#Immersive Scraps : New lore-friendly scraps
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it took us a while to figure out what was causing the problem and how to fix it, now you get to enjoy the spoils!
i like to make sure to let people now the issues politely so we as a community can help each other and build up
also we had problems with scrap randomly changing its value, the item type or just deleting itself out of nowhere too. Strange bug but we found a fix for that too if you encounter it! It was really infuriating.
alright. Tysm
It doesn't really change much. The config warns of it causing issues, but its never caused us any, ever. We just keep it on permanently. Its in LethalLib. "EnableItemSaveFix"
I figured i'd share it since i might not be around to tell you later and it doesn't have any detrimental side effects
I realized I misread the entire scrap weight-
I thought it controled the chance the scrap was vanilla or not-
Not what moons they spawn on-
@lean plover i think the axe and plunger lost the weapon ability can u check if u have time
Xu is aware of the weapons not having their abilitites and said they're gonna fix it this weekend
oh
good to know thank you
Would it be possible to allow us within a config to edit the weight and value of the scraps in the modpack?
inb4 they mean actual weight because of anvil 
lethal quantities should work for this, no? if you want to mess with it that in depth
honestly I'm trying to find anyway possible to avoid Lethal Quantities because every other issue is see is conflicts with LQ xD
thats fair
Oh? Which ones do this?
I'm currently halfway through config'ing my package through LQ so don't want to waste time if possible lol
did the plunger bat and axe have animations?
plunger was supposed to be identical to a shovel, bat was supposed to deal 2 damage, and axe was supposed to deal 3 damage but have a decent amount of weight and value to it
all of them have the normal shovel hit animation on LE immersive scraps
the plunger sound is different tho, its rubbery instead of normal shovel hit
updated uploaded
you now have real configs
unfortunately i couldnt get weapons working
if someone's gotten something similar to a shovel working before
please reach out LOL
Not sure if they work dealing damage n such, but i know the weapons in the FFXIV items can be swung and bonk
I assume I can disable certain scrap by setting it to be zero?
sweet
There's also fireaxe in scoopys which even has a config for the damage dealt.
Hmm, does the Toy Hammer from Lethal Things work in v50? (ie can it be swung?)
While I know LT tends to be pretty buggy, could ask how that one's handled coding-wise
poorly iirc
the hammer was the cause of many issues last i remember and still doesnt work fully
LT has been working just fine always tbh not sure why people complain so much on that mod
it can but i couldn't figure out why my side didnt work lol
Can you not check the code for the original mod and see what's missing?
VanillaContentExpansion also has a few weapons included
i think that would require having the asset bundle first
Xu has the asset bundle as far as I'm aware which is how they were able to port it
Lol
There's no code in LE mods
It was a setting built into LE, which is debately good
Ahhhh
update uploaded
Weapon update?
Yes actually
hell to the fucking yeah baby
wait-
with the new update I can specificy what scrap spawns on a specfic moon?
like
Rend:20?
does the brick break after making contact with an enemy? and how much damage does it do?
also I can't throw the brick-
But it might be due to me spawning it in via imperium
press q
i forgot to add a tooltip saying its q
OH okay
but yeah I can make scrap spawn in a specific moon now?
yes
epic-
Anvil is such a meme scrap lol
My fellow crewmember was tag teaming with it all the way from interior to ship to collect it ๐
fr fr-
Thoughts on this spawn weight for fancy paintings?
Fancy Painting: Auralis:10, Orion:12, Solace:3, Artifice:21, Dine:12, Titan:11, Rend:19 (a third of OG painting spawn weight)
I have a few more ideas in terms of spawn weight-
With the wine bottle being like a fourth or third of the golden cup-
not sure about the other scrap but mostly it might be a third of the OG scrap it's based on -
like libary lamp being rarer than fancy lamp-
Same goes to broken engine-
but I might rever it being a half and instead be third of their spawn since they spawn mostly rare the paintings -
but I'm gonna focus on doing the other scrap first before I go on about changing more of their spawn weights-
is brick damage configurable? askin for a friend that looks, sounds, and acts exactly like me.
not for next weekend
well
until next weekend
Ngl I'm glad I asked you about specficing spawn weights on moons and ngl the scrap fits/flows much better now-
Any chance for the other weapons too?๐ฅบ
ion
Hey should I be evil and make the vent and garbage bag be similar in weight to metal scrap sheet?
Yes :)
Garbage equals garbage
Vent and Garbage Bag: Triskelion:25, Orion:15, Adamance:16, Offense:65, Assurance:23, Experimentation:88, Embrion:100, Vow:16, March:83
hehehehe
Embrion 100 is perfect
like no joke
Ain't no way
check LLL-
Should I set the engine to be a third of the weight of a normal engine?
