#LC_Office / LC_Shrimp
1 messages · Page 13 of 1
Modlist:
Total:12
HookGenPatcher
BepInExPack
OdinSerializer
LethalNetworkAPI
LethalCompany_InputUtils
Imperium
LethalModDataLib
FixPluginTypesSerialization
JLL(Jacob's Lethal Libraries)
LethalLevelLoader
DungeonGenerationPlus
LC_Office
Dependency strings:
Evaisa-HookGenPatcher-0.0.5
BepInEx-BepInExPack-5.4.2100
Lordfirespeed-OdinSerializer-2024.2.2700
xilophor-LethalNetworkAPI-3.3.2
Rune580-LethalCompany_InputUtils-0.7.10
giosuel-Imperium-1.0.0
MaxWasUnavailable-LethalModDataLib-1.2.2
Evaisa-FixPluginTypesSerialization-1.1.2
JacobG5-JLL-1.9.7
IAmBatby-LethalLevelLoader-1.4.11
Alice-DungeonGenerationPlus-1.4.1
Piggy-LC_Office-2.2.1
Mb for didn't posting it earlier
It's probably Imperium breaking it tbh, why do you have that for a normal mod pack for playing anyways?
I was playing this mod with my friends, without imperium (just disabled it, more precisely)
And then this bug happened while we had no idea why, so I dragged it into my testing mod, where there's only imperium, office, and any other dependencies
Maybe they had soft masking errors so stuff was breaking for them?
You should have DiFFoZTweaks incase
I tried but unfortunately it doesn't seems to work
It's weird cus I've had no issues with LC Office
and this profile is small and I see nothing that would stand out
maybe a corrupted config?
How do you rebuild the config?
Do you just go to the files and delete them?
Yeah
Just to make sure, is the path should be looking like this?
... > Profile > (Your profile) > BepinEx > cache
if youre looking for configs its BepinEx > config
Will try it out, ty
My friend and I had the same issue last night, we downgraded lc office one version and the elevator started working as intended
We did 2.2.0
the day has come
i'll be back on <t:1797970380:d>
as always, jacob will be maintaining the mod. he seems busy lately so please don't rush him 🫡
Hello,
I have the very same issue in my modpack. I didn't noticed at first because I use many interiors so it is not selected often, but each time the interior is selected, ship landing does not trigger and party is soft locked until restart.
No issue with 1.2.7, it start from 2.0.0 (I tested all versions from this point)
I don't have the issue if I start a fresh profile with only this interior and dependencies so I guess there is some kind of incompatibilty with another mod but I don't find which one (202 mods so it will take a long time to disable one by one and test ...)
Does anyone had this issue and have a clue about it ?
I can provide logs, but didn't find a specific stack trace that could explain the issue, so I kept everything from dungeon generation to the end (around 3000 lines), what is the best way to share it ?
Have you both tried to regen your LLL configs? Sometimes LLL bugs out and you have to regen the config to make interiors work properly
Yes, I tested it just before downgrading into 1.2.7 and it didn't change the issue unfortunately :/
probably best to just copy paste here and let discord send it as a message.txt
either way some more details could help. moon specific? multiplayer only?
modlist mayb
Ngl I might try this interior again, is there any issues with it?
the office interior
elevator
?
⬆️
oh okay that's fucking halarious and bad
it doesn't happen much
but when it happens is crazy
everything else is good
quantum coilhead goes hard
Finally, no need for more investigations, I find out after more and more testing the origin of the issue was Diversity.
And the mod https://thunderstore.io/c/lethal-company/p/v0xx/DiversityNoFloppy/ fix the issue with LC Office so it works now 😄
yeah i also talked about this a while back
its just that the walls don't give them personal space so they get angry and remove a bit of the wall hehe


you can remove office from the whitelist in mimic config iirc
well yeah but i think the idea would be to have it the other way :3
but yeah for the time being
eh, sorta both ways, since mimics shouldnt have office included by default in their list of interiors (I believe it's because double-wides used to be much rarer before the rework)
yeah, tho i think double wides still are pretty rare
but yeah the idea would be to fix it in some way but idk if its possible
someone said that its on the interior author to fix, idk how real is that
I think interior authors can fix it but they need to basically make their own mimic asset iirc
really??? oh crazy
i know circus facility has that
but didn't know everyone had to make their own assets
yeah this was it, bozoros has its own mimic
#1196943144009351258 message
oh yeah they were replying to a reply to me haha
still sad :c
you would think its just the same door but spawning in a place where it can fit
but its much harder than that
😔
So the entire time it was Diversity causing problems? Huh. What'd ya know. Im gonna try this mod later and ill lyk aswell if it also fixes for me, Thank You!
Genuienly cannot thank you enough this actually worked! Thank you again!!
Update?? :0
uploaded a smaller update. no code changes but I added map radars, a warning sign to the metal detector, added some scan nodes, and replaced a lot of probuilder shapes with regular meshes
it's no longer a dark void on v70 ship radar tho :D
just an fyi on friday im leaving out of town and won't be back for about a week so if there's any game breaking problems please lmk before I'm gone
I guess you mean with this new update, but still i think the only issue is the elevator bug hehe tho i guess that one is harder to fix
Btw for those who have issues with the interior never generating
https://thunderstore.io/c/lethal-company/p/mattymatty/EntranceTeleportOptimizations/ This mod fixes it
It happens because the id for entrances gets set incorrectly and this mod has a fix for that
It can happen with any interior
Ngl I might tweak it to add 6 extra scrap
But idk about the other interiors but I'll figure it out. Since Skelaah's moons aren't in DULL's vanilla plus dungeon generation in LLL
So working on messing with those weight's
I've seen Slaughterhouse also be affected by it
i goofed but you saw nothing
Hi, enjoy this mod a lot. I'm getting an error though on the recent update that seems to not be letting me use the terminal.
