#XL Scrap Items (2-Person+)
1410 messages Β· Page 2 of 2 (latest)
Update: Wrong line
this means the good news is now they are spawning in the facility...
...and the bad news is the logic allowed it to fall to the bottom of the pit. still progress though
I'll see if I have time over the weekend to continue since I've got a bit of momentum
π
something broke holding them in the time that I haven't worked on it so will need to look at that still
π
burb
Had a few more hiccups but have got scrap spawning in the interior correctly (Thanks xu and spike) as well as confirmed multiplayer working with it
(Edit: sorry for video quality, keyboard sounds, and yes I suck at co-ordinating with myself?)
now need to expand on the spawn logic to let it work with entering/exiting the facility too, and the registering of these objects in the ship/counter, before trying to tackle saving these between runs properly
The buggy behaviour on jumping over another player will likely make it into a beta if/when there is one, though it is more pronounced because I am switching windows and the inactive one does less processing I think
Lots of internal progress done this weekend to do with shifting logic on door teleports and fixing an assumption of how the anchor points relate to the main position, hopefully can continue this later in the week too
see i never even considered interacting with anchor points inside collision or interactibles, thats the difference between ideas on paper and ideas in practice lol
How are you going to handle the bringing it out of the facility part? teleport the player anchored when the other interacts with the door?
Nah you just drop it as the item gets TP'd out the door iirc
Which, is fine tbh
Not hard to pick the item back up once you join your teammate outside
seems like it would be more problematic that way as you might have to make sure the object does not orient itself inside the main entrance or fire exit with the free anchor point
I mean I think you just make sure the item farts itself far enough from doors when you go through em
I feel that'd be janky when you come out (+ wouldn't work the same if you only have 1 person) but could test it out
For clarity, I'm sharing position correction code with what is done on interior spawning, where I:
- Check if walls intersect anchor diagonals, pushing towards the furthest point away from the wall for min change
- Check if the floor would be problematic, correcting in the general direction floor was found on other anchor points
^ repeat this a few times before aborting
Ensuring the furthest point remains the furthest when entering/exiting may help with the first case too; again will need to test to be sure
Very interesting, I look forward to seeing further updates
Bump
entrances like clipping me out of bounds it seems π€
I love seeing updates from this
I'm guessing it's parenting on both clients
what happens if you force the client that's not holding the item to also go trough the door like if they held e on it themselves?
there's quite a few issues going on at once; this was my first actual attempt at using a door
dropping from all players didn't go through correctly, teleporting the item didn't happen (may be caused by the fact that it's still held), and another thing I've forgotten
sorry don't quite understand what you're asking?
not that's not holding the item, the client that's not holding e on the door
I'm having a stroke
oh I see what you mean
so if one client interacts with main the other is forced
they'd be teleported to the same place, which would potentially cause janky movement on exit but can try that yeah
I think the game forces a push yeah
vanilla pushing but also the fact that these items have collision on their own
will experiment later, I've stayed up way longer than I intended trying to see what happens with doors
oh yeah, it's probably going to be beautiful unless you remove collision for a couple seconds
get some rest
genius. yes plz
π I'll see if it breaks on multiplayer later
imperium is a god send for testing this btw
only concern is if there's eyeless dogs by the front door
since the item dropping like that makes a noise iirc
Depends on how he made it
It uses vanilla drop code for each of the holders
U can probably transpile to remove the line of code that does the audio
Likely yeah
Unless u wanna keep it
Which idk seems like part of the gimmick or atleast fitting
Plus it's like the least of any real worries
It would be funny π
Had it drop to make it more robust against uphill terrain by the exit
i'm glad there's progress on this mod again
yooooo
glad to know that i can now officially get my ikea sofa out of the factory without clipping into the nineteenth layer of hell
no guarantees you don't get clipped into the backrooms with other geometries
I did try make it generic tbf so it should be fine lol
"hey dude i got this sofAAAAaaaβββ--"
oh can u enter the facility w/ the items btw?
