any clue as to why the dart collisions stopped working, no matter what I do I cannot get the rigidbodies to collide with anything anymore, I am so fucking confused, I have no clue when this broke, I'm assuming this is an issue with rigidbody based objects as a whole
seemingly something in the game changed since i implemented these which just made rigidbody collisions nonfunctional
hmm nothing changed afaik, but tbh you've been gone for so long there is a chance the layers got changed a bit around since way back, even i wouldnt remember that far back
whats ur current logic like?
i checked the layers and it seems fine
hmm
well, the basic logic of rigidbody collisions does say that one side needs a collider + rigidboy and the other side needs atleast a collider, the darts got a collider?
yeah
the darts have a collider and a trigger for detecting whether they should stick to a surface
but neither one is triggering
if i drop the item they just fall straight through the world
if i throw them they fly straight through the wall
it is just these 2
i have long forgotten the actual logic but like a rigid body with a collider should just work out of the box
i tried printing from OnCollisionEnter and it never logged anything
same with trigger
weird...
yeah i give up I'll just remove the dartboard until someone else wants to fix it lmao
updated the mod on thunderstore surely i didn't fuck anything up
surely
Is propColliders correctly containing the right stuff
Thank you Eba :]
i just tested the item charger and yeah it's now working as expected thanks!
however, i still found something but this is not an issue, just like a small request (requires 1 line to change) if you can accept it
basically this at line 58 https://github.com/EvaisaDev/LethalThings/blob/36f021d276b7c0e01a07221a422587453768f1e8/LethalThings/Patches/PowerOutletStun.cs#L58
works and dont prevent the vanilla code from running
but will it be possible to change it to this instead?
if (GameNetworkManager.Instance.localPlayerController.currentlyHeldObjectServer != null && (GameNetworkManager.Instance.localPlayerController.currentlyHeldObjectServer.itemProperties.requiresBattery || GameNetworkManager.Instance.localPlayerController.currentlyHeldObjectServer.itemProperties.isConductiveMetal))
self.triggerScript.interactable = true;
so if the condition is false, it will allow the vanilla orig(self); from line 53 to set the interactable value instead?
I'm asking this cuz rn this prevent some other mods to change this value since it will be overriden by your code anyway (and set to false no matter if i want to set it to true for a personal use)
i guessed i could have reported this along with the other patch but yeah i forgot about it and just remembered it while testing the new version
idk what that means
assume that i haven't heard of anything discovered after like the first half of 2021
in ur grabbablerigidobdy
public new void EnablePhysics(bool enable)
{
for (int i = 0; i < propColliders.Length; i++)
{
if (!(propColliders[i] == null) && !propColliders[i].gameObject.CompareTag("InteractTrigger") && !propColliders[i].gameObject.CompareTag("DoNotSet"))
{
propColliders[i].enabled = enable;
}
}
// enable rigidbody
rb.isKinematic = !enable;
}
uhh idk
i assume so
i don't have my project open anymore
if it didn't then it would have never worked and it definitely worked in the past
eba ?
Can you make it a PR so I can do it another time
ok it is done
Is your update you pushed whatโs in the 0.10.12 changelog?
ngl as an API maintainer, a PR is so nice even if it's just a 1 line change
Since it said 0.10.11 got uploaded hehe
maybe it feels good for the wrong resons, like being able to assume whoever opened that PR has tested that the code indeed still works as inteded and doesn't have any negative consequences
hmmm i guess you are right
Even then though, I always quickly test the changes locally before publishing a new version
i feel a bit weird forking the thing just for 1 pr but hey it is what we call open collaboration
you're gonna just have to get used to it ๐
you can delete the fork afterwards and stuff
yeah
at least if eba is wondering, i builded the thing and tested, and it just works
i turned off my own patch of your patch in my own mod, and it also just works
when the pr will be merged, ill be happy
btw, its true that i never stated why i needed to have all this modifications on the LethalThings code
it's so i can patch it myself without LethalThings overriding my values, while still allowing both mods to work as expected
But why i wanted to patch the charger in the first place?