idk if it's balanced or not-
Broken Engine: Adamance:10, Offense:27, Assurance:13, Experimentation:30, Embrion:27, Vow:31, March:14, Artifice:10, Dine:3, Titan:8, Rend:1 (third of the weight of a normal engine)
I mean that totally depends on all the other rarities you have for each of these moons
yeah makes sense I feel cause in early moons it's sorta common but later moons are much rarer due to other loot being much more in terms of price-
Like oh let's say bell or 2 and a lamp is gonna be more but won't why a lot-
guess it works
especially since higher ranking moons would have more monsters-
or simply be much harder-
but honestly I'm not sure, I'm just trying to make spawns make sense
like wine and fancy paintings spawning on moons where golden cups and normal paintings spawn on
like here is my config not including me disabling the spawn of the melee weapons that don't work yet
And the brick having a weight of 5:
Fancy Painting: Auralis:10, Orion:12, Solace:3, Artifice:21, Dine:12, Titan:11, Rend:19 (a third of OG painting spawn weight)
Wine: Auralis:18, Orion:14, Solace:8, Artifice:28, Dine:18, Titan:14, Rend:12 (a 1/ 2 of golden cup spawns)
Vent and Garbage Bag: Triskelion:25, Orion:15, Adamance:16, Offense:65, Assurance:23, Experimentation:88, Embrion:100, Vow:16, March:83 (Same as metal sheet aka Garbage is garbage-)
Wheel: Experimentation:32, Vow:17, Assurance:19, Adamance:12 (Same as Steering Wheel)
Broken Engine: Adamance:10, Offense:27, Assurance:13, Experimentation:30, Embrion:27, Vow:31, March:14, Artifice:10, Dine:3, Titan:8, Rend:1 (third of the weight of a normal engine)
but honestly Idk what else to do most of the scrap
besides making the squeaky toy have the same chance as a whoopie cushin or airhorn-
And the screw being half or third of the bolts-
but honestly at this point I might take a breather cause I did a shit ton of math and check what spawns on what moon-
So I'm gonna wait or take a break before tweaking more shit
So if anyone wants to give me some ideas or tweak it to be better let me know-
me patiently waiting for the time i can beat hoarding bugs to death with a bat
i call them lootbugs from deep rock galactic out of habit and on public lobbys in vanilla when i say loot bug you can tell who plays deep rock
you can throw a brick at them now ๐ฅ
true true, but i do miss the silly 3 damage axe and 0 damage plunger
Hey @lean plover, small question, how hard (how much efford/time) is converting 12 scrap items from LE to LLL?
A good hour or two if u dont know what you're doing, not including time for not knowing how to do stuff like configs
ok, this will hurt :,]
thx
I'll try to port these 12 items
Do you have the Unity project?
yeah, I think
It's via creative content creator, right?
Well yeah but you need the Unity project of the mod itself
oh...
If you look at the steps you first need to make an asset rip project, then send the files of the mod's Unity project into the asset rip and so on
Otherwise if u do it manually could take days
I see (I don't understand, but well... I'll try)
Lol, basically you shouldn't do it if u don't have the mod's Unity project
Cuz then u won't have the exact settings and you'll need to remake em
wait i so is this LLL or LL now @lean plover
LLL
I feel cheated, the brick cannot be thrown. ๐ฆ
I went to Embrion, faced 30 Old Birds.
press q
And my reward was a brick that I can't throw at Monty.
Okay, I have to put that command on my Steam Deck.
ah right forgot you a stream deck user
i used input utils so u should be able to map it to something whatever u want
Well, I can put the letter q on one of the buttons.
I have too many buttons. XD
ye whether u wanna do q or whatever key bind you want
u should be able to do whatever
I mean, I can do it from the options that Steam offers.
No.
I'm just going to be grateful that now I can throw bricks, thank you for your incredible dedication. ๐
Oh, damn, pense que era infinito.
Infinite*
Hahaha, the translator didn't translate the phrase for me. XD
It's karma.
I could throw bricks but I'm not from Kent so I'll suffer a range penalty
Still love its an option xD does it actually do damage?
How much? :o
pretty sure most people say lootbug and dont play deep rock
probably
fucking hilarious
LMAO
suggestions for the Anvil (original, right?)
- needs a more impacting sound
- give it the shaking effect that a dropped jetpack makes
which of the new scrap weapons deal 2 damage and which deal 1 damage same as shovel?
Does It @lean plover?
brick is the only damage dealer rn
Some reason immersive scrap items aren't spawning-
I feel it might have something to do with a mod I have-
?
idk, probably due to me setting them to spawn on specific moons and maybe doing a mistypo idk
but it doesn't matter since I'm remaking the modpack anyway-
but still I don't know why they weren't spawning at all-
is it cause some vanilla moons use Level?
or just using specific moon names aren't working?
It's LLL, vanilla moons don't use Levsl here
It all should work except the "custom" keyword
Yeah then idk why it's not working for me-
Maybe it's due to it being like:
"Vow:12, March:13"
With it having a space between them
okay did some testing and yea-
Putting moon names and stuff doesn't work at all-
that's what I suspected-
okay so far
VEGA and General Improvements I disabled and it's still not working
I'm just confused as you are
I just don't get what mod would be conflicting with immersivescraps-
I would assume it's the new LLL version 1.2.2 but it's happening with 1.2.1 as well-
whats wrong with custom? isnt that what default value is?
LLL's custom thing rn doesnt work for enemies, not sure about items
i see so thats why giantspecimen never are seen on custom moons
yep, but its on LL now so you should be able to
do i need to regen config maybe?
i just looked back because i did mention it never spawned on custom moons a couple weeks ago
does that mean-
Experimentation should be experimentationlevel?
or it's just hoping Immserive scraps isn't broken for me
the rubber chicken squeaky toy doesn't appear to attract dogs when you pull it out by hovering over it in your inventory like a rubber ducky does ๐ฆ
@lean plover this is the realest shit ive ever seen can we please get this
Wut
rubber chicken should alert nearby enemies when being pulled out
Wait you mean to say I can have fill my inventory with chickens, swap between them repeatedly and annoy my friends but not annoy the dog? Sick
man i just want the rubber chicken, wish the config would allow you to disable the rest of the items
it does?
how? i only see configs for weight
If you set the weight to 0 the item won't spawn. It's spawn weight not carry weight
ohhh got it
i was a bit confused, thanks for the clarification
both vanilla and custom right?
Yup, unless you want the scrap only on vanilla or custom moons
ok, thanks a lot @delicate wraith !
watching the hoarding bug
take my fucking anvil
and say "YIPPIIE"
is traumatizing
Are u guys walking with the anvil?
just had a crazy thought, what if you could drop the anvil on other players to kill them like the ladder?
