#Lethal company variables [Configure everything to your liking]. (formally LethalCompanyVariables )
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Foggy just adds fog
And eclipse and rain do nothing
You could remove those 2 if you want
wait, what does flooded do to the planet
But keep the rest
nah kinda funny to leave them in
my only problem was if it became impossible
It floods up to the ship but you can still sell stuff by holding your breath and jumping when you are running out of your oxygen
lmao that must be fun
Stamina recharges underwater on that map for some reason so it's actually doable
it's not a bug, it's a feature
well not that this issue is fixed
lets see what is the issue with monster spawning
I honestly like the weather company building
what is that?
Just weather in general on the company building
Do you want me to run my bugged version or reinstall it with the code I sent you?
I should try to announce a bit the mod, it has a lot of cool features but no one realizes xD
the bugged one
K
this was the code right?
ya
That should have broken spawns for whatever reason even though that is from my working profile
Do you mind sending your LCV config file?
The ingame one?
yea
Ya, 1 sec. Let me make sure spawns still work on this one
Don't worry if they dont work, thats what we want
If they work we can't reproduce the issue
That's not 100% the problem I'm having
The config file is located in this folder and should have that name
1 if its the first slot, 2 if is the second and so on
??
This profile has a mind of it's own. It works but if I send someone a code, it does not let them join and the spawns do not work. In order to get an identical copy of this profile that actually let's people join you, you have to send the entire profile folder from file explorer
It is very strange
hmm
dont worry about that
i mean
if you have a mod on your local that is not in thunderstore
that might be the issue
All my mods are in though
but otherwise I can just check in the console to see what is happening behind the scenes
I should make an easier way to share these configs...
If the spawning works I would be very confused
Lol
it just bad luck
I swear, this specific profile I have is just blessed
If I copy it or make a new modpack, spawns don't work
Not exactly
so the decimal separator is detected as a commna instead of dot
okay now its correct
Ya
Okay, I will join march and check if enemies spawn
If you go to Assurance, you should get an instant enemy spawn or it may take like 10 seconds
never takes any longer (At least with my special version)
March should also be the same
What time?
8:30
Weird
Do you mind starting the game and letting me join
Do you have the console open?
Then its okay if it does not let me as long as there are errors
Okay... how can I join you
I might need to add you to steam
Server name is cooljs2002 and tag is 1234
I forgot that was a thing
But then if I copy my folder and send the entire folder, then joining works and spawns work
I wasn't expecting that
Hmm
send the whole folder
I think Im starting to notice the problem
I don't know why they would end up being different and why spawning only works for my copy
well the code share does not share everything
there are local configs that are not shared
such as doorstep config
but I will tell you once I check
k
these all the differences
I'll stay in the game with the same tag and server name incase you also want to try joining using my copy
I see you shared a version with a different MMHOOK
I don't exactly know what that means lol
so do you think that is the problem?
Im still checking but seems like there are some differences between the profiles
Also wasn't that the mod I disabled and re-enabled when I was trying to troubleshoot the spawning problem?
then my problem got fixed?
I dont understand
why you have different HookGenPatchers
they are literally the same version
I dont understand what is happening
I think that mod creates the dlls on their own wich would make sense
but I dont know why iit changes the behavior
what happens if I just disable that mod. What mods rely on it?
a bunch
I think im starting to understand what is happening
its's not the mod's fault
but other mod that is using it is causing the issue
Looks like just these for my modpack
maybe a mod is changing the assembly in a way it shouldn't
hmm what of those mods would need to modify the class...
LethalThings is the only mod that actually adds new stuff to it
Lethal presents just add a chance for enemies to spawn when opening a present
The problem is not on what they add
but on how they change the code for that to work
im just gonna deactivate all of them and try one by one
worst case, lethal lib breaks it
and I would hate it if thats the case
Ya, try that
I would but I do not want to break my copy
I can honestly live without Lethal Presents but it would suck if lock doors is the problem, you need lock doors for surviving 10x spawns
I dont even know if that could be the issue
but seeing that it works once the hooks are generated but not previously
its... weird
it might just be a loading error and method priority
I think it does have something to do with that, right after I disabled and re-enabled it, my spawns started working again
And
When I made a second modpack to try spawns on a fresh modpack, it was also installed
And spawns didn't work
I bet if I make a brand new modpack and don't add it, spawns and joining would work
K
im trying to see all the differences between the code with the profile and without
Looks like Lethal Presents is safe
wdym by "safe"?