Well, to make the bomb explode whenever someone tries to recharge it of course, killing everyone in the ship
๐
That bomb can randomly explode just from walking near it does it really need the ability for someone to charge it? 
because its funny
well if presence can trigger explosion then playing with power prob does ๐
and the explosion when walking near it is just 2% ๐ฅธ
Do you have the dart board fix mod or did Evaisa accidentally leave in a reference to it?
Reference I think.
I've checked the code for enhanced and it does not touch the dartboard
It enhance
btw...
wish me luck.
I've never used C#

I'll try seeing if regenerating the config fixes it but it seems like the issue is just that the config is still trying to register it when it doesn't exist anymore
Yeah it's literally just that it still exists inside of the config
should be an easy fix and I imagine the mod should still work
deleted config, still happening
Yeah I regened it and checked
It still generates the config option for it
but the item doesn't exist
Eba just needs to do an update to remove the config generating it
Also apparently the dart still gets registered and wasn't deleted
So I wonder if this might cause a funny where they could spawn as scraps
XD
thanks for the recent updates, had a good laugh reading the changelog lol
@willow abyss I guess I should ping you about this issue since Moroxide forgot to so you'll see it ^^
oops i am the silly
Hehe you could prolly remove the darts too since they'll be unused
I like PRs because it lets me get more oversight over changes and i can easily read through it to verify
I didn't even know the darts got registered
lmao
Yeah it's pretty funny that they do
lmao
I think without something like DawnLib to debug log it you wouldn't be able to know
where even
lol
they are not in my content list
nvm
I am straight blind
one day i
w
my cat stepped on my keyboard while i was typing
one day I'll figure out why the config options in lethal things only work 50% of the time
dunno if thats a lethal things or a lethal lib problem
@royal lynx You have lots of experience with configs you would probably know the answer to this
iirc it was specifically the shop item configs
they always worked fine for me in the past
but people complain about them not working all the fucking time
I would imagine that's a Lethal Things issue right? Disabling them doesn't unregister them it just makes them not appear in the shop
yeah that was on purpose if i recall correctly
because disabling them entirely would fuck up the ids or something
it was a long time ago i barely recall
i just know the code is kinda fucked up
Unlockable fatalitiesSign = Content.ContentLoader.LoadedContent["FatalitiesSign"] as Unlockable;
fatalitiesSign.SetPrice(Instance.fatalitiesSignPriceNetVar.Value);
if (!Instance.fatalitiesSignEnabledNetVar.Value) fatalitiesSign.RemoveFromShop();

I think lethal things is the only mod that uses the contentloader module of lethallib
probably
That's very possible lol, I've no idea if Usual Scrap made use of it before it swapped to DawnLib or not
no like, lethal lib has 2 ways of registering items
What is the contentloader module? ๐ง
contentloader is this weird system where you define them as classes
Ah interesting
Lol ok
new ShopItem("Pinger", "Assets/Custom/LethalThings/Items/PingingTool/PingTool.asset", NetworkConfig.pingerPrice.Value, null, null, "Assets/Custom/LethalThings/Items/PingingTool/PingToolInfo.asset", (item) => {
NetworkPrefabs.RegisterNetworkPrefab(item.spawnPrefab.GetComponent<Pinger>().pingMarkerPrefab);
}),
Yeah this much I'm aware of, the Toy hammer will always think it's a tool for example so when you have it be a scrap it will remain during a ship eject
huh
yep
Yeah if you get wiped and you've never sold the Toy Hammer it just stays
LOL
cus it counts it as a tool
i think when i was rewriting some code i saw the networkconfig and i immediately deleted that LOL
well actually, idk why it sticks through full ship ejects
cus that should delete everything
my philosophy is if everyone needs the mod then its their responsibility to sync it i aint doing allat ๐ญ
sometimes you just gotta ignore the masses
This hilarious thing where suits got shuffled and all the furnitures became engrained with the lever
this was for someone that late joined
That's the neat part, no one does 
Though I would never test my mods for late joining
Might have been you did mention some funky stuff was happening with the id's in DawnLib
It might have been a DawnLib + LethalThings = explosion funny
i'm not invested enough in LC to care about compatibility
my favourite argument against that is "if everyone is against you then you're in the wrong"
Anyway what was i supposed to do again i merged the PR and removed the configs
๐
push update ig? I assume you also got rid of the darts since the board is gone
btw i love how the spawn weight configs in lethal things seemingly never worked
that's probably because of how many times i had to rewrite the spawn weights in lethallib
oh that part i think other mods were spawning them in because they were in the level list
even at 0 weight
Spawn config's just a suggestion 