It's fixed with 2.2.3
Oh nice that was fast lol
@strong thunder If the DLL got reverted then does the updates in 2.2.2 get reverted?
no all those changes were to the asset bundle
no features were reverted
just fixes some errors from code trying to refrence unreleased pathfindinglib api that i forgot was included in my project
Hello Mr. Cob
I heard from a little birdy that trap spawns are still kinda cluttering in a single spot
doesn't happen as often as before but there's still double turret spots going around
birdy was me hi
does shrimp still work
prolly, afaik hes a bit wonky rn. theres plans though
alr bet
the vehicle hangar experience
(unfortunately I have to do it or it would be unplayable)
i mean it can happen on any interior given rng + moon hazard spawn curves. there is no interior that doesn't. iasue before was there was like 4 hazard apawns in the whole interior so it stacked crazy. now most rooms have a few spots so that doesn't happen
for rn i would. but he will make a return
Haven't really had it on vanilla interiors but yeah I suppose it can happen on most
Also I love the sign!
absolutely can on vanilla. if there's a lot of hazard spawns they are just picking random nodes and there's always chance for multiple to spawn on the same node
ig vanilla just has a shit ton more? i'm not sure but I just haven't seen it
not saying it can't happen tho dw
idk i have a lot in office now
maybe you could check facility's? it's nbd though, just figured you'd be interested in knowing since you fixed it a while back
if anything office probably has too many for some tiles. iirc the bathroom has like 8-10. ik some people wanted me to remove some spawns which i haven't done but still might do
alr ty
Mental detector warning sign is a good change, playing the interior blind it feels a bit cheap
Not familiar enough with the size of the tiles, but those nodes have some spawn range. I’m wondering if hazards spawn on all of those nodes then that’s 8 hazards in that tile and they could group up.
For CabIn I think I have 1 node in almost every tile, 2 at most in the bigger ones. I’m wondering if by putting so many in one tile RNG has a greater chance of essentially putting more hazards in that one room.
they do have ranges yes. but it's range that i put onto each one and i change sizes accordingly for how i want them to be
I haven’t been able to play in a bit though so I can’t say if I’ve seen this issue
im pretty sure vodka got a rare chance in generation, brought it up in vc, and monty just posted it without knowing much
no I got it once or twice today too
forgor to take screenie but they were landmines touchin eachother in a pretty big room
I mean whether I know how it works or not I'm still gonna point out that it's happening, I figured it would be important information since that's something you wanted to fix ykno
You also said to please point out issues before you left
And I thought "oh since this is happening I might as well inform Jacob"
fair ig. but not an issue
how many?
no ive been testing my next moon w office as the focus interior. int size 1.6. its likely something on my side but ill keep in touch ;^)
i remember when i had like 13 stacked in the same place
4 people, 2 teams of 2 noticed it as well
not that many, only 2
multiple quotas btw
it's def better than before, it used to be really bad before jacob came in and fixed it
but it was still happening so I figured id report it yea
but if you say it's not an issue then I won't bother mr cob 🫡
I feel like that’s not too bad. Might all depend on a series of factors like interior size/moon size multiplier and the spawn curve of the hazards. I feel like even in vanilla sometimes I see 2 together. Not often, but I feel I’ve seen it
Now that would be fun to throw an egg into
i've seen that happen in other interiors too
doesn't seem like an office issue but anothe thing
like the way hazards spawn
aur fr? that'd make sense then ye
Or a fellow crew mate
mrov fucking blew me up today w a key on a landmine the fucker
peak
i still remember before the update, playing with friends, seeing like 10 landmines stack, i leave the hallway to find more scrap, come back and seeing the entire hallway black and a body lying two tiles away 😂
yeah this is what the changelog fixing it was about. this was a problem lmao
i can find footage of last nights games to show you but i do remember you fixing just this short after you brought up taking over office to me. its likely an edge case w moon trap spawns, tho it does resemble that issue in spades. had an entire hallway w 3 groups of 2stacked turrets going down it lol
i just think its goofy
You can still get funnies on rare occasion
This was very recent for example
ours was happening like nearly every day so its probably on my side. new moon stresses
more pinnacle at it's pinnacle lmao
anyways like i said before I'm leaving for a while so gl everyone
yay!
thank you for taking my petty request
BALD Jacob if you leave ill give you a lunxara snack
Holy cow office looks like that now?
he put more office per office
Does this office the office
probably
I'll have to check it out
i recomend reading changlogs on thunderstore if you're curious about stuff. they're fairly detailed on every change
Reminds me of those tesla gates from a certain game, or those body scanners you pass through in airports
Oh swag
I think I will
Jacob cooked
He really did, before it was super bland interior but now it really looks good, awesome details like couches spawning or abandoned floors and its not overpacked with it, maybe thats why its fitting the game vibe
I love the apparatus room in the LC Office int. Goated interior!
Oh yea the apparatus room is really unique
i kind of miss the way the weird wall map thing in the entrance room used to work, there should be a config option or something to set it back to it's old functionality
yeah I'm confused as to how it's supposed to work now
at least once i got a hold of the files I'm pretty sure it didn't work at all. there was no script or code for it in the files i had. so if it did at one point how was it different?
im a little confused about the current functionality if im honest
doesnt it just like show what floor the elevator is on?
it's the functionality monty and vodka wanted me to give it when we did testing.
colored floor is the place the elevator currently is and the black x-ed out floors are floors with 0 connected doorways
as in nothing generated on that floor
thats not too far off from the original functionality iirc
it just showed what floors didnt have any doorways, blacked out with a red X
but all the floors that did have generated rooms were just colored in with the arrow at all times and it didnt change
What it did iirc was just check if anything generated on each floor and X it on the map if it hadn't
I don't remember saying that at all huh
atleast for indicating where the elevator is I mean, maybe that was vodka
we prolly don't see the X'd out one cuz they all generate now lol
probably
i think the idea of being able to see what floor the elevator is on is fine but i just think that map in particular updating in real time is kind of odd looking because it just kind of looks like a static paper map on the wall
honestly before i figured out the new functionality i thought it was glitched lol
I think it'd be cool if instead of just showing the floor the elevator on you made that glow, like it's on a screen or smth? it looks a bit weird when it just doesn't show a floor
maybe I can make you a mockup if you'd like to tweak that going forward? it's totally up to you
tbh on default settings it don't really happen anymore since i spent so long trying to make that a less frequent thing. im p sure some alt settings like having only 1 main path it'll happen more
ye 100%
maybe we add a lil elevator sprite that gets moved with the elevator on the lil board and the colored floors are always enabled or something idk
that would be cool
or maybe i get new mats for the thing bc i agree it does almost look like a carpet. im p sure it's meant to be a screen or smthn tho bc i think the colored ones were unlit
im not home rn otherwise I'd check more things
monty remind me of this when i have traveled back home
will do :3
this idea reminds me of this elevator screen thing from a gmod map
noticed one of piggy's other mods has an issue where if the digits go over 3/4 or 4/3 it adjusts in a weird way
dis one
no git to report the issue to
but it's a bit of a small oversight, I guess it could be fixed by just making it so the font size adjusts relative to the digit count?
