Adds proper physics to grabbable objects.
As of v49 this mod also works for any server. All Client sided unless if the host has it, then positions will be networked
https://thunderstore.io/c/lethal-company/p/Ryokune/Physics_Items/
#Physics Items
944 messages · Page 1 of 1 (latest)
I love physics, imma try this out in a bit
have fun! feel free to give me any suggestions to add onto this mod
this took me awhile to figure out and id love to add more features to it
Oh that's actually a lot nicer than what I was thinking too, if you keep this up to date it'll probably be one of my mainstay mods lol
Idk if its possible or if its even a good suggestion, but maybe some items would "break" and decrease value if you throw them a long ways down lol
tell me how it goes then 😄
It should theoretically work
I can already see needycats breaking it somehow
I haven't tried that out yet
oh yeah.. 🤔
well feel free to report any bugs! i shall try to fix them asap
but right now i'll be doing sum stretches since my bones are killing me
Have fun~
i loaded into a save i already played with a bit, and the items scared the shit out of me cuz they all fell down at the same time lmao
also some items went absolutely ballistic when i started the ship lol
Hows the performance hit from this mod?
in terms of performance its perfect
👀 oh hell yeah
just be prepared when u start the game and start the ship, you might hear a bunch of collissions at once
best i could do in terms of organising my current items lol
the apparatus is massively bugged when the ship is landing/leaving @brisk socket
it goes into a 0 gravity state while very slowly going down and making a TON of noise when its hitting the walls
can you make a toggle or mod for this mod that makes all the collision sounds the Source Engine ragdoll hitting surface sound?
lmao
any bug like the appy one would just be seen as a feature
would be great if they kept your velocity when dropping them
also, maybe there could be a setting to disable colliding with the player?
freezing the items so they don't fly around when the ship leaves is very smart
things seem buggy when you put them in the cabinet
Something like that would be super cool
Seems ok, physics (as always) is a bit too wonky, and tools that I feel like shouldn't have it (or get bumped by the player) like the Ladder, and radar boosters. Also had a fun time testing and walking through my pile of keys got the dog to eat me
gravity doesn't seem to be synced, everyone else (which, they do have the mod installed) see items as floating whenever they get dropped
If this is the case this may also mess up selling items to the company ahaha
I'll try getting these issues fixed once I get back home, thanks y'all!
i hope embedding the source engine sounds is allowed lol
well that was easy to add
yeah when first time and if you have big items ( lightning rod Advanced Company ) and stuck on Building Ship like bed or box storage
Oh and if anyone here has encountered any beehives here please do tell me how they behave! If they are broken I will add them to the noPhysics list
What ends up happening is that when putting things in the cabinet or selling them they always seem to go in at a fixed direction.
The apparatus also just flies out of the selling area, but will still get sold. It’s probably similar to how it bugs out and makes a ton of noise on the ship on takeoff and landing.
Also can you just have a config option that is just “true” or “false” to determine if you want to make everything have physics anyway just for fun. I just think it feels weird if some items have it and others don’t. You could make it false by default so it has the preconfigured noPhysics list.
For my friends the items fall through the ship in landing/takeoff and make an insaneamount of noise. Enough that I hear it through their mics
Maybe the host has all items freeze on landing and takeoff and the clients don’t have that.
As when I takeoff it doesn’t happen when I’m hosting.
It’s just the apparatus that makes noise no matter what for me.
Thats weird. Item noises should only be handled by the host. I'm not even sure if it works for this version of the mod
since i had to fix it for 0.1.1
Can there be a config for players colliding with items?
I absolutely love this mod, much thanks for making it. I love how it is compatible with ThrowEverything mod made by Spantle.
We encountered some bugs and issues in this mod, maybe someone pointed out before me. As a host everything is fine but
- Items from ImmersiveScraps mod doesn't have gravity and this issue is only present on clients
- All items doesn't have any collision sound on clients
- Extension Ladder and Lightning Rod from AdvancedCompany is affected by this mod, it's hard to use it (for everyone, host included)
That's basically everything we noticed. Also I'm going to send a clip of me and my friend having a blast with this mod. We've collected some scrap and threw it into the pit on Experimentation map and dived into that like Scrooge McDuck into a pile of money. (it might be dark because of the Diversity mod)
I also encountered this bug, I think it only happens on mansion (might happen on facility) when the scrap has spawned inside the bookshelf
it stopped as soon as i grabbed it
I have fixed two of the addressed issues here! namely:
- All items doesn't have any collision sound on clients
- Extension Ladder and Lightning Rod from AdvancedCompany is affected by this mod, it's hard to use it (for everyone, host included)
For the first issue I'll have to test this myself. Thanks for the bug report
for the item spawns, maybe they shouldnt have physics until a player picks them up? would also make things look nicer inside the ship
I can set that as a config 👍
ah y if you have this is mod:
https://thunderstore.io/c/lethal-company/p/ViViKo/ItemClippingFix/
kinda weird the Physics Items
ex: V Engine is on floor using that mod, but the Physics Items not make rolling that V Engine. and make v engine fly
fk can't example bad eng :))
basicly not compatible
oh no LOL
I think I have fixed this 😄
will release the update once i get all configs working
Hey, I have a suggestion. Can you make the item physics interact with the explosions? (landmine)
And as the player dies from a landmine his items get ejected all across the room or something idk, that would be hilarious to watch
Do landmines have no effect on items?
ive tested this and sadly no
ah alright then i'll try doing that
i set it off with a coilhead moving the item which i placed it on the landmine
ill get my friend to test it out
maybe the hitbox of a coilhead blocked the items from launching across the room idk
I had this happen with a dust pan happened to be almost in the door in the facility. But the moment I picked it up it stopped.
