#[Remake Coming] Abandoned Company Assets v0.15.72
3625 messages · Page 4 of 4 (latest)
His channel seems to come off as mostly clickbait that's probs why, he always does super brief reviews of mods
I'll get around to it soon
Just got Gnomes to be V50 compatible
In fact I'll look at it now
Okay I also dmed you a bug with the abandoned walkies where they threw a stack trace when trying to back out of a lobby
I disabled them for now
Cus I didn't know when you'd update
That happened on V50 btw, but I imagine it would happen on V49 too
okai I think I've seen the issue
Fixed*
uhhh
the other thing I'm not sure
checking something about the candle to see if it could be that
but otherwise tracking if its inside the factory or not isn't really controlled by me
I think Xu had pointed out why it was being attracted inside
Might have found the culprit
@dusk hearth
got you got you
Well Xu can remind you incase :3
It looks like it needs to be set to "is in factory" in the prefab
Oh LOL yeah that'd probs do it
I looked at a different item which is conductive and that's the only difference
That's so weird tho lol
It was funny cus it would cause the screen to shake while inside
Cus it was being struck by lightning
XD
i did mention that, dunno when or where though
there we go
remember, im almost never wrnog
ur always wrong
just cuz u said that ur wrong
:<
i also don't seem to be getting a stack trace issue anymore
So what was the issue with the abandoned walkie when trying to back out of a lobby with them on the ship?
I never usually get that stack trace but that's cus I usually sell them, the one time I forgor
XD
but it didn't like the way I tried to get a component
which was fair cuz (i think) it was dumb
Abandoned Company Assets Version 0.15.77
https://thunderstore.io/c/lethal-company/p/Sconeys/abandonedcompanyassets/
Version 0.15.77
- Hopefully fixed lighting inside bug with the Candle.
- Hopefully fixed stack trace bug with walkie.
today 
Btw did you manage to fix the bug with the TZP killing you when picking it up?
XD
i have not looked into that yet
because it's funny
lmao
Haha
https://www.twitch.tv/videos/2111101335?t=02h16m52s You can watch it happen, when I respawn my inventory is bricked and the TZP is somehow in my hand
XD
im very happy with the awareness system i made btw
:3
Version 0.15.78
- Hopefully fixed TZP dealing damage when not being used issue.
Oh that's cool, I should do something like that
pretty sure she had the fix done a while ago or already knew it
Probably
It was dealing damage when the TZP wasn't emitting gas
i got inspired by how the normal forest giant doesnt always target you instantly even if its looking at you
The TZP script is extremely short
Yeah tru
No I 100% get what you've done there
:3
no way the tzp script is literally me
real and true
I wish I was short, I hate being tall lol
I am 175cm and I am happy 
I forget how tall I am in cm
LOL
Ah apparently we're around the same height Shromple
just say it in burger units
XD
how da fuck do you consider yourself tall then
5 ft 9 feels tall
okay to be fair the average for men here is like 190cm 💀
☠️
taller than me :<
by a centimeter.
xu is tiny
true :3
real
@restive ivy Bullet lighter turns invisible when turned on
wha
bullet lighter hasn't even been touched-
Lmao
Well mrov removed his code in lights out that should be touching it as far as I'm aware
@opal iris
Found the bug
Got it ^^
Version 0.15.79
- Fixed busted Bullet Lighter.
Btw minor issue, and idek if it's caused by your mod but sometimes I find Abandoned Pro-Flashlights invisible on the floor when I find them lol
For all I know that could be an issue with custom moons tbh
Actually I've seen it happen on Vanilla moons on V50 @restive ivy lol so it's probs a bug with Matty Fixes or CullFactory if it's not on your end
@restive ivy do you plan to implement the high pitched voice when using the Abandoned TZP btw?
Oh does that not happen?
low pitched voice as a malfunction for the abandoned TZP is funny
I think the low pitched voice is supposed to happen everytime you use it and get high
@restive ivy
if ((RoundManager.Instance.currentLevel.currentWeather == LevelWeatherType.Rainy) || (RoundManager.Instance.currentLevel.currentWeather == LevelWeatherType.Flooded) || (GameNetworkManager.Instance.localPlayerController.isUnderwater))
I cant tell why this wouldn't work tbh, did v50 change weather stuff @opal iris?
Trynna read the method on mobile lol
I'm not a big fan of the use of UnityEngine.Random
That screams for desyncs, even if the change is for the local player only
Oh?