I got feedback for the radar zoom mod
It would be sick if there was a zoom out multiplier config for radar boosters, in vanilla, when selecting them you can see further away than players, also it would be cool if the config supported decimals
Maybe enhancedradarbooster?
No but this mod overrides it
Unless there is a config in ehnacedradarbooster that I didn't know of
I noticed the zoom in this barely makes a difference anymore
kinda sad, unless it's an incompatibility with enhanced rb?
do you use Universal radar?
Yes
The mod has been working for me since v69
Even with radar edits it worked fine
Maybe a mod you have is causing conflicts
probably yeah
I have a py script that decompiles all plugins I have in a profile, and then I just do a search through all the files (in vs code) for the mods that change certain things
#1359237844035703056 message
It narrowed me the list of a bug one time from 250 mods to 12 mods and other time to 10 mods or something like that
Maybe you can find what mod changes the zoom if you do something similar
the zoom works for me, but i noticed the furthest zoom out setting is pretty much what vanilla is now
i know theres a config but its confusing to me. all the default values are 1
yeah

does LC Office add a wrench scrap?
Yes
i just lost hp to this fucker getting struck by lightning inside 😭
it stops striking it after I pick it up thankfrully
Ye a few scraps are bugged
Pretty sure Lc Office scrap has that bug with all the scraps
death
I thought it was just coins but it looks like is every scrap from lc office.
found a seam
Watch lc goffice by phomtoonlinktln and millions of other Lethal Company videos on Medal. Tags: Lethal Company, Lethal, Company
died like immediately after
So enemies can't open doors from lc office?
afaik they very much can and have been
it's just large doors, maybe increase the hitbox for the left and right.
Coil-Heads and Butlers struggle to open doors in general. With Coils it is by design, they usually get stuck on a door long enough that they enter recharge before opening it. Butlers should open doors fast but have a janky hitbox, hence things like Mineshaft cheese
hoarding bugs. centipedes and sometimes nutcrackers
coilhead still open vanilla doors after enter recharge
it's happened with thumpers there for me tho
if you're talking about our test sessions that got fixed a long time ago
Oh yeah you're right, the one time I experienced it outside of that was with a spider
If you could change large doors hitboxes to make easier enemies open it. Doorfixes has the same problem: it tried to change vanilla doors hitboxes and all entities are unable to open it. It looks like if enemies try to open the door through the left/right side will just keep running. Coil-Heads needs 17s to open a door but even if they enter recharge mode they will still open the door.
shrimp.... i miss him
Is that door problem ⬆️ planning on being looked at? Just curious since the interior is pretty cool
the two enemies being shown in the two clips are enemies that have issues opening vanilla doors anyways. if there is a door issue i'll look into fixing it but what was shown seems like standard behavior for coilheads and butlers so i'm probably not going to bother at least rn.
Ahh okok
Hoarding Bugs, centipedes i tested as well. Samething
Spiders have issues as well
well these messages seem to say that all the monsters have trouble with that door lol 😭
iirc a few don't
nutcrackers and thumpers don't seem to
unsure what that really seems
Nutcrackers just sometimes. It seem like it's when they try to open the door from the left/right instead of the middle
PathfindingLib update is coming but I want to add some extras first. It's something I'm working on between other things.
Question LC_Office is working right? last i left off i had desync issues with the elevator
doesn't anymore
whole thing's been polished up a ton
I never had desync issues with elevator
I once entered the elevator closed the door to go down the elevator door closed but did not go down
and i got stuck in the elevator
What about shrimp?
Shrimp is still broken, and it's been separated into its own mod
Ya i was there when he got separated
What about a shrimp redesign. To be more monsterlike but only visually.
and bugfixes lol
then it would be a separate monster
it looks the way it does right now because it's a direct reference to the upturned
Yeargh
last I checked it was borked, suffered from that freaky weight bug
a whiiiile ago, imagine it may be worse now.
This and abandonedcompanyassets, devastated with the discontinuation
Sconeys was updating that but somethin' happened and they've been gone a whiiile
Didn’t LethalLib get an update to validate the weight of items registered through it? Did that help with that issue?
yuhuh
it did
the patch thing, not whether it worked or not
@strong thunder i want a refuund on my elevator
i want to refund my eyes after seeing the coilhead model replacement
yo chill on me
elevator update is coming soon i just have some extra things that aren't finished yet i decided to add
but the blender is p funny
the perfect excuse for me to learn how to use jll!!! (i really like elevators)
i did some testing tonight and got new things working in game. tomorrow I have some more i want to do, we'll see how that goes.
lc office update is unrelated to the jll elevator component
yeah! I meant that I kinda wanted to learn how to use jll scripts for moons, and now even more with the elevator component
it turned it into and blender
not sure but it's really funny
also i'm not really complaining about dying i can tell it's quite hard to handle things in an elevator
i find myself in an odd situation where i've finished everything on my checklist for what i wanted in this update but somehow it feels like i've not made enough content for the update somehow
I’ve done that a few times. Sometimes you just gotta update even if it feels like a small one. That doesn’t necessarily make it bad.
any new content at all is appreciated, youve already added a ton to office 
that said, it would be cool to see halt back at some point
I think if you crossed off your check list then you've done enough to push an update
Don't pressure yourself to feel the need to add more content we love the hard work you do and appreciate it whether it's a smaller update or a larger update
agreed there
ig i'll just upload it as is then.
the pathfinding lib stuff won't really be noticeable until other mods update to support it but it's there.
Ik zaggy was also going to release a standalone mod patching masks to implement the api that i used in testing to make sure my implementation works. Whenever they upload that to thunderstore I highly recommend downloading that with office since it'll allow masked to use the office elevator like they can the mineshaft elevator.
in the mean time i think xu might've been implementing some of that to some CR enemies?
or maybe im spreading lies and misinformation. who knows really
You should make it a dependency then, i think that would be the best!
Whenever it comes out
i would've if the mod was out
Im scared using elevators at this point have fallen thru them before XD
I mean when the mod comes out you could make it a dependency
Oh yeah did you manage to fix the issue of the Apparatus despawning after a lobby reload?