I mean, it isn't on my second modpack that doesn't work either
wait
I just made a brand new modpack
This is everything it has
and spawns don't work
those are literally the mods I used to test the first time and worked
ya, nothing
yep
do you mind sending me that profile code?
Im glad there is no issue with HookGenPatcher tho
Do you think it has something to do with my Thunderstore?
help
@native cloak when you test, do you use an existing game or always create a new one
@slate wraithWhat is the issue?
i installed mod and monsters are not spawning
brand new
We are currently reviewing that issue
Do you have any information on when did it stop working?
when I installed the mod and played the game alone, I saw a slime monster
but i played with my friends haven't seen it since
@native cloakon what map did you test?
Assurance
slime or any monsteR?
do I need to show the mod lineup?
but any should work
We are currently isolating the issue but it does not seem to be a problem of mod compatibility
41 expe
does that mean the mode is fine?
@slate wraith What configuration values do you have set for enemy spawning, cap, power and individual probabilities?
I'm starting to think it's not a bug with the mod but a bug with my Thunderstore
how to see that settings?
Not really, there is a weird issue but there is no problem with any interaction with other mods
oh
those you set in the menu, right before you start the game, in the menu at the left side of the screen
ill check this rq
@native cloak so vanilla spawns some monsters at the start of the day, LCV is preventing that somehow
Now if you click on host you should see a menu
Well then why does my special copy work?
im not sure
Hmm you dont have the mod installed 🤔
Can you screenshot your entire mod folder?
what mod?
how to
Wait, are you using Lethal company variables right?
wdym??
You might be in the wrong channel
@native cloakyour special profile works because it has MonstersPlus enabled
or at least a weird version of it
But it's disabled in my mod list
thunderstore being fun and letting it remain enabled
that makes sense because if you share a profile, it detects the mod as disabled
but is still enabled on your profile
i need to download lethalcompany mod menu??
But how does that explain me making a new profile and spawns not working?
Let me explain, could you share what mods you have?, you can just screenshot
I just compared to vanilla and it's because what I told you about the spawn curves
@slate wraithIm sorry but your issue might be with other mod as you dont have LCV downloaded
what is LCV??
Mh... so should I even attempt to fix the problem or should I keep it how it is since it's apparently working
This thread is for Lethal company variables alongside it's management, your issue seems related to other different mod which we cannot determine
and i need to another too?
LCV is LethalCompanyVariables, a Mod about modifying the gameplay and tweaking settings
I mean, monsters plus is making enemies spawn on daytime wich is it's desired behavior
Since we are actively talking, it put this thread at the top of the #1169056298856362105
yea I noticed xD
Lol
so.. seems like there is no issue after all
just spawn multipliers not being that reliable due to how the game selects the enemies
I mean
I could just add a setting to force some enemies at the morning and each hour xD
Please do
If you click those text a panel will appear with tons of options
the monsters are not spawning
And make the multiplier work with it. So it spawns 1 enemy but add a new multiplier that let's you customize the starting spawn number. I just realized I don't think this sentence makes any sense but I think you know what I mean. It's 6 AM and I'm tired
Could you walk us on how you noticed that?
lol its very early in the morning what are you doing
I haven't slept
I saw a slime monster when I played the game alone after installing the mod, but then I shared the mod with my friends using thunderstone and we played together, but no monsters spawned for 3 days.
I'm half nocturnal
I think a "forced enemy amount on start" is a good addition but not sure why a multiplier for it if you can just change that value
with wich mod
cause you didn't have this one at that time
ok
Because I may not what 10 enemies to spawn at the beginning but more like 3 or 5
ill try with LCV
Imagine if 10 things spawned instantly
but the issue may still exists
That would be horrible
I recommend you to go to the thread of the mod that caused the problem and ask
so you want like a range of spawns right¿
I basically want a multiplier for the starting enemy spawn amount. So I can set it manually how many enemies I want to spawn at the start of the moon. If I set it to 3, I want 3 to spawn. (If I set it to 5, I want 5 to spawn.)
Dammit to make it look "good" I need to implement something in the base mod
Sorry mate I still dont get it
for example
if I create a new config called "Starting enemies" that accepts a value
and you set it to 2
then 2 enemies will spawn when you enter the moon
isn't that what you want?
I dont think thats a good idea considering you have x10 spawns
(With there own values obviously)
That would happen?
The starting enemy would get multiplied by the spawn multiplier?
i mean I could make it so it doesnt
In fact that makes more sense to not multiply it at all
What time is in game?, enemies require some time before they spawn naturally
Can you make them there own multipliers?