Honestly this mod is so cool thought, I just like how it makes items so interactive.
i placed 6 items but theres no way it blocked all of it
i like how you can play soccer with a beehive
Are you guys able to collect beehives properly with this mod?
I havent encountered any in my testing yet so I haven't tried that out yet
idk if it rolls down the hill as it spawns, but we placed it on the front of the ship and as we started the ship we collected it
it didnt slip off or anything
do any bees surround the hive 🤔
they do and it works fine
oh thats neat
i haven't accounted for that kind of situation
the game handled it perfectly fine
the beehive might roll down from the hill and fall into the pond on Vow or March
as it spawns
skill issue on the bee's part on that one
possible to attach a physics mat that makes it sticky or something? so it might move a bit but then rest after a but, until you kick it lol
I remember for Valheim someone trying to make slippery ice using the physicsmat
hmm maybe i can do that
if i figure this out ill add different physics mats for different object weights
just an idea, that I know Unity has at the ready
I still feel some tools, or at least when going to be in use, shouldn't be affected by physics (ladder) the radarbooster I see like somewhat clips into the ground
Just got the player collision config working yippie
altho it's probably a pain in the ass to have an item check to see if it's in-use to disable the rigidbody?
I'll add both of these into the skip list
It sholdnt be that hard, but I'll keep it simple for this patch for now
yeah I def like the mod, I did disable it for now, mainly because loot was escaping through the ship
but that was maybe because the save had... lots of stuff just stacked on each other lol
so, physics bomb
You should also blacklist the cats from NeedyCats
Could this be a config just incase you want everything to be silly physics? It could just be on by default to not have it for certain tools.
I've added a config that makes items only have physics once you've picked it up
I should be able to release this patch now but I'll try adding the landmine thing and see if it wont take too long to implement
landmine frizbees?
my brother was talking about it'd be cool to grab a landmine and throw it at a mob lol
Can we get a config that removes player collisions with items
Can you let us configure the blacklist?
Have added this
Or just have a config that allows nothing to be in the blacklist
I have this config 👍
Ok thanks!
I'm adding most of todays config suggestions as we speak
I just love how this mod leads to the most goofy moments, as one time I was carrying an engine, dropped it while on the stairs, and it managed to roll over the railing and into a pit.
i'm doubtful, but would this allow you to throw items with the vr mod?
No clue
what'cha think chat
shall i put maxwell in the blacklist
maybe eventually ill be able to add compatibility for these modded items
rn im out of ideas and brain power
Maxwell should probably be on the blacklist lol
whats wrong with maxwell
oh wait i may be able to constraint maxwells rotations
looks like unfortunately no
hmm
I'll try to figure something out in the next patch 👍
I may have an idea
that would be awesome
my only other suggestion is an option to turn off pushing items by walking into them, it can get incredibly loud when you have a bunch of scrap in the ship. or maybe some sort of system that only makes the dropping sound when an item touches the ground after being in the air, but i don't know if that's possible
This config will be added in 0.1.1
very nice, thank you
I dont know which mod is doing this but there is a mod that for some reason drops all items when you drop a single item
has the update happened yet?
Not yet, still trying to get the landmine thing to work
Im not sure if its adding implosion force or explosion force
landmine thing?
Landmines interacting with physic items
o yep its imposion force
hopefully after this final test i can upload this
how do I remove sound when pushing items
I cant find config and my ears hurt
I like it but when I push some items in a pile its so loud and I rather not have sound @brisk socket
I -love- the look of this and the collision sound choice is perfect. Does this have issues with synching in multiplayer / performance hits when you've got a decent quantity of scrap? I imagine with larger lobbies the ship could be total chaos wading through things. Other worry would just be if scrap might clip its way through the ship / out of the worldspace, since LC seems to have some collision quirks in general. Kudos on the undertaking though!
if you could config the volume of the item collision that would be great
lets see what the new update brings
Version [0.1.1] Released!
Added
- Configs for:
Enabling Physics for certain object groups,Use Source Sounds for Collisions,Enable Collisions on PickupMax Collision Volume - Landmines should now be able to interact with Physic Items.
- Compatibility for LethalThings Maxwell.
- Compatibility for Advanced Company's Lightning Rod.
- Compatibility for NeedyCats.
Fixed
- Extension ladder not working.
- Possible physics desync issues
- Placing items should now be synced to all players.
- Possibly fixed the floating apparatus issue.
- Fixed issue where dropping items sometimes have an added velocity to them when they should not.
Changed
- Removed Physics from Extension Ladder.
(Configurable) - Disabled player collisions.
(Configurable) - Item collision sounds now depend on how hard they hit a surface.
- Item physics are now set to vanilla physics when the ship is landing.
(The screen effect is not from the mod)
https://thunderstore.io/c/lethal-company/p/Ryokune/Physics_Items/
Is this compatible with custom scrap mods?
Most of them yes
It should add physics to all scrap, even modded ones. If you ever have any problems with specific modded scraps though this is the place to report them
alright
You can set its volume to zero 👍
where
On new update
config file
alr
^^
does this generally make scrap behave based on item weight by chance?
For throwing them, yes.
But for pushing items around, no. I haven't gotten into that yet
btw, you got the landmines working where the player dies and his inventory get launched up in the air?
Be sure that all of your friends have the same mod version by the way. Just a heads up since if you have conflicting versions the mod will not sync stuff up
I couldn't test this with the way I was testing explosives
theres a 50% chance it'll work haha
if i get my friend to play ill let you know
awesome! ty
maxwell the bolt?
that mod that replaces the bolt
huh
WAT
are there Sorse sounds, i was born deaf and i lost my hearing aids
I FOUND THEM, but i'm going to sleep amyway
is it just me or the update isnt on thunderstore yet?