Didn't see that in the changelog
Yippeee new update!!
honestly no, but i also double checked it's getting registered and everything correctly didn't see a problem or end up changing anything. also never heard that being a problem for that item?
Hmmm, well we got one on Asteroid 13 the day I reported the issue, had to reload the game cus I think we started running into invis players and such and it just wasn't on the ship anymore lol
could you have left before it saved?
I mean I saved the lobby manually with Lobby Control before we closed it out, so it should have saved the item
i dunno. if someone else reports it again with the same item i'll probably look into it more in depth but for now it's fine. it gets registered along with all the other office scrap the same way so none of them should theoretically have saving issues unless they all have saving issues. which afaik they don't
Actually, is it because I turned off the custom scraps? I noticed they kept floating before so I disabled them and I wonder if that for some reason triggers the App to not save lmao
I'll have to turn them back on since the update contains some fixes for them
and see if that's what causes it
shouldn't be no
here's an excerpt of the code related to this.
basically when office scraps config is enabled it pulls all extended items from the bundle and registers them (once registered through LLL they get saved correctly n everything)
when office scraps are disabled it just loads the apparatus item from the bundle and registers only that
Ah hmmm
hence why i said it should pretty much be all or nothing
Thank you for the update!
omg the real sigurd
ye anyone who uses CRLib can use my SmartAgentNavigator to allow their enemies to roam similar to vanilla enemies and also use pathfindinglib for elevators etc
i used zaggy's implementation for the masked stuff a while back for it
So is the elevator spin bug fixed??
bug report (spoiler maybe?): ||the sakura soda says web cola when you hold it||
Large Doors still have broken hitboxes.
Snare fleas have problems with large doors too. (no opening in 10s)
The monsters get stuck trying to open from the left or right side.
https://thunderstore.io/c/lethal-company/p/itsmeowdev/DoorFix/ This mod tried to change doors hitboxes and the monsters behavior almost the same way with large doors from lc office
Meow meow!

Meow meow!
This mod does not work properly and hasn't for a long time
It should be deprecated in all honesty cus it blocks monster pathing and causes other issues
yes, i know, i'm trying to say that large doors cause enemies behavior in the same way as doorfix
I was the one who reported to be deprecated
is it a bug with mimics?
no, mimics would actually generate a fake fire exit there I assume
its not desync issue. Since everyone got the same layout.
a regular corridor, first floor
just posted an update hopefully fixing this (i made sure it worked on a couple enemies) + fixing apparatus item saving
also updating the github bc i think i forgot to do that last night
fuck yeah
I can't tell if it's related to the above image from Leubes, but I'm going to guess a blocker is missing here?
oh huh yeah, it is
Da mimic
oh yay a screenshot that acutally shows me what tile it is lmao
actually turns out that door did have it's blocker set. it just also had it's connecter set to the blocker object deleting both lmao

oopsie
posted update fixing that blocker on that tile
apologies for that. i did testing to make sure my blockers and stuff seemed right. i guess i didn't get specifically that doorway in testing and it was the only one messed up
bumping this because i dont know if you saw it
oh no i did not. i'll try to remember for the next patch (will wait in case there's something more important since i already did 2 hotfixes today)
alr sweet
Hey, uhm...
Is this a CodeRebirth or LcOffice issue?
Jimothy is trying to use the elevator, but apparently it can't, so it's calling it constantly, going to the 2nd floor and calling it back again
jimbo paths pretty weirdly so id wager its him
he doesnt seem to move like alot of other enemies, he drags around alot
i mean I think he uses the same system but
obv
but something with his nav stuff feels different
for example dogs turn around really fast
meanwhile he kinda does a slow slow turn
I know this conversation was already had in CR thread but I will explain here so people who didn't see that know. I tested using a build of zaggy's unreleased mask mod and made sure the current version of LC office implements the api correctly and it does. Masks with that mod could navigate the elevator just fine.
Meaning it's likely a CR issue. We speculated for a while possible issues and their fixes but haven't done any testing yet.
Are mimics still spawning in LCoffice?
Pushed an update. implemented something for a future pathfindinglib update. (currently won't be used)
fixed pillar walls not removing navmesh & optimized them a bit. (enemies could get stuck in some situations)
one of the new items had the wrong name.
and i added links for some enemies to unstuck themselves from the elevator roof + masked can now choose to climb the elevator ladder to get you
yay! nice
or on that last one i said masked but any enemy able to climb ladders
Thank you for the update!
bypassed the metal detector with awesome generation 
I just found out about the metal detector. What's the gimmick? Like how am I supposed to pass it without getting electricuted if I'm holding metal
Its like a real metal detector
You put metal in the metal place
You can do it? I tried it and it just hit the floor
I'll try it agian when I encounter that inteiror again
Mmm, if not i remember there is a "glitch" that you can just pick up the objects behind the bars
the metal detector is the apparatus tile. pulling the apparatus disables all electronics in the interior including the metal detector
OOOhhh okok
Played upturned somewhat recently
I really like Ik's theme 
Phone theme is good too
Shrimp is the dog ever
zeekers music awesome
does office have it's own stinger??
unsure actually
I've heard a few people say modded interior stingers don't work anyways without an extra mod that fixes them but im unsure on that
Wesley interiors and generic interiors has stingers
Every time I entered the office interior with the Revisit Stinger mod, it always played the basic facility stinger. So, there is no stinger, to the best of my knowledge, or it's bugging out.
probably
yes i am one of wesley's stingers lmao
Do you know why mimics no longer spawn inside The Office?
Yes
They spawn, they just don't look convincing cuz they don't fit the actual doorways
ah
not those with custom fire exits I'm pr sure
demonmae's interiors mostly (except for D.U.L.L's)
Ye true
Circusfacility works tho hehehehe
Bit thats bc pacoito added compatibility
Mimics and the rubber rooms :0
idk if they work there
but tbh is kinda unnecesary haha
The demon doors kinda fill that role for Rubber Rooms
rubber rooms already has fake fire exits though lol
XD
Is this a problem with your scraps?
So are enemies able to ride or use the elevator in LC_Office?