Actually yeah probably like emergency dice or somethin
were other mods just disregarding weight lmao
fire
some mods assume if its in the level's list it atleast has a weight of 1
Mods that would also spawn the Lasso Man at times 
fair assumption ig but not very trusty in modded lol
those mods would hate dawnlib
i add every item and every enemy into every pool at spawn weight of 0
just so i could chance them depending on weather interior or moon at any time
change*
indeed
(though there's gonna be an if statement under that that skips all non lunarconfig'd tagged enemies and any non dawnlib enemies)
Oh I have it skipping vanilla enemies
had a time once when meltdown spawned in crystal ray and it lagged the fuck outta my computer
its probably exactly as you described it
lol
the humble whale noises
i can't remember what the crystal ray even does i know you can tame it somehow but i remember it barely working
My spawners doth search Vanilla -> LLL -> DawnLib in terms of content, so skipping non-DL enemies is probably fine 
oh what is that for, i thought u screenshotted my own code lol
Oh for some of my library's spawners 
idek either, i know it would like, try to be your friend and get scared and shit
Lmao
I wonder if the boomba broke around the same time as the dartboard
since that might also be a collider / trigger thing
did every collider in lethalthings just break
that would be pretty funny
That is possible
though for boomba it should just be one sphere collider
nothing else
afaik people said the collider got offset to a different position
no idea how that'spossible though
how would that even happen
unno#
happens in vanilla infestations too since infestations raise the weight of all enemies, even when set to 0 (or something like that lol)
yeah thats possible too, i wasnt too sure how infestations worked so didnt comment on it
nope boomba does detect the player trigger, it just doesn't go off
Wonder if it's just the old explosion code is kinda broken now
Didn't Zeekerss change it in one of the updates?
very long ago
Yeah idk if the Boomba ever got converted to the new code or not or if the errors were simply patched
lol

I know zeekers changed a script that is supposed to launch code from people steping inside area triggers (whoopie cushion) but im not sure if this also applies to enemies
that was in v50
i think it might just be shit code, it is triggering on player bodyparts like shin.L and shin.R and then not going up in the hierarchy to get the actual player
Who wrote this
surely not me

the only way it would explode is if it happened to trigger on the exact right collider
how did this ever work consistently
Lmao
guys I apologize for my past self writing the worst code imaginable and how it may have influenced other people to write equally shit code
happy birthday btw eba 
Thank
Yeeee Happy Birthday 
i accept your apology, lethallib's spawn weights made me wanna cry
also happy birthday
LethalLib walked so DawnLib and LLL could run though
ngl
even then when it came to LLL most people preferred to use LethalLib still for scrap mods and such
The forgotten child: LethalExpansion

I never really used LethalExpansion when it was a thing
It was so unoptimized
I remember trying out a few diff moons I think the SCP one was one of them but then didn't keep it cus the game ran like doo doo
I played Wesley's a bunch back when they were on LE too 
same, i played a bunch of generics and the moons auto included in LE
Yeah I was mostly doing High Quota runs during the LE days, I started slowly integrating into modded stuff after LLL came out
Started with interiors then eventually tried out Starlancer and Rosie's moons. Got excited when Wesley was working on porting his stuff to LLL
LE walked so LLL could run, I know not why LE was so unoptimized exactly or what it was doing that made moons run so bad but I remember watching streamers play the LE versions of Wesley's stuff on high end pc's and watching their games die lol
But I got to see how cool Wesley's shit was
Which was why I was so damn excited
lol
Desynced Polarus elevator my beloved 
Wesley's stuff blew me away the first time I got to play it, I got blown away again with the Journeys update, and blown away again with the Conquer update
I genuinely love and adore his stuff and it will always be a main stay for me
yo im so glad im in the wesleys thread, i love talking about wesleys moons
Lmao
We're talkin about things that are Lethal 
These Things are Lethal
These Lethal are Things
Dw Xu I love Code Rebirth too, the big update that added Oxyde and everything blew me away
im not asking to talk about my mod either 
I feel like you deserve praise though, you have been working your ass off with DawnLib especially
XD
im good
Lethal these Things and we will let you out
witerawy unnpwayabow
alright mod updated
LethalThings 0.10.13
Changes
- I am a silly goober and forgot to remove the dart board configs and broke everything!!! YIPEEEE
- Uhh fixed some hook for compatibility reasons thanks uhh.... who was it that PR'd that? ZigzagAwaka PR #95
- Boombas should explode properly now, idk how it ever worked. who the fuck coded this? me..? nah no way.