Lol
Yeah sconey you'll need to make your own Random thing
Not too hard
Just make a field in the class for System.Random.
Set it in start() as something like the seed of the level + 85
And use .Next
I'll show code as example of what I mean
private System.Random noisemakerRandom;
public override void Start() {
base.Start();
noisemakerRandom = new System.Random(StartOfRound.Instance.randomMapSeed + 85);
}
And if you wanna use it you'd do something like this:
int clipToPlay = noisemakerRandom.Next(0, plushieSounds.Length);
Is that why items are always breaking and throwing stack traces?
Idk if its "the issue" but it would be an issue
Depending on what sanity does
If it does something like attract ghost girl, then you'll have your usual monster desync between players
Which is no bueno
It's also not the fact that it's unitys random
Ita that it's a random
The method I showed above makes it "random" but not really
Given the same seed, the result is the same, but u won't ever play with the same seed more than once, so it'll seem random
@restive ivy I should clarify that stack trace Matty got was when he tried to join the lobby when we had a candle on the ship
It threw a Stack Trace then he got stuck in the wall
this would make sense since it's used in 90% of my malfunctioning items
and they're always the problem causers
well no
100%
The reason random is bad, is because its different for different players, the whole point of the method I showed above is to make sure each player has the same values
Does this work with v50?
It does but I don't recommend the mod atm, it has a lot of issues that need resolved soon
Mod creator left the server?
I guess you could say they... abandoned it?
Was thinking to say something like that lol
Weird because they were moderator here too
💀
Yeaa it's a shame
Nooooo
Ooof :/
One message removed from a suspended account.
One message removed from a suspended account.
Maybe... Maybe they'll come back?
This mod is too good to lose, I refuse to switch to any other generic "spawn fully working store items inside" mod
One message removed from a suspended account.
One message removed from a suspended account.
Idk if its a bug or not, but the abandoned pro flash light battery drains even if turned off
And if not in the inventory
If its a bug It could be normal cuz the flashlight can be broken after being abandoned a long time, but i wanted to say it anyway, just in case
dev's gone
welp
Wasn't Sconey supposed to be on break? Can't recall if that was the case but maybe they got fed up with the pings and left temporarily to take their break in peace
Idk
Oh probably
Or maybe after becoming moderator they didn't like something about the way the server was run so they left, but still intend to update mods. I dunno, I'm just overdosing on copium.
Actually I don't even know if Sconey was the one who changed their @ to on break rn
I heavily doubt they'll just abandon the mod, whether they left the server permanently or not
def
They did seem to like their mod
One message removed from a suspended account.
They didn't leave, they disabled their Discord account for some reason
You can tell because their profile doesn't load
no that just happens when they leave the server
Ye her profile still loads for me
Mhm you can't see profiles with no connection to them for security reasons
Looking at us with malicious intent
One message removed from a suspended account.
Hia, this is Sconey, I'm taking a break from that account since I'm on hiatus, I'm still about
c:
scared us all for a bit ngl haha
not a bug
nah she just rebranded to a mommier person
One message removed from a suspended account.
One message removed from a suspended account.
The return of the Queen
Wishing you well, love the mod
glad you're doing good!
Ok now I can have emotions again when thinking of this game.
tzp still kills you
dev is on hiatus
thats hte point
so glad sconey’s still here 🥹
No idea what that means, but I'm glad the mod isn't abandoned
hiatus means break
What a weird word xd
it's mostly a term vtubers use xd
(in the vtuber community anyway)
The term definitely predates Vtubers lmao
me when i hear hunter x hunter is on another hiatus: 😭
is this workin with v50?
yes
epic
This mod works really well the the corpse feature of Remnants
Its more immersive to find dead bodies with abandonned assets
Welcome back!
You've also been gone
Yeah I had a sickness not too long ago
I'm glad you're feeling better
I think it also works really well with Arachnophilia
Spider nests become a major hindrance and the lighters' utility become extremely valuable
I just use a shovel to get rid of the webs but yeah that's true
perhaps make the flare, glowsticks and candle's store prices configurable?
a pretty fine choice for mods that add store items
And an option to remove them from the store too
Oh
hence why I disabled emergency flares for now, until I can set them to a lower price
Hmmm 🤔
does this work in the current game version?
yes
could you make industrial flashlights available in the store?
abadododed copany asets
I'll be coming back to this mod to fix things soon
but here's a couple new mods I've made in the mean time
I might completely remake this mod
So long as it works and stays in spirit with what it's already like. For months it's been a core mods used during my sessions, absolutely love it.