It'll take awhile
alright
i love cats and mods like these
btw when i had that bug when there was no gravity applied to certain items and had them on the ship it really looked like the ship was in space
it really looked cool
Cool idea for when it is in orbit
light objects
not heavy
like the axle
oh and
show the throwables physics mb
Imagine heavy objects do float and when they land they crush someone
too op
When a player has items on them and they get teleported the items explode outward randomly. This can make finding the items impossible. Can I suggest that when a player teleports the items are briefly set to vanilla physics?
you loose your shit anyway
We lost a walkie in the ship some how doing this. No idea where it went
There is a huge difference between not teleporting with you but being in a neat pile and not teleporting with you but exploding an outwards at high velocity and random directions making them very hard to find for when you get to go back
there it is
Not sure if this has been fixed in v0.1.1. It couldve since I changed the way you drop items
aint gonna lie, i had an idea in mind for a weather "windy" (middle of a hurricane lmao) or something where the items (depending on their weight) slowly rolls into the direction where the wind is blowing. with the physics mod it is possible to create a weather like this (maybe changed direction of the gravity idk) player would also walk slower when he's going in the opposite direction where the wind is blowing
ryoo you tested with this mod?
just throwing ideas away lmao
I didnt
flooded might do the job as everythings slippery when it rains
:[
weird i can scan wall and get Toy Hammer
if the big bolt is replaced with maxwell, of course the physics is going to affect the maxwell because its just a changed model (and maybe sounds) but mechanics of the bolt stays the same
That's a bug with lethal things I beliebe
brutal company?
test? :3
no before i add physic items never happend
xenox i typed that shit like a furry, my bad
oh well by the looks of it its not fixed
this has got to do with all items being dropped at the same place
Toy hammer has been bugged for me before lol, its a lethal things bug, I've seen these toy hammers floating around, I pick em up and the game bugs out
hmmmm, because never happend to me. only once
Physics mod doesn't affect scans, or atleast I don't see a reason why it would
lmao dw
i love coach's voice
i think that's coachs voice
i got all the survivors voicelines stored on my phone, each folder has minimum 2000 lines or more
lmfao
XDDD
the source sfx sounds so much nicer than vanilla ones imo
source is legendary
its the sounds
wait
how about the Buckshot Roulette shotgun shoot sfx
Are u allowed to even just rip that sound?
I asked and nobody responded 🫠
i completely forgot what i was fixing
thats a sign to rest
time for slumber
sleep well
ah y if you have so many item on ship and door open. dont forget close the door 💀
because items come out
idk maybe bug? who know
and if add on storage. earrape audio
well
i tested some landmines
placed some items around it
even the modded ones
and im going to share the results
would it be possible to disable physics until items are picked up?
Yep thats a config
siick
the landmine explosions doesnt really move the items around it
but theres some motion for sure
i couldnt find the keys which i threw at the mine
idk if they got launched out of the map or they were in the corner of a room
does the weight apply for the object physics?
because the modded (they were heavy) didnt move at all
yes they do
ill try to find some light items and see if the explosion works on the modded ones
Corpses are what, 15 pounds? Or is it 5? Try items that match or are below that of a corpse
it still exists but it's less loud thank god
modded items move upon explosion
those are some sturdy items
the alarm clock got launched up in the air but not that high
I shouldve just copied the code the game uses for velocity calculation 🤔
has anyone tested whether multiplayer works now?
looks like there's some sort of conflict between this mod and LategameUpgrades
i see this
not sure when exactly it happens - on pickup or on drop
ohhhhhhh
i think i know
it's possible there's some wheelbarrows spawned on map
and thrown errors
wheelbarrows from lategame upgrades
i think it's another item worth blacklisting
could you remove physics from the lategame upgrades shopping cart and wheelbarrow?
i also noticed strange behavior - after ship takes off items get shaken all around in one moment
seems like it happens when there's transit between "landed" and "in orbit" states
and physics kinda resets or something, sending items flying
It sends items flying?
yes, items are suddenly shaken
in that exact moment that you're in orbit and not on planet anymore
what do you exaclty mean by sending them flying, just the items getting randomly shaken?
ah i thought you meant they'd start having physics and fly everywhere
do they get reverted back to their original positions or no
wait huh
bring it back to the ship
start the ship
as soon as i'm in orbit - items getting punched xD
one time
and then it's normal again
it's not that bad, completely playable
but still a thing
plebs
:(
seems to work with multiplayer now!
ehhh 50/50 chance ill fix that
if it works it works xD
well, it's not that bad
not gamebreaking
uh oh
selling items seems broken
they drop to the floor instead to the counter
and i can't grab them too
Uh oh
Alright
Do they roll off the counter or just fall straight onto the floor?
i put four items, one was placed correctly to the counter and 3 others just fall to the floor
man oh man Is that a Sound Phyics mod I see👀
well both I guess
but still
very cool
You can play soccer with a beehive now
weird, now i placed 4 more items and all of them was placed correctly
Does it depend on how large or heavy the item is?