It can be a bit janky but they all should be able to ride it. I believe Masked were recently given the ability to use it as well
Well, from what I tested with just LC Office and LethalDevMode. Not a single masked used the elevator when they saw me going up it. Nor used it on their own. (The elevator pathfinding thing works completely fine for the playzone interior. But I heard it worked for LC_Office. But it didn't.)
what moon did you test this on?
modded enemies implementing PathfindingLib's update can ride the elevator.
This doesn't currently mean vanilla masked tho zaggy was going to release a masked mod to allow them to. idk the status on that
Good job Jimothy!
experimentation (I used lethaldevmode to spawn in the masked enemies)
Ohh! Got it.
Anything about this?
I was sidetracked on a rabbit hole of reverse engineering off-mesh links since pacoito encountered a crash on Bozoros related to them, but last time I looked at that stuff I had an idea to make the elevator traversal a little more natural that I'll try now
If it looks good, I'll probably release it today
oh @strong thunder I haven't kept up, is the fix out for those non-carving obstacles we saw last time?
that waa part of the same update that implemented the new method you added in the update
oh nice
then testing should be a lot easier 🫡
there's somethin funny going on here
hmm, I'm gonna have to come back to this later, but for some reason it looks like my masked calculating what should be a direct path from the inside of the elevator to a node on the top floor is getting a path going to the bottom and then back to the top, I wonder if there's some timing issue with the animation from bottom to top
it's causing him to get stuck in a loop of riding the elevator to the bottom and then to the top again
i could look at that thing at some point and probably fix this
this is what i was telling you about in testing before. i thought that's why you wanted me to implement that new interface thing for you to change logic slightly
oh no I mean it's working properly for him to get in, the issue is he rides up and down repeatedly when he's in, even when his destination is far from the elevator
so as far as I can tell it's an issue I wasn't aware of before, I'm hoping it's something that doesn't require API changes but we'll see
@strong thunder I haven't confirmed yet, but it's kinda looking like the off-mesh link to enter/exit the elevator at the top isn't connecting? do you toggle it in the animation?
the top floor should work i've seen them get on/off the top floor normally
where is the link? is it on each floor or the elevator itself?
but yes the elevator link does get disabled after the door shuts. it's to prevent enemies from boarding when the door is shut / while it is moving
yeah I would've assumed you would've noticed if it wasn't working, but I can't seem to get a masked to path onto the elevator directly
elevator it's self
but again it's disabled while moving so it shouldn't be rebaking anything
I'm trying to find it while it's at rest at the top floor but Find("StartRoomElevator").GetComponentsInChildren<OffMeshLink>() isn't working
even if I include inactive 
the AI definitely knows how to get on and off on the bottom and middle floors though
crawler with no smart pathfinding also can't enter
can crawler even go on elevator links?
uhhh
not sure
you mean the vanilla elevator area type right?
looks like it should
area 10 is enabled in its mask
looks like the B position is too far in the doorway of the elevator for how the navmesh generates at the top floor
I shifted it outwards a little and the crawler went in immediately
also random observation, probably need some NavMeshModifierVolumes here for the blockers
(I suppose it could be seed dependent, I'm running only LC_Office on seed 58566823 on vow)
roaming actually seems to work quite well with that link fixed 
I released da masked mod along with a little improvement to the roaming in PathfindingLib, hopefully that link can get fixed up soon
So uh, how the vending machines work? I saw the “restocked vending machines” note in the changelog, and I was not around for the previous time they were functional. I cannot seem to figure them out, how do I interact with them?
you need a coin so you need to have the scraps enabled
I have tried to do that, I went up to vending machine prop with a coin and spam clicked all over the place. Is it only certain props?
its only the one in the entryway area to the right
Ah, thanks
there's multiple vending machines??
There are vending machine props that can spawn in tiles like the break room and large computer office
Sorry to bother you, but are you going to fix the navmesh problem with the elevator on the 3rd floor that Zagster reported to you?
I'm sure he will when he can
perhaps in the meantime I can make a quick mod to fix it in the prefab if I get a chance
LC_Office yet again forgotten...
life more important than vibeo game
And you're wrong here 
What can be more important than company? Bills? Wife? Children? Groceries? J*b? Blaaahh
We love the company
SIGURDS DAD IS MORE IMPORTANT
GRAHHHHHHHH
SIGURDS DAD DIED IN THE VENT
I'M SIGURDS DAD
YOU DIED??????
I DID BUT I'M BACK
Somehow bio-monty returned
He was chilling in liquidation
They are immortal its a fact
@velvet token
is shrimp back
😔
No 😭
hi greenits
Hi beanits
Hi bothnits
I got a bit of a weird issue: I use ItemWeights to give scrap custom value ranges in my modpack, but I cannot give the Sakura Soda its own value because it appears to have the same internal name as the Web Cola. Could this please be changed? It is both inconveniencing and a bit confusing.
I tried to use a lockpicker on one of the glass doors
[19:04:26.7308224] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LockPicker.GetLockPickerDoorPosition (DoorLock doorScript) (at <31f0351006d541aeb5ae92a12fc7161b>:IL_0000)
LockPicker.ItemActivate (System.Boolean used, System.Boolean buttonDown) (at <31f0351006d541aeb5ae92a12fc7161b>:IL_00CE)
GrabbableObject.UseItemOnClient (System.Boolean buttonDown) (at <31f0351006d541aeb5ae92a12fc7161b>:IL_005C)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::ActivateItem_performed>(GameNetcodeStuff.PlayerControllerB,UnityEngine.InputSystem.InputAction/CallbackContext)
UnityEngine.InputSystem.Utilities.DelegateHelpers.InvokeCallbacksSafe[TValue] (UnityEngine.InputSystem.Utilities.CallbackArray1[System.Action1[TValue]]& callbacks, TValue argument, System.String callbackName, System.Object context) (at <dbb0ce7b96144bd8bcbcb8b0d765f970>:IL_001B)
UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
[19:04:26.7323430] [Error : Unity Log] NullReferenceException while executing 'performed' callbacks of 'Movement/ActivateItem[/Mouse/leftButton]'
[19:04:27.0898958] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LockPicker.GetLockPickerDoorPosition (DoorLock doorScript) (at <31f0351006d541aeb5ae92a12fc7161b>:IL_0000)
LockPicker.ItemActivate (System.Boolean used, System.Boolean buttonDown) (at <31f0351006d541aeb5ae92a12fc7161b>:IL_00CE)
GrabbableObject.UseItemOnClient (System.Boolean buttonDown) (at <31f0351006d541aeb5ae92a12fc7161b>:IL_005C)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::ActivateItem_performed>(GameNetcodeStuff.PlayerControllerB,UnityEngine.InputSystem.InputAction/CallbackContext)
UnityEngine.InputSystem.Utilities.DelegateHelpers.InvokeCallbacksSafe[TValue] (UnityEngine.InputSystem.Utilities.CallbackArray1[System.Action1[TValue]]& callbacks, TValue argument, System.String callbackName, System.Object context) (at <dbb0ce7b96144bd8bcbcb8b0d765f970>:IL_001B)
UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
Watch office moment by phomtoonlinktln and millions of other Lethal Company videos on Medal. Tags: #lethalcompany
that fucking elevator that I hate
brother got coiled so hard
father jake pls fix 🥹
"jaaaaaaaaaaacooooooob?"