I could but im not sure if that would be useful
how to settings Lethaldays
if you can just change the value and not multiply it
you should ask that in its thread
where channel?
Well ya, same thing. 1x5 is the same as 5. Either way works
or in #modding-general as that not related to LCV
Ill try to make it a range
but I would love to implement it like this
I hate UI design
I dont even know how to implement that kind of slider yet
That would require more time than usual
yea
I could
but is not bad to implement the double slider as that might benefit more configs and more developers who use the mod
True
So going back to the spawning issue I'm having, I basically have a ghost MonstersPlus running spawns?
yes xD
located inside BepInEx\plugin\ZeroExAlt-MonstersPlus
try enabling and disabling it again
ohhhhhhhhhh
now it makes sense that it changed behavior after you disabled and enabled all mods again
I honestly don't mind it. It's spawning stuff at the beginning without breaking LCV spawning
nah the only issue would be that it might go past the enemy cap
I mean you can just lower the cap
Well sort of
Eh, it'll be a little bit higher that 10x. I'll just have to clickbait a little
wdym
its still x10 enemy spawns
i mean lower the cap so the result of LCV + MonstersPlus is the true cap
Well it's actually more than 10x if MonstersPlus is spawning too
I this MonstersPlus spawn cap is 16
I think default is 8
I mean enemy limit
16 was too small of a number for me, I needed it to go to 80 so I installed LCV and now it's a good balance I think
weird balance you got
but im glat this mod helped on your cruisade with the enemy spawning
Hello, @fast gull, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.
what
Harder game = more fun
?
Hello, @fast gull, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.
lol
Hello, @native cloak, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.
That's funny
I hope you also found more settings that just enemy spawning that made your game a better experience in the end
I did
congratulations mate
ty so much
You can also modify daytime speed with this mod if you like tho
although depending on your settings client may need to also install the mod
there is a setting for time speed
you can make it a bit slower than usual
or faster...
oh
Does modifying daytime speed also affect how fast stuff spawn?
im so happy
but because the enemy spawn is based on a number that goes down every "second"
and changing that would break every single script
Oh
Well either way, I'm probably not going to mess with my scuffed modpack, I'm even too afraid to enable MonstersPlus again
you have it on dropbox you should not be afraid
That's true
but I ill try to add the settings asap so you dont have to rely on monsters plus
That would be nice
Might want to check the config for it to see how the spawning works
wdym
It spawns an enemy every 60 seconds (configurable) and a few more useful things that I forgot what they do
ohh yea
I saw how it was coded
seems to just select a number between 1 and 100
and if it can, spawn an enemy based on that number
dude
wich I saw was not configurabgle, each enemy has its own change to spawn and that cannot be changed in monsters plus
One of the problems I didn't like was how the minimum time was 30 seconds and couldn't be lowered
To disable the console you must go to r2modman, Edit configs > BepInEx.cfg and search for "console enabled" and disable it
i use thunderstone
I mean it kinda makes sense, spawning enemies each second should not be fun for the game
but I usually tend to allow the user to set any value except if it breaks the whole game
Is there an "edit configs" button?
Exactly my thought
yes
Ussers fault if they want to spawn 100 enemies every second xD
Then is the same
go to the bepinex config and search fo the console enabled config and disable it
false?
yes
experience and blood developing mods
I also actually learned I could do that from Ansuz a day or 2 ago
Saved me like 5 fps
xDD
I tend yo just be curious with anything I look, so I just learned all that configs xD
Lol
tysm
I enjoy the game by making it pain 🙂
i enjoy it by screaming and see al my friends die in the most horrndus situations
and i love clipping that xD
I tried 100x spawns early today... never again. There were 48 giants by 2 PM and my game was running on a smooth 7 fps
quality gameplay
25x is the limit
It seems weird to me that the game runs so slow, seems like it renders everything when it shouldn't
There's one more question I'd like to ask now, but I'll ask later for your time
@slate wraithDont worry, ask what you need
Ya that's weird, the game can't even handle 231 giants?
Sometimes I wonder why this game could be so laggy
because it renders everything
games usually render what is near to you and only if you see it
I wonder if it's possible to make a mod that does that
What time is in your country guys
12 o'clock at night
this is what games usually do
I mean the game kinda does that but not that good
Wish it did
4pm
I was sorry because I thought you guys were answering me even though it was late.
