#LC_Office / LC_Shrimp
1 messages · Page 8 of 1
does the shrimp hurt you because i was just in a game where it was really mad and it couldnt hurt me
It should end your existance immediately from what ive seen
hmm weird
Isn't it listed in the description?
it is?
I NEED TO SEE RN
IT IS LES GO
Lesgo!
fixed in 1.0.22
oh our mod was updated
Why do security monitors' feed moving with the player?
Also, are feeds limited to some FPS? Frametime goes to shit in that room.
it should be the elevator cam i think
What?
I know that it's an elevator cam. It changes perspective when you move.
And I'm not talking about left one rotating.
im confused
those are cams facing the elevator right?
Yes.
what's the issue
You don't see the issue?
The picture is different depending on where you stand, while the camera is static.
I mean, probably just a base game issue with curved surfaces, but I'm curious nonetheless.
GET OUT OF MY HEAD
amogus
I get frame drops when I look at those
@narrow fossil Has the office guaranteed BOOLEAN bug desyncing stuff been fixed
Heey for the config the owner should do it or everyone should change it to
Every config for every mod should be synced between host and client to avoid any possible desync
Some don't need any config fot the clients
Yea but it’s still recommended to just sync them anyways
Just use profile codes to copy everything
Is anyone else having an issue where the elevators dont work in the latest update?
Alright, the mod works with my modpack while im solo. Might need to have the host reinstall everything or its multiplayer related
heya, playing a modpack with a friend and uh. okay, we have brutal company on, but this was NOT turret terror day AND EVEN IF IT WAS this is FAR too many turrets. there was a mass of turrets like this in EVERY ROOM (that we saw. so like. at least 3 rooms.)
what a secure office goddamn
This wasn't just A office. This is where the CEO of the Company works
turrets aren't handled by interiors :P what moon were you on? Gratar?
does facility meltdown work with lc office?
Office doesn't have apparatus currently.
i thought it did
Wait, I've seen it. I've pulled it a few times. Unless it was patched out entirely in the last few updates
Ik the elevator got patched out of needing it
I must be mistaken then. Thought it was removed together with elevator not needing it.
I've seen a lot of turrets in the office
but damn that was 🧍♂️ too much LOL
the apparatus still there, ive seen it multiple times
I think it’s still in the office. it’s just that there’s a permanent one in the elevator now to move between floors with the apparatus
Yeah yeah, I get it.
very well protected office
Assurance 😬
Even if the turret numbers wasnt an interior thing, it definitely is an interior thing that they all spawned in the same spot
thats wip feature
I found a vending machine and it does nothing
yes it doesnt work rn
When this mod is used with BetterSkinWalkers I get the error
BetterSkinWalkers: An error has occurred checking an invalid EnemyAI for Shrimp that is missing a game object. If this is a modded enemy, it is most likely an issue with that mod
The shrimp seems to be working fine and I have modded enemies disabled in skinwalkers so it doesn't really affect me but thought I would mention.
Additionally, sandwiched between LC_Office is loaded! and Registered Office dungeon for all free moons. there are 77 lines warning about The referenced script on this Behaviour is missing
Use Mirage instead of Skinwalkers.
My point wasn't really about compatibility, it was mentioning there seem to be issues with this mod itself
Like those 77 warnings which still appear without skinwalkers
Mine wasn't either. I'm just shilling Mirage.
Also getting warnings from LethalLevelLoader about missing AudioMixerGroups, at least some of which are related to this mod because it mentions the elevator and vending machine sounds
Are there plans to add doors that can be opened/closed through terminal?
There’s probably bigger problems they’d have to deal with for the mod rn
Like desync problems and just the fact that the interior kinda looks
Bland
At the moment
Damn, haven't had a desync so far
So if they do plan on adding that, it’d probsbly be much later in development
I LOOOOOOOOOOVE desyncs tho
What does desync causes
I figure it's really hard to fix the desyncing on a moving platform, someone very big brain please help this modder out 😭
Which are the most stable interiors as of now 😭
I'd say anything else other than this that has the special moving platform rlly if you seriously considering to avoid desyncing
MoreInteriors by far the most stable id say, never really came out issue with it, Dungeon too, Sewer is questionable but they're workin on it
Problem with MoreInteriors is that it's 100% massive rooms and not much else 😭
well that's the thing right, the less things the more stable it is LOL
where
PoolRooms seems stable though as well. And also has a more... better pathing
yeah poolrooms pretty nice too, my only issue with it is just unable to use the spray paint
idk if they have updated it tho, i havent checked for long!
It was laggy but now it's optimized very well, think it's pretty nice too, scraps spawning is kinda questionable but again I think they have improved it on recent update
Wish there was some master list of what's missing for each
to stay on topic, I love Office a lot more than anything else cause it does fit the facility a lot, and the elevator being there makes it top for me
Yeah I think visually my 2 faves are Office and SCP
And I sure love the elevator in Office
yeah but sadly the game have desync issues with moving platform, think that's also the reason why Zeekers took out the elevator part of the game from the teaser 💀
That explains how I fell through that one moon from Wesley's. The ice one with moving ice platforms on the lake
All of the Wesley moon interactables I think aren't sync'd between all clients, you can see this issue too with the pushable catwalk in Gratar & the rock bridge in Infernis iirc
Such a shame. Infernis and Asteroid are peak moons IMO
yea my first experience with this mod was going into the facility and immediately falling through the floor with the broken "error" elevator controls lmao
it didn't help the game also decided to make me not able to interact with doors at the same time so i couldn't get out
Plz we need people to make more announcements about this mirage is getting overshadowed by ski walkers still
do weighted spawnrates i.e. "Titan500" work for this mod?
cool, thanks! 👍🏼
👍🏿
I assume setting ShrimpSpawnWeight to 0 in the config will prevent it from spawning even if it's an office interior, correct? Or does the office have a set weight for it?
Does office have an apparatus?
yes
And does it work with facilitymeltdown?
Yes
Oh great
when the apparatus used to power the elevator combining it with facility meltdown was actually incredible
nowadays it's more standard but ideally the apparatus thing will come back at some point
That sounds rad actually
it was super cool to snag out the apparatus, have everything go crazy, use the apparatus to power the elevator to get you back to the main floor, then take it out again and escape
So the dev made it so that the apparatus is always in the elevator?