Now time to disappear again until the next time I am needed

โฌ๏ธ 
I love that changelog, Boombas should explode properly now, who the fuck coded this ๐ My kinda changelog lmao. Ty for the Update!
this mod isnt needed anymore right
nope
Hello guys.
Been doing something with a friend
And in case someone doesn't fully understand.
Ammo
wat
it does not?
only the explosions deal damage. projectiles fly right thru
if yer gonna test, i recommend with a redwood
I'll check
For people wondering, yes...
This will be a mod, and "Addon" to be precise, it means, it adds to the original Lethal Things.
And yes, there are more things in this addon :]
fuuuck yeah
btw, the missile (the rocket launcher ammo) model is made and textured by me, had to learn and fail a lot of times to add a fucking sphere and a cylinder
@glad yew :]
Neat ๐
we're currently checking this
also we removed the small spam log that appears when launching the rocket
so it was reproducable?
reproducible?
yes, we could see the rockets fly throught creatures
Done :]
the addon is mostly done, we just need to fix small things like
ik this is an addon for content but can I make 1 request, a functional way to turn off the store items with config ๐ญ
the things one never actually worked
We tried :,]
Not possible with the way how Lethal Things works
tf
how jank is this code
๐ญ
same thing
If you need any help with modelling other stuff for it lemme know
I'm not going to create a new thread. If you have any questions or report any bugs regarding the addon, please ping me or @fresh cliff in this thread

@still orbit apparently my friend can't join me due to something about the remote radar or something.
hmm, let me take a look
the lethal things fork?
yeah
it was before lethalthing being broken
i gonna try using the fork version with your improvement
ok, I informed it to the coder, it may take a while due to him not being awake rn
are you using this mod and improved only?
yeah
cuz it could be another thing
i removed the fork version
hmm
pretty sure I tested it in mp
just to make sure, you need all these mods to make LethalThing + Improved work
downloading the mod will download all the other mods due to its own dependencies
yeah i got all the requirement
still not working?
nope
ok, It'll be fixed soon
Ah shit... rn i deleted the lethalthing and the improved and using the fork version
019a5a01-3bb9-a1f3-e526-39da9fddbff2
We want to see if the issue is due to some mod imcompat
Could you possibly add a "bites" toggle to each of the Arson plushies? ;-;
The serval "Waa!" Makes me really happy but its killed me multiple times (i dont learn my lesson)
If the arson bite you
Put it inside the scrap shooter lol
wh-
I forget what that mod called
We have no current plans on touching scrap/enemies on Lethalthings.
But if @fresh cliff have some free time, he would take a look
Its aight ^^ its really not a huge deal either way
In short, is a toggle on a scrap that "bites" the player when in hand
https://discord.com/channels/1168655651455639582/1436177059956396173
I decided to make a thread to differentiate the reports from the original mod with the Improved Addon.
