#[Remake Coming] Abandoned Company Assets v0.15.72
1 messages · Page 2 of 1
yeah its on the source for 0.8.30
It's cuz I patched the glowsticks
🤑 more bullet lighters
🤣
i was leaving a trail of lighters along the floor to light the way to the exit
lmao
playing rn on 8.30 and i found 8 lighters on day 1
just uploaded 8.31
It came back because I used last night's version to patch glowsticks xd
Anyway; lighters AND glowsticks should be patched with this fix
i kinda expect glowsticks to have the 1000 spawnrate
i will explode
Sconeys patch moment :D
On the bright side, I might have gotten the flare particles how I want them
what we thinkin
'bright side' 🔥
Honestly, surprised no one made the Blood Moon mod yet because this really gives that vibe
oh, actually, I've forgotten to see if the scan works
Theoretically, just like the glowsticks, you should be able to scan the flare to see it easier if needs be
Pog idea
I could do this pretty easily tbh
Enemy spawn rate goes crazy on blood moon days
It's not like eclipse where they're spawned already, but it won't be long before the inside an outside both become hard to manage
this is what it looks like in the day
youcoulddomasaeas
How easily? Like, would you like, turn it into a weather? 👀
getting chased by SirenHead through this is gonna be awful 💀
I was thinking about how I'd approach that
Blood Moon could be cool in two ways yeah. Either a random chance to happen during the night, or a weather
Either it would probably make the moon permanently dark & red, and enemy spawns would likely increase. Or new entities spawn, like 'mutated' versions of normal enemies (Kind of like the blood zombies in Terraria etc)
So in terms of everything else, is everything in working order now?
Abandoned Company Assets v0.8.31
Masa is gonna found out inna bit!
@restive ivy know you're probably satisfied with your bullet lighter, but just saw this and thought I'd share
Huh that's really cool lol
I mean if someone wants to throw together a model for it, I'd happily replace it xd
Also....
I whipped up a quick little trailer for flares c:
Bruh
discord
RIP own messages
damn near lit the entire map
New candle particles?
^ I now know how to use multiple particle systems easily, so more complex particles will be super easy from now on c:
As learned from the flare
which is like mostly particles
new signal flare look/textures
I was thinking no particles at all tbh, other than the flame. But I guess it fits an old candle.
Candles got another change c:
A change that will kinda force you to use flashlights instead in certain situations
Candles blowing out, or you need another candle or lighter to re-light?
Hope it's something like the latter, as self igniting candle is a bit strange.
Well that's just videogame logic, in the name of fun xd
Sure.
Akin to the first, but specific situations, I'm sure you'll figure it out cx
Especially considering that there's already an infinite lamp in the game.
bout to relight these candles with my flashlight
surely sticking it in the Recharge Station wont be a fire hazard
Signal flare is coming up to being done c:
oo, havent checked up on this mod in a while, do we know what this means yet?
or the infamous FlowerHands? (RollingGiant)
jazz hands 🙌
if candles get nerfed one more time im gonna lose my mind
Curious what the new nerf is
lol they should be fine now, it probably wont force you to use flashlights unless you really wanna see outside c:
Ohhhh
okay i never use candles outside most of the time anyways since by then id have 2h scrap
do you think flashlights should cost more? Now that you add cheap options?
Naw, not really; I've tried to balance it around the existance of the flashlights
having a flashlight be only slightly more expensive than your cool options means that we dont get to use them as much though.
Ye exactly, but the lighter is like the actual equivalent to flashlights I'd say, although not reusable
oh also lore-wise flashlights are technologically powered so they have way more expensive materials (materials that the company monster likes to nomnom) :P
alr :P thanks!
10 dollar torch when?
Lasts 1 minute
Oh wait you mean like a literal torch like a Minecraft torch. I just assumed you were using the other word for flashlight
Candle > Lighter > Torch > Flashlight > Pro Flashlight
Torch maybe is just a much better candle like pre-nerf, just very rare
it was a joke for cheap lighting tools
Yea..
realistically a 10 credit torch would nullify the candle
Not findable lol. It's like the current easter egg item
What lighter is to ||bullet lighter||, candle is to torch
wait what ||i guessed the easter egg item||
Actually kinda makes me want that
Maybe I shouldn't have said anything but the secret was already kinda out
Due to accidental testing values being left in a release copy
i didnt know it was actually in there lol
i knew about bullet lighter but i gotta look for that now that its apparently better than the lighter
Well... I don't know that for sure
There IS a special secret mechanic with it, but I don't know what that is exactly
ill have to see for myself then i guess
I only had one I wasn't meant to have
oh yeah i had about 40 bullet lighters from the 2 broken versions
lost most of them after we all died
still can't believe I patched that bug back into the mod
it probably wont happen again righttttt
how much will it cost?
i mean is it reusable?
No, but it does light like the entire map lol
true which if it was too cheap my friends would definetly spam the hell out of it
Absolutely would lmfao
Does that work inside...?
Nop
Good
Can't use it in ship or inside
yeah afraid ill misclick and 150 down the drain
I'm really happy with the looks and the sounds atm
im ngl i thought it wouldve had multiple uses like the glowsticks but i cant say nothin till i actually see it
I'm fairly certain the signal flare should be bug-free on release
we'll see
So far it's my favourite item cx
yes it will have the largest effect by 100 times
When is it releasing 🤔
I'm actually about to xd
i got you
Just need to do one more test xd
Roblox looking title
IT'S NOT HALLOWEEN
AND THERE'S NO CASH
im going to steal ur knees
Update is pushed to thunderstore c:
Now just gotta wait for it to be on there properly
Remove the kneecaps
Speak only truth
#ABANDONED COMPANY ASSETS, EMERGENCY FLARE UPDATE!
https://thunderstore.io/c/lethal-company/p/Sconeys/abandonedcompanyassets/
With this update ACA now contains 5 new items added to Lethal Company, all fitting well into the lore and all unique with different mechanics! By far this item is my favourite so far, launching the flare is very satisfying to me, so I hope it is for you! Thank you all for you support, and thank you for 5k downloads (almost 7k now)!
Version 0.9.32
- EMERGENCY FLARE RELEASE!!
- Emergency flares can be used to light majority (or all of) the outside, or used to signal danger to other employees.