When I get home I might try to play with this mod again
But still idk why specifically stating what moons spawn what doesn't work
And ofc they aren't penalized either the little shits lmao
nah I spam drop and pick up
IKR
I believe the only weapon right now is the brick which you can throw. The others will be later.
ok
yeah setting specific planets does not work with this mod for some reason-
sometime in the next couple days i'll do a bug fix update that should fix the shovels etc
Epic
yeah ik
i dont know if newest LLL update is stable enough for me to update this mod lol
theres no fix like terminal formatter afaik
its so over
It's stable enough and even provides performance improvements over 1.2.2, I'm sure Batby is gonna hotfix the company asap
or break it somewhere between arrival and departure 
lol nah 3rd time's the charm as they say so 3rd fix will fix it fr

can you stop
Apologies I edited the message for you ^^ I do think 1.2.3 is stable enough for Xu to update the mod though. I added TestAccount's fix until you get the free time to hotfix things. I typed that message right after I woke up so the way I worded that was my own fault v.v
I'm trying to avoid being too pre-emptive with things. I know Zuri and Lyra have done it enough already, and I don't wanna follow their pattern
@lean plover btw I should ask, what scraps will be broken til you update? I wanna guess the brick?
Cus I know they still spawn
Idk, it's probably broken config
Ohhhh maybe
routing is still borked? LOL
I installed AutoCompanyBuilding, can't be bothered at this point
You can't leave the company unless you use TestAccount's mod atm
routing is fixed
wait really?
that's broken lol
When will it be possible to fight with a baseball bat and an axe?
soon maybe
not sure if this is from this mod but maybe?
does the shopping cart work?
that's from lethal upgrades
no I mean from this mod lol
Shopping cart is from lategame upgrades
no
there is one from this game
this mod
i mean
me spending 40 minutes trying to figure out why the custom scrap have stopped spawning only to come to the conclusion "its so over"
@lean plover is mod just brokey for the time being or is there some solution? with a previous config none of the scrap spawnned and after trying to regen another theres just no config
aight ty
you can downgrade LLL to 1.2.2 until Immersive Scraps updates to support LLL 1.2.3
just make sure to also downgrade every other mod which already updated to LLL 1.2.3 and dont support LLL 1.2.2 anymore
I suggest Temporarily disabling ImmersiveScrap for now
Xu is planning to update it when they have some free time
If you really want your scrap to spawn you're gonna need to use Lethal Quantities and get in there and add the weights yourself LOL
I don't recommend since it's so painstaking
Tbf the scraps will still spawn but just with a really fucky chance lol
cus the config is dead
really? idk whenever I pulled up LQ for the first time none of the moons wanted to register any of the immersive scraps into the scrap spawns
Interesting cus I know some did spawn for me they were just really rare
probably all like a .1% chance or smth
maybe it's invisible to LQ or smthn then lmao
Probably the mod is borked atm
Xu recommended to disable it til an update is pushed
all I know is that I never saw any of the scraps until I used LQ to add em to the moons
but mah green lamp </3
excited for the update since it means baseball bat combat
wait. LQ bypasses the problem? didnt Immersive Scrap fail during initialisation?
It's the config that is broken
Is there any weapons included in this scrap pack?
I swear there was a fire axe but it couldn't be swung and I was incredibly disappointed by that
so LQ will bypass it cus it basically replaces the config essentially lol
LQ technically can bypass the problem, but you'll need to add every individual scrap to every moon and set their weights yourself
and there's A LOT to add-
thats not a problem. i already did this
I also remember a plunger and a big wrench being weapons
But when I found both they weren't usable
Maybe it was another pack?
I'm pretty sure this will be changed whenever the mod gets updated
porting the weapons means i'd have to rewrite a lot of code for em, i just dont have the time or money to put into making the weapon's work, ill give it a try later maaybe
appreciate the consideration anyhow <3
๐
Looking forward to it
Is there any other alternative pack you recommend that has a lot of weapons mixed in as usable scrap?
not any that i know of
there's also supposed to be a flashlight in this mod too lol
though that one never got ported over completely
๐
๐๏ธ
I mean you shouldn't feel bad, the weapon from Scoopy's Mod got broken with V50 and doesn't spawn anymore lol
I ended up removing Scoopy's from my pack cus it was broken in quite a few ways
I'm amazed Dantor's works as well as it does
Does someone has a good balanced ImmersiveScrap Config for most moons and could share it? Would like to compare it with mine to create a good balance to play with
what is "good balanced" for you? vanilla like, ez life, hardcore, ...
Good balanced like the same scrap object won't appear on every new moon. A possible good rotation between every scrap to spawn would be great. I already put the weapons to 1 so they are a rare spawn. It feels like if all stay at 20 the scrap spawns to often, to be special
I can show what I put in LQ
@narrow flower Aquatis
Adamance
Artifice
Rend
these are just some examples of how I set up the spawns
which it boils down to just setting it up like how vanilla does it, huge pool of scrap, throwing some in specific moons so you'd most likely find them there as for other moons you just wont find it there at all
Thats nice will check them out later, thanks :)
new update out
didnt really change anything, but it worked for me on newest LLL so
:shrug
ye
sweet!
starting the game, the console says this immediately after loading immersive scraps:
[Error : Unity Log] MissingMethodException: Method not found: void LethalLevelLoader.AssetBundleLoader.AddOnExtendedModLoadedListener(System.Action`1<LethalLevelLoader.ExtendedMod>,string,string)``` is there a known fix to that?