I'll definetly be trying that when it gets added back in
right now yes, there's a separate, visually distinct apparatus in the elevator so it's always powered
A normal does spawn inside still
you can't steal that one tho
and yeah there's a normal one elsewhere
you just don't have that awesome interaction where you need to put it back into the elevator
since it has its own already
But the meltdown happens anyway?
if you take the normal apparatus
meltdown occurs
there's just no further interaction
it's like on any other map with an apparatus
(ie, only facility, as far as I know)
this is how its supposed to be!! 😭
#1196943144009351258 message look at this
if we don't have desync, we can experience this
however whenever the elevator losing power along with the rest of the facility is re-added, you will take the normal apparatus out, causing power to go out, carry the apparatus to the elevator, plus it in there to use it to power the elevator to esccape, and then take it back out
this mechanic pairs EXTREMELY well with Facility Meltdown
which puts a time limit on that entire process
oh yeah easy
Ive heard there are desync issues with the meltdown so thats why i aksed
boom question solved, dev actively working for compatibility
I haven't had any personally
in fact I did all of my testing after installing FM myself on an Office map
and I've done in in multiplayer too with no issue
what mod is that one that makes your friend on fire?
its a cosmetic
i have it but ill have to see which mod its from
it seems its from gridian cosmetics
ah thx
The shrimp seemed to target me but it just kept pushing me and not killing me?
Is there any fix for it?
- when there are edible items nearby
- when the shrimp is full
- bug
probably one of these three
Hm, well he did eat an item nearby, then followed me for about 30 seconds at which point he turned and was pretty much glued to my ass and then locked me in a locker and friends had to teleport me out
Also there is an issue with Diversity causing people to become invincible after interacting with the bracken sometimes. Did that happen to you?
idk i havent received any reports of such bugs yet
I don't use Diversity so certainly not that
@narrow fossil Does Shrimp have set spawn weight for the Office, or does it just go off the ShrimpSpawnWeight? Wanting to know if there's a way to have shrimp just on the office, similar to rats only spawning on the bunker interior
spawn weights for all moons, interior doesn't matter
shrimp spawns in all interiors
So setting it to 0 just completely disables shrimp then?
yep
Dang. That's fine. My group was trying to make it only show on an office. Have to wait for a LLL update that adds the feature for me I guess
U can do so with lethalquantities or AC
I like lethalquantities
Set enemy weights based on interiors?
Because that's what I want
U can basically do anything with lethalquantities like setting only some scrap and interiors and enemies and where they spawn like outside or inside
Just the same as AC
I ain't touching AC🤢
Lethal quantities has it on its roadmap so I don't think it does what I want sadly🙃
"Per dungeon flow and weather settings"
no you cant
atleast not for AC
Idk havnt used it since 1.1.2
you cannot make enemies have a specific spawnrate based on a specific interior
This is exactly what I want
it wasnt in that version either
Oh wait i misunderstood sorry yeah i dont think u can do with with lethalquantities
Ill check again
Looking at the thunderstore page for it, doesn't seem like it. Unless the page hasn't been updated in awhile
lethalloader can set shrimp on certain moons
that has nothing to do with what they asked
?
they want it to spawn more on a specific interior
not a moon
Ouch :P
It will be fixed in the next version lol
do yall know if theres a sort of conversion or some sort of explanation for this slider in a percentage?
it is not a percentage
its a weight
but
uh
i mean it depends on the moon and if you have other interiors
uh
for example if the Normal facility interior is 400
and the office is 100
then there are 400 tickets with the facility on it
100 tickets with office on it
you pull one ticket out of a hat
thats how the interior is chosen
ohhhh
okay
thank you that analogy really helps
also if you know anything im having a problem with this setting switching to free no matter what, if you dont know thats alr thank you for the help already
what are you putting in that
all
okay ty anyway
new mob
dang
LC_Office v1.1.0
ᵐᵃʲᵒʳ ᶜʰᵃⁿᵍᵉˢ
- Added a new enemy "Halt" from Doors. (not scannable yet).
- Added one room.
- Fixed some bugs.
ᴵᵗ ᵐᵃʸ ᵗᵃᵏᵉ ᵃ ʷʰᶦˡᵉ ᵗᵒ ᵇᵉ ᵛᶦᵉʷᵉᵈ ᵒⁿ ᵀʰᵘⁿᵈᵉʳˢᵗᵒʳᵉ·
lol
I was thinking about what simple enemies I could make and this seemed like a good fit
yea kinda goes 🔥

shrimp is my pet
i feed him chidlren from my basement when he gets hungry
alltho
i do share him some pizza
he lieks pizza
fun fact
all pitbull attacks are connected to shrimp
its cause i accidently let him out my house
the pitbull dogs are a coverstory
The second i saw the vid i knew
Can you set weights on moons you want the interior to spawn?
eg; [Assurance:9999,Infernis:99999,Ganimedes:99999,All:100]
Would it be AssuranceLevel:99999,InfernisLevel:99999,GanimedesLevel:99999,All:100
that's awesome
The dependancies for this mod completely breaks my game, the first round always works but the second round the game is stuck on loading seed 1839475492027 or something along that. So i removed it, i am hoping they get fixed soon lol
Use the Excel
Oh yeah i forgot, i was told lethallevelloader was a semi broken mod, it would work only half the time lel
ideally you don't use lethal expansion and lethallevelloader at the same time. lethallevelloader isn't broken, guessing it was just a conflict
The [Whar?]
Probably yeah, i forgot if i have a mod that requirea le
Me having no problem with LLL + LE + LECore: 😮
nice
That one @lofty harness
I have no idea what the hell this is
LECore disables normal LE so yours works :P
Thats peak i love Doors ahah
You set the weights for each interior and moon and then it gives you the code to put under the respective interiors' configs
bro did not just add halt from doors
ohhh my god you did okay
Wait
@forest niche why did you laugh at that 
(Cause erm LECore DOES disable LE and it does work better than LE and mods that require LE CAN just use LEC instead)
I’m more confused than anything sorry 😅
was not expecting a new mob before the elevator apparatus thing returned
anyways as somebody with no idea wtf doors is
what is halt
so... is the new monster disabled by default?
that sounds like if X tile generates, then Halt has a chance to spawn in it
that option forces Halt to always spawn should that long hallway generate
How does it function
Im assuming like in the Roblox Game Doors
Interesting that you decided to add something that isn't directly related to Office. Does that mean you're planning to add an interior from Roblox, or are you simply phasing mod out into becoming something of a personal collection of additions?
piggys variety mod /j
could you add a setting to disable halt?
it is technically related to the office, because doors was one of the inspirations for the office
I see. I'm out of the loop on previous Zeekerss work or Roblox, but some of it is fascinating stuff.
