#Immersive Scraps : New lore-friendly scraps
1 messages · Page 3 of 1
yeah, it's been discussed a bunch of times in here if you scrub through the thread
amazing recreation
wrench is still best psychic weapon
Lol
guys imagine this mod
and prop hunt
idk if this has been reported already
but hammer scrap looks kinda wonky when held and used
lel
Lol
uhm, I might've found a bug-
I dropped the brick and it exploded a bunch of times killing me
and... I think its letting me throw items by hitting Q??
thats a hidden feature, i was asked to not disable it
it was by accident lol
this though, im not sure
okay good cuz its funny as hell not being able to figure out where my large axle went 😭
OH MY GOD TRUE
I wont be doing that its not as fun as the process of taking it normally
Oh this happens cuz the brick becomes angered when you throw another item with its input so when putting it down it will attempt a rebellion
I can confirm it does. Was checking mods to see what broke and it appears all V50+ mods all work perfectly unless it's a moon. Most custom moons will require the cruiser patch to prevent errors
alright nice
Sigma 😎
I like the variety this mod adds but there are a few things that kind of bother me.
- Too many of the items use the TZP dropping sound, which is sorta fitting for some but really unfitting for a lot of items.
- I know I might get flak for this but there should be an option to turn off the "mechanic" with bricks because its really not immersive at all.
^
100% agree with that last point
as funny as it is the explosion should definitely be toggleable in the config
it defeats the purpose of the mod imo
Yeah but like... what if I want the brick as scrap but don't want meme mechanic with it
It shouldn't be in the mod in the first place if it's supposed to be immersive.
True, I kept getting asked to make it throwable like this so I spent a good couple hours making it like this lol
I'll probably get rid of that mechanic tho it's a lil buggy
I don't know if it needs to be throwable. There are many scrap in Lethal that seem like they should be throwable but you can't.
Like plastic fish, flasks, soda cans, toy cubes.
It would kinda be OP too because landmines become a non issue
Yeah the brick is very abusable
I was just kinda trusting that people don't abuse it
Lol
Like you could just not use its mechanics
just make the vfx toggleable or smth
or if it's too complicated to do don't it's up to you
yeah but
Yeah ik I just want to maintain a good game balance.
sounds about right
My original idea for it was to like
throw it and it breaks when it hits
so that it's not abusable
but generally Xu just wants to maintain the mod, not really add more to it as far as I can tell
so the fact she even made it throwable in the first place is appreciated
i have throweverything and mines are still 100% an issue lmao if anything they got worse because my friends are now sniping the mines with items to blow each other up
brick is throwable, wrench and hammer are just scrap now
and u shouldnt be able to throw other stuff while holding brick
probably
but anvil toss 😦
(thanks for the update ^^)
cool shit!!
Based on the notes, I take it the Brick is also no longer a weapon?
does it still explode btw?
no damage?
yeah
@lean plover the hammer and wrench still act as weapon and deal damage
ok looks like the heavy engine specifically glitches the inventory sometimes when placing it at the company
will check id its another mod but thought id write it here in case I forgot
Uhhhhh shouldn't be
Didn't see this, shouldn't be either lol
f
this mod doesnt add anything speical in any special way either
just scrap
do you have something like lethalexpansion?
i was about to say but i have that mod lol
then i see its not there anymore
lgu door unlock minigames is better now
did u change ur mind 
wdym?
the hammer and wrench back to regular scrap ?

Could an option for the bricks to do damage without exploding be added? I would use the exploding option, but since you can pick them back up after they explode it seems a bit too overpowered
Also the inventory slots seem to get stuck after throwing the brick while holding more bricks
So no rapid-fire bricks 😭
or is it not working lol
The config to have the brick not explode works, but when its off the brick doesn't do any damage at all
I mean it is a brick it should still do a little
%chance to OHKO would be funny
Russian Roulette, hot potato style
There seems to be a problem with spawning the fan using scrap lists in CC.
Because all I'm getting is fan-cy lamp
Is there a way around this?