- Emergency flares are single use but can be bought from the shop for (currently) 100 credits.
- Lasts around 3 minutes (almost a quarter of a vanilla day)
- Flares can be scanned from a distance of 250, allowing for better visibility and navigation, potentially even in low visiblity conditions.
- Use with caution.
- Candle Changes
- Candles will now no longer function outside in some weather states.
Abandoned Company Assets v0.9.32
Feel free to show me how you end up using them c:
OOoooo, nice! These look fun :O
im gonna turn the sky red
nah it a trending hashtag
this item actually worked very well and actually turned the sky red and is great for notifying your team that its time to get the hell out without walkies or going in and yelling not very useful during the day but its a great light source and beacon for people who dont know the bigger moons very well (my entire team) and i would say is worth the 100 credits for operator instead of 3+ walkies and -1 slot for the people using them (unless you have a slot mod which we dont)
my friends said it looked like a meth pipe and another said it looked like an upsidedown incendiary grenade
Slight meaningless incompatibility: you cannot buy emergency flare ammo for the lethal things flaregun when you have this installed. Obviously, this is pointless because they basically do the same thing but it's good to point out I guess
Lmfao
Well that's awesome!
Works exactly how I wanted then c:
Thank you for letting me know!
since this is focused around scrap that's actually useful, how about a brick?
so when i see a thumper i can just
it could be both a melee weapon (very, very short range) or a single use projectile
breaks upon contact with an enemy or a hard surface
by the way, love the amount of light source items you're adding
I've been working on some enemy concepts and it inspired me to create an entity that's attracted to light
i dont think brick melee would work very well unless it did like no damage or broke instantly but this is a very creative idea
i came in to check what this mod was, will be staying for caramelldansen lighter
and then the thumper just
it's just another function, but yeah lmao
using it as a melee would be """unoptimal"""
(just for shits and giggles)
cuz yeah it would break instantly and have like no fucking range
the thumper:
i was legit doing this 5 minutes ago
maybe a brick or rock that stuns for like 3 seconds
stun + 1dmg
blunt weapon
this game needs blunt weapons
wait
the shovel is a blunt weapon
i think stuns should be more coordinated rather than sporadic like throwing a brick
yeah so is all the other ones except if you have fire axe from lgu
they require more strategy (timing stun grenades properly, lining up the zap gun properly)
whereas raw damage you can usually run in and do a few hits
brick is just a brick it cant be a nuclear bomb
i think 1dmg + the normal (shovel) hitstun would be fine
yeah like a stun grenade but less accurate
plus stuff like thumpers already slow down after getting hit, so it would function as a mini-stun anyway
yeah thats what i was thinking
it only takes like 1 corner turn to escape a thumper if he stops
you can juke thumpers pretty easily yeah
unless you got heavy scrap then you better drop that shi
the brick could be useful for tight spaces against thumpers, but they wouldn't be completely reliable like an actual weapon, so it'd be a last resort sort of thing
which i think works for a funny yet useful item you can find randomly
maybe it could confuse them and make them forget about you after the stun unless they see you again
yeah obv brick wouldnt be in a store
thumpers are cannonically stupid so i think one mini concussion would make them forget what their doing
it could also be configurable like the stun time, damage, and if they forget you or not
and spawn rate of the item
actually if we're talking about additional ideas, there are a lot of opportunities with even more expensive items!
I had the thought of a sort of electric tripwire trap, which you could set up (with two poles) in front of doorways or whatever, and it would stun enemies that crossed it for a good while
It could spawn naturally too as a hazard (although that might be difficult)
thats the typa item i would tell my friend to avoid after placing it and 5 seconds later they would step on it
ziplines could also be cool (would probably be waaaaay more difficult than tripwire)
Glowsticks still seem to be only working for those dropping it. Anyone can drop them but only they see it. Maybe a mod conflict of mine. 🤷
That's odd, can you send your logs?
Sconeys probably sleeping right now so she'll check out the problem lafer
Strange, it should be sync'd
I'll test
unfortunately networking is a strange beast
True and real
making progress on this issue c:
https://thunderstore.io/c/lethal-company/p/Sconeys/abandonedcompanyassets/
Version 0.9.34
- Fixed network syncing with glowsticks, glowsticks will now spawn for all players.
- Fixed potential similar issue with signal flares.
Actual fire 🔥
https://thunderstore.io/c/lethal-company/p/Sconeys/abandonedcompanyassets/
Version 0.9.35
- Fixed lighter destroying webs while pocketed.
Hey @restive ivy, is there any chance you could add some kind of extra use to the candle, maybe as a defense against the ghost girl?
I love the lighter and candle, but now I want to make it hard to use the normal equipment because the lighter is just so fun to use.
At some point I might add an interaction with the bracken
cx well I'm flattered
everything has ups and downs in this mod c:
I try my best to make them fit in
There should be a mod for the charging station to be an upgrade rather than default. The batteries mod lets you disable it entirely but not unlock it..
I was thinkin on that today
Wait I've already said this in the ship overhaul idea.
Eh. It still applies
That’s a really good idea dayum
Especially with this mods mechanics being one use
But it could end up feeling like more of a necessary purchase that just slows you down
True
But antique candles
If lighters were buyable it would be game over
If lighters could be refilled it would be even more game over
Actually there's an idea. Some kind of buyable lighter fluid. Has limited capacity but can refill multiple lighters worth. I kinda wanna play LC but you start at the literal rock bottom and have to rely on non-electrical equipment. I don't actually know how long lighters last normally, I've never worn one out
LC: Brutal mode, except that the Brutal name is already taken
maybe if there was a way you could unlock the charger through like a series of quests across planets
or something of that sort :P
that could make for cooler longer runs
TBH I think it's more of a question of if the mod is paired with the right mods
but the charger really is insanely useful/super necessary
playing the game without one would be difficult
I see the point but also it depends on mod loadout
I think probably the best option would be (if types of ships were ever a thing) have a really good ship, with like everything, EXCEPT the charger
there could be a charger at the company
I'm gonna try turning off the charger and making the battery item available in the store for 5 credits. See where that gets me
I just really like the idea that you can cheapskate your way through a few quotas
Actually this is a nice compromise. This or only being able to use the charger in orbit- maybe it works solely off of the engine power? Precaution against fully draining the ship battery leaving the crew stranded on a dangerous moon?