the bug with office only really having anything on one floor seems to not be fixed
@narrow fossil halt is very cool so far, but i do have some comments:
||1. i think halt might be better as just floating eyes, their body isn't actually too hard to see in LC which makes them alot less mysterious.||
||2. i don't think they should speed up at all. after a certain point, it becomes impossible to react to them.||
||3. i think surviving until the ambience loops should also let you escape, instead of just getting to one of the exits.||
||4. infinite stamina during halt would be nice.||
||5. the floor for their section has tiles instead of the carpet of the regular office which is an odd inconsistency.||
||6. was unable to test this in singleplayer so i don't know if you've already considered and/or fixed this, but you should consider how it would look on the radar and if teleporting breaks it||
||7. having halt able to appear on other interiors would be cool, but it might be tough since you'd have to add custom hall types for each interior for them to fit instead of being magically warped to the office.||
||8. in doors, the lights flicker when the next room is going to be halt. maybe you could make the lights flicker if someone gets close to the doorway that will trigger halt?||
other than that, very very cool!
- ||instead of removing it completely, I will lower the brightness and transparency.||
2~4. ||since it appears with a low probability, I want to make it a little difficult. I'm not sure about infinite stamina, but I think it's possible to reduce stamina usage. I want the speed to be so fast that it dies before the ambient loop ends. Of course, the current speed is too fast, so I'll try lowering it a little|| - ||That's by design! In fact, it looks like a completely different map.||
- ||On radar it will just look like an ordinary hallway. And if you teleport, you die instantly lmao||
- ||I also want to add this. I'm not sure if detecting tile bounds will be easy.||
- ||cool I'll add it later (with some adjustments)||
oh and I made halt in a day, there may be some bugs,
but unlike Shrimp I don't think there will be many cuz most of the code relies on the client
so it goes
in terms of getting the entry, maybe you could automatically get it if you survive?
oh yeah also, there should be settings to configure their spawn chance
actually halt is closer to an interior gimmick than a enemy
i suppose so
I think I could use probability instead of spawn weight
also, do you plan on making the steam valves in the office emit steam sometimes like in facility?
about 2, ||i've tested it a few times and yeah halt is far too fast right now. wasn't able to escape halt once even with TZP (though the TZP made me more disoriented than anything else) i would say have them start really slow with longer hallucinations so if a player doesn't know about them they don't get confused and die quickly, before changing to a slightly slower than a walking player speed after maybe 20-25 seconds and then staying near that pace for most of the chase, before exponentially increasing in speed like it does currently when the ambience loop gets close to ending||
Wait so halt only ||spawns in office interior?||
as far as i know, yes
Then what does that config setting do, does it ||make it spawn in ALL interiors, or FORCE it to spawn in Office at least in one hallway||
||force it to guaranteed spawn in office||
ok
||latter is correct, yes||
Yknow I actually like that it's a different spawn mechanic
Makes it ||More like a hazard enemy like a landmine or turret than another hostile enemy that can attack you from anywhere||
We need more ||Map related hazards, the only new hazards are from LethalThings, the boomba and teleporter trap|||
||boomba's an enemy technically, not a hazard. i think lethal things is the only mod that adds a custom hazard (tele trap). lategame upgrades TECHNICALLY does but it just uses the hazards to spawn things in a certain way||
||I know boomba is classified as an enemy but it's purpose is to be a hazard, which i classify as an avoidable danger that doesnt seek the player||
||the boomba seeks the player||
oh shit it does?
||yeah if you get infront of its light it goes towards you||
yup, ||tho i find it really easy to deal with,|| ||just run towards it when it seeks you||
why was i spoiling that, boomba's probably the most well known modded enemy
yea lmao
cuz what if some ppl dont
tell me one person that would care about being spoiled about BOOMBAS
idk one of the 6m who play modded but dont use lethalthings

nicee
What the prefix for OfficeMoonsList ?
OfficeMoonsList = Experimentation@30
ExperimentationLevel@30 iirc
what is the current spawn chance of halt?
Haha no i was just laughing at the situation, not at you or anything sorry for the confusion ( just found it wierd/funny that when you have 3 things it cause less issues than having 2 , but you are right it's because LEc disables LE)
It's hard to explain, but there is a chance that a Halt tile will spawn, and when you enter that tile, you have a 1/5 chance of encountering Halt
so halt tile chance * 1/5
does forcespawnhalt guarantee just the tile spawning or is it a guarantee to spawn both the tile and the halt?
It simply changes the probability of 1/5 to 100%
ah oka
would it be possible to add a debug setting to display which room is a halt tile?
Its normal. I dont even know what it is lol
Anyone got a video of halt in action?
Will you ever update the config to allow weights over 300?
It cool if I post a video of a possible bug to Office?
Watch Bug and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
Only managed to hit Office once in my playthrough just now, so can't confirm if it happens constantly but pretty sure this isn't normal 😂
sort of like an invisible wall, and I walked into it but couldn't walk back out. My apologies if this has already been noted and a fix coming soon, otherwise I hope this helps!
the elevator camera on the screen seems to be moving according to my player's position
dang i forgot to override room bound thx
do you have any logs?
the new double doors play sounds twice
Is it common for the first floor to have all four paths blocked? Or do I just have really bad luck
scanned shrimp and it gave me the bestiary info for halt, lol
check out this sign, you can check which floor the path is on
Oh is it dynamic?
yep
I think this is very not noticeable.. a lot of people overlook it lol
been meaning to ask
what does this thing mean
is there a legend or key somewhere
is that normal for the halt to be that dark?
also for some reason my friend was unable to pick up his own items after that
my guess that it's dark because of diversity true darkness
but no idea about items
also omnipresent weird ambient throughout whole dungeon
Were you on version 1.1.2 or older?
1.1.3
At the time of that recording?
Do you use Diversity?
yep
Probably full darkness from Diversity then.
yeah, my guess as well, still doesn't explain locked items and weird ambient
wdym locked items and weird ambient?
he can't pick up his own items after that encounter, in the end of the video
and in the beginning weird sound can be heard over whole dungeon, no matter where you are
my guess that it's related to halt as well
as for the locked items... uhm... I'm not sure what's causing it 
oh i get it..? wait
[Info : Diversity] Interactor interacted with: mesh
[Info : Unity Log] Player #4: Was grabbing object 933 validated by server? : False
[Info : Unity Log] Local client got grab invalidated
[Info : Unity Log] Grab was invalidated on object: WalkieTalkie(Clone)
[Info : Unity Log] Grab invalidated; no other client has possession of it, so set its parent object to null.