Weird
seems like there's some conditions involved, further investigation needed
or some exact spot where i stand
I think the cupboard and counter use the same mechanic, I didn't test placing down the items on the cupboard
cupboard works okay it seems
I have a suggestion @brisk socket, since the dropping sound is the same for an item, i would make it that the every collision sound has a little pitch difference to make every collision sound more "unique"
I'm feeling eepy, going to sleep, gn guys
Is items getting sent everywhere when teleporting fixed in the latest version or are you still working on that
Had to disable again due to everything becoming sentient. Collision sounds even worse, even when putting it to 1 😛 Still love the mod though ❤️
lol, i have weirdest bug yet
throwing boombox with discjockey mod enabled makes it's volume randomly low/high
and with physics
i wonder what kind of conflict that even might be
Also if you set in config to items physics activate on pickup all Apparatuses become detached from their anchor points and jsut rest of floor.
it would be nice to have boombox in blacklist as well, i don't know what the hell is going on but physics cause it to change volume 😄
ideally config with blacklist so you can list any item classes you want
that will make your job way easier @brisk socket
what's with the flashlight
Tactical Helmet from AdvancedCompany mod
i'll make a modpack that's just vanilla game with enhancments
also xenox can you test this mod with the maxwellbolt, as the maxwell mod makes it spin
keep writing
Alright, I'll do it tomorrow
I think for some reason flashlights don't use physics
like i've just been testing stuff and they just drop like normal
oh cool
nice!
i wonder tho what will happen if you remove some items
they'll stay in config?
yep
yo
imagine theres a chance
that
you walk into one of the items and the character just trips
THIS IS THE IDEA LMFAOOO
I feel like it shouldn't work this way or that it's not working as intended. Happens with the pro and regular flashlight. (UPDATE: It's a different modded incompatibility)
Rune580-LethalCompany_InputUtils-0.6.0
PotatoePet-AdvancedCompany-1.0.136
Evaisa-HookGenPatcher-0.0.5
Evaisa-LethalLib-0.13.2
bigmcnugget-VanillaContentExpansion-0.1.8
jockie-LethalExpansionCore-1.3.15
Justice69-ImmersiveScraps-1.1.3
Ozone-Runtime_Netcode_Patcher-0.2.5
Regis-ImmersiveCompany-0.2.7
Evaisa-LethalThings-0.9.4
ShaosilGaming-GeneralImprovements-1.1.0
Hexnet111-SuitSaver-1.1.4
x753-More_Suits-1.4.1
Verity-TooManySuits-1.0.5
MORT1F13R-MoreSuitColours-1.1.0
notnotnotswipez-MoreCompany-1.7.6
EliteMasterEric-Coroner-1.5.3
tinyhoot-ShipLoot-1.0.0
EliteMasterEric-WackyCosmetics-2.0.0
TheFluff-FairAI-1.3.1
IntegrityChaos-Diversity-1.1.10
no00ob-LCSoundTool-1.5.0
Clementinise-CustomSounds-2.3.2
LethalResonance-LETHALRESONANCE-2.2.2
NotAtomicBomb-TerminalApi-1.5.1
x753-Mimics-2.3.2
Pinta-PintoBoy-1.0.4
darmuh-darmuhsTerminalStuff-2.2.4
Electric131-OuijaBoard-1.5.2
CapyCat-Solos_Bodycams-1.0.5
Suskitech-AlwaysHearActiveWalkies-1.4.4
IAmBatby-LethalLevelLoader-1.0.7
Major_And_Skiz-MoreInteriors-1.2.1
scoopy-Scoopys_Variety_Mod-0.6.5
Ryokune-Physics_Items-0.1.1```
Ok some mod is making flashlights act weird. I'll just state the incompatibility when i find it. (EDIT: It's https://thunderstore.io/c/lethal-company/p/IntegrityChaos/Diversity/)
list of things that diversity breaks becoming too long tbh
i hope author release 2.0 soon and fix all the nasty bugs
Heres the dll with the custom blocklist system. I recommend you use it with LethalConfig by ainavt (for anyone who wants to test)
The code is a mess and I wanna rest for a bit
Oh and here's a version that doesn't change the mods version, so you can play with your friends while trying out the system
ill go rest now
apparently, dropping boombox when using DiscJockey mod and Physics mod together makes boombox to change it's volume randomly. According to DiscJockey author, it's because Physics mod overrides volume of audiosource attached to boombox #1191366880775127081 message
It's possible to fix that case?
Or should i just blacklist boombox and go with it
DUDE I LOVE IT, THANK YOU
i like how the items that stay on the ship doesnt have physics anymore, it makes it less frustrating when youre walking on the ship
but once you pick them up they regain the physics again
Do you have that config enabled? Or is it doing it by default
Hmm not sure if I should keep this as a feature or not lol
I didn't intend this to happen but it does seem nice though
i think you should keep that
Ideally I should make this another config instead of default behaviour
And I'll do that once I figure out what caused that
i think you should make this a default
because of that clip
Lol yeah since the behaviour wasnt intended that happens
I'll make the config default to true
items return to their original position as the physics are disabled for them
what the peak
lmao this is how you move multiple two handed items at once, who the hell needs an inventory? :P
you've got the blink mod that's based off of SCP Containment Breach?
yeah
i suggest getting the SellTracker mod
never used it actually
it helps with managing the items you want to sell and save the rest for later
ill check it out, thanks
because of that clip i have a suggestion, decrease players speed as he's pushing heavy items like on this clip
basically when he's holding a gold bar for example
not holding but pushing one
ever tried kicking a gold bar?
no?
me neither
but i think you might break your leg after this one
Trying to fix the rigidbodies spawning inside of objects today 👍
Does the sound of items physicsing around count as sound to things like eyeless dogs? 🤔 trying to tiptoe around a floor covered in scrap to escape
what mod showing company profit quota ?