Still looks like a masterpiece compared to the Wesley’s Art Gallery elevator
both look great, they're just different aesthetics
or do you mean jank wise
cuz in that case yea
I do think the Art Gallery elevators are a little ugly, just boxes with a marble texture and a tacky floor selector. Jank-wise though yeah, they speak for themselves
Entities should not have ability to enter the elevator
If they're on their respective floor, they should stay there lol
Enemies should call the elevator back down if you're attempting to run from them 
Give entities a jetpack instead so they can chase flying players as well as change floors
-#
I wouldn't know anything about such a mischievous scheme: ||https://www.twitch.tv/doinkytoboinky/clip/RacyTriumphantBottleEagleEye-tChcVrBCJ72peBAb||
Give entities a teleport button so they can instantly teleport to you
Oh wait, thats the harbinger
Teleports Locker onto Mineshaft upper floor, refuses to elaborate, teleports away 
entering the elevator is totally fine, i just don't think any of em except for masked should be able to call the elevator
that and I don't think enemies should freak out from being in the elevator
...while they're outside the elevator
Only reason Coilheads freak out is due to some parenting fuckery with PlayerPhysicsRegion, it's a vanilla thing 
Like not correcting player line of sight to account for the change in position or somethin iirc
But also counterpoint: it's really funny for them to do that 
- I can see like the Bracken being able to push buttons too
wasn't that fixed by smth?
100% yeah
ScienceBirdTweaks fixed it for mineshaft elevator I think
I also don't think it should happen when the enemy's not even inside the elevator, that's the main thing
But not for PlayerPhysicsRegions in general
It doesn't matter if the enemy's inside or outside the elevator, the player lost line of sight with the Coilhead so it started moving around like it wasn't being stared at
With how fast it moves around it can do some pathing fuckery like that
Dunno I'd have to look at how the elevator's set up to see what it did exactly
ye thats what I mean
it lost LOS so it moved towards vodka and just kinda
got on the elevator
even if the door was closed
odd stuff idk
o yee you right
Hoarding bugs still are unable to open large doors from your interior.
???
Double doors
Ah
Tbh that's minor though since those doorways are custom, if it's only an issue with hoarding bugs it's probably more so an issue with their AI
I dont believe so. Its just a hitbox problem or something like that.
They tried to open on the left/right side
Yeah I was gonna say something with their ai or hitbox
I've seen them get stuck against a lot of odd things before
I think since it's usually specifically with Hoarding Bugs though it doesn't really fall on the fault of the interior
Just a hitbox problem with some of the unused door assets that some custom interiors use and the hitboxes of hoarding bugs
The only vanilla interior I've seen that enemies are struggle with is the mansion.
Hey there, it has been a while! What i noticed is that shrimp and suits don't work well together and that also shrimp has a problem with spawning itself or atleast refusing too, due to the v70 enemy spawn problem so i assume, it needs to be updated to work again ^^
We should have a funeral/memorial for Shrimp 😔
shrimp for sale at this hour?
how convenient.
is that a manul
i think so lol
jumpscare

I OSHR8P
I DO I DO I DO I DO I DO I DO
WAEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE (tea kettle whistle)
dink
plink
tink
hooh, close one
i am going to parallel park
needs the context
i don't normally repost niche internet shitposts, but i adore both of these videos by melon fella and don't want to see them be lost to time.
creator: https://bsky.app/profile/melonfella.neocities.org
original links:
alright shrimp family who wants some shrimp
thanks for the contexts cobalt!!

DISCORD FOR THE LAST TIME STOP SENDING GIFS TWICE!!! I AM TIRED OF HAVING TO DELETE THE SECOND ONE!! WITH EACH GIF YOU DOUBLE, I DOUBLE YOUR SUFFERING!
i found out why it happens
if its on mobile, when you click on a gif and it like doesnt send, so you click it again and it does send, the first time that you thought didnt work actually did send
whos up shrimping it
:3, when you click on it it usually sends you back to the chat, the thing is sometimes is not doing that so you think you didnt click it
shrimple as that
I LOVE SHRIMP
shrimp just like me fr
I have had this happen a few times now in the main entrance tile, and the item is either impossible to get or needs very scuffed methods. Could this please be fixed?
Is Pathfinding lib broken? Every time my game goes to load it, it crashes
downgrade to v72
v73 is broken
with mods
it crashes and doesnt work really
Thank you!
Does anyone have a video of the old Ambush entity?
long time no see mr riker
YOO
Search it up on youtube!!
you mean halt?
you were there for me at the beginning vro
have you seen my latest stuff?
Update: This content has been removed as of 2.0.0 due to maintenance issues
just updated
All rights reserved to Zeekerss and LSPLASH!
Mod : LC_Office (made by me)
https://thunderstore.io/c/lethal-company/p/Piggy/LC_Office/
Lethal Company
#lethalcompany
@solemn furnace
@strong thunder Sorry to bother you. I think that LC Office is broken in v73. I don't know if more is needed but a recompile with the new version of netcode patcher might fix it. Take your time.
yeah office is the only thing i did post a recomp for v73 for yet i think
has pathfindinglib updated? i was waiting for that since it's a required dependency but haven't been actively paying attention either
hmm, I think yes?
Last version was 6 days ago
oke I'll make sure to do that soon then but im tired for today
I posted the updated version recomped for v73 netcode + some minor feature changes and dependency updates. I also did the things Zaggy wanted me to do with minor changes to the offmesh link and they seem to get on/off the 3rd floor easier.