From now on @compact forum @soft seal lets talk there, ok?
has anyone had any issues with shop desyncs if you disable any of the shop items? or is it safe to do that now
Afaik that's an LL issue which hasnt been fixed

saw the seasonal hats took effect wondering if it swapped back to the old code of them
Bommbas just don't always consistently explode idk why
They have been for us before they put on their little Christmas Hats lol
Ah interesting lmao
@willow abyss Not sure if you saw my post about the boomba's with the Christmas hats not working on clients. Not sure if it was a seasonal trigger that may have reverted them back to how they were before.
Also any chance for an update to being able to disable an item from loading completely when toggled off so other things don't spawn them? Toggling them off still loads them into the game and can still be spawned by various methods. Utility Belt right now seems to not play well with some other mods from my experience and I think its primarily from LGU allowing to hold multiple 2 handed items. We've had lots of soft lock issues and clients getting weird error spams. Will send next. Its been hard to reproduce, but happens frequently during lobbies. After we stopped using utility belts the issues stopped but I have to make sure anything that can spawn a shop item is either disabled or blacklist the utility belt along with raising its price to an impossible amount since it still pops up in my shop regardless of the toggle ( That part though is cause Darmuhs Shop feature I think just grabs all shop items loaded)
[03:08:52.5179949] [Error :ReservedItemSlotCore-2.0.53] Failed to check if item was in reserved item slot. Start or end reserved item slot index was outside the bounds of the player's item slots. Start index: 4 EndIndex: 8 InventorySize: 6
[03:08:52.5179949] [Error :ReservedItemSlotCore-2.0.53] Reporting this to Flip would be greatly appreciated ๐
[03:08:52.5448077] [Error :ReservedItemSlotCore-2.0.53] Failed to check if item was in reserved item slot. Start or end reserved item slot index was outside the bounds of the player's item slots. Start index: 4 EndIndex: 8 InventorySize: 6
[03:08:52.5448077] [Error :ReservedItemSlotCore-2.0.53] Reporting this to Flip would be greatly appreciated ๐
[03:08:52.5737756] [Error :ReservedItemSlotCore-2.0.53] Failed to check if item was in reserved item slot. Start or end reserved item slot index was outside the bounds of the player's item slots. Start index: 4 EndIndex: 8 InventorySize: 6
[03:08:52.5737756] [Error :ReservedItemSlotCore-2.0.53] Reporting this to Flip would be greatly appreciated ๐
Interesting you got so many RIS errors lol
Can't remember if I added it to reserved utility slot or if it was defaulted by reserved slots already for it.
I htink would be good to send this in #1177039162428366848 :]
Part of me wonders if Hotbar and Reserved Slots are freaking out over the consistent inventory slot changes so on death and reviving in orbit it explodes.
also sup glitch :]
I don't feel this is fully their issue though.
Also Hi lol.
Still a good idea to send the log there so flip can let you know what it is rather than guessing 
Might be on both though. I was planning on just pinging Flip here so maybe they can both figure something out.
@novel eagle
I just also wanted to see if they can make the item being toggled off can prevent it from loading cause I really don't want to keep blacklisting it or having to consider removing it just cause 1 item.
@still orbit whats the issues with it and mulitple 2 handed items? I saw your mod disables that feature for the belt? But then with LGU deeper pockets that fix you mentioned gets ignored then.
hm?
oh
it's just that reserved slots directly pockets 2handed items if they are enabled to be grabbed in the cfg
so you can pick more than one
and that shouldn't happen
it's not a bug, it's like, how it works and causes issues with that
I mean, it is a bug, but not due to an error log
ah gotcha.
It's just how it works :,]
And LGU not "Fixes it" it just that it let you grab more than one 2handed items when you purchase the "Deep pocket" upgrade, so...
that... lol
I worried that just grabbing more than 1 broke things so I suspected it was more related to the belt then since we have deeper pockets. Guess it may be more towards Flip then. I pinged him so I'll wait to see if he pops here and if either dev can figure out whats happening.