I'm not sure how but I apparently broke opening gifts
oh
so that what that was
does the item glitch out of the map or just drops nothing?
it spawns as a random scrap in a random position instead of spawning right at your hand
huh, weird
I figured out what was causing it and its my implementation on enabling/disabling Physics to switch between my physics and the games physics
wth caused that lmaoo
idk
axles are stuck in each other, and refuse to split. Classic Physics
Apparatus loses anchor point when turning physics off until player grab I think, how it did it with me 😛
ye they do
fanastic
sorta fixed
once i fix up the grid detection the apparatus should behave properly
always gotta be this bugger causin me issues
so...
the landmine isnt doing much
but
the lightning
umm
the items are getting launched into the space
I see nothing wrong with this lol, def feel like need a mod that adds a bin or something that you can store larger objects. Because as for scrap 70% of what we find is always a 2 handed object (engine, axle, bottles >.>)
not that's an issue for this mod, but I think with this mod, there needs to be something to secure large scrap
you guys know how the beehive is conductive, right?
well if the lightning struck the beehive, it launches the beehive in the air and it makes the bees on the loose
idk how long would your eardrums survive in this kind of environment
yeah be nice if a mod added a storage thing, or even like a under storage and you can press a button to open a ramp and can dump everything out at the company lol
then add physics support
maybe but i prefer the mechanic where the items are stationary when they are dropped in the ship
it works now but the items are stationary when you load the map or youre in orbit
that'd be a nice option as well
AC Love to see it :3
love AC
im waiting for it to add quota settings and apparatus value for each individual map
:3 I am waiting for everyone to realise it's the superior mod in condensed modpacks :3
you implemented the blacklist config? i wanna blacklist te boombox and the beehive
he did
@tardy bobcat there are the files
its not released yet
i'll wait for the mod update then
Looks like the fix is working
tested in multiplayer just now
physics totally desyncs
for two players items are in different positions and for another one it floats in the air on drop
everyone had
on host things are fine
second player had items in desynced positions, third one had them just stuck in the air
i can try to retrieve logs
do you need host logs?
or only desynced players
I need both
So far yeah there is no issues on the host side
looks like other player logs was overwritten somehow
we played one more time without physics mod, but i thought player-prev.log should contain previous session
maybe not
oh rip
for some reason when joining servers with this mod, the items float and cannot be picked up
i mean
you can pick them up but once you drop em, they're back at their default position
Logs please
I'll be releasing 0.1.2 today. Hopefully I fixed most bugs now
how?
Version [0.1.2]
Fixed
- Getting teleported used to make you spew items out.
- Landmines force not getting applied to items properly.
- Attempt to fix item spawning inside cabinets.
Added
- Custom Item Physics blocklist config.
- Compatibility for LateGameUpgrades Carts.
- Shovel interaction with physics.
- Blocklist compatibility with AinaVT's LethalConfig
Removed
- Some override configs replaced with blocklist config.
https://thunderstore.io/c/lethal-company/p/Ryokune/Physics_Items/
i schleep
hell yeaaah
Also forgot to add in the changelog but heavy items should slow you down now
walking through them?
still the same for me :/
Would it be possible to make items float in water depending on weight? In ponds, flood ect.
i wanna see the boombox float
It's in a different config file
not sure, ill look into that
Best feature
Ok thanks.
Yes
physicsItems_customBlocklist.cfg
i separated them so the auto generated config wont clog the main one up
attempt to fix item spawning inside cabinets
Wouldn't a simple fix be to just disable physics on spawning for all objects then just reenable the physics on pickup? It'd also fix the issue with objects in the ship making a racket when loading a save (I've not tested since 0.1.0, just to be clear)
That's already a config 👍
you do you have a role The Stairs
having an issue with, seems to not launch properly because of the mod. doesnt let me host or quit game
does this conflict with the throwing mod?
encountered first bug
when you push an item and pick it up you still got the effect of pushing an item
and as you load in onto the map while pushing an item the effect stays permanently
this bug still exists
and landmine works now, nice!
alright, when the player dies with items, the items are launched all across the room
this is good
(it was hard to test alone)
i think i came up with a new mechanic using this mod
it's a pretty risky one tho
i know that for a fact that monsters can interact with the items (push them etc.)
you can place an item on the landmine for a monster to accidently move it
or you can enrage a bracken and make it move an item on a landmine
it is hard but not impossible
i know theres a mod which makes the monsters step on a landmine but lets be honest
its not fair
No I think it's fair, it's a landmine, which are normally triggered by weight activating the pin. A Thumper crawling it's body that's probably over 250lbs not setting off a mine, is stupid.
One does not place a landmine down, and it magically knows they're "friendly" and won't go off
I also think there should be more infighting, or something that makes it feel like an eco-system. Like a thumper getting hungry, and charging a hoarder bug for a snack. (Braken obviously can blend-in/hide from it since they're so sneaky)
What flashlight mod is this?
Tactical Helmet from AdvancedCompany
Yeah you're right, realistically speaking the mine should go off on any monster.
But what i meant is that the way that makes the game itself scary is making the player hopeless, making the player die a lot etc. and making the game unfair to players.
That's why Zeekers removed the railing strategy.
Making the landmine fair to monsters mean it gives the tool to fight against the monsters which gives you confidence which means the game is less scary.
shovel:
And I'm pretty sure Zeekers thought about making the landmine fair to monsters, but because of that reason he didn't
i don't use fairai because it can prevent some cool encounters by killing things without you ever laying an eye on them
But yeah, realistically speaking you're right
I actually made my own mob spawning mod, so some easy wins, don't matter in the long run if you're taking too long. Also we've had coils heads trigger a mine and kill a crewmate
I mean if a lizard dies to a mine, that's a win - buggers so annoying xD
for every "easy" mod that's added I try to find or make something to counter it
added to our modpack, not the TSIO lol
The lizard is immune to damage i think
if you mean spore lizards, they physically can't die. and they don't affect anything other than making your vision bad
neither do manticoils (double wing birds) but they're killable 🤷🏿♂️
EverythingDiesMod 😄
making manticoils able to die probably required pretty much no effort
Yeah manticoils can die which is strange, I guess makes sense though for doggo interaction
anyone who uses that is a coward
I've even seen Babohawks and Dogs fight, kinda funny
Coilhead and jester in question:
I use it, only to make the lizard killable. If it didn't have configs I'd pass on it. Some mobs should be immune
Nah we aint gonna do them dirty like that, if someone making those guys killable delete game please :< haha ❤️
after much disabling and screwing with mods, this is for some reason breaking with custom moons and advanced company. if this is known please disregard my dumbass
Is this LCVR compatible?