I also added SmartEnemyPathfinding as a dependency so masks can use the elevator. Even with my changes to the elevator link the ai still gets a little derpy sometimes so if it bothers you you can just disable the mod and it works fine without (except masks not using the elevator obv)
thank you for cooking jacorncob!!
great work mr cob
Amzing cobnob!!!!
Appreciate it john cob
Perhaps making the navmesh shorter will solve the problem. So entities won't try to open the door by the corners
Shorter or extending colliders would work ye
scoopy's dungeon used to have that problem
"used"
And for some reason some entities are getting stuck on these spots.
"this is the third time i've been called up to the third floor this week and this elevator still isnt working"
Maybe you will need to make a custom mimic like Scarlet Devil Mansion
people still play with mimics?
why not?
i do
ye idk it's a good mod
I'd disable mimics for office tho
iirc this has an interior blacklist
Idk how hard it is to make custom mimics, but I hope Cabin devs can do it.
I'm pretty sure it needs the source code and a custom model to do that.
It'd take more time that the dev of this mod have
it has to be made by the same person who makes the interior iirc
I know
Yeah, interior dev has to make them
Hard part is that mimic compatibility has to be in mind when starting the interior
Trying to add the compat after is way harder
And , i was gonna say most but actually is everyone, dont want to spend time adding that compatibility
One option would be a complete rewrite for them that enhances the compatibility
But thats also not really all that realistic
Not even mineshaft has compat
I love them, but its sad that it only works on a very very small amount of interiors
[Warning: Unity Log] The referenced script on this Behaviour (Game Object '') is missing!
[Warning: Unity Log] The referenced script on this Behaviour (Game Object '') is missing!
[Warning: Unity Log] The referenced script on this Behaviour (Game Object '') is missing!
[Warning: Unity Log] The referenced script on this Behaviour (Game Object '') is missing!
[Warning: Unity Log] The referenced script on this Behaviour (Game Object 'BreakerSwitch1') is missing!
[Warning: Unity Log] The referenced script on this Behaviour (Game Object '') is missing!
[Warning: Unity Log] The referenced script on this Behaviour (Game Object '') is missing!
[Warning: Unity Log] The referenced script on this Behaviour (Game Object 'BreakerSwitch1') is missing!
[Warning: Unity Log] The referenced script on this Behaviour (Game Object '') is missing!
[Warning: Unity Log] The referenced script on this Behaviour (Game Object '') is missing!
[Warning: Unity Log] The referenced script on this Behaviour (Game Object 'Cube (1)') is missing!
[Warning: Unity Log] The referenced script on this Behaviour (Game Object '') is missing!
[Warning: Unity Log] The referenced script on this Behaviour (Game Object '') is missing!
[Warning: Unity Log] The referenced script on this Behaviour (Game Object 'BreakerSwitch3') is missing!
[Warning: Unity Log] The referenced script on this Behaviour (Game Object '') is missing!
[Warning: Unity Log] The referenced script on this Behaviour (Game Object '') is missing!
[Warning: Unity Log] The referenced script on this Behaviour (Game Object 'BreakerSwitch2') is missing!
[Warning: Unity Log] The referenced script on this Behaviour (Game Object 'PowerBoxDoor') is missing!
[Warning: Unity Log] The referenced script on this Behaviour (Game Object 'Cube (1)') is missing!```
Can someone tell my why lc office is getting those missing scripts on gameobjects?
tldr in remaking it i had to rip a ton of assets from one untiy project to another that already had missing assets ripped from a different game entirely. it does nothing in game, it does not error or cause problems, just shoots a warning when loaded. you can ignore it.
Uhh so this happened
https://www.twitch.tv/bertogim/clip/BlushingJoyousTapirGingerPower-J18R2VTyUGE7x1pQ
LMAO pretty sure Science Bird Tweaks fixes this
i have it
Its only for mineshaft elevator
which mod that changes the spectator screen?
Ye it's a problem with PlayerPhysicsRegions in general, but it do specifically be fixed for Mineshaft 
advanced features i think
Does anyone know what mod has been causing the coil heads to not have lighting?
NEVER EVER GO TO OFFICE TITAN
Watch endless corridoor by phomtoonlinktln and millions of other Lethal Company videos on Medal. #lethalcompany
insane shit LMAO
i joke but this was actually kind of cool generation
Jesus christ 
My biggest issue with this interior is how huge it is, I constantly have to play with it in my modpack
I need to shrink it as much as possible without just breaking it
is this can with meltdown?
Please for the love of god make some tiles smaller 😭
This is Experimentation
With a map tile size divider of 1.5
and +6 scrap added to its spawns, like Mineshaft
This is almost impossible to loot well
Yup. It generates obsenely big
I only run office on moons with 1.0-1.25 interior size
Make sure to change the random size multipliers to both be 2, the default is 2 and 3, and 3 makes very large interiors
Also set it to have 2 main paths rather than 1 (done in LC Office config), the generation is different and tends to be smaller
agreednits
With these settings I find the interior behaves itself a lot more, though sometimes it is comically small
it's damn good on vodka's Kuromori imo, but that's cuz it's tiny
I do use 2 main paths instead of 1 ye
the other settings you mentioned are configurable where?