Also unless this is reproducible on a flooding surface it's likely an OopsallFlooded incompatibility but haha underwater candle go brrr
Yeah that’s definitely a weird issue with oopsallflooded lol candles don’t work outside during flooded or raining
But also you’ve made something apparent to me which I’m going to patch now lol
Congrats on a billion more posts. (1,282 and counting.)
Let’s goooo
https://thunderstore.io/c/lethal-company/p/Sconeys/abandonedcompanyassets/
Version 0.9.36
- Lighters and candles will no longer function underwater.
1984
But now how am I going to have my underwater birthday parties!
do all scrap lighters found inside have no fuel?
Mine have some
Lighters will always have a randomised amount of fuel above 0
(15 minutes to 30 I believe)
i have yet to have one last for more than 5 after all the nerfs
the past 3 candles i found indoors had to fuel
you might have made them start lit?
because when i find them they have that smooth part at the top like when it goes out
Hi, I really love the glowstick and the lighter ! But the flare make it unable to buy ammo for the flare gun in another mod. I've looked and realize that there's no config to set specific item off. Is config planned for this mod ? Thank.
I'll be working on sorting that out at some point soon c:
Excellent new ! We had to pass on your mod last time sadly but I this mod will definitely be added when config will be there.
We still tested it and the glowsticks, let me tell you, this is by far in my top 5 brilliant ideas I’ve found!
Making a disposable pack of three is such a good idea. It balance the fact we don’t have a lot of inventory but not too much to easily fill the interior with glowsticks.
Get that one terminal autocomplete fix mod!
hey i've been wanting to try out making a mod, do you have any tips on making 3d models for items and implementation
For making 3D models: Blender unless you want to pay for another software.
Just try to follow a general blender tutorial for blender hotkeys etc and after like 50 minutes and messing with a couple hours you'll know what to do
To get the sizes I wanted I just made a big model and imported to unity along with LC's models and shrank if needed to tbh
But generally blender has measurements when you make meshes
So just keep in mind the player is like 2 meters tall or smthn
the player is dutch

My models are always like the size of a small building when I export them lol
I just shrink in unity
lol oke
what poly count should i aim for
lower is closer to basegame and better for folks running on low end rigs
what 'lower' should i aim for
No more than the most high poly object in LC I'd assume. You can always do the retopology after the model is finished.
and how much would that be...
🤷
As a general tip, if it looks like roblox, it's good, for meshes you can add a modifier called subdivision that makes them look higher quality without performance costs and you can shade them smooth by right clicking and pressing smooth so just settle for super low poly
Well for example the candle started from a cylinder with only 15 sides lol
how many polys is the lighter?
Starting work on the first company item to be found in the dungeon c:
Aren't all of these items findable inside already?
Not all, I'm starting on the ones that are in the game already
First one being the bb flashlight
🤞 please make it a "Broken Flashlight" that flickers, please make it a "Broken Flashlight" that flickers 🤞
It's going to be a host of various potential effects
||ps: there're a number of mods now that add the base items into the game as findable items, so less of a need for that if you don't feel like recreating the wheel so to speak||
huge, lets go
yeah...they all appared after I started making this mod lol
but I'm gunna do it better
so
huge
A "Pro-Radio" that's an upgraded version of the regular walkie would be cool - could imply there are teams out there with access to better equipment than us
G'day, I've noticed your github linked to the mod is busted. is that intended or an oopsie...? D:
but while this thread is still here:
There seems to be an issue where the name of your emergency flares are colliding with the emergency flare (ammo) from lethal things.
could they be renamed or differentiated somehow? Like say, Emergency Signal Flare?
Abandoned Asset Idea: Crowbar
- could be used as a weapon
- could be used to pry open locked doors (but eventually breaks when used this way)
hopefully a weapon that hits more rapidly than shov but is less damage? if you can get like a .5 of a damage. rather than shovs 1
could be good to have some variable speed.
next up, half life bunny hopping
pretty sure a mod does that already lmao
maybe fade the base green like its been left sit for a long time? 👀
YOOOO
This mod is gonna be 60% alternate light sources but I love it because every single one is a banger
The plan for rn is to have a range of different potential malfunctions with equipment found in the dungeon, randomised per item, as well as the chance to be perfectly functional
Their scrap value will be slightly higher than their shop counterparts, since it's more considered "recovered" equipment
Therefor, being paid a "bounty" for recovering Company equipment
oh wow that is some low light
All traits will not be immidiately revealed also
To prevent someone picking up an item and just instantly dropping it again because it has something they don't like
yeah imo it should go from "slightly brighter than the OG flashlight" to "completely off", to show the batteries/internals are really failing and can't maintain a steady output
that was just a initial test amount, this is what it looks like rn
@
The initial very slight feigning on the torch will be there for all abandoned torches
but the actual flickering will only occur if the flickering state is chosen
Looking better!
||a slight clicking noise when it flickers might be cool too, or it might get annoying, not sure 🤔 ||
Just got the flashlight network syncing properly, as well as having the flickering behavior when on the shoulder
😮
The Abandoned Flashlight might release today
Also config will finally be coming with the next update
As stated previously; you wont have the ability to edit the specifics of the items, but I will let you disable/enable items at your leisure
^

demoted for light mode IDE
ur mum
and that's notepad++
i dont know whats worse, coding in notepad++ or using lightmode or both
Config is coming! Yes !!
But I have to be honest with you.
We dicided to remove what was conflicting with your mod to get yours instead. I think config is important but your mod is a gem.
We’re also looking forward for the bb flashlight. Look awesome.
Oh WOW! That's really fucking awesome to hear!
I appreciate it! 
that will be false by default
@pearl oak ? It is related to lethal company,,
yes
we just discussed it and im gonna allow it for now on the basis of it being relevant and in your own thread, but i still need to talk to some others to have it fully approved to get something solid. so to be in the clear, pls delete the message once ur done streaming
could be cool if you could find an old gun/pistol you could use or somthing like that Abandoned Asset
Btw you now qualify for the #content-creators lol
y
ey nice
how get
Modmail and post requirements in #content-creators top message
Might as well go through the proper procedure
Oh yeah completely forgot to give u the role too
pogging
im good at uploading updates 
Third time's the charm.