Cooljs needs to rest and im in a work meeting so i cant be that focused on this
@fast gull I actually challenge you to beat my solo quota using my ghost MonstersPlus profile with my LCV settings
u sure?
Ye
I wanna see if you can beat my first (full solo) attempt on your first attempt
I mean the one you want me to try
Just same settings I had set
On the folder copy (since that has the ghost MonstersPlus)
Oh
like 500 quota?
Just get a higher quota than 882
Yes
That was my first full solo attempt. I mean I tried a couple solo runs but I never pushed them
ohh I understand
So you could probably beat my quota. Easiest tip would be just go March the entire time and leave before Giants spawn
You can try
Titan's spawns are so bad at 10x that I profit more off of doing March runs
And March doesn't have Ghost Girl
I tell you, doesnt matter ghost girls, giants, dogs...
my problem is always the centripede
You have Markiplier hoarder bugs?
I have a lot
I mean you can add your custom sound mods to the modpack
i have multiple types of enemies so maybe one hoarder is markiplier, other is normal...
and that will almost every enemy
It doesn't change anything and shouldn't break the modpack
nah its just funny to hear someone die to a nokia for example
Send me that mod
not sure if I can upload it as there is jester's song that might have copyright
Lol
Well either way, feel free to replace any custom sound mods in the modpack. I do not think those will break MonstersPlus
if some sounds break with custom sounds im gonna be mad
They won't break but might become choppy in game due to the 200 enemies
Get in the building, grab as much as you can, and launch the ship before 8 spiders spawn
so health, stamina, items... is that stuff the same?
And use the enemies command
Yes
There are 2 new items in the shop that could be useful. I personally suggest getting the remote radar but it has very small battery time
Hydraulics power?
yea
What's that?
maybe door hydraulic power
I have that set to 50
yea thats what I though
Also March flooded is not bad at all, you just lose access to 2 fire exits
Ya but it still happens sometimes
And that's basically everything I learned
Stun grenades are probably insanely broken for this but I never used any
Why are forestgiant still born outside
It's a bug
Yea I am fixing it rn
Dont worry it should be fixed in today's patch
It won't be for me due to my special broken modpack but ya
Lol
I meean, but less giants should spawn
I dont think you can change the probability in MonstersPlus right?
That's actually huge
Nope
But it would be waaaaay lower than 20 spawning
Wait i noticed something funny
I think spawn chances work correctly
except the giant, is for some reason ignoring the value
I'm a Chinese and this bug puzzled me for a long time, so I spent a lot of time looking for this forum👀
So look, in march the giant is not even detected to spawn
Dont worry, glad you found it
This change may require more work that I anticipated
@devout girder Do you mind checking real quick if other enemies spawn correctly with their probabilities?
Eyeless dogs seem to have this bug too
Pretty sure any outside mob
omg I just noticed
I had this problem too
What should I do. I don't seem to see any other problems
Dont worry
This is all the info I needed
I will notify as soon as the fix is ready
Do you think if MonstersPlus updated, my ghost copy would break?
🤦 I know why they are not working
You can just enable monsters plus and it will take the same effect
other thing is the update itself breaks the compatibility
Lol, easy fix though right? (Me knowing nothing about coding)
What?
I would if I wasn't scared
yea it should
If the monstersPlus updates and something they add is not competible
Oh compatible with LCV?
yea
I could also just not update it
@devout girderIssue is already fixed, I will publish the changes today so in about one-two hours you can play with the version without bugs
thats right too
Just until you get your version up it'll hold
wdym
Oh also im experimenting with a new tool I developed to asist me injecting code into the game so maybe more things can be added
MonstersPlus will work for now until you get your starting spawns set up and working
Oh right, sorry I forgot about that xD
What kind of things?
Lol
Well until now some modifications required me to see the source code of the game in IL (is an intermediate language before binary) to modify it and that is just painful and can cause a lot of compatibility issues but this tool lets me inject code without even needed to understand the IL
so I can just change most of the behavior of the game faster
Oh
Well anyways I think I am finally off to bed, it is now 8 AM. If you need anything just ping me and I'll see it when I wake up probably at 4PM since I'm half nocturnal
Dont worry, you should rest a bit lol
@here New update
1.8.1
Fixed
- Fixed soft crash when a planet did not have weathers
- Fixed outside enemy spawn probabilities not applying
How do I save items on my ship if everyone is dead?