Yeah, showed both ways in the vid
ah k mb
May be an issue with much bigger scrap but they have bigger (heh) issues at that point
such as not fitting through the doorframe lmao
hm
i just got a rlly goofy idea
idk if its been suggested before buuut
cruiser as an XL "item"
i mean you wouldnt have to, could just be a different keybind
Actually it's not technically an item so that'd be hard to achieve without some dummy parent XL item
i imagine pushing the cruiser whiel someone else is carrying it would be rlly glitchy tho
but also hilarious
true
perhaps it could have some "handholds"?
and those "handholds" would have invisible dummy items
Yeah it is possible but would involve a lot of hacked on pieces
Won't be doing it personally to be clear, just theory crafting
ye
i imagine having the cruiser being able to do that would be sorta pointless anyway
unless
unless you wanted to take the cruiser into orbit without the magnet lol
itd prolly despawn but it would still be funny
Bring it inside the facility 
i can alr imagine a long live the kind moment
oh hell yea lootbugs bouta become roadkill
Little company making it smaller may allow this, not sure though
Haven't played its update but holding it would make sense
look at my cute lil toy truck :3
look it can fly! !! ! picks it up and waves it around in the air
cue very high pitched screams coming from inside the cruiser as employees are flung at mach 2
damn i completely forgor about little company, i should play it sometime
i actually have no clue whether or not u can shrink down the CC
Good idea to make it so that small people have 1/4 the carry capacity so that a normal scrap is 2 handed
I would like to contribute an idea if it's possible, if one player holds the XL item, pushing space-bar won't jump but rather nudge them in the direction they're holding
i meeean you would be pretty heavy
There were plans of pulling/pushing them at a cost to stamina
Jumps are still needed for some routes out of the facility / getting on the ship
how would you cross gaps
Ideas are always welcome though π
pole vaulting :trol:
ya get a good run-up and use the geometry of the XL item to leap over the gap
if several ppl are holding the XL item then well uh
i guess good luck timing it XD
i love the idea of just dragging other employees around as they cling onto an XL item lol
Tilted was asking in reference to pulling by space instead of jumping
It did not work with multiplayer btw, but now I have a working prototype (albeit a bit janky because dropping items is a server rpc only callable by the owner)
oh, simple just make a custom rpc for handling item drop requests, make the clients co-owners :^)
might have to make it so it only handles items added by XL Scrap so nobody can use it maliciously by hooking into it
That was my first attempt yeah, but it led to desyncs (I think because of the order of execution of the RPCs on each player), so I simulate a drop client-side for all players with the RPC now as well as the actual drop. The update to player positions from the XL item's constraints messed up the teleporting so I needed to teleport client-side after this was done too as part of this RPC.
The RPC is specific to these items so inadvertedly already covered that π
Looking into transpiling out the initial teleport when using doors if holding these items so it appears less janky visually
Edit: Still janky but I guess I tried for now. Will see if this can be improved later since it should still be good enough for working on the other remaining main parts.
Oh wonderful
"still janky"? brother you've just described 100% of LC's features in two words what are you talking about π
I should probably show it in a video lol, I don't say it too lightly
So whenever a client uses a door while holding an XL item, it does that weird clipping for about half a second before working correctly
I'm sure it is fixable but it's likely fine for now like I said
That's not too too bad
I just don't like the fact that it stops immersion for a bit
yeah with how its handled I don't know if one could get it a lot better than that, would it be possible to send the item ahead first? so the client doesn't drag it after them?
Oh I'm sure it can be seamless, it's just likely not worth the time right now. Since it only happens on clients opening the door and not when both the client and host is holding the item, I'm suspecting it's the teleport position checker code that is currently run server-side only
If I move that into the client RPC for the person opening the door somehow it should be fine, especially since only one player is being teleported and they're the only one who needs this behaviour to be quick
This is how the item is sent for clarity lol
oh mb lmao, watched the video more closely this time and I initially thought the client clipped from inside the main entrance and all the way up to the doors. I now saw that you clip trough the floor inside
Yeah it is pretty strange
is the clients location being parented by the item? thinking that could be why they clip down like that
Isn't it just the order of execution in what you're doing?
I drop, move item, move player
So dropping should in theory stop parenting
Remember this works fine on host
How close to release is this
Beta needs saving correctly on orbit and selling correctly
So not too far, within the month hopefully
Okay
Ooh yay
Necro will you be releasing any way for people to add their own items, I'm waiting to have an L shaped couch
Will you be able to make it so that (if there is one) couch items can be sat on and used as ship decor
And so that everyone that is sitting on it will make it 10 lb heavier
sorry was afk for a bit
Yeah, so the way I have it right now, anybody that wants to make one of their own XL items will need to make it an instance of XL_Main instead of GrabbableObject (it's a subclass I've created as part of this mod). Everything from that point should be as if you're making a normal item via LLL, aside from assigning relative positions for grab/anchor points from the main item's position.
This really is more of an API mod than an actual content mod if it wasn't clear. I did plan on making a side mod that has some items using this; I'll use s1ckboi's TV and a basic L-shaped sofa for that π
definitely not initially, maybe later if I'm still actively modding
not my best screenshot but selling works solo
the price for the scrap isn't working as intended atm (partially because I'm re-using a vanilla asset I think) and clients aren't able to sell until I fix a few things though
the issues above have been fixed π (ignore the low scrap value, it requires opening unity which I'll get to later)
Just correctly registering and saving the positions of these scrap on the ship/orbit to go for a base release of the API.