But there are three floors
What would be the point of the third if there's no path there
Is there any other way to keep it small while retaining all 3 floors
It can still generate 3 floors
you can have 3 floors? i thought it has like impossible or extremely rare
2 main paths just makes them smaller
yeah i thought it was that way
you need to stop letting me eat entire floors
It is pretty common on larger interior moons
its called a config option
hehehehe
didnt know it had that option
You change them with a config mod like Lunar or LQ
it was very rare before Jacob took over
i always saw it as like 1 big floor, one medium and one with like a hallway or nothing
nowadays almost every time you go to the office there's 3 floors
:o
tho I usually keep main branches to 2
i hate configing so fucking much
goddammit
cheese we're all grabbing you by the base of the neck and ripping your vertebrae out of your body dude
Lol we just figured out how spawn curves work, and mind you we're only on Experimentation still
We still need to figure out how hazard curves work
I hope you are enjoying that, god knows I wouldn't
not if i do it to every single one of you first
nonono, we should kidnap little gremlins and teach them game balance so they can do it for us in our basements
We are weirdly enough
spawn curves are so crazy
too late you're already dead
It's cool to see our craft come to fruition
We're just worried it'll come out subpar though in actual gameplay
We're dreading playtesting Experimentation tonight lol
im being real I'm not even gonna both changing spawn curves
imma just work around what each moon already has
and organize them that way
what i just do is copy the default curve and just use that for the moons
that would make it so much worse wtf are you talking about
moons have defaults already
In relation to the Office, 2:2 seems to be the best for it
1-2 generates very small offices, and 2-3 generates offices almost impossible to loot
I dont need to change them
wait what
did i understand it wrong
oh WAIT
yes i misundertood hehe
yeah im NOT touching that omg
scary
and like, I dont really have a reason too tbh
unless I really need to nerf
something
Would you like to playtest CC Experimentation with me and Purple tonight
If we finish it in time
im going to sleep in 30 mins so prolly not :[ sorry
goodnight dr minecraft
Aight
sleep well
Ya
Good night Mont y
Minecraft
real
fake
Wanna know how much we hate the sapsucker
Eyeless dogs now have 15 hp and baboon hawks have 5 hp
Giant sapsuckers in return have 10, and can only deal one damage against entities
So now eyeless dogs and baboon hawks actually have a chance to win when fighting against a sapsucker
We're also accommodating the baboon hawk's hp increase by lowering their spawnrate; we're not that stupid
Oh yeah to the dev the power unit and Upturned apparatus scan nodes overlap
Might wanna fix that or smthn
the ultimate apparatus
Interesting change to make. Can make gameplay feel more varied too if you can just get lucky or try to get enemies to target the sapsucker
We mainly made the change because in no way modern day dinosaurs can consistently take on modern day mammals; they're just too brittle for that now, and thus the vanilla sapsucker's game design reflects Zeekerss' hellbence on making the entity as uncheesable as possible
Sure
Sapsuckers will spawn on every moon to reflect their invasive nature as per the bestiary too
But they'll be rare on certain moons though, i.e. Rend and Titan, so you don't go in everywhere expecting to get some eggs
shrimp is kil
is it known why some people can use it without the game like imploding?
the only time i used it, it didnt even let me open the game
Shrimply
Idk, it spammed errors in previous versions but seemed functionally ok. I’ve heard it’s worse in multiplayer I think, and I imagine that’s especially true now that the networking stuff has changed
I mean, it's broken but that does not mean the game is not going to work
i got a blue screen warning on my pc telling me, if you proceed, your entire block will explode
It will just... Start spamming shit and maybe crash, depending on circumstances
That was probably a weird coincidence.
No, it won't work eitherway because it has the networking outdated
And the ai was broken before V73 so
it spammed errors, got stuck a ton (ran in place) and its "angry mode" didn't show for clients
so if you were to play on v72 it would have worked?
No
No
okiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
It hasn't worked in like a year lol
well context: please read #help-and-troubleshooting , i had a bad sleep so im like, i dont feel like explaining that
but the guy says shirmp working fine
and idk xD

maybe he thinks the log spamming, the getting stuck, desync all over or not do anything is part of the enemy
If they’re single player they probably wouldn’t noticeably see desync
yes
XD
maybe yeah but baby shim also had issue before unity upd
i mean idk for me it would just crash the game entirely
idk how others can join a game
impressive
Tbh I don’t remember when I tested it. Might’ve been several versions back where it was kind of ok but now it’s worse
could be anything, from a beefier computer to different graphics card, or simply randomness tbh lmao
very
ty
no problem
thwip thwap
🐱 Meow!
at this point, i wouldnt count on it
Congratulations @tiny wave, you have been appointed to add Shrimp into Code Rebirth 
damn
I'm ok
Tis Jacobs job
Congratulation ok, you have been appointed to add Shrimp into Code Rebirth 
I'm ok
You've introduced yourself already 
I'm not sure I did
Congratulation not sure I did, you have been appointed to add Shrimp into Code Rebirth 
I'm
Congratulation , you have been appointed to add Shrimp into Code Rebirth 
Congratulations @tiny wave !
With pride, I hereby annouce, that YOU have been appointed the duty to fix, code, and add Shrimp into Code Rebirth 
im pretty sure jacob's only supposed to handle LC office
he mentioned to me ages ago about rewriting the shrimp AI, so as far as im aware, he's the one meant to be doing it
Here's the thing... The enemy's concept is ass gameplay wise 😔
I remember talking to Jacob that it should probably be heavily changed
Perma eating scrap is so bad
it is
zeekerss himself considered it bad
it was an original maneater idea at one point but zeekerss knows that giving up the main objective to survive is bad
now making it so that a DIFFERENT thing pacifies shrimp, that would work
but obviously that's not what shrimp intended
but to be fair, the shrimp was the way he was in the Upturned because in that game, furniture (his main gimmick) was expendable.
yeah lol
best solution: lets swap duck entity with shrimp CR 
maybe you have to do a 500 step minigame to play with shrimp, and that pacifies him!!!
I think Shrimp should give you something back sometimes 
i dont really see how his mechanics could be changed and still have him somewhat faithful to the upturned
scrap is like, the only thing you can "give" to him in lethal
besides shop items
i was thinking you can let him chew on your scrap for a bit
and take it back
could come with the downside of slowly depreciating its value, but never making it totally worthless
and then if you do this shrimp would follow you and eat monsters
(occasionally)
unironically peak, i hate that thing
spawns extra scrap that's super low value that's upturned themed and you feed it that instead maybe
you can still feed it normal scrap but the special ones pacify it more
why not like
when shrimp is in the spawn pool it spawns scraps that have basically no value and are heavy or smth
and you throw those at him to pacify him
and the actual good scraps are a last resort if u run out of things to throw at him
broken chair/empty box lookin
Null Fight from Baldi’s Basics in LC 🔥
pretty much what I said, ye
it's not a bad idea
is shrimp still dead
I asked this before and I think it is
shit
start here
you'd think by now someone would make a fork of it
i know
enemies are tough tbh
idk why you'd want shrimp anyway
i want halt back
-# for many reasons that's a joke
I almost did, but then I remember that I have no clue what I am doing 
shrimp
they were annoying in hindsight since they actively made the team lose scrap buh still
Wait a minute
Why are we complaining about it’s mechanic?
Maneater eats scrap too…?

I only just remembered that