Yep! Tried it, works very well
just tried LCVR with 0.1.2 and it just makes the main menu glued to my face to the point where i can't push any of the buttons
I'm sure it would be more fair if zeekers implemented a proper health and damage system to the game instead of doing what hes doing rn
Does this happen all the time?
sounds more like a lcvr bug than a physics items one. I've never touched any menus in this mod
If you get stuck on the main menu though, it may be cos of how im loading the custom configs
I had that too, idk if it was AdvancedCompany issue (it had an update too) or physics mod
the new updates makes the game stuck inside the main menu for me, here's my profile code atm 018d44bb-6af8-2d9a-97a3-46ed66f9f2dc
When i host it freezes my game at the main menu i have to wait good 10-15 seconds to actually load into the game
It's 50% chance of that happening
it's called FairAI i think
oh no, this is bad
btw that bug happens quite frequently, mostly just by accident
for some weird reason this mod causes me to be unable to host, dunno why
when i click on the host button, i get this
Ive fixed this now, thanks for catching this
yep
just to let you know, the mod kinda breaks the sticky note placement
I tried advanced company with v0.1.2 and it let me in the game properly
mods are weird
im aware xD
i'm trying to make it stuck again using only the physics mod, but everything is fine
advanced company may have had another patch
i launched the modpack where i had the main menu stuck bug and i don't have this issue anymore, i didn't update anything from that moment what the hell
moment
I'll be releasing v0.1.22 in a bit
I've also set up https://github.com/VisualError/Physics-Items/issues/new/choose for any issue reports
Uploading with mobile data gah
Version [0.1.22]
Fixed
- Player slowdown bug.
- Getting stuck at main menu due to new config system.
- Another try at not letting items spawn inside of cabinets/objects. (I'll try making them have no physics if they are in another patch).
- Issues should now be at https://github.com/VisualError/Physics-Items/issues/new/choose.
i wonder if advanced company has an auto updater 🤔
Two versions were definitely updated today
wait no thats yesterday
ok thats weird lol
can you make shovel interaction strength configurable?
because i wanna go bowling.
doesnt really work
It depends on where youre looking
though im not sure if i had it set to depend on item weight
ill check
beehive has 0 weight, so it should launch straight into the axles
i think
o yeah the force is pretty low
hm
yeah my force calculation is a little wack
oh i just noticed the games weight is in lbs not kg
but this is also happening since your character is looking down
if you put the beehive where the cameras head is at it'll have the same force as you did with the axles
there's no way you can actually do this
should i make the force scale a config
since i made the force scale on weight on my current version now
it is possible
is the config fix for the one where you cant host?
Yes
alright, thanks
the company clown
it should load the shadows here, why does it not do that
Facility lights off or no? 😛
jesus christ
no
oooo
whats the ones that have the cool battery thing under the hud and the stuff on the right
Don't Blink (battery thing under the health hud) and the 3 slots on the right is Advanced Company
they camping this shit
i meant like where the items are on the bottom of the screen, the battery
is that a "general improvements" thing?
pretty sure that's still Advanced Company, read the mod page and see if that's true
yes, it is
^ I double that, it is #1186884307332108339 ❤️
yeah, it is advanced company
Sorry for the late response, it’s advanced company
thank you!
@brisk socketi got the main menu stuck problem again, even after the update
is it possible that this is due to modded scraps?
it could be
do you have any mods that adds scrap with a randomized name/foreign characters
Also send full logs at https://github.com/VisualError/Physics-Items/issues/new/choose
Oh nvm I just opened the issue tab, thanks!
I'll look into this in a bit
forgot to mention, my menu bug went away on the latest update
~~still no vr throwing though 😔 ~~
For some reasons items on the ship don't gain physics when landing back down to a new planet. I tried and they do gain physics when landing on 0.1.1 and 0.10.
Oh my god the behaviour is inconsistent between LAN (How im testing multiplayer on my mod) vs Online
zeekers why
🫠
no wonder ive never had this happen to me when testing
@tardy bobcat had simliar issues I think too when testing? I am not sure, but heard a few times that local testing vs Online through servers acts totally differently
i should just get a second account with the game to test then
There's a lot of unpropagated changes to LAN when zeekers updates his game so that checks out
i know you're already looking into this, but i do not have mods with randomized/foreign characters, i thought i should mention for reference
Seems to be an issue with items that use escape characters.
I may have found a solution for vr players
this'll also let items you throw have the same velocity as the player, hopefully
I'm guessing this will work for VR
For any VR players that want to test this right now, here ya go
I don't own a VR so I don't know if the current throw multiplier I have works fine
I also fixed the boombox volume issue
this should let me change the collision pitch based on hits
yeah this does work
it requires a lot of force to throw currently though, it should be a bit easier
Do you think doubling the force would work fine, just by feeling
Since I can easily adjust the throw force
that'd probably do it yeah
alright thanks! i've multiplied the value to 1.6.