I redownloaded, will try it again
I see you updated it a few hours ago
this version I used was from yesterday
oh lol
oh nice
yeah this mod doesn't work anymore for me-
Config doesn't work nor do they spawn now-
even downloaded the new update too for it
ah okay
here
[Error : Unity Log] Exception: Method static System.Reflection.MethodBase LethalLevelLoaderCompanyFixer.Patches.EventPatchesPatch::TargetMethod() returned an unexpected result: null
Stack trace:
HarmonyLib.PatchClassProcessor.RunMethod[S,T] (T defaultIfNotExisting, T defaultIfFailing, System.Func2[T,TResult] failOnResult, System.Object[] parameters) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_010D) Rethrow as HarmonyException: Patching exception in method static System.Reflection.MethodBase LethalLevelLoaderCompanyFixer.Patches.EventPatchesPatch::TargetMethod() HarmonyLib.PatchClassProcessor.ReportException (System.Exception exception, System.Reflection.MethodBase original) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0045) HarmonyLib.PatchClassProcessor.Patch () (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0095) HarmonyLib.Harmony.<PatchAll>b__11_0 (System.Type type) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0007) HarmonyLib.CollectionExtensions.Do[T] (System.Collections.Generic.IEnumerable1[T] sequence, System.Action`1[T] action) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0014)
HarmonyLib.Harmony.PatchAll (System.Reflection.Assembly assembly) (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_0006)
HarmonyLib.Harmony.PatchAll () (at <474744d65d8e460fa08cd5fd82b5d65f>:IL_001B)
LethalLevelLoaderCompanyFixer.LethalLevelLoaderCompanyFixer.Patch () (at ./LethalLevelLoaderCompanyFixer.cs:25)
LethalLevelLoaderCompanyFixer.LethalLevelLoaderCompanyFixer.Awake () (at ./LethalLevelLoaderCompanyFixer.cs:15)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset:OnEnable()
what;s worse if I try to use LLL 1.2.2 it won't gen the immersive scrap config-
yeah i kept being asked to update so
:shrug
go figure even with 1.2.2 and the config generated after using the new one it won't spawn at all-
thats just ur luck
even weirder I made a seperate profile for this-
So gonna quick clean up chached mods and see if that fixes it -
also it's supposed to actually say a bunch of stuff if the items do get config'd right
so u might really have a mod conflict
this is supposed to be spammedl ike 40 times
after my mod loads
then idk what's conflciting cause the test modpack has the bare minuim-
hmm
ill have to check into it more later
i cant rn dont got time
but im not sure what would cause this
yeah even I'm confused-
I assume the LLL update broke it and using previous update won't work no more-
or the curse of making this mod passed on to you- idk at this point lol
just downgrade immersive scrap too lol
okay but first I'm gonna test with immersive scraps downgraded then LLL-
news-
immersive scraps only works with LLL 1.2.2 but has to be 1.0.2 of immersive scraps
I'm just not gonna use immersive scraps at this point ngl my brain is too tired to use it or try to tweak it -
Hopefully when LLL updates to 1.2.4 it get's fixed
#1241786100201160784
Does the mod even work? 0 new scrap found in the 4 hours game session
yeah it works saw some last night, want version of the mod and what version of lll you using?
1.0.3 mod and 1.2.4 LLL
Vanilla
Gotta wait for it then
vanilla content expansion and more scraps are good alternates
both work
Vanilla content expansion does have some bugged scraps though
That prevent leaving a lobby and won't delete from the ship when failing the quota
I just dunno which all of them do it
Will test later
Will spawn then in latet

YOU CAN JUST-
yeah lol
thank god I made bricks one of the rarer scraps accidentally ๐ญ
Thatโs one mighty throwing arm
anyways that aside yeah the weapons work wonderfully :)
now my friends can shut up about the fact they can't swing an axe ๐ญ
noticed that they deal double the damage of a shovel ๐๏ธ
even the plunger LOL
Yep
entirely the damage from the strength of a man insane enough to wield it
i can finally chop xu's own giants with their own work(port) axe 
aight then ill just spawn 100 yippees with axe while using symbiosis mod
keeping my hands clean
tho theres gonna be infighting among the yippes....
iirc the axe was meant to deal roughly 3 damage or so, the baseball bat dealing 2 and the plunger dealing 1 like the shovel in the original immersive scrap mod
How much damage does each weapon do now?
its all flat 2 currently
and not the bomb brick?
that thing just one shots a dog LOL
although tbf it's like kinda hard to do that sometimes since the radius and fall off damage is harsh
small radius, and extreme falloff
well, thats why there are weight and rarity config
right!
it doesnt
and the radius is fairly big, u can throw it pretty far lol
the dog prolly got bit by some baboon before the brick
THE BRICK EXPLODES??
nah. just the air combusting
literally the brick doing anything else would've made more sense wtf ๐ญ
LMAO}
I HEARD YOU COULD THROW IT BUT LIKE I NEVER KNEW HOW THAT WORKED
??????????????????????
i literally
told u about this
when i released
thought it was broken ๐ญ
LOL?
you ASKED ME FOR THIS
you told me you could throw em not that they exploded
i told you they do what the gif did
cmoon
post that gif
i dare you
you're a fucking idiot xu ๐ญ
that little guy who bounces back and forth
this?
yeah
but i think there was a brick
to him
it was a gif with an exploding brick anyway
and i said i'd do an exploding brick
i remember none of that lmao
it doesn't bother me cuz ion even use this mod but i'm just wondering why you made it explode
cuz
yeah i don't use this mod bestie, sorry
why not
u literally asked me to add it lmao
yeah but this uses LLL so i never use it
what's wrong with LLL 
Nothing lol
i just don't want it unless I'm using interiors or moons
i have nothing against it lmao
I originally started using LLL because I added WeatherTweaks by @charred mirage to my pack, Interiors and Moons came after that
XD
just wouldn't include it in my modpack unless I have 2 or 3 mods that justify it since I like to keep my modpacks relatively small
fair
oh did weather tweaks require LLL before?
weather tweaks started out kinda as a fix to LLL's horrible weather desyncs
ye I remember that
It stopped after V50 dropped cus he updated it to support vanilla V50 to fix Weather desyncs before LLL updated
that period of time was... rough for LLL
i think it was the last time I tried actually playing w custom moons and interiors since desyncs were horribly common
it's p much fixed now, right?