[Info : Diversity] Interactor interacted with: mesh
[Debug :GeneralImprovements] Updated time display.
[Info : Diversity] Interactor interacted with: mesh
[Info :ReservedItemSlotCore-1.8.17] Beginning grab on reserved item: Walkie-talkie
[Info : Diversity] Interactor interacted with: mesh
[Info : Unity Log] Player #4: Was grabbing object 933 validated by server? : False
[Info : Unity Log] Local client got grab invalidated
[Info : Unity Log] Grab was invalidated on object: WalkieTalkie(Clone)
[Info : Unity Log] Grab invalidated; no other client has possession of it, so set its parent object to null.
[Info :ReservedItemSlotCore-1.8.17] Beginning grab on reserved item: Walkie-talkie
[Info : Diversity] Interactor interacted with: mesh
[Info : Unity Log] Player #4: Was grabbing object 933 validated by server? : False
[Info : Unity Log] Local client got grab invalidated
[Info : Unity Log] Grab was invalidated on object: WalkieTalkie(Clone)
[Info : Unity Log] Grab invalidated; no other client has possession of it, so set its parent object to null.```
that's what i found in his logs
seems like lobby control mod preventing him to grab invalidated item, to prevent item desync
it's a fix included in lobby control mod
the question is why items was invalidated
damn diversity's interactor do be interacting
Which is off by default.
It is. I tested it with Matty and he made it off by default until later update.
okay, gonna disable it for now then
i'm gonna disable that particular fix and check if it work tomorrow
That is for current TS version though. I don't know if it's different in testing version.
but still i'd like some kind of compatibility between halt and diversity, as diversity makes everything too dark
maybe config options to drop or not drop items?
so at least we still have flashlight
i can disable true darkness for sure, but for normal gameplay situations it's pretty fun
just unplayable with halt
||what if i use other mods to force it to spawn on other interiors somehow||
not possible because it is not considered an “enemy" (like mimic mod). If you spawn using the mod, a shrimp will spawn lol
halt and shrimp secretly conspiring with each other against me?
i knew it was all connected
thats it
im not feeding shrimp human child meat for another week as punishment for not being a good boi
i told him not to make friends with mafia member
😠
i can hear the halt enemy forever til i leave after encountering it
and its annoying
i guess it can be heard even before you encounter it, thoughout the whole map
that explains that creepy ambient sound we heard but was unable to locate
It seems to work fine with true darkness now
If the config is true(default is true), encountering Halt will automatically disable true darkness, and reactivate it if you escape or die
I don't know if it will work properly. Last time I tested it worked fine
this is amazing
I've been trying to figure out whats causing it
each time i press esc this error happens
good thing i updated only 2 mods - snatchin bracken and office
thanks for letting me know it's office
so it was either this or that
I keep having problems when having the Office installed
When I try to run a terminal, I cannot exit out. I press tab and I'm still using the terminal
I just turn off Only the office mod and everything seems to be fine. Am I missing something?
Piggy just put out a update on thunderstore, it should show up in like 15 minutes or so
If you need it now you could try rolling back to the last update
that might fix it
currently refreshing f2modman
It takes awhile on the thunderstore client sadly
I think I touched it by mistake while coding something related to bestiary sry 
I just temporarily removed everything related to halt's bestiary and the terminal worked normally
how do you set Halt spawnrate
||when an office is spawned, Halt-only hallway is randomly generated, and this is a config that adjusts the probability of encountering Halt when entering it. you can do this by adjusting HaltSpawnPropability in your config (0~100)||
it spawns only on office interior?
yep
so in the config is better to set it to true or false?
oh this is a probability config, you need to set it to a number
...is it?
uhh.. have you run the game once since the version 1.1.7 update? this config was added in 1.1.7
no because 1.1.6 just got pushed 😛
el coffice
Does anyone know the spawn chance for the office or what moons it spawns on?
It's configurable
Is there a config for it? I dont see one
So is it like ||a replacement for that one trap room?||
Do you have plans to add it on other interiors?
I dont think it will be easy, its built into the office interior
@narrow fossil can i enable scrap from your mod yet?
there are too many bugs so it's not possible yet
Maybe make the Halt hallway not spawn a fire exit in it. Led to half of our group dying lol
can be vary disorienting as soon as you enter
Or is this a bug? lol
The config for this mod isn't showing up for me anyone know why?
Means you're missing dependencies most likely.
@narrow fossil can halt trigger multiple times?
are there any plans to add a config for changing how often the halt's room itself spawns?
separate from halt's spawn in it
also are there plans to change how much time the encounter would take?
like set min-max range of how many times you need to turn around
Ahh, unfortunately no. Didn't think to check the logs, sorry!
shrimp is nice he got a little fussy with me last night and he gulped some bottles but I pet him he is very nice doggy 
he also ate a cat

delicious
so if the default spawn chance for the office is 40 in the configs what is the spawn percentage exactly
It's a weight.
Sum up all other interior weights for a chosen moon, then divide the interior's weight by the sum and you'll get a % as a decimal.
(weight / sum of the weight of all other interiors) * 100
so say you only have one other interior with a weight of 300 (which is what you'll mostly see for vanilla interiors)
(40/300)*100 is about 13.33%
Hi, havent used the mod yet as i like to get some info before(also havent played with my usual crew in some time, so, yeah) and would like to know how does shrimp work exactly, what cananger it and when is it passive towards the crew
already saw some halt gameplay here
@lime shell @soft kindle thanks
np
From my understanding, shrimp spawns passive and when it detects a player it starts a hunger meter and follows said player, then you have 2 options, smack the goofy guy with a shovel to scare it off for awhile, or feed it scrap until it is “full”. When it is full it will leave for some time idk how long, but if you don’t feed it and don’t scare it away, and it’s hunger gets low enough to where it’s starving, it becomes enraged and chases after and kills the player
so its jester with a way to pacify it
yea
wish you could feed it enough to make it a fren
he's one of the boys now
get him onto the ship and give him a funny hat
then eat the dead body(i saw it on a gameplay, but didnt understand why it atacks, like, if passive, why violence)
I didn’t know that you could smack Shrimp to scare him away. Does that also work to make him turn tail when he’s actively chasing you, or is it only a solution before he attacks you?
Does scaring him away also reset the hunger meter?