Um... report to CC? Not sure what to tell you this ain't a this mod issue
Also I don't really help with CC reports
Well I just thought maybe there was another name I could call fan by or somethin
Yeah I'll just ask over there
mfs hoarding all of the fancy lamps
This mod also has working configs lol
best solution: uninstall CC 
Si
and install LQ if you really wanna get fancy spawning
i will neither object to nor advocate for one installing LQ
its def not neede for everyone
depends on the person
but at least it aint CC seeming to break the game all the time
pmuch
would Immersive Scraps' clock scrap conflict with the new vanilla clock scrap? (something like only one of them spawning, and never the other)
just asking because there was such a problem when I used Oldred, which added it's own wrench scrap
My guess is yes, this likely explains why I never see the wrench spawn on Oldred because I have the wrench in ImmersiveScrap disabled
I suppose I'll remove ImmersiveScrap from my pack if needed, I felt like it was taking over too much anyways
@lean plover I wonder if you could push an update that renames the scraps that conflict and override others
i doubt the names affect anything
I suppose I'll find out lol
nah it wouldnt
i think wesley just registers scrap wrong
Yeah he currently does, that'll be fixed when he updates his moons
content configuration my beloved 
Unless you try to force spawn it, there are no issues
@lean plover
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
GameNetcodeStuff.PlayerControllerB.SetObjectAsNoLongerHeld (System.Boolean droppedInElevator, System.Boolean droppedInShipRoom, UnityEngine.Vector3 targetFloorPosition, GrabbableObject dropObject, System.Int32 floorYRot) (at <c9d7e026adb34f2d9ff3c345b08b6a12>:IL_002D)
GameNetcodeStuff.PlayerControllerB.DiscardHeldObject (System.Boolean placeObject, Unity.Netcode.NetworkObject parentObjectTo, UnityEngine.Vector3 placePosition, System.Boolean matchRotationOfParent) (at <c9d7e026adb34f2d9ff3c345b08b6a12>:IL_02C4)
ImmersiveScrap.Scrap.Brick.DetectThrowKeyPressed () (at ./src/Scraps/Brick.cs:26)
ImmersiveScrap.Scrap.Brick.Update () (at ./src/Scraps/Brick.cs:32)
softlocks client with the brick
The brick is broken in V60? 😦
it's probably always has been broken
I've had ImmersiveScrap for a while and Wesley used the brick a ton without softlocking lol
but maybe
it's also causing some visual bugs
Man I'm having a hard time seeing the visual issues lol
But if it's always done it that's probably why
Another thing worth noting @lean plover while DiFFoZ is reporting bugs, the Anvil currently causes a bug that after you pick it up and drop it it removes the weight from other items you're holding, idk why the Anvil takes over all held weight but yeah
Oh interesting, I'll look into it ty
I'll scale it back properly
i think i just probably need a check to make sure that the player holding the brick is also actively holding the brick lol, ill probably also rpc the throwing to make sure that goes through, i guess for some reason it just never did.
ill change some stuff's names to make sure no conflict, adjust anvil to be only like 500 pounds so as to not go over any limits, make sure i build assetbundles for the fixed weapons and push those through too
and ig add an option to make brick deal damage while thrown lol
changed a bunch of items that i thought could be problematic ot just have Immersive in their internal name
i.e.
weight of anvil is now 420lbs or smthn
pure accident that it came out to be that number but funny
update uploaded
Rest in peace the 1000lb anvil
yeah, it weighed past the game limit that zeekerss allowed which unequipping meant reduced more weight than it should've
I'll have to check now if this change of itemname resets its spawn value on LQ :,]
Do you know those 6?
That way it would be easier for me to find them and replace them :,]
yeah lemme pull them up rq
Anvil, baseball bat, brick,clock, fan, fireaxe, keyboard, lantern, plant, squeaky toy,
i felt those are likely to also be the names of stuff from other mods/vanilla so i changed their names to have immersive
thanks, I'll be checking that and let you know
hmm, I can't find them now
sick
oh, forget it, the items are still setted up correctly
oh noice
no needs to change nothing :]
Oh are the wrench & hammer regular scrap now?
should be
Nice nice
No longer can throw other items
It was fun while it lasted, made transporting items to the counter way easier when it existed
just use the throweverything mod
Haven't tried out that one, how is it? 🤔
not bad
if item physics mod wasnt so jank id be even better
can i know how much damage plunger does and bat?