Oh it absolutely would! But since this was my first mod, there's a lot of it that's just written very poorly in comparison to my coding now
So I think completely overhauling it would be a good idea c:
I might rename it, too 
would def be excited to see it
Xu suggested posting a new mod and then making the old one a dependency
that way people can just auto upgrade
makes no difference 
other way around even
old one depend on the new one
that way updating downloads the new one
no other way lol
you'd give the old one a new dependency
which is your new mod
and update your old mod so people download the new mod
Anyway; starting with the candle, the new version is going to have some nice changes such as all being handled via time rather than the old system which was an integer that went up by 1 every time the candle went out. it's also going to have two lights now, instead of one. Which will allow me to get that nice glare effect the old one had but have the actual lighting around the player handled separately. Meaning the candle wont be as OP as it was previously.
As well as this, the candle will also actually lose its wax and will dim with time.
I'll probably be giving every item an overhaul, since I'm completely rewriting the code
wait i dont get it. wouldn’t it just make sense to replace the current mod with new version?
Think of it like a forced update
thunderstore does not let you rename mods
it’s getting renamed?
The candle is coming along well
Had a complete code rewrite and will retain all features as previously c:
I will probably give it a new implimentation too
Maybe something to do with monsters
I'm also going to be making it not in the shop by default, however will add a config to allow it to be in the shop
The candle will also now dim as it gets closer to dying
[Remake Coming] Abandoned Company Assets v0.15.72
Epic spelling fail
implementation
im dyslexic
fair enough
neato!!!!
The little addition in brackets brings joy to this old scavver
I'm glad to hear it c:
@restive ivy we what does the remake entail? I'm curious what sort of changes you're considering.
Abandoned Weed Killer?
Spraying it on Shrouds increases them instead of removing, and spraying it into the Cruiser causes it to explode 😂
The entire mod is being rewritten from the ground up because I hate how I originally programmed it lol
so any changes will be what I feel like doing as it goes on
for example the candle will now get more faint the closer it is to dying
And to make the random snuffing of it a bit better, it's now all handled via taking a percentage of the time left on the candle away instead of being handled through an integer, which was like "candle goes out x amount of times, it's dead"
instead now it feels a bit better
Ok that sounds good
Example of the candle slowly dying sped up
Wow that's hella good
Though perhaps the flickering becomes way too epileptic for a candle flicker towards the end, but this is a very good new mechanic
that's only when it's on 6x xd
that makes sense lmao
only suggestion i have is looking for some sort of flame shader, instead of the candle just emanating an orange glow
ye that got lost in the tranfer to the new version, will be fixing it soon
oh i didnt even know the original had one, its been a while since i used this mod
would also be cool if the candlestick itself could dwindle but idk how doable that is
I'm planning to do that, the candle itself and the stick are seperate meshes, I just need to figure out how to reference them seperately
I just need to know what the actual uhhh...
wtf do you call it
like the name of the type
@dusk hearth @wraith dew do either of you know what unity calls them?
not meshes, but seperate objects
Hmm?
within the mesh
ghost girl blows out the candle sometimes when stalking the player holding it/close to it
(similar to phasmophobia)
would defo be doable
materials?
Technically Unity doesn't support submeshing, so objects import as multiple meshes
a
Object -> GameObject -> multiple meshes
Prefabs -> [GameObject]
is there a way to reference them?
as a public variable i mean
Screenshot of the item type you're trying to modifying?
why not just reference a list of meshes in order of candle going more and more worn out, and then as time goes on you swap to to the next thing on the list
Yeah, screenshot of the thing in asset view in Unity?
did you drag in the fbx or the mesh?
uhhh, the mesh
i pretty sure
since i got it from the actual object
what would u drag in from this list as the "mesh"
Screenshot please, for the expanded (arrow clicked) on the imported object, in the Asset view. ^
Notice the icons, that shows you what type of thing each thing is.
So in Xu's screenshot, the first thing is the FBX, followed by 4 materials, followed by a subobject, by a mesh, etc.
Right, so the second "Cylinder" is a Mesh.
The things with the little grid icon are meshes.
oh so what is the 3rd cylinder?
GameObject
All the little package icons are Prefab/GameObject ingame
they're like this in the actual prefab
oh okay
so use a gameobject reference?