I also added in a config called DiscardFollowAmplitude that lets you set it to any number you'd like.
very cool, i'll test this in a min
works great! this is with a value of 35, since i felt like it was still a little too weak
okay, two issues:
- dropping sounds are global (they can be heard from anywhere in the map)
- after landing on a planet, everything i throw instantly falls to the ground
gravity is still normal on the ship, for some reason
also it seems like it is very prone to desyncs
Fixed the issue for the cassette mod @sullen dome 👍
For issue number 2 does that mean that the items dont have physics even when the ship has finished landing? Picking them up should have them become physics objects again
they didnt have physics while the ship was landing, and then after that whenever dropping them they would instantly drop to the ground and have nromal physics after that
except for in the ship, for some reason
i uninstalled it for our play session, let me throw it back in and try to reproduce
I love how this works without VR ain't gonna lie
like you have to swing to throw it
yeah, seems like it just happens for all scrap on the moon even if you don't touch it while landing
are you able to reproduce this or is it an issue with my mods?
So the physics work fine in the ship but not outside?
I think I found the cause, now unsure of how to fix it
yep
They get an additional throw force that goes down from my testing
i'm still able to throw things and the physics work fine, but it just has a very strong downward force yeah
Does the weight make a difference when you throw?
Or you can throw a gold bar like your flashlight?
no, that would be very cool though
I feel like throwing would feel janky in VR if I made the throwing force based on weight
since you can freely move heavy items around in vr anyways
idk, i feel like it would be fine, but i dont really know unless i feel it
ill try to add that in a sec
Alright heres the version with weight based force
i messed up the scaling
whoops
while it does work.. items with 0 weight (or 1 weight) will be thrown.. really fast
I'll get this feature working in another patch. For now I'll keep it as simple as its old behaviour that works with vr
Beehive is weightless, i can go bowling now
yippie
you could def go bowling with vr lol
also figured out that i can directly change the players weight if they are pushing an object
this is great
Now I just need to remember high school maths to get weights working
will there be an option to increase the gravity, i feel like it's a bit floaty atm
I was wondering why there isn't a lower gravity on the moons on lethal company
Each moon is earth-like?
Ive tried this and its been causing desyncs on my testing
So I'll keep it as a non config til I fix that
no moneh fo da VR
I wish i could afford one
I mean i could afford one if i save enough but the bigger problem is the space in my room lmao
me omw to throw big bolts at the bracken
you'd have a better chance at doing that with this xd
my code is becoming so spaghetti im afraid of releasing this version lmao
https://discord.com/channels/1168655651455639582/1187731860835532851 oh this mod might work perfectly with this
I forgot to do a version control but I think I may have big brained on something here
Alright I'll be pushing some changes in a bit
literally me
Drew a new icon!
Version [0.1.3]
Fixed:
- Slow effect being applied to all players in the lobby. https://github.com/VisualError/Physics-Items/issues/3
- Fixed Config loading bug when loading items with escape sequences. https://github.com/VisualError/Physics-Items/issues/2
- Fixed issues with the mod
LootableMusicTapes. For anyone that is still having issues, please delete your config files (physicsItems_CustomBlockList.cfgandPhysics_Items.cfg)
Added
- VR throwing is now supported!
- Config for how force is applied when an item is discarded by the player.
DiscardFollowAmplitude
Changed
- Item hit sounds now have pitch values. https://github.com/VisualError/Physics-Items/issues/5
- Colliding with items now change your weight instead of just slowing you down. (Does not stack up)
https://thunderstore.io/c/lethal-company/p/Ryokune/Physics_Items/
If only I can change the threads icon too
"Colliding with items now change your weight instead of just slowing you down."
really like this change
Was the glitch with items not getting physics applied when in orbit or on landing fixed?
why does it say this?
did you fix item collision sounds being global?
the modded scrap are floating again on clients
multiplayer isnt really working
there are items misplaced and floating
throwing is different for host and clients
throwing i mean the mouse flick and 'g'
the planet has become an unexpected asset to the company
We're meeting the quota today 🫡
refer to Golden Planet - Aug ??, 1968
cats still act weird ig
did thunderstore not update or am i going insane
it did
but 0.1.22 > 0.1.3
so it uploaded as a previous version
it's "older"
Something must've went wrong when I was uploading 😕
ill worry about it next time im happily lazing around today
this is how it looks like now
yeah that happened to me and some randoms i was playing with
and immersive scraps mod scraps are floating
idk what about AC scraps
oh sorry
not floating, they have no gravity
i can drop it and the modded scrap is stuck on the ceiling
@brisk socket Weird issue with latest update (Out of box) it removes sound from footsteps/jumping & doors.
i had that too
tested 0.1.3 in singleplayer and everything worked alright, no idea how it'll go in multiplayer though since it seemed to desync a lot last time we tried
0.1.3 kinda broke multiplayer
I'll try a new method on adding the rigidbody component to the item in the next patch. This will take awhile though as I need to completely rewrite my physics component class
I'm not even sure if the idea is going to work yet, but if it does
its going to make the mod much more multiplayer friendly
I feel like 1.1 is the most stable for some reason
Yeah I removed a lot of code that definitely made 1.1 work well in multiplayer
Most stuff I didn't know why it worked, but had to remove because of new features
when i get the multiplayer solution cooked up i should hopefully be able to use rpcs and not do the named messages jank I was using for checking for certain things
if things go the way my tiny brain tells me it should, the new method im thinking of should also preferably work client side when the host doesn't have the mod (meaning you can join any server with the mod)
Thanks!