If this last update didnt change anything, they’re 2
Thanks a lot for the mod ! :)
Just sharing that the hammer rotation do be a little wonky, in case you'd consider making it different or 1 handed (visually)
Oh whoops
learned levitation magic
tbh disabling it as a weapon would be best imo
its too small for a weapon
the latest update disabled it
ah nice
Are the item names supposed to have Immersive in them now in the actual game and not just internally? Scanning/Selling/etc will display them as Immersive(Item Name) instead of just the item name now... which, ironically, isn't very immersive lol
they are not supposed to be like that
I kinda wish they all just had Immersive in front of them for consistency and because between vanilla and Wesley's scrap, a lot of them get overriden. But yeah I did notice that they had the word Immersive in front of them in-game
Like in the tooltip for dropping
The same is happening to me, any way to get rid of the 'immersive' word?
scanning shouldnt change
same with tooltips i think, that could be another mod
Same thing is happening to me
I thought it was a feature
ImmersiveBaseballBat is funny
Was doing some test runs yesterday, me and my crew thought it was rather amusing too heehee.
We found some really Immersive Scrap, so Immersive that the game had to let us know via the tooltips.
does the immersive fire axe one tap anything? i killed brackens and nutcrackers with one hitm how much damage does it do?
should just do 2 damage, whereas a shovel does 1 iirc.
there is however some mod causing multihit, and I'm not sure that one was figured out
also you might have a mod with crit chances, or upgrades from lgu?
nope
i use usual scrap which uses other melees
i do have LGU
but havent bought the protein upgrade
what might cause this multihit?
like I said I'm unsure if it was discovered what is causing it
it's probably not just the axe
all immersive weapons?\
@supple shoal was this ever figured out?
its all immersive weapons that do it, yeah.
Not had this issue with any other mod that adds weapon scrap so idk whats up
Have you had it with the Crowbar from VoidLeak with the mod disabled?
dont use voidleak
Okay well the Crowbar has had the same issue for us
MeleeFixes issue? considering it's multiple mods' weapons
Don't have MeleeFixes
I could have sworn you used to have it, but ok so not meleefixes
No
They were saying they only had it with ImmersiveScrap from what I understand
I also know the issue is Multiplayer specific, I've managed to make the Multi-hit issue be not as severe in my pack but it does still happen
Idk what else could cause it, I've nuked pretty much all outdated mods
It's worse if I have MeleeFixes, not as severe without it
It's weird
Actually @lean plover lemme see if removing Immersive Visor fixes it today entirely cus I have a theory
it was compiled on an older version of the game and has custom stuff for the player being damaged
so maybe it causes it
@twilit agate If you have ImmersiveVisor try removing it cus it's probably that
It's the only mod I had in my pack that's old that would make sense to cause it, and it's still a popular mod
But it's not been updated in 5 months so last compiled on V49
Rule of thumb is to keep mods compiled on versions older than V50 out of your packs
Unless it does stuff very simple like RemoveMotionSway or HideChat
i forgot to respond here, i just forgot to change the animation from two handed to normal lol
ty for this list, using it to change the tooltips rn
was the brick throwable by E or Q?
also changing ImmersiveETC to IETC just incase
Q
perfect, i wrote Q in the tooltip
gwah!!
Idk if anyone else has asked this but is there any way to change the value of specific scrap in this mod? I really like the mod but some of my friends say some of the items have too high value and it breaks vanilla balance.
you can change the spawnweight but not really value
Yeay, I was looking all over. Are the values like hard coded into the mod or something?
yea
The only high val items are the engine and anvil right
i think so, dunno tbh
The suitcase and library lamp are worth quite a lot too
Yeah
in the ID or in their actual names?
I just know it was changed lmao, I think actual name though, even though with the previous update scan node names never changed
But the item names when scanning them on the terminal and holding them were changed
just not scan node
Instead of Immersive it's an I
Since it actually showed up in tooltips
In the itemNams
were there conflicts with other mods and that's why you kept the I?
Brick, Clock, FireAxe
And a few others
I put it on ones that are common names
makes sense, yeah
I feel like you could've named the brick "red brick" or something, but if these are ID names it doesn't really matter}
Ah so the Immersive Scrap clock will show up as smth like "I Clock" or so?