Everything you see in the Hierarchy is always a GameObject
public GameObject Thing; // set in Inspector
mhm, mhm, okay, thank you!
yw
Candle is functional! Now starting work on the glowstick pile.
Honestly the code for the glowstick pile is pretty solid, going to be increasing the max uses from 3 to 5 though
Great stuff, great stuff
Does the original still work ok for solo?
Or did v55 break everything?
I don't recall having many issues aside from never finding the Big Boy(TM) flashlight
I'd assume it works solos.
It mostly worked with a group apart from some occasional desync with the items spawning, which I doubt would be an issue if you're by yourself.
Glad to hear a remake is in the works though. I've been gone too long from lc
The mod wasn't being maintained for a while so now that the Creator returns she wants to redo the thing with better code and more features ||like candles actually flickering when they run out of fuel||
i miss this mod
It works on the current version?
Yea
Idk if the abandoned walkys work with #1240985198485573743 but if not it would be perfect if it did
the tzp inhalant isn't abandoned it's facility-aged
Abandoned Pro-Flashlights disappear from the Ship when loading a save.
Back to pick this up again
Remake coming™️
So far the candle and the glowstick pile are functional (I believe). Also idk if I ever actually established this, but the reason ACA remake is taking so long is because I'm completely rewriting it from the ground up. I think so far the only one that's fine as it was is the glowstick pile
back at it btw 
Let's hope you don't hit burn out again and vanish again for a few months
it's good to see you return
Soooooo; the update today broke my entire modding setup for this project. I just got done fixing it after like 5 hours, but it's now functional and the candle is 100% finished. I might add another functionality though; one I planned at the beginning but didn't know how to do.
woo!
Should the candle still be buyable in the shop by default? (There will be an option in the config to enable it still)
11
15
2
No
❎
Did anyone have any issues with the old glowsticks?
I don't remember any
hmmmm
no i don't think so
just the fact i used to drop them in ship so i can see ship from a distance
unrelated to glowsticks; do you already know about the pro-flashlight issue?
Wait I already posted about that here
Ok sorry for the ping
can we have a release estimate or is that too much pressure
So the entire project broke again so I've just spent the last few days setting up a new project for it
Not sure; but it's going pretty fast. As long as I don't have any more major set-backs.
Working on the glowsticks atm
Recording of the glowstick now slowly growing dimmer over time, feat. me getting the shit scared out of me by something i didn't know existed in the game now-
Range/Lighting amount is probably a bit much buuuut
fixable
either way; the dropped version of the glowstick is finished
(other than the slight edits)
Oh and another thing; the stack size has been increased to 5. Despite the model only showing 3, I've made it so that the stack size only visually starts changing once you've gotten to the third stick c:
they are now fully functional
also your two new extra glowsticks per pile
The main function of the glowsticks has always been to try and make a path of glowsticks to find your way to and back from places you want to get to. So increasing the stack size just makes sense. In this light (ironically) I'll probably reduce the light they produce more.
wow the glow sticks actually glow
Working on the flashlights today; also going to be completely overhauling the way that I did malfunctions because the previous way fucking sucked
Plan is still to leave the huge one as it was right? Love that thing.
Currently working on reworking the whole malfunction system. I'm also creating my own saving system to allow for less jank. Also going to be adding some new malfunctions, too. Items will now be able to have multiple malfunctions at the same time, e.g stacking malfunctions.
This means in general, the items will function better, will be more dynamic and different every time and (hopefully) properly save. I might also add some bundles for the broken items. Allow you guys to buy a random mix-mash of all different "surplus" equipment from the shop, for a discounted fee.
^ I believe this save system will work
still needs to be tested, but if it does, I'll be porting it to the existing items that I've already made, too.
oh wait, I think I already see a problem with it lol
haha ur reaction to the emergency weather alert. xD
wtf is going on
is that from another mod?
the weather alert? that's vanilla
(in fact that is the first one I'm working on)
look who's back
also for your consideration
xd
didn’t realize since i haven’t played in a while
Will there be a config option to change the weight of the industrial flashlight?
I remember it was a pain in the ass to carry it around
similarly, the original was two-handed wasn't it? I don't mind the weight, but I'd personally like to see a config for this if I'm remembering correctly
watched the video above, yeah looks like I was remembering correctly
I remember not finding it particularly useful because it being both two-handed and heavy as hell made it not really worth carrying over a regular flashlight
Yeahhhh; but that's kinda the point of it. It's a flashlight with a ridiculous battery and range/brightness, but it's heavy and two-handed. I could add a config for the weight, but I'll probably limit the values.