VERSION 0.10.43 OUT, ABANDONED FLASHLIGHTS!!
https://thunderstore.io/c/lethal-company/p/Sconeys/abandonedcompanyassets/
Version 0.10.41
- ABANDONED FLASHLIGHT RELEASE!
- Abandoned Flashlights can be found inside the facilities.
- Abandoned Flashlights will have a randomized amount of charge and will have one of seven random malfunctions. c:
- The Abanonded Flashlight has an altered model and texture!
- This is the FIRST of the vanilla game items to get this treatment! (The plan is to have all of them!)
- Glowstick Changes:
- Glowsticks cannot be used while in orbit anymore.
- Glowstick Pile price lowered from 20 to 15.
- Config added to enable and disable items. (And use a compatibility name for the flare.)
- All flickering is now handled server-side. (Should be)
- Fixed lighters not using fuel on burning a cobweb.
Version 0.10.42
- Fixed the Abandoned Flashlight icon.
Version 0.10.43
- Slight buff to Abandoned Flashlight item spawnrate.
Yayyyy!
Hell yeahhh I've been wanting those abandoned usable scraps in the facility for so long, thank u 🙏
More to come!
Poggg looking forward!! just loved the idea of seeing traces of others have went inside the facility before, you can do so much with it!!
Gunna start working on the pro flashlight now, since it will be minimal work c:
No so much an ask but simply a question. ReservedFlashlightSlot support?
By my understanding...I believe that it should be supported by default? I'd assume that ReservedFlashlightSlot uses flashlight items as reference but if not I may consider adding in future
I'm gonna check.
There's some features that might not work correctly if using ReservedFlashlightSlot, so 
It doesn't go into the slot. But maybe for the best, considering what you say about it possibly not working correctly.
Mhm, mhm
yes? xd
Doesn't look right.
oh that's exactly how the normal one is
Yeah, you're right.
Don't use regular flash much.
if that's how they want it xd
Still looks wrong, but at least it's not your fault.
yes xd
game weirdge
lmk if you run into any bugs 👀
oh wait I just realised one
Not one that you guys will notice atm but I'll fix it still xd
It's the bug that bugged
I love the lighter
Deserved
Abandoned Company Assets v0.10.43
Jealous
Hi hi. There exists two mods already that "Allow you to find equipment within the facility that can aid you in your scavenging."
https://thunderstore.io/c/lethal-company/p/Snowlance/SpawnableItems/ works as host only and has per-item rate config though it's messy, but I use it.
https://thunderstore.io/c/lethal-company/p/KawaiiBone/Remnants/ requires everyone to have it for some reason and doesn't mention it, has some nice config ideas.
Edit: https://thunderstore.io/c/lethal-company/p/Ozone/Spawnable_Store_Items/ also this one I haven't investigated because it seems redundant and abandoned : )
Minor warning, if a ladder spawns inside on a stormy day it will be hit by lightning. Otherwise not seen issues. Dunno what would happen if someone used a jetpack inside B) Could test.
Yea but do these mods have flip lighters?
And those are related to this mod how?
Yeah this is indeed a little unrelated since the goal of this mod is slightly different…
Really quick though, I’m actually trying out Spawnable Items, can you configure rates per moon? And, does it have custom moon support at all?
Description has an answer to that.
One message removed from a suspended account.
One message removed from a suspended account.
Look at Planned Features.
I saw that yeah, apologies :/. I think I assumed that meant simply changing its default value
11pm and a lil tired
These mods were actually released after mine c:
That doesn't look abandoned. 🧐
yet 
Once you get to the jetpack there better be a way for yippee bugs to wear it and use it :0 (Just got this idea in Masa's mind and it sounds very entertaining so it had to be shared)
It's not a competition I'm just spreading that knowledge particularly if open source projects.
Mods you posted do completely different thing though.
They simply spawn store items in facility. ACA adds new useful scrap.
I quoted a planned features of ACA's description.
I don't think that meant spawning existing store items in facility.
Probably stuff like a cart you can fill with scrap.
@restive ivy can you clarify?
That's in a mod already sure.
Let's not speculate further anyway.
Huh?

My mod does something completely different to those two mods, you can literally look at the newest item for an example of that
Nah, it's about one of your planned features.
Allow you to find equipment within the facility that can aid you in your scavenging.
Taking the one without the context of the others is rather strange
these all go hand-in-hand
the abandoned flashlight is an example of that
All those other two mods do is spawn the base game items inside the facility
I think a lot of people would assume that those bulletpoint are separate.
My mod creates completely separate items, based on the base game items that spawn in the facility
They're the "same" item
from a different point in time
In different condition
As opposed to just, slapping the items in the facility
Makes sense now, because current items already aid you so to speak.
also I'd like to note; it's rather weird to come into someone else's mod thread and post two mods which you believe make this mod obsolete
Don't think that was their intention and I hope I didn't make you think it was.
Maybe renaming that section from "Future of this mod" to something like "Philosophy of this mod" would clear up any future possible confusion?
Eh, maybe, but at the current moment it is the future since I still need to get around to creating all the items
Are you planning to make that red flash as a pristine buyable version?
I might make a buyable version of it, but I'd wanna see how it feels first
Thanks for thinking positively.
There was no insinuation that ACA is not a unique and novel mod. Edit: which I will be using in my private modded lobbies.
I wrote everything that I want to convey and might interest and affect developers of tool-spawning mods.
Ahhhhh, okay
On the other hand, ACA might make those mods redundant for the experience I'm trying to create in private.
I don't suppose you are planning interaction with the findable batteries mod? (it might just already work, will test) (someone is also making radar boosters into mobile charging stations but the game feel is a bit off to me)
I am potentially bringing findable batteries as a compatibility, if it isn't already c:
I use that mod myself
Extra long dungeons gonna be interesting.
You talking about this one? https://thunderstore.io/c/lethal-company/p/eXish/Batteries/
Only wish this mod worked similarly to reloading a shotgun. As in having item you want to reload in your hands and pressing a corresponding key. But I guess it doesn't work like that because that would probably require changing every battery powered item directly, which is a compatibility nightmare.
if I might give some feedback - try to align the scuffs/dings with the corners and edges, where the flashlight is most likely to have taken damage
It... Does tho?