Yeah LLL has the Weather desync issues fixed natively now
nicee
I'm not a moon hoarder but like so far for the few moons I use I haven't had much of any issues
i use weather tweaks currently yeah
used beta for a while but then I got some weird weather desyncs on it for some reason
so i switched to just weather tweaks
vanilla weather is just kinda whatever sometimes, BetaTweaks makes it far more interesting combined with weather multiplier
but now every time I go to a moon it's eclipsed
I haven't had any issues with the Beta one
so i might just go back to beta
The only time I got weather desyncs in my group for some reason
is when having AlwaysHearActiveWalkies in my pack
it seems to bypass my weather configs from LCV cuz I dialed eclipsed down a ton thru it
it would cause people to get weather desyncs
and cause other problems
Why? Idk but it did
wacky asf
this mod annoys the hell out of me as host because I pick up the walkie once and now it acts like I always have it equipped
Yeah I don't recommend using it anymore
also i did not ask you for an explosion I only asked to make it throwable
i still think it's funny though don't get your panties in a twist
It has bugs and the dev can't really fix them because they don't play LC anymore
aw </3
it just makes 0 sense ๐ญ
yeah I had some issues in the past w it
omg you dont have to be all about making sense, its a throwable brick that deals 1 damage and easily kills the player by self destruct, and dont tell me what to do, ill twist my panties if i want to
honestly i don't see why always hear active walkies isn't a vanilla thing
I mean
mimimi panty twisterrrr
honestly
I'm sure @tawny sundial could probably implement a fixed version of it into LethalFixes
If he wanted to
๐๏ธ
i'll focus on the areas I wanna focus on and you can cry all you want โฅ๏ธ
isn't it oriented more towards bugfixes though?
Cus it should be a vanilla thing
might be wrong though cuz i haven't looked much into it
Yeah but he also adds features missing from vanilla as well
yeah 100%
ooo that's cool
Like he implemented a unique version of VoiceHud for example
mhm
one thing i've been wondering abt lethalfixes is if it also adds a fix similar to PathFindingLagFix
nah
ok cool i can keep that then heheh
I never seen it anywhere in the thread so I kept it in case
I actually noticed that when playing last night lol
YEAH
But yeah I can very much see you implementing a fixed version of AlwaysHearActiveWalkies into your mod
If you feel like looking into it
Cus that mod is unfortunately broken in so many ways
x.x
The only time that wasn't rough for LLL was the 1.0.7. Everything after is a rollercoaster of one desync or game locking bug after another lol
If I did it'd definitely be a config option like the inverse teleport spike trap safety is
But it is a feature that should be vanilla
Ye
^^^
That would be perfect
perfectly okay with that
also, is it just me or are people's voice through a walkie a little too loud?
Not for me
You just have to adjust their volume sometimes in game, for me once I adjust volumes it balances out
It means they're likely a bit too loud when actually speaking too if they're too loud over the walkie
hm, I wonder if it's related to me loading up a save again and everybody's voice suddenly gets much louder
Possibly
that applies to walkies too?
Yeah
I need to use em more, definitely not picking up on that as of now
ye, i think it's good now though
oh? like the push to talk thingy?
well i think the always on walkie would be caused by this https://i.1a3.uk/1716390673.png
Yeah you can see your voice indicator when speaking now rather than just when using PTT
oh that's really neat
cuz it returns false so it'd never disable the walkie talkie after you use it once
ye I had that happen a few months back
I like it more than I did the actual VoiceHud mod lol, it feels a lot more native because it doesn't do those small flashes constantly
does this even happen to clients?
cuz I never had anyone mention that they could hear people through a walkie even though they didn't have one
That explains why if I had a walkie off I could always hear people globally speaking at a really low volume with that mod
I'd love to know why it also causes desyncs though, cus it did cause weather desync issues
It did??
For my group yes
what a weird mod to cause an issue like that ๐ญ
If we had it installed sometimes clients would have the Weather desynced
But after removing it it hasn't happened since
and thats not even fixed by weathertweaks?
Nope
Happened even with WeatherTweaks installed, it was probably breaking a transpiler or smth if I had to guess
goodbye alwayshearwalkies ๐
https://github.com/n33kos/AlwaysHearActiveWalkie/issues try posting an issue and see if he'll respond
what happened?
I mean what bug lol
I assumed it had one
idk if it happens to clients but whenever you're the host and pick up a walkie, for the rest of the game, even in death, the game will think you have an active walkie in your inventory and you'll always hear anyone that speaks through a walkie
never seen that BUT I havent used a walkie in ages
we either had headsets or lethal phones
headsets? unless you mean like a discord call or smthn I never heard of that
AC
lethal phones is smthn I kinda wanna try sometime
head slot walkies
lethal phones is broken atm
aw
it at base works but under the hood breaks modded ai
not like it matters too much, just use reserved walkie slot ๐
dont use the reserved slots but when I make a non AC version of my pack when releasing I will
we still just use headsets or no walkies at all
I only use the flashlight and walkie slots
and a 5th normal slot
no weapon or utility slots
I was testing a bunch of mods and found that I kept getting garbage over and over. Not sure if it's just bad RNG or something. Spawn weights should all be the same
what moon is this?