This also seems super cool
You could already do this with the previous versions btw
I've tested 10 different servers and they worked flawlessly for me
1.1 def being the most stable lmao
that sounds great
i played some more solo earlier and it was a lot of fun. i love throwing items onto mines and then running away lol
one bug i did notice was that sometimes my own hands would collide with items when i threw them, making them just fall straight down
probably some sort of cooldown will need to be implemented so you can't immediately touch items that you just threw
i learnt about this mod's existence just now, it's absolutely hilarious. i love that my mod also works with it too lol
although it does seem like it conflicts with my mod a bit in terms of when and where items land as throwing them is supposed to do damage, trigger landmines, etc but im not sure if that can be fixed tbh
Should be easily fixable, I just havent gotten around to it yet lol
ah fair enough, let me know if i can help or need to do anything lol
will do!
I'm on the quest to rewrite my physics component class because I realized I can add a network behaviour on runtime. This has saved me so many headaches
the code wont be jank anymore
nice i need to implement networking lol
right now i cheat and use as many built-in methods with networking as possible, but it's gotten to the point where i need to implement my own now
I'm no longer adding the rigidbodies when the item spawns in. The logs are also so much nicer now once you initialize it once
I'm really liking the peace of having the ability to use RPCs now
with this i can be confident that things will actually sync when the host has the mod
if the lethal vr does this, ill also try to check its code: does lethal vr show you other vr players even if the host doesnt have the mod 🤔
if it can somehow do this ill try to make physics sync up to all clients that have the mod instead of relying on the host having it
yes, it uses the game's voip plugin, Dissonance
even if the host doesn't have the mod you can see other VR players if you both have the mod
On how things are currently going, it seems that this mod will have to become a host must have mod.
I've spent some time trying to find solutions to this but ive always hit a brick wall
Unless if I figure out how LCVR does it, this mod will require the host to have it, and you wont be able to join servers that don't have the mod :(
Ill take a break for today, maybe ill figure something out tomorrow(?)
On the bright side of things syncing the items have never been this easy
Tyty, they have a pretty complicated solution though. I'll do this when the mod is polished up
and i have no idea why theyre using this magic number too
ill ask the dev(s) about things if i feel like id understand them but i doubt i could lol
Thanks for all the hard work you're putting in to get this mod working. I feel like many other modders would have implemented the release version and left it as is, so I really appreciate that you are taking time to tweak the mod and fix compatibility issues with other mods.
I finally got the code getting every recursive collision an object has to other objects working 😭
It'll take some time for me to get the weight calculation working without it exploding to infinity but we're getting there
I think I didnt even need to do this
alright i made it work
i did not have to do the recursive things at all
theres still some cases where the weight stays with you for some reason. uuuuhhhgh
gotta take baby steps
I may have gotten it semi stable?
For anyone that wans to test this new update out:
report any issues with it, i truly do not understand my code anymore
Espesically the already reported issues too. If they ever got fixed by their own then cool.. lol
I THOUGHT I FIXED THIS
AA
alright theres gonna be lots of issues with this current test dll
my brain no worky
theres an issue with this mod, where the reactor (apparatus) has physics enabled even when its attached to the enerrgy generator thingy it falls out of place
I'll take a break on this mod for a week. I have to work on liquid labyrinth again :p
The mod made it to the Mods To Use series
https://www.youtube.com/watch?v=kJS5NK-Fy3Y
Lethal Company BEST Mods To Use #19 (MUST HAVE!)
Here are the best mods for Lethal Company, so that you can level up your gameplay with Lethal Company mods. This is the 19th part of the BEST Lethal Company Mods series.
00:00 Lethal Company BEST Mods To Use
00:09 Mod 1
00:54 Mod 2
01:28 Mod 3
03:37 Mod 4
04:05 More Lethal Company Mods
Snatchin...
0:54
What's that flashlight mod? Looks really cool
Tactical Helmet from Advanced Company
you're welcome
I dont know if it has been said before but i found a bug
Whenever you hold and item, and jump/turn fast your cam, you can see the ''grab'' prompt
it wasn't
but don't mind it honestly
Oh okay, sorry
but it's still a bug, you can report it over here https://github.com/VisualError/Physics-Items/issues
Okay
so im having a problem with the mod rn
a big one
whenever I launch the game with this mod in my pack it makes it so i cant click host game or quit, it also disables the music in the main menu
I have no idea if its a thing with my pack or the mod, if anyone can help thadt be cool
ok so.....I disabled the cassette mod and it seems to be fine for now....why does the cassette mod break it completely?
The change of motion of an object is proportional to the force impressed; and is made in the direction of the straight line in which the force is impressed. - Newton
We're making the quota tonight - Asset
my cabsh regster 😭 😭 😭
good lord, like mices that run out of slaughter cages
Any clue if this mod works with ImmersiveScraps?
the items have no gravity for the clients, so... no
for host works everything fine
Yeah we tried it out and unfortunately, it didn't work as intended
when i equip equipments from advanced company for more than a day i get the grab command spawning on my screen for no reason when i run , jump , stare at a wall , etc
is there a way to make stuff have more gravity? like have things feel less floaty
also loading in makes my character bounce around the ship
any updates on this? been a while
Nope
mb for the lack of fixes/updates. i can't really wrap my head around how to fix all the current issues the mod has
considering you're dealing with phyics Im unsurprised
just found this mod today dang :P I sort of want to see if this potentially could be a way to fix scrap not falling when the surface its on lowers
idk if this is a suggestion yet but they shouldnt have physics stuff when in ship, i see alot of people with that kind of issue they say
[i do not have the mod, you can ignore me if you want]
Great point. Lock physics in ship or even funnier micro gravity items when in orbit.
Physics Items behaviour in water? See the OopsAllFlooded mod for relevance
Wouldn’t it make more sense for physics items to only interact with the world?
So that they clip through each other and players
interesting
is this mod working for v50?
mod is broken and throweverything is broken too
is this mod and throw everything gonna be fixed?