Press C holding any electric powered item. Yes, including modded ones
Oh, either it worked like that in earlier version or I mistook it with something else.
This mod + Astroid13 = 😘
Game crashes on exit since the last update. Wasn't an issue before last update.
Confirmed. Tested on clean profile with ACA only.
Yeah it's a weird issue I noticed, no idea why
I mean I'm not that worried tbf, it's basically a non issue
Sure, crash on closing is better than any other kind. But it will worry people that had none before nonetheless.
If someone could try n get a screenshot of the crash message would help c:
No screenshot since you really can't but here's a log testing with just ACA itself along with it's dependencies. I only just got to main menu and exited and then crashed.
Don't think game was up long enough to properly log anything lol
A bit longer into it lol. Maybe this one's better 🤷
that's so weird, there's nothing there that even indicates a crash
just realised I changed the flare's name by default lol
Since this item is two-handed, it will slowly charge when left on the ship
ALSO
this item is basically done
so
The idea is that it's going to be pretty damn heavy, light a lot, have relatively long battery life but also be two handed.
One person would basically have to be the dedicated flashlight holder if they wanted to use this

It'll be coming tomorrow
nice-
NICE
So it's like the handheld floodlight of the flashlight family that is being created here
Player.log is what you need.
:D
ABANDONED COMPANY ASSETS 0.11.45
https://thunderstore.io/c/lethal-company/p/Sconeys/abandonedcompanyassets/
Version 0.11.45
- INDUSTRIAL FLASHLIGHT ADDED!
- Industrial Flashlights can be found inside the facilities.
- Industrial Flashlights are a two handed, heavy flashlight, with significant lighting potential!
- Slowly charges when left on the ship, or being held on the ship.
- Fixed random chances on flashlight script.
- Altered Flashlight script to be used with non-broken flashlights (or anything akin to).
[BIGGER IS BETTER UPDATE] Abandoned Company Assets v0.10.43
ABANDONED COMPANY ASSETS 0.11.46
https://thunderstore.io/c/lethal-company/p/Sconeys/abandonedcompanyassets/
Version 0.11.46
- Potentially fixed the weird crash when closing the game.
(Also new icon)
[BIGGER IS BETTER UPDATE] Abandoned Company Assets v0.10.46
we got a big 2 handed flashlight that lights up a lot, go try it
that's fucking amazing
I am proud of you!!!!
the actual feature
awaawawawa
the giant flashlight
beeg
Crash on quit seems to be fixed so far. Thank you!
Hmm. Industrial Flashlights doesn't seem to be much better than a regular Pro.
It's the protopro flashlight. Before the sleek yellow package, there were these abominations
Company (or their equipment provider) improved on the design significantly and now the old ver isn't in production anymore
Wait I haven't played yet. You can't buy these in the store, right?
Industrial Flashlights are a two handed, heavy flashlight, with significant lighting potential!
No, they are scrap.
Ok, just scrap. New headcanon for this mod
Unless it's not supposed to be better than Pro. Description just felt like it is supposed to.
would there be any way to make the radius larger? i think it'd fit
Previous was with another light on the ground
this is it alone
it has the lowest battery use in the game too
Actually turns out it's broken lol
a?
ABANDONED COMPANY ASSETS 0.11.47
https://thunderstore.io/c/lethal-company/p/Sconeys/abandonedcompanyassets/
Version 0.11.47
- Fixed the Industrial Flashlight.
- Much brighter than before.
- Has significantly more charge.
- Charges much slower on ship.
- Slightly heavier.
wuh oh
sec
there's a bad bug with this one
oof
Pushed a patch for it already
https://thunderstore.io/c/lethal-company/p/Sconeys/abandonedcompanyassets/
Version 0.11.48
- Fixed missing object reference.
it should go up just after the last one
or maybe even at the same time (hopefully)
Nice
It's now as strong as I wanted it to be
but is an absolute bitch to use
You can't run from anything you see with this if you're too slow to 
Pushed one last balance update
Back Muscles save me
Wait, 63 pounds AND hands full?
What's it tend to be in scrap value?
63 pound ma ?! Ooufff that a realllly chunky flashlight.
You’ll be heavy in no time and don’t think about bringing tools, I think the flashlight is too much heavy to be worth taking. Cool items to find but too heavy.
Kind of agree... but also it is a very cool flashlight
could be used a beacon of light to guide you though, even if you can't take it with ya often
i agree though that 63 is a loot
IMO being two-handed AND 60 pounds AND loot-only is a tad much. Personally I would make it not two handed (we can store boomboxes!) and keep 60lbs loot-only, but I don't want to come off whiny like "BEEG FLASHLIGHT SUXX MOD BAD!!11!"
like, that's usually what a full inv with half lightweights and heavy items looks like
I guess technically you either pocket or drop candles/lighters, the mod is consistent with making you drop lights to do anything.
Well, aside from old greens.
Speaking of, yesss just found the abandoned flashlight. I love it. It's useless, but I love it
Even if it was like 30lb, it still wouldn't be really worth taking after bringing it back to the ship.
Naw, I'd use it at 30lb
Maybe I'm being unfair because of personal bias against anything two-handed
Huh? It's two handed though.
If you has bias against two handed, you wouldn't use it.
You also don't really need that much light with vanilla darkness anyway.
No, I'm saying maybe I'm being unfair against the current version of the flashlight because it's two-handed and I shouldn't judge it before I've even found it in-game
You know what we need as a mod? Some method of carrying a second two hander without outright removing the mechanic. Like a tow rope to drag the engines behind you, or maybe a backpack that only carries one item but can hold two handers
You can only use this method on one two-hander at a time. So either you carry two scrap or 1 scrap and a floodlight (or other modded two-handed piece of equipment)
Probably best as its own mod idea, might suggest later
Kind of warming up to the heavy flashlight
IMO, better way to balance Industrial Flashlight would be making it weigh around 20 and have scrap value a bit less than two handed items of similar weight. And finally, bigger than Pro but non-rechargable battery.