I made in my modpack with BagConfig that you can't pick up 2handed items
it does not interefere with LGU nor RIS
btw, I still recommend https://thunderstore.io/c/lethal-company/p/Moroxide/ReservedCustomPosition/
with https://thunderstore.io/c/lethal-company/p/HQ_Team/ReservedSlotPositionsForInventory/ :]
It makes the items appear on your player even if it's not in your reserved slot
in short, this :]
Yeah I saw that. I've been considering it.
it adds a good bunch of immersion :]
being able to see what the other player has
and it works with (afaik) all inventory slot mods
I have never had a use case for the version that is ForInventory tbh
I use some of the Jsons from the other though but not all of them 
MrHat's (and my) Modpack have purchasable reserved slots
At the start of our game, we don't have any reserved slots, so being able to see the item even without the RS, it's good :]
but if you have it enabled by default (like I've seen like 80% of all players), the Position mod wouldn't be needed
But tbh I've used JsonSlots so long I forgot the seperate mods still exist nowadays lol
agreed
I just have my RCP with all the items.
Just really good
I'll for sure look into again. Thanks @still orbit
let me know if you find something weird
the only 2 issues that we know is that:
- Emoting while changing slots removes the item of your body on your screen
- If you have more than one item of the same type, both overlap (for example, if you have 2 flashlights, both will be seen in your body in the same position)
Could I get a quick TLDR? Like when this happened?
Tbh not really sure. Many clients died and everyone was rocking Utility Belts in a reserved slot then we orbit and are soft locked abd cant land cause its spamming the errors.
Not sure which client was the culprit or when they died. Large Lobbies with like 10 plus people and people dieing left and right.
Once I stopped using Utility Belt though we never experienced it again.
Interesting. I will check this out a little bit later, but I thought this used to work in the past.
It could maybe be the same reason the boombas started having issues again too. It's all a theory but I wonder if Lethal Things Christmas theme is set to trigger automatically during this time of the year since I saw no Christmas update drop which then makes me wonder if some old code became active again that was broken.
Yeah, I'm not 100% sure. My mod should handle the error "safely" as to not crash and/or block code, so I wouldn't think my mod would be the cause of those issues, like not being able to land, though I'm not 100% sure.
If there were other errors, such as ones where you saw a stack trace, it is possible those prevented some vanilla code from running, or even mine, potentially if I hooked onto a function that crashed, such as SwitchToItemSlot. Not really sure what would have caused this error.
Stack trace:
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::SwitchToItemSlot>(GameNetcodeStuff.PlayerControllerB,int,GrabbableObject)
GameNetcodeStuff.PlayerControllerB.SwitchItemSlotsClientRpc (System.Boolean forward) (at <83220f1fc337491eba19b3618ec61339>:IL_00F2)
GameNetcodeStuff.PlayerControllerB.rpc_handler_141629807 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.RpcParams rpcParams) (at <83220f1fc337491eba19b3618ec61339>:IL_0049)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.RpcParams& rpcParams) (at <d961951ab868489cbec1aa9b2480688f>:IL_00A6)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue()
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0()```
Let me look at the logoutput file real quick.
Yeah, I kinda looked through those logs, but the ones that were actually erroring, I'm not sure what would have caused those. It's hard to tell whose mod would be causing it. I'll keep looking at a few things
Its odd cause we only experienced it while using Utility in reserved slots. Its not consistent to reproduce either. Just kind of happens during the lobby and it happens enough it became annoying so I stopped using the Utility to see if it was the cause. The other factor too was i had reserved slots as unlockable upgrades too.
So my fixed thats worked so far was No Utility and Reserved slots unlocked from the start.
@neon whale How many reserved item slots did you guys have unlocked, btw? Did you have any extra slots from hotbarplus? And do you know when the errors would have happened? As people died, or when they revived?
Btw, as the temp fix, did you try excluding the Utility Belt from the Reserved utility slot mod? That should work if the host does it, and should sync with everyone, but you could also disable the mod.
Tbh can't remember.