Experimentation
that'd be my guess lol
hmm, dunno then. i have a similar problem but can only reproduce it on wesley's moons. whenever i leave the game and come back to the save, whether just a rejoin or a game reboot, a small handful of scraps will be all i find on them.
tons of groan tubes, tons of cats, and a sprinkle of the custom scraps pertaining to the moons
I have a decent chunk of custom interiors but I don't use any custom moons other than Atlas Abyss
yeah I still can't use specific moons still in the config-
k let me try on a seperate profile-
But gotta clean chache incase an old version is causing issues-
[Error :LethalLevelLoader] Removed: 31 SpawnableItemWithRarities From CurrentLevel: Experimentation Due To Invalid Properties To Prevent Errors.
Found it
but it might be due to impreium
I'll remove and see if that does it
Dunno looks like my scrap registered properly
I set it on experimentation really high-
How high
might be due to it being very high I assume-
Experimentation:10000
yeah i feel it might be that as I'm testing it
Yeah dunno that didn't apply from what I'm seeing in logs
No wait it did say it registered
So idk
wait-
I set alchol to 1000-
it's reading it seperate and keeping the OG spawn weight-
It's working-
but somehow it's reading it wrong-
making it not spawn in at all-
that's my theory at least-
but idk if it's just how LLL works-
but I have to get your opinion on it
Hmm
?
I did,
It says Experimentation:10000
ah okay gonna try if it's a limit or not
still persists
but it's on start up so I assume it's either like that on start up-
Or it's something else
I'm thinking that it's not setting the weight for the specific moon-
But that's on start up I'm gonna check if it actually spawns in
yeah not working
well, no
it was just a side effect
That's why I said kinda
I made it cause I wanted more weather variance
๐
alright
I made the mod a full month before LLL issues tho
So wheres the variance buddy
Yeah u made it a month before, took me a couple weeks to make meteor shower mhmm
I made it in early January
iirc
and the LLL desyncs were a February issue
so, umm
yeah
a month before
Icic
I still don't understand why setting a specific moon in the config of Immersive Scraps doesn't work-
You can kind of do it in LLL already if you know what you're doing
any alternative for a walkie mod now ?
and is walkieUse still usable ? i saw aniema saying to avoid it
I think @tawny sundial is looking into integrating a fixed version of AlwaysHearActiveWalkies into LethalFixes so my suggestion is be patient ^^
what about walkie use by renegades, no issue related ?
I mean I'd use ReservedWalkieSlot instead personally
But that mod works fine
I think Aenemia saw an "issue" with it because it throws an ignorable error on startup
i heard some of the reservedSlot mods can cause desync is that fixed ?
Yes
even for the flashlight one ?
usually the desync is caused by mismatching config
other desyncs are a vanilla issue, mainly being flashlights being turned on or off when they arent supposed to be
but i think that was fixed
Yeah
good to know, any knew shotgun fix mod recently btw? didn't play for 2month
what fix are you looking for? hitreg or despawning?
I think for an all in one theres a certain one i cant remember the name of
but i use 2 mods, 1 that allows purchase of shells and shotguns while preventing despawn and the other changing how the shotgun hitreg works
could you tell me the name of those?
or the all in one, idk which is more stable
HexiBetterShotgunFixed is mod for the shotgun rework giving it a pellet system instead of the vanilla jank hitreg
BuyableShotgunPlus is what allows purchase of shotguns and shells and a despawn fix (i think)
Cant remember how reliable either of these are but i remember them being solid
yea i used them back in the days but was thinking that they are outdated now
what about ShootableMouthDogs ?
Redundant
I use them both
Highly recommend
do you guys use snatchinBracken?
i don't understand if i should enable Allow Distance Until Auto Kill
do the weapons on this mod use the shovels hitbox
most likely
I think there's something funny going on with the weapons
they do like two hits in one causing instant kills on crew members ๐ญ
Custom weapons do double damage
so instead of it taking off 1 hp like the shovel
it takes off 2
Team killer self report ๐
No I understand but like, it's like you're smacking them twice with one swing, means that that double damage is going at them twice and kills them instantly
I'm not sure if it only applies to hitting crew members I haven't gotten to test it much on entities just yet
like who hasn't hit their teammate with a weapon at some point ๐
I know Iโm just playinโlmao
I havenโt been lucky enough to find anything but the plunger and I donโt recall having the chance to try it on enemies either
emotes?
https://thunderstore.io/c/lethal-company/p/SillySquad/CentralConfig/
found a mod that fixes this mod-
only downside I have to set what weight for each mod not by moon but the scrap itself
this mod's config isnt broken afaik :p
only custom and vanilla work rn, i know why the rest doesnt work
yea-
But at least this mod works as a temp fix and easy tweakin
LQ has existed for awhile yknow
although I am interested in CC, idk when I'll give it a try though
Yeah-
Only issue I'm having RN is scrap being up to 100s of dollars for experimentation for no reason-
But it's mostly rare scrap prices so either the two times I tested I got super lucky
Or it's something else. I'll check when I get home from the mall (which I'm gonna go to in a bit)
Like 9 scrap worth 1000
since you can't do specific moons yet yeah I'd look for an alternative to help
It works but I'm still confused on the pricing of said scrap-
plus, setting weights on the mod config doesn't entirely let you see how the chance is like for that scrap since weights are different overall, but at least with scrap there's more consistency unlike entities per moon
some scrap pricing kinda confuses me but it's weight to scrap value is what keeps it in line kinda??
because the broken engine is easily worth over 100 and a wine bottle is too
Yea-
I legit got like an 188 dollar ring on the first day (but as said I didn't get the chance to test more)
probably some balancing I gotta work over on my part in LQ tbh
wait wedding ring?
that's unrelated to the mod then
maybe the scrap value multiplier on the moon was set to 1 instead of 0.4?