Gotcha
Immersive scraps are giving permanent weight
It happened with the anvil
And some other items
@lean plover did you accidentally add negative weight when you reworked the item names?
I never even noticed this today lol
that's not really possible, i can check but they're all weighted as before
the anvil was broken before, i made its weight like, 550lbs instead of its 1150lbs to stop it from breakign the playewr weight
Yeah I was gonna say I remember it being fine for me today
They might have another mod breaking item weights
The golden air horn also causes negative weight
From golden scraps
Hmmm
It only recently started happening
I added smartitem save and donteatitems recently
could be one of those two maybe
0191a185-f62b-d0fb-3b2c-8d3990ac829e
Yeah that also is fine for me, I also doubt it's smartitemsaving or do not eat items prolly something else
Weird
It only recently started happening for whatever reason
I didn't make any major changes to my pack
Then.... talk to its author
Well it's inconsistent. That's the problem
Sometimes it happens to any sort of custom scrap
Anvil and Golden Horn are just some of the ones I've kept track of
I also picked up a different item that was 7 pounds but didn't catch which item it was
definitely the Anvil
yup
Isnt the anvil as heavy as cosmoem
i like this mod but the scraps are way too rusty
also anvils that weight like 200kg? LOL i dont think the employees are eddie hall
u need the famous vanilla cashier machine drag and drop tech 
cuz 'immersive' and abandoned facility? i think thats the theme for this scrap pack
Can you make the toaster electrocute you if you drop it in water
I realized that this wouldn't make any sense since it would need to be plugged in
😔
True
Anvil is still ImmersiveAnvil
Other items like fireaxe is fixed with IFireaxe
I'll post a screenshot in a bit
It is very immersive though
so one thing ive noticed since the most recent name change to the Fireaxe and Baseball Bat is that they dont even spawn anymore
Yeah a lot of the scraps aren't spawning anymore
i was wondering why i haven't seen the weapons in awhile
Helloo
i was wondering if there was config to make things like anvil less impossible to cartry aroudn things liek turrets
Configs for changing weapon damage 🥺
I thought there might be something wrong with the spawns, been running the mod for about 16 hours total and have never seen any of the weapons. There's also a few of the other scrap items I haven't seen.
Yeah currently half of the scraps are broken
It's not broken, it's not assigned its spawn correctly, using mods that force its spawn like LQ makes it work properly
No no they're broken, Xu even said the config is broken after the renames for the scraps
oh
Yeah
It's all of the scraps that were renamed to have I's in front of their names
They never spawn
Is that something that's fixable on my end or is it a wait until update sort of thing?
it seems like you can you use lethalquantites to force them to spawn, but personally i would just wait for an update
Yeah LQ makes em work fine
I'll fix it probably today or tmrw
Hoorah :3
Yeah cus @quasi geyser Needs his brick
LMFAO
Nothing wrong with that
Thanks!
Yeah at least you aren't shitting bricks 🤭
How much does this mod affect performance, if at all?
It will if you have a lot of custom scraps but not by much, personally I'd change the weights for the scraps to be more rare and just disable scraps you don't like if you have other scrap mods
Is there a list of all the immersive scrap items that details their carry weights and sell value ranges? Would like to know so I can balance spawn rarities.
nope .u.
https://github.com/XuuXiao/ImmersiveScrap/tree/main/UnityProject/Assets/LethalCompany/Mods/ImmersiveScraps/Items This is the closest thing to a "list"
Contribute to XuuXiao/ImmersiveScrap development by creating an account on GitHub.
Go through this path, find the .asset for each item
Then look at min and max value
Divide each min and max value by 0.6 to get the actual min and max
Thank you. That gives me one set of data I'm after. I snoopped through some of the other files to see if I could find carry weight values, but wasn't successful.
carry weight is right there too
1 means 0 lbs
the math is just (weight - 1) * 105
dont ask why the math is like that
it just is
So if a weight is 1.2. It's (1.2-1) *105?