I'm testing lethal Things with the new LethaLib update
I think some enemy is not spawning
yup, it's stuck
and this error log is getting spammed
LethalThings being broken on V80 is not very surprising to me
It seems that the enemies are broken in LethalThings, items are working correctly
Same thing happens to the Locker
Cus a new field was added to Kill Player
So practically all enemy mod needs to be updated
Yes
One parameter gets added for dying
Every modded monster ever:
wait what about Scrap?
Like iโve been steering clear from anything with LethalLib and LethalLib itself anyways
but what about scraps or moons that use LethalLib?
are they fine?
oh and tools
Not sure about tools that hurt or kill tje player
Should not cuz it's not something that hurts directly
real
So I can have uh
LehalThings enabled
just
Disable the enemies
IF
and only IF
Check if it works
scrap and shit works
Ight
Iโll enable uh
UsualScrap
that uses LethalLib I think and uh
Is smol
Sorta
Revives the player ๐
Oh fuck thats right
Not sure if that works
Yup
Wait I donโt think Mr. Zeeks accounted for that
I think
as long as you arenโt coiled, dismembered or got a little off the top
should be fineโฆ????
maaaaybe
Feiopar from what I am aware keeps your body intact when you die to it
Cadaver infected
uh
There is no body
So
theoretically
Should work still wink wink
backflip
It drops the body when you kill it
Wait like
it drops the corresponding player body when you kill the Cadaver Infected?
Iirc I was a video
Almost expected no update, ngl ๐
I just wanted to stop by after working on a modpack for my friends to let other players and modders know that there's an incompatibility between Lethal Things and Late Game Upgrade. I haven't seen it mentioned anywhere, so I wanted to point it out here. Having both mods in a single modpack causes the game to fail to launch and results in that dreaded "black screen." 
I believe lethal things itself might not be updated to v81 no?
Lethal Things is not currently updated for this version of the game, but I am still playing in v73 while waiting for everything to be properly updated ! 
im using both in my v73 modpack i have no issues with them working
can you please send your modpack code to see what might cause that
Lethal Things works "Partially" for v80~
Items do work, but enemies does not
Ic
No problem, I can send it. I don't really understand what else to do besides remove one of the two in my case.. 
019d5976-67bf-31af-0210-e457dc00fdab
what version of Lethal Company?
v73
yep your LethalLib is v1.2.0
try downgrading that to 1.1.1
testaccountcore 1.17.0 to 1.16.6
lethalfixes 1.3.2 to 1.3.0
lethalsponge 1.4.2 to 1.3.6
those mods also updated for v80+ so downgrade them
hope that fixes your problem
OMG it really works!!
I didn't think lowering everything would work since the other mods were working fine even when updated... Thank you, this will probably save my life for the other mods! I knew about Dawnlib, but I had no idea about the others! Thank you so much, really! 
read changelogs specially now mods are updating for the beta branch
see if its still works or not for v73
I'll pay more attention in the future with upcoming updates, thanks again 
Interesting
And go find somewhere to yell at thunderstore for not having version targeted releases
truth
Like could we at least have a version tag
Would be helpful

Dang Thunderstore
any ETA for v81?
Is it safe to use Lethalthings on V81 if I set enemy spawn to 0? 
not sure, I've not dod enough tests
I've been using it with enemies set to 0 and haven't had anything break so far.
Only issue I've found is the 3 additional slots given by the Utility Belt overlap the 4 original slots, but that just because I'm using LethalHUD I think.
I don't use the Utility Belt much nowadays because of the Belt bag.
I also set all the mods scrap items to 0, so I'm not sure if anything is wrong with them in particular.
TLDR shop items seem to be working 100% ok.
I will try it then, thank you
I had a save eventually become overloaded with errors regarding the utility belt and locking our hands, inventories, etc. It was a save that was pretty far in, and the modpack was large so I can't say that was the only error. We had all enemies (from this mod) set not to spawn. We've recreated the save without LethalThings and are not experiencing the same problems. This was also a couple of weeks ago, so I don't know what has changed with dependencies or otherwise. But sadly, I'm avoiding this mod for long-term saves until it is updated - which sucks, we love the rocket launcher.