OH SHIT I think that's it!
It's automatically set to 1 for all of them
I remember seeing that
yeah you don't wanna do that ๐
I assume 0.4 is for all or most moons?
Ah okay still weird it's like that+
But I assume it's an issue of it generating
It'd be an interesting kind of moon to set the value mult to like 5 and put only 5 gold bars that can spawn in a massive facility LOL
idk if that would break something tbh
Okay yeah I finally fixed the scrap multiplier
Only thing is that I'm not sure about the broken engine having a higher spawn weight on low tier moons but I set it to be not too OP-
Like a weight of 9-
broken engine has such a high value LOL
I should rebalance the scrap spawns on the moons again since I know how much value each ones are
but I'm lazy atm ๐ญ
oof yeah-
Mostly I just set the engine to be like a 10th of the weight of the normal vanilla engine on each moon-
sounds good yeah
yea
though I might change painting to how I originally did it as a third of a normal one isntead of half-
but I feel when I add more scrap into the pool of the moons that won't matter-
like only did 6 of them
I think fancy painting is like just a little bit more than the vanilla one
I should list out the scrap values for myself at some point...
here's what I did/written down for the ones so far-
Broken engine: v-type divided by 10
Jerrycan: same as chem jug
Screwdriver: third of big bolt
Wine bottle: third of golden cup
Fancy Painting: half of normal painting
Car battery: same as steering wheel
will make it easier to see which ones I need to nerf the spawns of
this looks like the way to go about it ๐
yeah so I might make bucket half or the same as the damn dust pan lamo-
And idk about the tools being the same as flask and the tool box a third of it-
so bucket on spawns on experimentation rn lol
or would when I put it in
oh wait I did-
I just forgot
but I feel the tools (Clamp, Wrench and Hammer) should be the same as flask ngl-)
@lean plover
[Bug]
All weapons use the shovel animation.
weapons like the hammer cannot be aimed or swung correctly.
Possible disable these items as weapons and or add a new weapon swing animation.
[Feature Request]
Config entries for Scrap Weight (lb), Min Value, Max Value.
This isn't a bug it worked like this with the original mod too, the only thing that's truly bugged atm is the hammer animation XD
Any one-handed items were not weapons in the original mod. Only the 2h Fire Axe, and the Plunger were weapons. All other one-hand items were not classified as weapons because it would cause this problem. It is only a bug atm in this version as Xu applied the same animation to the One-Hand items.
It needs to be replaced or removed.
The only weapons in the mod rn are the Hammer, Plunger, Fire Axe, and Baseball Bat. The Hammer needs to be fixed and excluded yes Xu is aware of this the other 3 are fine and were weapons in the original lol
Nah the Wrench is also a weapon now
but the three, axe, bat, plunger, are all good yeah
All weapons do use the shovel animation, I aint animating shi lol, I was just too lazy to make the hammer too handed and align it etc
Hope you fix it soon XD
I finally got a chance to try out this mod. Friend died from a Bracken trying to get an Anvil out, had to avenge his death, almost died by the charger giant from GiantSpecimens, that oneโs a 10/10 scrap lol
I think its default value should be higher though, it was around 250 and with how heavy it is it should be like 500 so everyone kills themselves trying to get it out lol
a value config would be interesting
Hammer iirc was never a 2h weapon in the original, not to mention current model for it is too small to actually use it as a proper weapon tbh
Yeah prob
definitely
i think it might be immersive scraps that causes all loot to just be REALLY high in value
Is it?
everytime i've played w these item prizes are off the roof
not all I feel but just some end up being surprisingly high ๐ญ
wine bottle is crazy
definitely not a immersive scrap problem if vanilla items are high value
then i got no idea LMAO
Uhh meteo multipliers moment?
nah, i don't use meteo multipliers
only thing I have that could mess with item values is uuuh
Da fak
Tf is a Wednesday fix
??? What yhe hell is double loot Wednesday lmao
i think i recall like, the game being able to tell what day of the week it is
and having stuff like loot spawns and facility sizes change depending on that
might me tweaking though
Yeah I was wondering, is this an actual thing in the vanilla game?
i remember something along the lines of double loot wednesdays being a thing
I feel like double loot Wednesday and half facility Friday is a joke
maybe sorta probably most likely
LMAO
are you guys aware that the hammer is beyond broken functionally, in terms of being able to take out giants with ease
I know you guys mentioned animation errors, but basically the bat and hammer hits multiple times per swing and can one shot a lot of things
thats why I ended up removing it in LQ
that's what I mentioned before too
Hmm ic
I would rather have the hammer just not be a weapon since the default animation looks awkward with it
And I'd think the only weapon that should deal extra damage is the Fire Axe
While the other ones do the same as a shovel
least it has an animation. look at the wrench ๐
wait does wrench not have an anim?, have tested it after the LLL port
The brick blowing up is funny but I think it would be more balanced if it just damaged one thing instead of having an AOE
Psychic blast
imma just disable the weapons from this mod lol
yea wrench does psychic damage
Sucks since that's my favorite part of it
dam that was my fav modded weapon
it had so much weight behind it
okay but like the plunger, axe, and bat work pretty nicely, it's just those two problem children ๐ญ
actually wait no there's that double swing bug
ah good, will prob disable axe as I already have scoopy's fire axe
dam
scoopy's fireaxe looks so out of place LOL
I only have it on gloom
fair
as a rare find since its 4x damage
what double swing bug
sounds like a vanilla bug if its not one of hte 3 main weapons lol
it's like, in one swing you're actually doing two
im pretty sure they do double damage on purpose
I'll properly get footage of it when I play again
nono
they do
and that makes it a total of 4dmg in one swing
which can just instant kill a player or baboon hawk
based, just gonna make them rare then XD
it'd be funny to do that if it was a little more consistent of a "bug"
still hope its patched along with the other weapons
yeah
also hope there is a scrap mod eventually that ads usable scrap
like a gas mask that makes you see better in gas leaks
Why are all the immersive or cool stuff experiencing bugs?! ๐ญ
they're not gamebreaking tbh, just minor inconviences
I know but I still don't know why I can't set even specific scrap for certain moons in immersive scrap's configs -
But I think it's me not wanting to use immersive scraps due to stuff not working before in the old version or not wanting to tweak it and just have all that work undone all the time.