21lbs?
ye
Anvil being weight 5. (5-1)*105 = 420lbs
Sweet, thank you again. I thought the weight would be listed as a straight value, but this works
Adding everything into a spreadsheet with 1-2 handed identifiers too. Then comparing against vanilla items to assign appropriate spawn rarities for my modpack setup.
for the most part i think so yeah
@tacit rampart made a mod for this type of thing
i cant remember the name though
it's still cooking @lean plover 😅
me and Zaggy are still cooking it
i have images
generated at runtime
So it'd work for all items
- because some item could be wack who knows
Forgor that * makes a bullet point
that's really interesting, wow
Tungsten cube, even heavier than anvil, but one handed
is that still being worked on...
functionally yeah but it's a lot more dynamic
I think that mod just adds pre-made icons for scrap
the mod matty showed does it on the fly, making for less conciously designed, game accurate renders
(atleast from what I can gather)
ye, it would allow for custom items to have icons generated without the need to add support or whatev
This uses LLL as a dependancy so I can edit item spawnrates with LLL right? Or should I use Immersive Scraps config?
use is confug
idk if this is because of conflicts with other mods but:
im playing a modpack and whenever i (the host) uses the modded weapons i do the normal 2 damage, but whenever anyone else tries to use them they deal like 6 damage per hit (you can hear multiple hits in one)
didnt see this, unfortunately not since its for scraps to not get mixed up with other mods' scraps
might be fixed this update
1.4.0
- Was recommended a fix for multi-hit bug, so thats what this update is, to try and fix multi-hit.
yooo fire i'll test tomorrow tysm
awesome seems fixed tysm!
sick
healthy
make hammer a weapon would you?
its peak
could do like half as much as shovel but a little faster
also fireaxe chopping down doors peak?
Isn’t that what the knife does😭
Knife does the same damage as a shovel but is faster and has shorter range

Ignoring the difficulty and time I'd need to put into making ideas like "decimal based damage, faster or slower shovel speeds, chopping down doors", I don't really wanna stray too far from the original mods idea
It wasn’t Xu's originally so she’s right. She needs to respect the original developers concept.
The hoarding bug that hoards bitches:
😭
Hey, scrolling back up to here, did you mean multiply by 0.6 to get the actual min/max? Or does the game actually divide this value?
I'm setting up a spreadsheet for reference that shows the weights/values of each of the items in this mod in game, for some reason the config file I have has all of the items' spawn chances weighted the same and my friend group wants to make them more balanced than that based on their values. I'll post the spreadsheet here when I'm done so other people have it too
But if I look at the Fancy Painting, for example, I know I just got one tonight that was valued at 190, but if we divide the min value (300) by 0.6 300/0.6=500. But 300*0.6 =180, which makes the one I picked up within the range
that makes way more sense haha
I am using the reserved weapons slot mod and I am trying to add the weapons in here to the melee weapon slot but I tried the in game name and at least the fireaxe didn’t work (I haven’t found any of the others to test)
I have Scoopys variety mod for the interiors which also has a fire axe weapon which I have disabled but that could be causing an issue as well
When u hold a weapon, top right should be its internal name
It'll be smthn like ISFireAxe
I remember when people used to complain about how non immersive the name ISFireAxe is lol
do you think you could change the name of the toolbox to IToolbox like youve done with some of the other scrap? im using the crate whitelist in CR and putting Toolbox spawns the one from immersive scraps instead of the one from usual scrap thats in the shop. ive tried setting the IS toolbox weight to 0 but that didnt work lol
yeah i can do that tmrw, just ping me in like 12 hours or whenever after
oki, will do
@lean plover u told me to ping u :p
Hey you don't have to but could there be a config that removes the rusty like look to these scrap. They are super cool but I and I've notice others pulling it out of there packs due that grainy look. You don't have to, they are already really good
If you don't like them just use alternatives like fiufki's and Terra's
That's exactly what I use lol
I just hate to see a good mod not being used, the scrap look really good
I feel like ImmersiveScrap is good but loses it's charm after a while, just rotate it out if it's starting to bother you
and bring it back when you feel like it
I don't think the assets can be changed to add a config for something like that and I feel like if they can be that is more work than is worth it for Xu
I've frankly never done rotation with mods. It's already a hassle to config everything and make sure mods work together. It takes so much time 😭
It has a ton of scraps
She doesn't need to spend all that time working on that
Not to mention that would likely double the asset bundle size
It's just not worth it
Yeah most likely would double, but I don't think you can suggest what she should or shouldn't be working on. I gave a suggestion, that's all it was.