Let's go
This is the one I use https://thunderstore.io/c/lethal-company/p/Kirpichyov/SaveShipItemsOnDeath/
It saves all of your scrap but makes them sell for less
Default value is set to 50% but you can change it in the config
@fast gull Weather is not synced between players btw
If i set value to 100% its all can save?
ya
hmm, can you share a config screenshot of your configs?
If I set it to 50%, will only 50% of random items be saved?
afaik it saves all but lowers the price by half
same settings as the one from last night
The only modification was to avoid a soft crash, kinda weird that broke synchronization xD
lol
I want to save all set value to 0%?
0% would make all of your scrap worth 1
100% would not change spawns
i added even more mods
are there even more mods to be added?
Also, I saw an enemy spawn out of an already opened vent
that might be due to monsters plus
I thought it was impossible to spawn stuff out of already opened vents
@native cloakDo you have any profile with just LCV to check what is causing the synchronization issues?
I have one that only has LCV and enemy scanner
I think the issue is more with when they spawn rather than how many
Do you mind helping me with the weather issue?
ya
As the mod does not sync on LAN
Thank you very much!
add me on steam
However I would need you to enable your console and change the mod version to a debug one
what was your friend code?
319877806
Ight
: )
console is now on
This is the debug version
Modpack only has LCV and ScanForEnemies
You need to replace the original file with this
that's perfect
ight
if you need help locating the original file tell me
yea
in the console will appear red lines about weather
Yes
k, 1 sec
I would need to test with the weather override in both enabled and disabled mode
@native cloak tell me whenever you are ready
Ya, sorry had to copy setting on a new save
no worries
let me join and check my values
I invited
oh lol
ya
okay let me check something else
k
no
yep, is that
but the config is synchronized
if that broke, everything should be broken
and it isnt
do you mind enabling the "hide weather" config option?
maybe everything is broken but no one noticed yet
I mean spawns are decided by the game so it didn't affect that
alright let me join and check
you should not be able to see the weather in the terminal
well that works
hmmm
okay I need to enable debug for the API
dont worry you dont need to
k
gimme 1 min
okay
do modded moons not get the weather
they should yes
but for a more reliable mode I suggest you set the weather override
there we go
yes
so what does dustcloud even do
was there a config to allow planets to have more then 1 weather?
at the same time?
ye
imagine mods that add custom weather
nop, that is not possible
however a mod can implement a "custom weather" that is multiple weathers at the same time
cheating the system
if they take the effort to implement it correctly, it will show up in the configuration
seems like the weather variables decided that they wont sync
@native cloak I will need you to join my lobby
k
That's a lot of bad weather
so the values are sent to the clients
so why are they not registering now
okay can you host real quick?
hahaha oh lord
ya
Yea, if mods implement their enemies corretly they will show up
My LCV disappeared?
It'll probably be fine
that might break some things
theres a debug mode?
I mean that is a lot of red
is a version of the mod that I build diferently
dont worry about that
however you might need to restart the game
nope
I just checked the console, everything set correctly
give me 2 min, I need to make a call
k
liquid laberinth likes to make its splash screen a warning instead of a normal log
funny
I can't tell if that's intentional or if it's asking for help
it also the mod that adds a randomly spawning employee head
infact the mod allows you to pick of a recent head so if your friend dies to the girl it says Friend's head
replace friends with there username
k
huh?
only thing worse then a bug is the bug happening randomly
do you mind restarting the lobby?
dust cloud is experimentations weather
the kind of bug that only appears when you are not watching it
the schrödingers bug
@native cloakdo you mind restarting the lobby without the hidden weather?
ya
is it possible to add a smaller varaible changer mid game cuz some things will update when the ship launches
Oh nice, it's back
wdym?
now it is syncing
they always round down
nice
Okay i will test with the release version
if somehow that works
without any changes
Ill be mad
the problem is that due to how the game is programmed, changing values mid game is not all that possible
lol
I mean, to be able to have different settings for each save file it was already hel
do you want me to change or no?
Well that's good
Soo
the configurations for weather and monsters are dynamically generated
problem is
they are generated when you open the menu
if you never opened the menu, they will never be created
thus never synching
oh
okay should be an easy fix
well that's good
what is opening the menu the bars like level generate
yea, opening the menu is when you click host and all the settings become visible
@native cloak Do you mind checking real quick if this is correct?