^ Perhaps also have a chonky battery replacement also as scrap if this plan is a go
I'll be reducing the weight a bit
2 handed is good, 60 lbs may not be
For reference a gold bar and cash registers are like 100 to 150 value, one of em is one handed, and both at like 80+ lbs, though they're extremely rare so makes sense
imo 39-47lb would be good imo
I wish calculating the weight was easier lol
Abandoned Company Assets Version 0.11.50
https://thunderstore.io/c/lethal-company/p/Sconeys/abandonedcompanyassets/
Version 0.11.50
- Industrial Flashlight balance again.
- Battery consumtion is slightly higher.
- Weight reduced from 63 to 47.
- Max potential value reduced from 200 to 125
[BIGGER IS BETTER UPDATE] Abandoned Company Assets v0.11.50
it was 63 lbs?? holy shit
Real Styropyro device
thanks for that btw. noticed it the other night. now I turned the flaregun back on.
ability to shine it in the giants eyes at close range to make him dizzy, when?
oh my what. DAT WEIGHT.
[laughs in wheel barrow/shopping trolley in lategame upgrades]
you can actually stick a candle in one and have it stay lit, so you can walk around with a candle light wheelbarrow (said trolley and wheelbarrow can also take multiple twohander items too, at the risk of combining the weight but reducing it by a small percentage and making you squeak a lot), it's pretty nice.
really useful for the freighter of the group moving stuff to ship if too many twohanders come out.
and just really handy if the trolley spawns in the map and you gotta get out. probably died a few too many times being greedy while using it and getting lost
Eh, I never really liked the wheelbarrow for going inside
Hard to explain why
I guess partly because it's expensive and I'm a solo player who could die at any moment and lose all equipment not on the ship
the candle should eventually go out even if not being held
I usually leave it outside, but alrighty. unless I find the shopping trolley.
hm... it stayed active for a while, so it was nice. but I was ended by a snare flea and some other stuff that came while I was blinded and then a hoard bug stole my trolley before my screen went back to the ship
pff lmao
Yep! c:
What happens is that in another mod thread I came up with an idea to make a "mid" counter to the eyeless dogs.
A new purchaseable item called IED (Intentionally Explosive Device) [Name created by @jagged python]
The IED is a mine where the player can place it anywhere, but any creature can step on it and explode because of it, differentiating it from normal mines that only explode by a player.
This object will come in two states, the deactivated one (comes by default when dropped by the dropship) where it can be grabbed and dropped; and the activated one, with a visual cue that differentiates it from the deactivated one, can't be picked up when activated.
In short, a placeable and purchasable mine where any creature that steps on it will explode, including other players.
you could make it both explode and trigger stuns for all in radius

So that it still has an effect on unkillable entities
Would kinda blow to have a coilhead dead-sprint through it with no impact
If wondering why no updates since pro flashlight model, it's cuz dragon's dogma has stolen me away for a bit...AAANDDD going through caffine withdrawal
(quitting energy drinks lol)
dragon's dogma is really good tho c:
cool!
Nice
Actually; I just got sudden inspiration to test work on another idea I had

Ominous
me when the court refers to my explosive as an "IED" when I used the most prestigious of materials and fine craftsmanship
That is so cool, that’s like the pro flashlight that the last crew left behind. Or maybe it’s old stuff from when the moons was still active.
I presume the pro flashlight will have the same sweet mechanic as the bb flashlight?
Lens should be cracked
What's the ETA on config?
yeeep
config?
Sorry, forgot it was already there. Was wondering if we'll get more things to configure? Like picking which items can be bought or not.
Ohh, yeah shop customization is there too. You can choose what items (that are in the shop already) are or aren't in there. I might add a feature where you can order a "Repossessed Equipment Bundle" which could give you a random set of the abandoned items
Nope! All good!
Abandoned walkie talkie 
soon ™️
you gotta trademark the walkie talkie too when you release it
Abandoned Walkie Talkie Update ™️
lemme just throw in another of my ideas i have in here
a low life (4-6min) talkie with a small integrated weak flashlight
The abandoned Walkie Talkie should have a rare chance to pick up 'crew survivors'.
Get a bunch of people to do voices kind of like how Phasmophobia did it with the spirit box & radio responses, and then have that be a random thing you can hear while using the abandoned walkie talkie
Just a suggestion.~
this would be cool as fuck
You can get Insym to do a voice
And yourself
Insym is actually one of the main people I really would love to see try this mod cx
ABANDONED COMPANY ASSETS 0.12.51
https://thunderstore.io/c/lethal-company/p/Sconeys/abandonedcompanyassets/
Version 0.12.51
- ABANDONED PRO-FLASHLIGHT ADDED!
- Spawns inside the facility.
- Works the similarly to the normal Abandoned Flashlight!
- Custom textures!
- Secret abandoned item patch.
New version is uploaded, will be available on r2 soonge
Version 0.12.52
- Slight spawnrate buff to some items!
Me too xd
[NEW ITEMS] Abandoned Company Assets v0.12.52
It does sound nice here I was thinking about it having a lot of static
I like this idea!
It's like one of those vids I always scroll past where they're like "I spent 500$ on Ebay mystery boxes, what I found was shocking!!! 😱"
Except in this case potentially useful
LMAO
@restive ivy
I'm guessing she was typing Pro and his tab without thinking much about it
EPIC
also i dont think the power is random
i found it at full twice now
and this is my second time finding it
Lmao interesting

Abandoned Company Assets 0.12.53
https://thunderstore.io/c/lethal-company/p/Sconeys/abandonedcompanyassets/
Version 0.12.53
- Fixed scan name bug on "PlatformEffector2DEditor" (Abandoned Pro-Flashlight).
gad damn thunderstore is slow today
this is also getting pinned
:']
Could be interesting if dying caused all held equipment to become "Abandoned"
In the sense that "oh you fell to your death so your flashlight got damaged"
Versopn 0.12.55
- Fixed the Abandoned Pro-Flashlight's position in hand.
- Added a small easter egg.
I could definitely make that as a seperate mod
I should document that
or a config that would be off by default
I'd prefer to make a different model and have a seperate system for it
Maybe this was fixed already but I'm seeing these guys.
@hot hound
ah, i just updated before this one popped up. I will update shortly again lol.
Should be fix yes?