She has other projects to work on
I'm not suggesting anything I just think it's not worth her time to work on something that will probably take her hours to work on
She's working on LethalThings right now for example
She also generally has limited time to work on stuff cus she shares her pc with her brother
lol and i still forgot to do it, lemme do it now
Can you rename some scrap. Some of the scrap has immersive in the game and it looks weird when you pick up "immersive hammer" instead of "hammer"
no, other scrap mods will also add "hammer" and it'll conflict
to reduce conflicts some of the more common items had Immersive or IS added to their name
can you add a config to change, because I really like the mod but its annoying when I see something in game like immersive hammer
Unfortunately you'll have to put up with the immersive hammer
@lean plover before i forget, super minor, but the github link on the ImmersiveScraps page is https://github.com/XuXiaolan/ImmersiveScrap rather than https://github.com/XuuXiaolan/ImmersiveScrap
Hello ! I don't know what this means in the console, but when my friend picked up a scrap from this mod, the game crashed. It only happened once, so it's not a big deal. (the scrap was a clock but I don't think this is important)
someone sent me a graph about how immersive scrap values are a bit higher than vanilla
so ill be decreasing most scrap values
not by a high amount
jsut by like 5~10 each lol
i also updated the github link lol
you monster D:
(/j)
I have been meaning to ask this for a while, but could the scraps have the prefixes of their internal names be standardized? Right now some have none, some have “I-”, and some have “Immersive-”, it is a bit of a headache. Some scraps that do not have any prefixes also currently conflict with those in Terra’s Scraps, Terra said he would add prefixes but an update has not come in months.
I really like this mod and do not mind the grimyness of the textures like some do, if this stuff on the back-end could be cleaned up this mod would be goated. Giving all the scraps either the “I-” or “Immersive-” prefix that some already have is all I need
Can someone help me make the prices more vanilla friendly?
I was the guy that tested it above and it's still a lot more than it should be...
The mod itself fits lethal company perfectly in my opinion but I'm not a modder in any way and I don't know how to change spawn rates/price of more expensive stuff correctly, I don't even know which items are more expensive cause before getting this mod I just checked if it's not making too much impact on vanilla experience and unfortunately it does.
Now (after the last update) it looks pretty much the same as earlier so I'll upload what I sent to XuXiaolan (9 runs on titan, same day with and without the mod, orange bracket at the bottom is average of all 9 runs)
it's still roughly +250-350 value per day more and I'm not happy with that
btw after the last update I've done even more runs (27 runs on titan) to check I'm just "unlucky" with higher value over all or is it still a thing.
You can change the spawn weights of the scrapping the config file, it even lets you set per-moon spawn rates. If you are using a mod manager changing the configs should be easy
It should also be said that a lot of the more valuable scrap is heavy and 2-handed, so while the bottom line of days is higher, it will be hard to take advantage of that
I think the prices are fine given how heavy a lot of the most valuable items are
The problem is that I don't know which items are heavy (more valuable) than the rest cause I did not play with this mod at all. I want to use it with my friends but I don't want more loot every day on the moon...
it looks like this in the config and I don't even know how much should I lower it and how it will affect the spawn of certain item (how many % i 1 from default 20)
taking number of items in this mod into account it's not an easy thing to do
still I don't know where to check how much is every scrap value in this mod
I am busy right now but when I have time I can post some stats to help you, I have played with this mod enough to know scrap stats
Alright so these stats are based on my hours of gameplay, but since I have not seen the internal stats, a scrap may be off here or there
Light = <20lb, medium = 20-50lb, heavy = >50lb
Low value (<25c average)
Beer can (1 handed, light)
Brick (1 handed, light)
Food can (1 handed, light)
Garbage (2 handed, medium)
Hammer (1 handed, light)
Keyboard (1 handed, light)
Screwdriver (1 handed, light)
Socket wrench (1 handed, light)
Vent (1 handed, light)
Medium value (25-50c average)
Alcohol flask (1 handed, light)
Car battery (1 handed, medium)
Canteen (1 handed, light)
Clamp (1 handed, light)
Gameboy (1 handed, light)
Lantern (1 handed, light)
Plant (1 handed, light)
Pliers (1 handed, light)
Plunger (1 handed, light)
Retro toy (1 handed, light)
Squeaky toy (1 handed, light)
Toolbox (1 handed, medium)
Watering can (1 handed, light)
Wrench (1 handed, medium)
High value (50-100c average)
Baseball bat (1 handed, light)
Broken engine (2 handed, heavy)
Can paint (1 handed, light)
Fire axe (1 handed, light)
Fire extinguisher (1 handed, medium)
Fire hydrant (2 handed, heavy)
Jerry can (2 handed, medium)
Sink (2 handed, heavy)
Top hat (1 handed, light)
Wheel (2 handed, medium)
Very high value (>100c average)
Anvil (2 handed, heavy)
Fancy painting (2 handed, medium)
Library lamp (2 handed, light)
Suitcase (2 handed, heavy)
Wine bottle (1 handed, light)
Notes
Anvil is 250c average, weighs 420lb
Brick can be thrown
Baseball bat is a 2x damage weapon
Fire axe is a 2x damage weapon
Lantern is a light source
Library lamp is a light source
There are not many scraps right on the edge of value or weight categories, most are actually towards the middle
do you know how much should I lower the spawnrate?