I'll release a few basic examples of these scrap alongside this as a separate mod as promised, since you can't test easily without those.
oh tomorrow at 10?
tomorrow at 10pm 
in all likeliness though, I'm still sticking with my target of before the end of the month since I will be staying busy and this is the last hurdle I have in figuring out a custom save system. I have it all planned out but implementation is almost never smooth
love that devs kinda just postpone doing stuff in unity because (I assume from people talking about it, correct me if I'm wrong) it takes a long ass time
ongod if I used unity i'd be like that too I don't even blame y'all
nah, unity is fine, it just takes a couple mins is all
Depends on people's workflow and preferences; I just don't wanna open it up every time I want to work on this because it's somewhat disconnected to what I'm working with (mainly on the code side)
Reading the patch notes in v60, I'm pretty sure one of my transpiled methods was affected π₯Ί. Time to re-test everything before carrying on I guess
Edit: Doesn't work but Imperium is also not up to date with v60, so testing will take longer anyway π
Edit Edit: Imperium was fine, some incompat with my testing profile?
unsure on how these will work with the ||mineshaft elevator|| too until I can see in game
yeah thats fair
is this on thunderstore yet btw
nope, should be a beta near the end of the month if the last part works out well
aight
hope it works
I'll likely not look at this until I'm playing the game casually with friends (can't say when that'll be), so if people have played v60 and have ideas on this let me know in spoiler tags please π (assuming these won't be big enough for the scrap)
||there is a plastic cup scrap||
should now be v60 compatible, I can carry on with implementation
Saving seems to work with 2 bugs:
- Not saving correctly for things not touched that game
- I need to adjust rotations on load otherwise the items keep spinning lol
Will continue later this week
Me when the second one: SPEEEEEEEeee33EeeeeEee33N
Also something you should test, if one person is in ||the elevator|| while the other person isnt
That's the case I'm trying to avoid since there will likely not be enough space ||on the elevator||, which is why I suggested a teleport of some kind
Can't test/look into alternatives myself until I play with it casually as said before
Just have a unique death where your arms get torn off
While funny, people can't loot from that interior anymore
Yeah that elevator is comically cramped
ive recently discovered that the v60 ||maneater eats scrap when it's wandering the facility as a baby|| what happens if it ||eats an xl item|| lmao
Sorry I peeked and saw this is about the new entity so will read after seeing it casually
hm.
well
(frick i forgor how to do spoilers)
||ok so basically there's a basket-lookin thingy next to the elevator||
||is there any way to make that a custom lil thing that goes down with the elevator that you can put an XL item onto?||
||OH, idea. so basically, when you have an XL item and you come near an elevator (lets say within a radius) you get a tooltip saying smth like "load XL item onto elevator" and once you do that, the XL item will be on top of the eevator for you to grab. perhaps there should be a hole somewhere on the top floor that you can grab the item through||
||it just enlarges and becomes a big rectangle XD||
||or maybe... perhaps there'd be some kinda "chute"/minecart near the elevator that you could just put an XL item into, and after a short animation, it'd get teleported to a similar chute on the top floor||
shhhhh
no spoilers~~
but yeah, i was thinking smth along those lines
I mean it's
It's in the main front room of the new interior
Which is Vow's new interior
- anyone avoiding spoilers shouldn't be on a modding discord
fair enough
yeah i feel liek theres missing potential in the upstairs
this'd be a neat lil way to do it
perhaps there could be a pop-up alerting you wehre your XL item ended up
so the player doesn't get confused just in case
It's still spoiling lmao
Also no?
disagreement
well, lemme be more specific
I don't think you should be ACTIVE on the discord until you've experienced the spoiler content
I am steadfast in the opinion that if you wanna experience new content unspoilered you should probably give it a run-through on vanilla for a bit
Yeah sorry if not clear
I may have just missed it
I've seen room one already though so you're good on that
yeah but what if circumstances dont align
i had to wait like 2 weeks to experience v56 w/ my friends π
I mean I guess I'm just curious how you plan to mod the new update without having experienced the new update in some fashion
shrimple: u only plan what you've experienced
The additions in the update aren't too relevant to the mod, otherwise I'd delay development anyway
fair fair
but yeah that elevator
I've seen people get trapped in it by coilheads
pretty sure thats been fixed(-ish) in v62
coilheads have been nerfed so bad π
i rinda liek the changes but at the same time they aren't that dangerous anymore lol
Tbh 2+ coilheads was a death sentence, especially with almost any other monster
Targetting the changes to groups of coilheads would be more confusing to casual players though
If you know what you're doing, danger really starts at 3+ in my opinion 
Usually opt to watch them while the crew go on deeper. Then either a bracken or thumper decides to swing by π
But yeah I may not be as good of a player
Update to say I'm redoing some object start logic to reduce potential desyncs and clean code, so current dev version is borked. Once fixed, I can start with the 3 example items though
Also check out the beta for #1276345828671225946 (and #1198790641933635674 when that's out soon) π
Let's go!?!?!?????