Do not know about the resetting hunger meter, but I 100% know once the shrimp is enraged its not smackable anymore
Darn, would be funny if Shrimp was just a cranky boi and you could de-escalate him through other means than just feeding him scrap or your flesh once he’s enraged, I realize that’s not accurate to the source material but eh
We need a snickers bar to feed Shrimp
i would 100% kill a teammate to feed my boy the shrimp
@narrow fossil Liking the Halt so far. Not sure if it's a bug, but maybe make the Halt hallway not spawn a fire exit in it. Half of my group entering the fire exit led to everyone who entered it dying. It can be vary disorienting for it to get you as soon as you enter
Agreed, just remove the fire exit spawns in the hall
So, for some reason office still spawns on maps that I did not set it on
It causes people to fall through the map
Or no clip throug the walls or even not be able to leave the dungeon
That'll fix it 😁
Do I just need that or both LLL and LLLfixed?
You can have both or just fixed. Fixed disables normal LLL on startup. Fixed uses the normal LLL config
Thx mate
Thanks for fixing the fire exit issue ❤️
the elevator camera on the screen seems to be moving according to my player's position
Is Shrimp killable?
nope
It’s as shrimple as that
@narrow fossil
[Feature Request]
I would love dungeon weights added to the list mode so weighted generation like this is possible.
Experimentation:125, Assurance:125, Vow:200, March:200, Rend:125, Dine:125, Offence:125, Titan:125, Factory X:115, Acidir:125, Pizzeria:125, The End:120, Ganimedes:100, EchoReach:135, Maritopia:125, Auralis:150, Kast:150, Solace:125, Triskelion:125, Ether Downtown:125, PsychSanctum:35000, EGypt:125, Gorgonzola:125, Atlas Abyss:150, Secret Labs:38000, Celest:125, Bozoros:100, Orion:150, Asteroid13:125, Cosmocos:100, Etern::120, Gratar:100, Infernis:125, Polarus:125, School:120
you can do this via the LLL config, no?
You can.
You can
Sadly I have 3 problems with the LLL config.
Some moons when you overide using the LLL config can Brick the Moon Catalog in the game and have it throw Null Exceptions. Secondly Overriding a lot of the moons to change prices and configure creature spawn weights had the ship stuck when loading into the level after it displays the seed and will not progress until I revert my changes. Thirdly, my experience with the LLL config is usually to delete it to fix a lot of the recent problems, i run into a lot of these while testing, and I push and pull a lot of moons and interiors in the pack. Having to adjust the interior config for one moon vs regen the LLL config as it does not reliably keep moons on the same number register is much less of a hassle.
I know LLL is going to be great and I will probably do so in the future, however, there are too many problems atm for me to use it reliably.
Could try LethalQuantities too.
I have experienced errors when having too many mods modify or even have access to the same files. I might if I have to. But it would be better for stability for me at least if LCOffice had it baked in as most of the other interiors do.
Recently with Maritopia when troubbleshooting the LLL entry duplication, if LethalQuantities was present in the modpack the game would not load into the ship from the main menu.
I am a special case however as I am trying to build a stable Mega Modpack. So my mod list is quite heavy. So I spend quite the amount of time tweaking everything just right so it will work.
@tepid wind I am excited to see what you make when you jump back into the driver seat. 😄
is it a known bug that non-host players fall through the interior floor when entering the facility?
yes issue with LLL (LethalLevelLoader) check ur config and you'll see duplication of config enteries to fix this either everyone must delete their LLL (LethalLevelLoader) config before starting the game or you can use LLLFixed (LethalLevelLoaderFixed)
okay, thank you!
this is already possible im pretty sure
Just had Shrimp get angry and try to kill me butr it appears that it still can't, for some reason. I thought it got fixed?
I love this mod and all the work put into the elevator, but I honestly wish there was an option to disable it and just have a normal entrance - one reason being that scopophobia's monster can't escape properly. Any chance that could happen?
Can it not use fire exits?
It's planned but not working yet
Feel like it'd be easier to implement Shy Guy using ladders/fire exits, that creating a whole new rooms without an elevator just for that one entity to work better.
imagining shy guy climbing makes me laugh
shy guy already hits ladders no problem, man mobs up the ship quick!!
So there's no issue then.
I though he might considering other entities do, but I wasn't sure about that.
add lethal escap
Shy Guy doesn't need it.
Since the ladders don't reach the ground, he can't use them
And I have other issues with the elevator. That was just a big one
Make him spawn outside or something lol
I do. There's no option for modded creatues as far as I know
They should make him able to jump extremely high. Then make him have a chance of jumping onto the ship as it flies away

I wanna use custom emotes here too 😭
also thank u for the rotating emote, i shall take
Hmm, it does not state it in its description.
I steal easyidle123s moon configs from there modpack and it has one for office
1 sec let me get to my pc
This is what I have for office.
This is what I do on other interiors.
Experimentation@50,Assurance@80,Icebound@80,March@120,Offense@60,Aquatis@20,Vertigo@150,Celest@600,Triskelion@100,Gratar@100,Polarus@150,Titan@80,Secret Labs@500,Auralis@60,Etern@80,Devastation@60,Kast@200,Ganimedes@150
thats how its formatted
atleast acording to easy idle
If this works me happy!
@novel flareAlso who made this. I like this format and would like to adopt it for my modpack. I would love to ask permission to use it.
@grand nimbus
tyvm
@grand nimbus I very very much like the framework you have here in your spreadsheet. I would love to ask permission to modify a copy of your spreadsheet for my own use in the Shattered Company Modpack. Is this something you would be ok with?
Sure! Letting people modify it is half the reason I made it. All I ask is if you're willing, let me know some of the things you decide to change so I can consider them for my modpack
For sure! I will also quote you as the originator. Just do not change your discord name I have a horrible memory. Feel free to message me if I do not keep up with my word I am forgetful. 😛
Right now my modpack is on fire and I am trying to sort out the LLL problems. It was working perfectly and then i had to go and mess with it. 😦
@grand nimbusIf you are ever available for chitchat hit me up. I have messed with a lot of moons and mods. I think we would have a great conversation.
You may wanna try installing LethalLevelLoaderFixed
I have. Sadly while configs are synced. Sometimes there is a crash on lever pull. I am still trying to find out what the actual cause is.
lll has been causing immense syncronization assues with me and my friends as well
they were literally playing inside another dungeon than me on the same map lol
I don't know if it's custom moon related or not, but I've yet to have that happen. And I played with LLL a lot.
get lll fixed, delete your lll configs and let fixed generate new ones, thatll fix desync issue, then for more stability use lethal quantities to customize things
ye honestly I think its lll, not depending on the moon
tried that
same result
as in, I deleted the config
and my friends did so as well
sometimes they fell through the map, sometimes they ended up in a whole other interior with other items than mine while I saw them walking through walls, yeah 
okay
do u want a pack that works?