from 20 to what number?
btw Idk how it really works
like every item has spawnrate of 20?
The way scrap and entity spawns work is through a weight system, where the percent chance of something spawning is its weight divided by the combined weight of all entries.
Think of it like a lottery, where an entry’s weight is the amount of tickets they put into the draw pool
You can look at the wikis to see the calculated precent chance for vanilla scraps and then assign weights to these scraps based on what you like. Keep in mind that adding more items to the pool slightly decreases the chance of all items due to all their weights accounting for a smaller percent of the total pool
I hope all of this makes sense
ok I got it very close to balanced right now
thank you bro ❤️
No problem!
If anyone wants to play with the mod and want it balanced and not just free money (+anvil not respawning on every map, pricey items with lower spawn rate) hit me up I can provide a config for you. Now it feels like vanilla with 38 new fun items 🥳
@lean plover Could you please do an update for this mod that streamlines the scraps' prefixes? Having to keep track of three different ones is a bit of a headache and it is currently causing conflicts with Terra's Scrap, which has similar scrap items as this.
If every scrap could have "I-" or "Immersive-" I would be most grateful 🙏
if more people are up for it i dont mind, it's just changing the names this late without a game-breaking reason would screw with a lot of people's configs in other mods etc
fwiw it would break my configs, but it is worth it for that
rn my modpack's moons are broken because Terra's Scrap and this mod have items with the same internal names
just to be sure, are those settings using LLL's tags ?
no, they're using levels, so Vanilla:20,Custom:20,Experimentation:10,etc
dang
could be nice if it could
btw, IS weapons are dealing twice the damage of regular melee, is this normal ?
i think so, it's been a while since i made them that way
also, the brick deals a shitton of damage
two shot dogs for example
but its hella funny
u can disable that iirc too lol
i know but i dont want
instead i made the brick rarer, it became a running joke with my friends

if you ever plan to fix this one day, please add a golden brick which deals the old value 
I just set the brick's damage to 0 but make it explode. Everyone I play with loves it
Also idk why but in a past pack the beers from LethalCasino would spin whenever a brick exploded. It was really funny to experience
is there a value sheet for all of the scraps added by this mod ?
i wanna rebalance some scrap spawn values
xiaolan should transform the exploding brick into a dynamite stick
would be cool
@lean plover just in case ? 
nope, i have all the values in unity but i dont got em mapped out
crap
anvil is all you need
I made this a little bit ago if it helps
ooh
perfect !
thx a lot
should be pinned in this thread since i think it'll interest some people in the future
If what I asked for is too much, I would still be grateful if you added a prefix to these:
- Traffic Cone
- Bucket
- Top Hat
- Toaster
- Wine Bottle
Right now these and scraps in Terra’sScrap conflict and override each other. Could we settle for addressing this?
And there's no way for them to change it on their end (considering this mod came first and is more depended on by other people's configs I imagine?)
I did ask
Terraformer9x is burned out fromLC and is not motivated to work on mods
I was waiting like 2 months for an update he had said he was working on before I started getting desperate like I am now 😭
Ah thank you
since most of these scrap items use the same DropCan sound for dropping, i wanted to make them unique. Problem is, a lot of items have this weird muffling in-game which you can see side-by-side at the beginning of this clip. Certain items don't muffle though (clock, vent, tophat, some others).
would this be simple to fix?