Alright everything should be okay for now
at the exception of decimals
I need to make numbers not depend on the language of the computer running the game
buff updating this will break configurations for non-english speakers
Now it works
:D
Ok, I'm fully back, no longer multitasking
pog
I had to update also Configurable company
So both of the mods will update but not tonight but after the release version copiles
Nice
I hope making no more tests does not break anything lol
I'm not going to be playing with anyone else tonight anyways so I'm not worried about updates lol
if you do you can just tell them to open the menu before joining you
that is a workaround until the update comes
ight
Let me know if you need help with anything else, I'll be up for a few more hours since I'm half nocturnal
so an update is coming
@ruby flickerYea we fixed the bug about weather not syncing
But until the mod is updated, a workaround is to ask your friends to open the panel with the configs and then enter your game
my friends aint online rnðŸ˜
What all can we expect for the next patch?
wdym
What are you fixing/adding for the next update
obviously weather fix
but is there anything else?
did you awnser about the scrap selector varabiles
for this one no
But if you want to know when to expect something added, if for example a version is 1.X.0
it means something new is added
if it is 1.X.1
oh
or ends with another number that is not a 0
i means its to fix things and maybe do some balancing
That makes sense
I though of that but im not sure If I would like to add individual scrap rarities and chances, not because of the work but because the options would be very cluttered with no big benefit
Although some other settings for scraps would be nice
So this update will just be fixing this issue
and later ones I will add more settings
But I think all the process is kinda slowed down due to the Event API being under development too
oh ya, true
but dont worry the event api will make worth the wait
not any of that just a selector of what scrap you want to spawn or not and if only 1 scrap item then the left overs will be that
so like lock some scraps from spawning
ye
and another scrap item will take the place of the vacent ones
so if only gold bar active only gold bars will spawn
Pretty funny to make only fart cushions spawn with x4 price
I would end up dying to a dog with my 10x spawns
that's the neat part
would it be hard to add something like it i think if you do it should be in a seperate tab like "Scrap Settings"
so i can disable tattered metal sheets have fun
These 2 mods are hilarious in 10x spawns. You don't understand how often I hear a distant fart sound
The mod already supports multiple configuration pages although I prefer to put everthing in the same page so other mods can have their own page
Oh about that
yesterday I was testing the event api with some friends
and after evertyhing worked correctly we wanted to play some time
how do i change pages
mine?
Ik
there should be two arrows
same settings and broken MonstersPlus too?
for me it just says lethal company varaibles thats it
Cooljs ones, he asked to play with them and I though it could be funny
yea
except it wasn't broken
it didnt work
oh, so no early spawns?
but was fine we had other issues
lol
as none of us even knew what were the mods
also the push mod is soo busted
i remember dying just by my friend pushing me
The extra monsters probably got you
lol
oh and the crawler with tomas the train music
dying while laughting
it was an experience in all senses
Imma actually try re-enabling MonstersPlus real quick. In theory, it shouldn't break anything
It is terrifying and so much fun at the same time
also if you used any walkies, now those are hilarious
You can hear sounds come through the walkies
For example, you can hear someone dying to Freddy if they have there walkie on
I remember hearing freddy killing my friends in "vanilla"
lol
but yea, footsteps and sounds from the walkies, its pretty funny
"vanilla"
yea, sometimes we try some simple mods as the freddy or monster reskins
Did you guys make it to Titan?
nope
we spend all the money in walkies and lanterns
and that new hacking tool and other stuff
lol
I didnt even remember that we could lock doors
locking doors is only way to survive
There is no way you are killing anything with a shovel in 10x spawns
i mean
most of the monsters we encountered were immportal
the slimes, rolling giant...
and crawlers
lots and lots of crawlers
Ya, Crawlers and Spiders spawn a ton of the free moons
They spawn less on Titan
I normally just try locking as many enemies in rooms as I can so I have less enemies to worry about
Most the time it doesn't really help
You can also lock your friends in rooms with is kind of funny
and keys are infinite
ya
I swear I used one once and it dissapeared
I have a mod for it
lol
I will also take any mod suggestions but I'm pretty sure the modpack right now is a good balance
Also I just re-enabled MonstersPlus and it fixed my modpack
Here's an update code
018d7e06-95a9-264c-1fd5-5dd2b42209ec
This version also changes the Rolling Giants AI
It now Should Only move or move more when you are looking at it
So it's like an inverse coilhead
Ya, That's why I changed the AI to InverseCoilhead in the config
So it's less confusing how the AI works
wait nvm
I lied
I set it wrong in the config so it defaulted
It defaulted again
I think it may be having some compatibility issues with LCV
But I will look into this
what is defaulting?
Rolling Giant Config
Is that an in-game config?