018e2502-1b83-6373-af09-563eb76d9cc2
just in case new pack runs into issues take a peak at this
thx
You install r2 mod manager and let it do it for you.
put both at the same place in "plugins"
you can also keep them in the folder and put that into plugins
holy shit what mod is that
what mod
Halt, that comes with LC office.
yup its the new enemy
my friends and I experienced a bug with the shrimp
he got mad even after we fed him
and when he got mad he couldn't kill us
Hello, I wanted to inform you that on two occasions in a game the elevator did not work. For my girlfriend, the elevator was not visible and when I entered, I disappeared.
maybe a desync? i dont know much about modding, but i've seen many mods that fix Desync on many things, is that an usual problem on Lethal company mods?
theres nothing I can do with that video alone
, I need a log
Uh-, I don't know what a log is and how you get it in the steam deck.
steam deck you'd need to access your files but i have no clue where it's store
idk why but some times when people enter the dungeon they fall into the abyss
is the shrimp supposed to be hostile?
he spawned on a different map for us and is basically just being goofy like a dog
||Its hostile unless fed scrap. It will temporarily leave you alone once fed enough scrap to be content||
when hungry
its AI must've been broken then, or he was very well-fed
well maybe he ate a bunch of scrap you never saw
there was a lot of scrap in the sewer, so makes sense
What files should I access? Maybe I can look it up if I know the name.
i have no clue how it's stored on steam deck
Uh, anyway, thank you very much.
Could this be by chance?
||basically he only eats items that the player has recently dropped, and his hunger value rarely increases unless there is a target player||
||if there is a target player, the hunger value increases a little faster||
Any known issues with the current version or is new enemy and other 1.1 stuff all pretty good now? Haven't updated to 1.1 yet since my pack is pretty stable, but super curious to try Halt out
its
good
™️
Forget what I said. XD
I suppose that's a yes?
Sure™️
The reason why my answer is so vague
Is because for me at least
office works and hasnt had any issues
Yet im not 100% sure its stable for everyone
havent had the new enemy yet
Whats that mod with the red part of the stamina bar at the end
AccurateStaminaDisplay
Ah thank you
@narrow fossil Sorry for the ping, a while ago I checked the elevator again with my girlfriend and this time it worked correctly. I don't know if it was a desynchronization problem or the game you were playing already had other problems.
Are there still issues with the office custom scrap or am I tweaking and that was fixed eons ago?
custom scrap is currently temporarily removed 
What would be the best way to fix bugs yourself?
Reload mod list?
^ this just happened to me too
feeding him did calm him down temporarily though
he also stayed angry even after I left the facility (maybe that's intentional though idk)
known issue
alr
I love this mod, but I'd like if it would stop pushing an update for each and every individual minor change or fix, almost once a day, every single week
It takes an incredibly long time to install updates for this mod every time there's an update
Cool reaction, very insightful, tells me a lot
fast and frequent updates are a good thing 👍
Not when each update is massive and takes forever for no good reason, no
the good reason is fast and frequent updates
Ok dude
@narrow fossil when your free hit me up, we can probably reduce your filesize notably
I'm going to guess you got thumbs down because this isn't most people's experiences? It usually only takes 20 seconds at most for me to download updates for this mod
It sounds like a problem on your side, maybe with your mod manager
I have bad internet. I can't do anything about it at the moment. Not everyone has good internet.
Nor did I imply they do
I'm not here to argue or anything, dude, I just wanted to leave a minor comment
I'm not even trying to argue, you're being very hostile for no reason
Ok then
I'm just not sure how else to say "I really am not in the mood for this" without sounding like a complete dick, sorry
you dont have to update it immediately
fair
jsut the inital post came off a lil rude
you can always avoid updating it I guess and just wait till a few have built up
Literally everything I say, ever, comes off as rude; that was my attempt at trying to make it sound less rude, too
So, like, whatever
its chill no worries
I've stopped caring what people think because ultimately it feels like no matter how hard I try, I'm never going to perfectly convey the point I'm going to try and get across; it's why I hate talking to people, why doing so stresses me out, and why I tried shutting nijnte down so quickly
Just don't take it too personally
I'm a jerkass on the internet and nothing more than that
this sounds like a thunderstore issue
i can get an update downloaded and installed in around 30 seconds on my crap internet when its not being even crappier
it is 111 mb tho
dasa lucky number.. dont fix what aint broken
Should optimize it and then add garbage data to keep it at exactly 111 /j
The actual office loads faster because only like 60% of the file actually needs to be loaded
dasa joke
?
is there a config option for disabling the TVs on the main floor?
and if there isn't, could one be added?
they're causing lag when you get near/look at them
perhaps the FPS on the TVs could be lowered for performance
and it would make sense with security cameras
what is that
OpenBodyCams
why would uncapped capturing be less hard on performance
Something with the way they are done or Unity.
Watch Shrimp and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
dont mind there being no audio
So just like with the LCOffice setting if I were to change OBC's FPS to over 100 would that make it uncapped?
real time capture basically sets the framerate to the game's framerate
Right that makes sense. How would I set that for OBC though like with what Agitatio was mentioning?
obc is ALREADY like that
it's the default
if you want to change that go into the config
Doesn't it default to 30 FPS?
Weird ok. I think it was set like that when I was transferring something
I think it used to default to 30 at one point early on
Ok I see. I'll just have to mess with it some more later
CURSE OF ELEVATOR UPON YOU
so now the office cameras and OBC do NOT use the same settings
or is there still some conflict with them
does anyone know how to fix players falling through the map in the office interior
yall have the same config settings? and LLLFixed?
If i send my friend a modpack would the config settings be the same?
you sent it through a code or file?
code
Is it a mod on thunderstore
Yes
https://discord.com/channels/1168655651455639582/1214224631108608070 https://thunderstore.io/c/lethal-company/p/Refract/LethalLevelLoaderFixed/
Up to you
They never did.
But didnt OBC camera framerate options affect office's cam
my friend says thanks
No.
np

must be tweakin
anyway is it still better to have uncapped frames for office cams
Yes.
Also there is some funky wording here, do I set it to 100 to make it uncapped, or like 101 since it says
doesnt hurt to put it to 101 either way
I just set it to 250, same as game's max cap.