oh i actually encountered that too where I killed a mask in one hit with the axe, after the fact i did testing and then the fire axe was doing 2x so i dunno why it was i guess โdoubleswingingโ during the session
You can get around that by using Lethal Quantities
yeah, you can also just hit a wall and audibly hear that you hit it twice
althought I think thats only heard if another player does it, as you cant hear it on your end
Oh yeah-
but I think it's just me not wanting to configure stuff like that anymore
cant confirm yet
valid
Yeah but I do have a nice small modpack and I wanna take a break or not tweak too much.
As I did before and it wasn't fun
Especially with mods that broke shit in 150 or so modpack
So 60 is better maintainable
so far the things I've done to make sure LQ doesn't break anything is just avoiding touching map size multiplier and entity specific configuration (not to be confused with entity spawning)
Ive been able to stabalize 200 rn
but it was a PAIN
things just naturally break when you have that many mods tbf
Is taped together but it works now XD
just need a better pc
Runs OK noe but mc cpu and ram need an upgrade
Indeed a mood which makes me glad I'm keeping it just vanilla plus with some new features for the 2/3 friends I play mostly with-
Only custom are like Wesley's Interiors and Needycat mod
yeah those two specifically are what modded lethal loves to munch on
oh lol the pack is being called "Ultimate company" for an idea of how crazy it might be
Lamo-
But I do wanna add custom moons to the pack but we barely play
But I think it's due to me deleting saves when updating said modpack+
So I'm gonna try not doing that anymore unless it's something super major. Or bugs out with old saves
I took my bois break from the game to make the pack
when its done their break is done
I have a bad habit deleting saves when I update the modpack lmao
You guys keep consistant saves?
I'm desperately looking for any way to reduce the chances of something breaking
Yeah I know one person wants to play tomorrow but ngl I might go ask people who haven't played in a while
Mainly so 2 or 3 won't be so boring
I don't but I do have a small group I play with that likes to keep em
I do plan to keep one as I have cosmentic and furniture save
dont have LGU or AC upgrades saving atm
yeah I'm just tryna get my modpack to a point where I can be satisifed with it and stop updating it every day LOL
finally reached 100 mods total, and only 3 of em are moons
that will never be the truth for me as when I see a new good content mod I cant resist
I just added 4 new interiors on top of the 24 I already had
Oh I couldn't do that many until I get a pc that can run cyberpunk high settings ๐
also got like 100 moons now(I use selenes choice for 15 per quota)
oh wow
I'd kinda wanna try that pack ngl
but my internet speed is pitiful atm
gonna take an entire evening to download it
yup lol, also making a NON AC version for peeps who dont wanna use it
I just rather never touch AC seeing how many mod creators don't support it
Dont support dont mean it dont work well but yeah that why I made the 2 versions
tho the non AC one will recieve less support tbh
also 40+ new enemies
no goofy ones
Lol-
Ngl I should probably add a custom enemy mod back in or two but I'm waiting until VEGA ai support
I like the idea of vega but just too powerful for me
I use it due to me just not being SUPER pro good at the game or not having many people to play with much -
the way I wanna balance vega is just allow only one person to have it
that's what I thought, I thought it was very funny but it's also not "Immersive" at all lmao
I recall someone told ya but every weapon in IS has a double swing issue where it detects two swings per singular swing, that coupled with dmg increases causes stuff to be able to one shot bhawks and players
I don't mind it much, but it's pretty game breaking lmao
keepitkeepitkeepitkeepitkeepitkeepitkeepitkeepitkeepitkeepitkeepitkeepitKEEPIT
I wouldn't be surprised if it is a vanilla bug but I can vouch that weapons like the bat has a chance to OHKO hawks despite the x2 multiplier, there was one time it didn't which made me go hmmm
Vanilla still has that fucking dreadful inventory bug which still makes me go zzz if my friend wants to play specifically vanilla
it has not happened with any vanilla weapon ever
also i'm messing w abt the config lmao ๐ญ;
Not something I can control then, the weapons are a copy paste of the normal shovel
most strange
They can't be
They do 2 hp per hit instead of 1, and deal a critical hit on other players
There's literally no such thing as a critical hit
And yes, it's a copy paste except the 2 damage on enemies
Well the weapons kill players in 1 hit lol
lol
i'm sorry but, like, when?? have you seen this happen???
like it's literally never happened to me
?
shovel damage being inconsistent?
always?
no like people getting 1 shot by shovels
i consistently kill my friends cuz im an ass hole and i've never seen it happen
also isn't it like
insanely late fo ryou
go to sleep
i've seen it happen a couple times, especially when u got a bunch of random ass mods, maybe shovel hit force affects it? vanilla doesnt have anything with more than 1 hit force so it might be a more consistent thing with more than 1 hit force
girl, the time you wake up at is just as important as the amount of time you sleep
you're not healthy for waking up at 5 am ๐ญ
hrm
dunno, 5am is pretty healthy