Is the easter egg the misspelling of Version?
versopn
@restive ivy Was just wondering, any chance you could make the abandoned flashlights work with ReservedFlashlightSlot? ;o
I see no reason why they shouldn't be able to go into the reserved slot if you're not carrying a flashlight on you
#1205643578764693524 message
I've yet to find one with malfunctions but maybe I haven't left one on long enough to discover it
Also a small bug, but lighters don't give the scrap collected popup when putting them in the ship @restive ivy
Uh candles.. do they light or just low value scrap?
Never had one with a lighter at the same time so dunno if there's some interaction there.
It's brighter than the Industrial Flashlight which is so funny 😆
That is funny. Yeah it could be dimmer. It's currently a great item love burning the extra webs away with arachnophillia
Yeah it is kinda my fave find of this mod
Nice
Maybe if you could only hear, not speak to other walkies?
A "salvaged items only" run would be interesting with this mod
New idea: this mod with shop prices on all (scrap-replaceable) vanilla items tripled
Also curious what a lockpicker scrap would look like
Maybe a set of actual lockpicking tools you have to hold and use on the door for several seconds with a chance to break the picks?
I have an idea for this actually
I could make it function like the glowsticks where it has multiple uses
but you have to press "E" a certain amount of times and it'll open, but if you press it too much times, it breaks
Please please
Please
Make a lock pick that's the exact same one
As the one from one armed robber
The lock picking in that game is hilarious and fun
would be a lot of work, but I'm still team "bethesda/skyrim/fallout style" lockpicking
One armed robber lockpicking > all
your audio coming through as just crunchified garbage instead of just silence would be good
Ah yeah, Texas Chainsaw Massacre does this
Pretty sure I could definitely do this
Unless you are named Connie
@restive ivy Odd question but what happened to the blue pro flashlight you showcased before? I really liked that blue texture for it tbh lol
I can make the textures any colour c:
Yeah ngl that tutorial is so good, textures are looking amazing rn
Perfec c:
Btw any known mods that might make the random malfunctions not work or are they just hard to notice sometimes?
They don't appear right away
there shouldn't any conflicts
👍
Since you borrow from the flashlight class, maybe mods that mess with the flashlight stuff would cause incompatibility, haven't heard of anything like that yet tho
Also how's your eye project going
Looking forward to that Abandoned walkie talkie
New home in question c:
off to the janitor's closet with ye
:3
Just noticed that abandoned flashlights' lights are not shadowcasting.
would be cool to have some sort of flashlight that has TECHNICALLY infinite battery but you have to stand still to crank it + the battery depletes VERY fast compared to a regular/pro flashlight
oh fuck that's sick
Amnesia Bunker flashlight
I could do something like that
Omfg this guy didn't understand how the flashlight works
real
Like
That dynamo flashlight mod is it basically
But
- No dynamo pull animation (flavor loss)
- The audio is at a constant high intensity (should be a rather low whirring for the spinning mechanism inside, and only loud when initially pulled)
- Barely used any stamina to pull the cord when that's kinda meant to be part of the gimmick (honestly minor issue)
We'd be having it so you need to hold it to charge it...and it wouldn't be pointed forward 
one of these badboys
or these
Mhm these would be great
Like just
Holding down Q will consume Stamina and fill the battery
But the full charge lasts for maybe 30 seconds and slowly gets more dim over time
@restive ivy so I had abandoned company assets throw an exception earlier when backing out of the game, and when I loaded back in the abandoned flashlights we collected got deleted, so I'm guessing it might just be best to disable those spawning in in the config 😦 the other stuff like the ligher and candle were still there though
Yeah it was probably this
Idek what that means
All the items have IDs and names
So I think when AbandonedCompanyAssets caused the exception when I tried to exit after we couldn't land the ship, I saw it threw exceptions for the Abandoned Flashlights meaning the id's probably became missing or corrupted, so to avoid save corruption Smart Item Saving deleted them
I'm not sure why it threw a fit to begin with tbh, but apparently @rough tree said someone else also had a similar stack trace exception get thrown when they were in my stream chat last night
yeah @storm isle's logs had a bunch of exceptions from this mod

That's weird, I've not seen any issues while testing
Is it like actually game breaking?
I'd kinda need the logs if I were to do anything
why causes it to spam my log like this_
Let me look into this
were you the host?
yes
at first i tried to land at a custom moon but it got stuck at "random seed: xxx xxxx" and when i pressed quit this spammed my log but i couldnt quit but was still stuck ingame
If someone can recreate the bug above, please tell me how c:
It do be spamming stuff about the flickering right, maybe check the functions you have there and add null checks
Yeah I was looking through it, but my issue is that I'm not getting this error at all
I could try just reverting the way it's handled
Nah that wouldn't really be a fix, can I see both the way you handled it before and after for code?
Something is probably getting deleted or cut through a condition that's not meant to be running/the opposite of what I said
I'm just reverting it cuz I don't think it really matters that much lol
Alrightie, gold luck lol
it just means that the flickers wont be perfectly sync'd but that really doesn't matter xd
I believe the walkie might be ready
ABANDONED COMPANY ASSETS VERSION 0.13.57
https://thunderstore.io/c/lethal-company/p/Sconeys/abandonedcompanyassets/
Version 0.13.57
- ADDED ABANDONED WALKIE-TALKIE.
- Spawns inside the facility.
- Multiple possible malfunctions.
- Random amount of charge.
- Fixed a bug with Abandoned Flashlights.
- Potentially fixed the flickering light issue.~
Version 0.13.58
- Fixed Walkie icon.
Same thing that happened on my end yesterday
It's not easy to reproduce
You can do an entire play session without issues like I did a couple days ago
Last night it did it randomly when we tried to land on Rend
Same issue as jontep where it got stuck on random seed and wouldn't land
then I couldn't back out of the lobby and it threw the exceptions
Theoretically it shouldn't happen anymore
Is this compatible with Reserved Item Slots?
It's not currently (and it would kinda break some features of it)
I want to add compatibility with it tho
Also
I'll be going on a little break from updating this mod to focus on a different modding project for a little bit (I don't want to burn myself out!) but since it's in a stable state rn, everything should be good 
You can actually add custom items to slots since 2.0 rewrite.
But she'd need to set holstered positions for them
She* and I think it'd be less a compatible thing but manual thing no?
I didn't mean as a dev. You can do it as a user.
Custom items added that way don't show up on the body, so no need to worry about that.