I'd kill for map generation that disperses this map into 3 levels
I think a mod that has a configurable dungeon that sets a minimum/maximum of how many and which tiles generated would very quickly become standard to have in a modded run
@tribal holly Ok I figured it out. Turns out it was me being dumb and not realizing I was using a different camera mod
Ahhh, that’ll do it
there was never a conflict? the config options behave differently, if you read their descriptions it should hopefully be clear
OpenBodyCams does nothing to any cameras but its own
in the case of LC_Office, though, it may be okay to do the camera FPS limit by setting Camera.enabled instead to avoid the performance penalty of setting up the rendering outside the render loop
I believe that doing so with cameras that use the main shader volume that the player volume uses for the posterization/edge detection filter can cause some flickering, but I would imagine that the cameras inside Office don't necessarily need that volume
I haven't tested it yet, but I have a theory that using a separate volume for each camera may resolve that as well
Do i need to remove LethalLevelLoader mod or can i keep them both?
You can do either, if you have issues using both you can remove LLL. Me personally I had some issues using both so I only use LLLFixed now
To capture and share your gaming highlights, download the Outplayed app on Overwolf
ahhh
shouldn't have hit shrimp
the mimics are kinda outdated in terms of obstacle huh....
have they received an update in the last like month-
the mimics mod
is fun
and good
but doesn't work with custom fire exits and isn't optimized
btw this is what it's supposed to look like
im not a fan of it but yeah it seems like its in dire need of an update
Ahh I see
Has nothing to do with needing an update.
Office was added to its whitelist before it had double door fire exits.
You can simply remove office from Mimics whitelist.
And supporting custom fire exits is not that easy to just add in.
I think that in the future it will be changed so that it does not spawn only on that double door
Someone (Tolian IIRC?) also suggested the idea of changing the way that the Mimic spawns so that instead of it being inside a physical recreation of a fire exit it would hide behind a masking piece that would increase compatibility with custom exits, and 753 was gonna test it out for viability, so there could be a major change coming depending on how that goes that would fix the issue with most/all custom fire exits on Mimic’s end
mimics could also use the vanilla trick vents use and save lots of performance at the same time
What is halt again
What trick?
roblox doors enemy
So it's a door enemy? Like a moving door?
"Doors" was a pretty popular roblox horror game with some simple but effective monsters
they're all generally named after actions
Halt is so named because its like someone in your path telling you to halt. While in a long hallway, itll appear in front of you and float towards you
when you're chased itll repeatedly teleport in front of you
so you have to go back and forth til you get to the end of the hallway
at least that's how it was in Doors, though I imagine it's very similar here
I believe the only one I played was the mimic one. Never heard of doors
Doors is wicked lol
Interesting
Yeah, honestly I think a mod adding more doors monsters to LC would be super cool
Agreed
Doors has such phenomenal audio design I love it haha
So the latest update for office causes this on game launch
Nvm it happens with the previous version too
Huh
I don't think that's normal
That's because of LobbyControl and is fixed in 2.3.0
Is this going to be fixed in the near future?
Just don't use Mimics, I recommend removing that mod anyways cus it's actually pretty unoptimized
I think you can also set it to exclude showing up in the office interior too
that's not the right answer
From what I’ve seen you have a lot of knowledge on unoptimized and buggy mods
You should really consider making a list of mods like that (with alternatives if they exist) I’d imagine it would be super useful for alot of people
I actually never knew Mimics was unoptimized til I removed it cus my group never died to them anymore lol
Personally I like the idea of them so I'm probably going to keep them in if I'm able to blacklist them from the office interior
Depends on whenever the Mimics dev gets around to either adding support for that kind of door or works on the overhaul to how it functions that I've seen people mention
"I think you've gotten the wrong answer, did you mean: 'yes'?"
Ok I see
@narrow fossil I've been having an issue with the enemy shrimp where instead of attacking when he's agroed he pushes the play around sometimes trapping them in corners,its an issue i have had since i added lc office to my modpack but the debug log doesn't really tell me much,i didn't know he was able to kill players until i saw a video on him killing them. Do you know the cause of this bug?
018e38c0-234d-0a51-c292-5355f6bd2b5c this is the code for the modpack I use,hopefully it can help with identifying the issue
Except such claims are almost worthless when there's nothing to back them up, which is usually the case. Not to mention when those claims are not echoed by many others.
I've also had the issue of him not being able to kill us
He pushes you a lot as a result
Understandble. I will now reveal that I was lying the entire time for attention and that thereis currently not a single problem or bug with the Shrimp enemy
I am appalled by my actions and will not do it again. Furthermore, I will be sure to record my gameplay at all times and save all my logs every time I play to ensure that every one of my claims is backed up with sufficient evidence. I apologise for wasting anyone's time and will now dedicate 5/7 days of the week to testing LC Office to make sure that I don't lie about my claims in the future
Thumpers in the Office are horrifying omg the speed they reach in those pathways 😅
had to upload it to youtube because of mb limit,here's a clip of the glitch https://www.youtube.com/watch?v=RgIYgRdn0x4
I encountered the glitch with the shrimp that made it wobble around and stretch like a corpse ragdoll
when it just walked around
worse
it was literally stretching across the room
like the
what was it
from scp containment breach
peripheral jumper
ive had this happen to me too
does anyone who has experienced this bug have any logs?
unfortunately when it happened I didn't think to get logs because at the time i thought it was intentional because it was my first interaction with it lol
I can go ahead and record the logs or make recordings while it’s happening
I’m booting up the game to recreate it,unless it’s been fixed it’s the same every time Shrimp spawns
There was something going on in the logs when I checked them earlier,although it didn’t seem to explain how the glitch is happening,i remember it did mention something about shrimp
Gotta say, changelog direction needs to be reversed. The amount of scrolling you have to do to read latest changes is getting crazy.
https://www.youtube.com/watch?v=YGaSeamuKhQ here's a clip showing the debug log while the glitch is happening,video quality is still processing though i didn't see much that would seem relevant to shrimp other than something about behavior
So where would I even find the internal data names for modded moons? I'm trying to assign office to the moons I want but I wasn't sure if they followed the same naming convention as the vanilla examples
Just use what you'd type into the terminal name for the most part, LLL will handle it
With asteroid 13 just do "asteroid", and generally leave numbers out
Otherwise I haven't had any issues
You can use simulate moon on the terminal in game to check that office has been applied
Ok cool I'll try that then
Non modded monsters seem to sit in a corner of a room. Even if you stare at a bracken it wont come after you. The shrimp works fine tho. It might be cause by the moon im on (Maritopia) or maybe StarlancerAIFix, don't really know because it's not giving me an error to work with.