omg so much cool stuff is happenieng uaaghaghagah
i'm gonna xl all over the scrap
I've got the base mod working to a good state for a beta at this point - managed to make saves and client late join behaviour more reliable as well as cleaning up the code. Barring any major issues I spot while making the example XL scraps, it should be set to release a beta soon.
Note that pulling of scrap (especially for solo players) has been pushed back (pun not intended but I wish lol) in favour of actually getting something out
@umbral field playing ur mod on roblox rn
I like bongo's skin
would the apparatus be converted into a 2 person object and price adjusted to make the apparatus more relevant?
I won't be doing that as part of any of the planned mods, but others can do that using the base mod if they want
okay
Actually making the appy XL is a really good idea
It'd take two idiots to steal it without consulting it with everyone else instead of one
Or one idiot who forgot it's XL and now can't move it
But that's probably not as common
I could see it being XL but on the smaller end
So one person could yoink it and just drag it to the exit
Yeah good idea but not rn
wait rlly goofy idea
appy is 1-person
but you can steal the whoooole thing that the appy is inside of
like pipes and all XD
PFT
yunno while weβre at it
with 3 players, youβll be able to take the whoooole room
with 4 players, you could take the ship
and itβd scale so 16 guys could take the whole company building and toss it into the water
You'd need to take it through doorways but I respect the silly lol
?
βtake itβ
βThrough doorways?β
oh, necrowing
you have it all wrong
you take the doorways with you
viking thief strategies
why stop at doorways
take the whole facility
just pick it up bro
pick up the whole map
put on top of the ship
grab the ship
walk across the galaxy to the company building
whats that? space?
pick up the space
How can you pick up an infinite empty void?
simple
you just pick up the skybox
jeb, the company monster? pick him up
sell jeb to jeb
Jokes aside
Any progress?
So I've just realised I've never actually made a normal item before (and if I have, I need to re-remember) lol.
I've got some assets that I'm trying to use so I guess steady progress.
Maybe not by the end of the month since I'll be busy irl but soon after
Take your time and focus on yourself, and even if it's only one object at release it's still more than good enough
Can't wait to fall down a flight of stairs and get crushed under the sofa my buddy let go of.
Honestly... if https://discord.com/channels/1168655651455639582/1199433055262228640 gets updated/fixed and had compatibility with this.... getting crushed under heavy 2-man-lift scraps would be hilarious. Imagine shoving a fridge off the top of titan π«£ watch out below!
I had collision on with these items so partially there, but only one side falling off was a bit jank
Update, having issues making scrap using LLL. Still trying to add the items in
Oh, are you intending to make it possible to crush people with these scraps?
Not intending to directly, but they may get clipped out lol
Good idea to have that as an option though
damn π
V64 messed up the mod's spawning (because of course Zeekerss changed the function again), but am relatively happy with the current state of the mod.
Preparing a github and package for thunderstore, so planning on dropping this sometime this week.
Like I've mentioned in the past, I will be leaving what I have for others to use since I am moving away from LC modding, so if anyone is interested in continuing this, feel free to make use of the code and repository when it is available (though I would like to at least be credited π).
Known bug is the item being halfway in the floor btw - I tried fixing for a while but decided this would potentially delay a release even more.
also maybe worth making the tv a bit bigger; didn't realise it was that small lol
This is sick
Yeahhhh that's more of a 2-handed TV
Those sorts of televisions are definitely heavy, but check out this beauty!
my god i love those sm
hmmmm...
I think a lot of people would really love a 2-handed API
Oh yeah that needs to be scaled up a bit
Farewell Necro

I will kick you out
Necro said he is moving away from LC modding, so if heβs not leaving he defo wonβt be as active
was he active before?