I also don't quite understand how it would break some features. It's just a slot essentially. Do abandoned flashlights not work correctly when not held in hand or something? Them shining when not held is a vanilla feature.
It's certain things that happen when switching to them, which you do naturally when playing without the slots
I guess the main incompatibility would be from extra hotkeys that let you toggle flashlight for example, and not the slots themselves?
I'm really confused what you mean by "them shining when not held is a vanilla feature." When talking about the abandoned flashlights
If you turn on a flashlight and switch from it to something else it will still shine.
So stuff like flickering should still work.
There's a lot of other stuff than just the flickering which occurs when you actually hold the flashlight 
Only when you hold?
mhm
No way to make it always occur?
I feel like so many people will miss those, because a lot of them at least use a flashlight hotkey mod of some sort.
What do you think about adding dead employee corpses next to abandoned items like Remnants does?
idk why but items i find are always at 100% battery
Curious 
What are the malfunctions that the flashlights can have? I've found a total of 4 abandoned pro-flashlights and they were all working like normal pro-flashlights
They don't show their malfunctions right off the bat
For anyone wondering about this; here's a little test video of what I'm currently working on
It's going to be a separate new mod
This enemy will be released on its own when finished, as well as then being used in a larger mod I'm working on
(also oooo super scary test cube)
frankly tho, the AI for this is already kinda spooky
Once I make the model and the audio
this shit is going to be very fucking scary
What will it be or you keeping the monster secret for now?
clearly its a cube of death
is toothless a mod or did you edit him in
he just sits on my OBS, happy boy
awww, someone need to make a mod that changes his emotions based on damage and loot
I'm aiming to make an extremely smart AI
Which I can then base any future stuff I wanna do on
toothless enemy
Jim
It's now in a basic working state, all that's left is to do the model, animations, sounds and the misc stuff for its behaviours
whazzat
Weird bug i have been getting, where all the abandoned items are replaced with standard green flashlights (with no value)
Everything is enabled in this mod's config
And in the LLL config, they are inside the list with the correct name
Just tested with experimentation, i removed all other loot so its just the abandoned stuff
i will try cloning to a new profile and uninstalling + reinstalling this mod and see if that fixes it
tried uninstalling and wiping config, same issue
Nothing in my log about it. You can see when i try to scan for items, the only things that show up and spawn are cats lmao
I disabled GeneralImprovements and ReservedFlashlightSlot in case they messed with the Flashlight class or something, same issue
Yet when i go in, there is flashlights around
My pack's code:
018e5f52-c5b3-7997-a8a9-4e308d317f32
i tried again with LECore disabled, same thing
Also just found a default walkie, so it seems to be all the items
Oh dang this isn't DetailedScan?
Guess I can just look at your profile later
this is terminalformatter https://thunderstore.io/c/lethal-company/p/mrov/TerminalFormatter/ #1213797469192855553
Uhhh wtf
None of my items use the default scripts of their counterparts
So that’s extremely weird
And frankly, shouldn’t be possible
Since their prefab references are custom
Ah it gave me launching errors when I first used it. So I can inferred it's not worth the hassle.
Are you using some mod like spawnableitems or remnants? They might be using a name identifying logic for picking the codes for the items they spawn from your item list.
never did to me personally
abandoned TZP 👀
very trustworthy
definitely eat floor drugs
5 seconds of this and you'll start seeing the ghost girl
If you decide to use the Abandoned TZP it maximizes your insanity level and you become haunted
like always, as a chance :^]
The other chance is it kills you
LOL
Look how dirty it is, ain't no way it's safe
😂
Also gunna be fixing a couple bugs with this update
Btw you should add config options for setting the spawn chances for each scrap, I feel like I've only ever really been running into normal abandoned flashlights with the current update and like none of the other scraps 😂

I spose I could add some spawn chance config
Yeah I think it'd be worth it ^^ that way we can set the probability each scrap has of spawning lol
oh yeah little idea for an abandoned flashlight malfunction: when you turn it on it immediately sparks and flashbangs you before becoming useless
There's actually something like that already 
a battery powered device sparking seems a bit odd though, I could see turning it on and having the light blow out make sense though
Ooh
goodness
There's a bunch of malfunctions
also, are the glowsticks and emergency flares purchasable? doesn't mention on mod page
Yep!
cool
I should actually make that obvious
Glowsticks and emergency flares also don't spawn in the dungeon
But I should probably make at least flares spawn in there 
Can't wait to release the [DRUG UPDATE]
abandoned glowsticks in unique colors
real
I was considering making the colour randomized on spawn
Bruh, the script for the flashlight and candle is the same length as my new AI's script
Glowsticks being a random color like spray paint would be fun
I dunno
But yeah
If i remove all scrap from a pool and just add yours, they don't spawn
I can try removing your mod and doing the same and seeing if it still spawns default flashlights, could be a coincidence
Yeah, idk if that's anything to do with me, that's a very strange issue
I don't touch anything to do with the spawning methods or anything like that, and the only way my mod is related to the flashlights is by using the flashlight script as a base
other than that, they have no relation at all
Whelp, there isnt much i can do if your scraps dont spawn
The only thing i can think of is that LLL has an issue with the moons, where if the name is too similar (Celest and Celestria), it applies changes from one to the other
If something similar is happening with the names of the items then that could be it
send your mod list and logs
^
rn i will remove all loot from the pool, and i'll see if default flashlights still spawn
On another moon, just for fun with my friends, i did the same thing so only cats would spawn, and we didnt get any default flashlights spawning. But its a modded moon so i will test on exp just to be sure.
But i am pretty sure, its whenever this mod's items try to spawn, its replaced with default flashlights and walkies.
ah an employees used heroin needle
Not that i know of
Tho, dont update the mods
Or if you do, add LobbyCompatitiblity
Mirage + LobbyControl broke with their update since i posted that code
Yeah. I cant make it any more clear than that. When set to Large axle, it spawns large axles, no default flashlights anywhere.
When set to your Abandoned Flashlights, it spawns default flashlights. Even when set to Abandoned Pro-Flashlights, it spawns default ones.
018e6256-f502-d213-00d0-fd6ac101ba86
@restive ivy I wonder if this might relate to me only seeing normal Abandoned Flashlights with the current update, I haven't seen an Abandoned Pro-Flashlight once lol
At least you get abandoned ones lol