(Ignore the dissconce error, I'm playing LAN and mirage is trying to save the same voice file twice. It's normal lan behavior.)
I also have LLLFixed and PathfindingLagFix. There's also diversity but I don't think it's doing much.
This is also the only custom interior where the monsters don't know what to do when faced with a corner.
There's also this instance where all the monsters in the dungeon gathered in one place.
Again no errors
This also might be an LAN problem only but I haven't had the chance to check.
I've had that happen to me with Brackens. Uninstallyed PathfindingLagFix and they were fixed
Yea but here's the weird thing this happens on all monsters.
I'm still gonna try but I don't belive that PathfindingLagFix is the problem.
@soft kindle what?
What?
if there's an issue with PathfindingLagFix feel free to @ me if you can get logs after the issue occurs
I think you sent to the wrong place lol
Is there anyway this glitch can be fixed? I know the debug log probably wasn’t helping,it could be a mod conflict but I don’t know which mod shrimp could conflict with @narrow fossil (I don’t mean to bother it seemed like you didn’t see the message with the debug log on video
I also dont know exactly what the problem is, If an attack is attempted, a log that says (Shrimp) Called KillPlayer should be printed
i think shrimp's target player was not detected as a local player, or the distance to the target player was not calculated properly for some reason
That log never shows up I watched it for a few minutes and never saw anything saying that even when playing with friends it does the same thing
I think it might have popped up in a previous instance saying it failed but I don’t remember seeing that log
Is there anything else I can do on my end to help identify the issue?
It might be having trouble switching shrimp’s behavior to agro as well it doesn’t show the log “(shrimp) called killplayer”
sometimes, scrap spawns inside walls making it difficult or sometimes even impossible to get them
I mean this is more so a vanilla game problem isn't it? The amount of times lamps get stuck in walls on Mansion is ☠️
really? that's never happened to me
Happens in the Kitchen a lot, sometimes a lamp will spawn inside of the counter
You can see the light poking through but have no way to grab it
ah right yeah I remember experiencing that but only in the kitchen
looks like theres an incompatibility with backrooms/backrooms patch and halt. I just get stuck like this everytime
i forgot to get logs ill do that
oh it didnt happen this time
nah thats just where the annoying coworker sits
u rite
His pay got cut in half
hes half the man he used to be
lmao
Talkin about a half-assed job
Naw, the office just got that half off
Speak for yourself
I'll take that over Pool Rooms gen. No offence to Pool Rooms, but its generation is crazy.
"No offense, but I think you suck" 
Nah, the interior is awesome. Just the default sizes are wack.
Also, please make the elevator music loop right. there's a one second delay and its killing me 
It loops? I thought tracks switch.
correction, im trying to make it loop, but theres always a small delay
delay between music is intentional
Top 10 best plot twist:
That looks like the layout I got for Maritopia lmao
Any chance you could remove the hard coded delay and just add a second of silence to each music track?
acually there's only a 0.5 second delay, I think there is a delay in the music wav itself
the reason for the delay is probably due to the reverb left behind after the music, I'll have to hard code it further to fix this lmao
is it possible there's a mod conflict preventing this log from popping up?
Im currently replacing the elevator sounds with my own, but I have to make them very loud to be audible which seems to be causing clipping issues. Any idea why?
Do you have any log mods? Or maybe you edited BepIn config?
edited bepin config? i don't think i've done that i'm not sure what you mean
DissonanceLagFix v1.0.0 by linkoid
JigglePhysicsPlugin v1.1.2 by HGG
LCSoundTool v1.5.1 by no00ob
LethalExpansion v1.3.45 by HolographicWings
are the only mods that pop up when i type log but idk if i do or not
does advanced company have an effect on it?
🤷
Looks fine to me
No way that's with default values.
No lol
that is insane
Having fun with this one yeah
No one believed me
I literally went to the poolrooms thread and said "ay this shit tweakin in size, no way we can clear this"
they bascially said skill issue
and have a million item slots to pick everything up
had a bug where the bracken got stuck on a set of double doors
what value/moon is this
and why are some of the rooms blue
PoolRooms I think
PoolRooms’ water, maybe?
Is there any plans to have doors not collide with the player?
saw this on startup
getting the same Error: [Error : LethalLib] An Enemy AI Collision Detect Script on GameObject 'TheDog' of enemy 'Shrimp' does not reference a 'Main Script', and will cause errors!
about to ask if its a big deal or if we can ignore it.
same here
it seems the issue of office only really having stuff on one floor has been fixed!
well, sorta. it atleast has a hallway or two on other floors now
still the most on the bottom, probably because of the four routes
most of the time atleast. there's still the possibility of things only being on one floor
totally forgot to ask here aswell. i posted this in the Lethalresonance thread asking if this is something important or if i can ignore it. i got told that playOnAwake sounds could be broken.
it seems like there is a problem with lethalresonance and lc_office. Is there anything you would say is important to fix because there are things that wont work well for the office mod or can this be ignored?
it does nothing
ok thx
i got this same bug any idea if it was backrooms?
@narrow fossil Hi, dawg.
I just wanted to make a request for ShowCapacity to be compataible with EladsHUD. I'm basically forced to use EladsHUD because it updates when you're healed while vanilla doesn't really. Also just found your RadarZoom mod, so cool. I already had LC Office❣️
Final extra request to show capacity for modded items like Oxy-canister found in "OopsAllFLooded" and "Oxygen" mods.
I don't know if its possible, Ill try it later
Thank. There are other mods that have optional compatability with EladHUD because it is so popular and liked. Sorry I can't think of examples to be more healthful right now.. hm..
The only mod that has compatibility with Elads is Oxygen.
https://clips.twitch.tv/ExquisiteGoldenPterodactylPunchTrees-3fan8kYLQg3CFFNK Casual night having Office on Assurance 😅
average office security
[Error : LethalLib] An Enemy AI Collision Detect Script on GameObject 'TheDog' of enemy 'Shrimp' does not reference a 'Main Script', and will cause errors!```
errm
Whats a ||Halt|| ?
I saw it in the code
looks like it only spawns in the office
office exclusive enemy
...yes
Could you tell me anything about it or should I just wander around until I find it
enemy that has a chance of spawning when entering a room
Just pay attention to what's on screen.
huh alright
Based on the logs I'm guessing it doesn't care about spawn power and the whole base spawn mechanic?
So like how the peepers and walker(?) spawning works?
It's Office only.
Yep
How often does it attempt to spawn?
I think it’s in the config
nah, only a %
That’s the spawn percentage