Just ping him if u want activity
@umbral field speak up, I know you're sleeping, wake up
Hi I'm awake
Hi awake
doubled the size, looks big enough now
yeh nice
the couch (yes it's a bit small again) did not go as planned because my idea for 3+ didn't fully work out: tldr, the main is affected by the holders but not vice versa unless held
I'll keep a version of this in with 0 spawn weight in case I manage to get something working quickly for it
this is 2.5 scale, not sure if it should be made smaller to a 2 for indoor use
I think if the ultimate resolution is that things can only be 2-person lifts then so be it really
but it would be funny to keep full size
and make as inconvenient as possible
that's not unfair
oh you want it bigger? Ship space will get a bit tight really fast
yep :3
ballin the whale would be a fire 2 person scrap
TRUE
Ballin the whale?
from the upturned
looks like quagsire
Probably a bad idea to post this just before I sleep but here we are:
https://thunderstore.io/c/lethal-company/p/necrowing/XL_Scrap_Api/
https://thunderstore.io/c/lethal-company/p/necrowing/XL_Scrap/
Enjoy π
The github is also linked for those interested in the code
nice
hip hip hooray!
omg!!! congrats on release necro <3333
lets go!
the hands are still there.. (Prob should make it so you have to hold it on the sides of the XL item)
YES!
i can't believe it's real
#1169056298856362105 releases now
This is intentional for now at least, since moving it back to the main item's model has the potential to clip it through walls (releasing at corners for example). This is part of the reason why I put in an actual model for the holders.
I tried fixing this initially but ran into issues, though it might be revisited later.
I always thought of a mod like that with like a really big reactor
how would movement work ?
would be fun to have players coordinate movement and mouse movement to be more efficient
This has been released fyi, but mouse movement doesn't contribute too much to the overall strategy in its current implementation, largely because the view of the player is not locked onto the item being held
The need to co-ordinate movement is there though, especially for jumps
@umbral field u should pin the mod link :)
Not the owner of this thread so don't think I can here. Will do on the releases one (maybe once home though since phone is pain)
ah k
jeb apparently down atm, will do later
When bringing the item outside as one person I encountered the crt becoming invisible until I went in and came back out
which moon and entrance?
Asteriod 13, main
didn't test on custom moons, hopefully isn't the cause. I'll check it out at some point, thanks for raising it
No worries, first moon I landed on after installing XL, CRT was inside main, brought it out, invisible, had to double check if I could make it visible again, went in and out, could see it again.
I could see one of the hands though
yeah that usually indicates the teleport being half complete
aah
yup, it's to do with a linecast with the current layer mask not picking up the locker when the item is being spawned in. No fix ready yet but am looking into it π
Is a single player still allowed to pull XL scrap around slowly?
That was a thing I wanted to add but didn't make it in for initial release
figured I'd get something out at least
the only solo method atm is pivoting between them
yeah, we discussed this in the releases page, decided I'd want to improve spawn logic anyway
Mhm probably shouldn't be able to spawn a TV in a locker lol
Actually now that I think about it I don't think I've ever even seen a large scrap spawn in a cabinet π€
waiiit a minute..
hm
oh true, could also narrow down based off that
It has happened to us couple times, found Large Axles half visible, on the room with the big hole in the center in facility
With the updates I've posted on the releases page, I don't think I need to do this anyway (as of the next update where spawns should be accessible) - scrap creators can specify this though since that part of spawn logic hasn't been touched by me
Also came to say, this mod is an amazing addition giving a little plus to the gameplay π«‘
Great work
Unsure if this is an edge case but when i exited the facility holding the TV with another person, at first we were on ground fine but a second later we span out of map into the abyss at mach 20 lmao I forgot to clip it but it was uh an experience
yup, about to be fixed with the next update coming today π
you likely took it through the fire exit, which was bugged because I assumed something from vanilla code
i tried playing this mod today and cullfactory ruined it :(
couldnt pick anything up
i thought this mod was the problem so i deleted it
then when it still didnt work i played a whoel different modpack
sadge
at least ik now
unfortunate, weird how cullfactory did that given it should only affect visuals?
at least you get to play a less buggy version now π
I just tried this out and I love the idea of the mod, the problem is that it is just buggy, we tried to leave with a tv and it sent us to the abyss and sent me to where we originally picked it up, and next time when we left with a couch it ended up invisible
I'm adding more fixes for when it sends you to the abyss for the next release, but haven't been able to replicate the invisiblity bug - do you remember which moon and exit caused that?
Experimentation, main entrance
Only one of us left the building when both were carrying
Could be CullFactory?
oh I haven't tried cullfactory with this but could be related, good shout
this is likely what's making it invisible, will need to look at compatibility
Thank you very much Necro for keeping up the good work on XL Scrap, I was wondering if the 0.2.0 update also fixed (or tried to) some issues? Maybe mentions of bugfixes on changelog? but that's up to you Nevermind, bugfixes are on API changelogs, my bad!
Again thanks for this mod