I would very much like this to be added
All the scraps making the one noise is distracting, my only real issue with this mod
ok i think i'm done with this, if anyone has feedback on these sounds lmk. I also may have missed a couple items bc i couldnt find a comprehensive list of items besides the screenshots on thunderstore
I was gonna just upload this as a soundapi mod, but if the dev wants i'd be happy to send over the sound files too
if you name the sound files appropriately where i know what to assign em to i'd do it
I am not a huge fan of some noises being pitch shifted, seems a bit unnecessary
i also didnt listen to the video, some of the sounds seem off lol, ill leave it up to people to decide whether i should replace em to begin with
Fire extinguisher using a weird combo of Radar Booster + Chemical Jug seems a bit much, just use TZP or Large Axel drop noise (I like TZP more)
I also imagine Top Hat using Mask sounds, though that is probably due to Terra’s Scrap
Aside from these three things I like them. I am used to other mods using non-vanilla drop noises so I am not too bothered by most of the more creative choices
Good work!
only one i dont like is the vent, would probably just use the metal sheet sound
very nice though, i would like to see the sounds replaced
Just wanted to check in on if the prefix and sound effect changes are still gonna happen, I think they would make this mod much better, especially the sound effects
great job tweaking vanilla sounds for some of these, i love them!
For sure, they have not been added yet though
I remember when I was new to modding and this mod replaced my jetpack with another item
Good times
🤑
Thank you for this. I was wondering why the numbers were off on my chart and after looking at yours, it seems like I was dividing the min/max values by 0.6. If I change it to 0.4, all of my numbers begin matching yours. I was told to use 0.6 up here #1195454016021340322 message but the actual scrap values in game were then out of my charts range. Now they seem to be accurate at 0.4. Wonder if Jacob typo'd lol.
Hey guys!
Back to the future hwre
The uh... Code for the brick is bugged cause of the new update and might need a recompile

Hahaha!
im like, 8 months late with uploading this as a sound mod but here
https://thunderstore.io/c/lethal-company/p/debit_card_debit/ImmersiveScrap_SoundFixes/
i ditched all the "new" sounds from this video clip and just stuck with ones from vanilla so some of them won't sound as weird
You know you can ping me and ask me instead of being snarky in random threads I find you in right?
Forgot about what exactly? The brick script? That's it? Yeah it wasn't exactly a priority in my head
The mod needs these all looked at imo:
- The brick script is janky (explodes every time it is thrown, explodes 3 times before being destroyed, and damages the player when damage is on but explosions are off
- The repetitive sounds of all the very different scrap items (though that is now fixed by Debbie)
- the strange internal naming scheme being a bit of a pain to work with (somewhat now fixed by Lunar Config)
My bad for being snarky, I was beating around the bush a bit. This mod had caused some annoyances on my end and I was kinda over it, though that is not your fault. My apologies
That's alright, I don't recall the brick destroying itself after a few times but maybe I did do that.
For number 2, I'm not a sound designer nor would I alter the original creators vision by replacing sounds, whether custom or not.
And for 3, that'll be fixed after the move the mod to dawnlib and I can get rid of the odd naming scheme, but it is there to avoid incompat with other mods
Well you see, there is incompatibility with other mods as it stands, so maybe at least consider amending it until the DawnLib port
Only some scraps have the I- or Immersive- prefix (btw why are there 2 different ones?), and ones that do not include like the Top Hat, Toaster, Bucket, Screwdriver, etc. have duplicates in Terra’s Scrap and LC Office. This does not cause any errors, but obviously is a case of interference
For number 2, I would want to argue that giving new sounds to the items would be a straight good thing. Every scrap besides the Brick, Keyboard, maybe Retro Toy/Gamebody (iirc) and Rubber Chicken (so about 40) uses the same noises as TZP, which does not match a lot of their materials. No need for custom sounds, just switch them to different vanilla sounds that match their materials, and the aforementioned scraps can keep their already good noises
whys everything gotta be apple branded in this mod
so they dont overlap with other mod's item names
oh