@stone pawn @supple harness
I think it being two handed makes sense, but the weight of it makes it almost unusable
i would probably set it around 30-35 if you add an option to change
So at the moment this is 50 - 50
Says to me that 50% of the industrial flashies should have malfunctions and the other 50% should function perfectly :3
I think an INDUSTRIAL flashlight worth it's name should have minimal error as it is industrial standard
Have an item idea:
Abandoned Industrial Powerbank
The Industrial Powerbank can recharge rechargeable items a limited number of times, with a maximum capacity between 2 to 6 charges. If used near a Blast Door, it will use all the remaining charges to open it. It can also recharge Industrial Flashlight.
Malfunctions:
1- The Powerbank electrocutes the employee attempting to recharge an item.
2- The Powerbank explodes when recharging, damaging nearby employees and killing the employee attempting to recharge.
3- Drains all remaining battery of the item being recharged instead of recharging it.
4- The item being recharged is destroyed.
5- Signal Malfunction; Has a chance to activate nearby turrets, causing them to go berserk.
6- (Rare beneficial Malfunction) Instead of malfunctioning, the Powerbank repairs the malfunctions of other Abandoned items when they are charged.
I agree 
also
if you guys didn't know; the old version (and this version, too once I set it up) did actually recharge when it was left on the ship
(the industrial flashlight)
Should the industrial flashlight (the beeg red one) have malfunctions?
7
13
2
No
❎
I really love the bundles idea can you add the list the bundles draw from to the config and make it possible to import scrap items from other mods into that list?
It would be cool if for instance there was a low chance you might find a page from Faceless Stalker or a revolver from Piggy's Variety
waiting on this remake so i can have good bundled flares so i can navigate black mesa confidently
Any update on the remake?
On pause for a little bit for now; ran into a TONNE of issues getting work started again...and recently my friends got me into new world and I got a GF, so a lot of life things going on atm-
As per; soon™️
Hope you can manage to fix the problems, it is good to hear you started a relationship, good luck!


[19:07:55.4897227] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
WalkieTalkie.SetWallAudioVolume () (at <bdf6a080e98a49fd84b92b24894f768c>:IL_009F)
WalkieTalkie.Update () (at <bdf6a080e98a49fd84b92b24894f768c>:IL_0016)
AbandonedCompanyAssets.itemStuff.AbandonedWalkieStuff.Update () (at C:/LethalModding/SconeyMonster/itemStuff/AbandonedWalkieStuff.cs:48)
for the walkie
🥹

eventually
As per; soon™
ass per ..
3 months being considered a bit is funny
it happens
can’t blame most mod devs who’ve moved on
all these mods are passion projects and it’s hard to keep the passion going when interest in the game eventually dies over time
yea
Does it still work on 70v+?
It works but the lights on the flashlights don’t work and I think the walkies spam errors
Are you still alive?

remake never coming 😔 /j
Is there a chance to see this fixed on v73? RPC errors when turning on candles + no light source, inventory softlock with picking abandoned flashlights with reserved flashlight mod, etc.
really hope news about the remake comes out
or someone makes an updated fork
absolutely in love with this mod, shame to see it so broken in v73
Well... Someone had to make this...
We got authorization from Sconeys
https://thunderstore.io/c/lethal-company/p/HQ_Team/abandonedcompanyassetsfork/
I won't publish on #mod-showcase for a fork lol
abandonedcompanyassetsfork v0.16.0
- Recompiled for v73
- Converted to DawnLib
- Fixed most networking errors and ownership issues
- Bullet Lighter/Flip Lighter
- Animation now consistant across clients
- Lighters no longer spawn turned on and desynced across clients
- Reworked glowsticks
- Added config to customise amount of glowsticks one can have in a glowstick pile
- Glowsticks now have physics
- Not a perfect collision box, I had to guess
- Glowsticks now drop in random rotations
- Fixed abandoned pro-flashlights and flashlights
- Permanently disabled abandoned walkie talkie and industrial flashlight
- These are prevented from loading at all
- I simply couldn't work them out how to make them work
- These are prevented from loading at all
any bugs report for the FORK please ping me (@stiff juniper) or @balmy topaz
Do not ping Sconeys please
oh, also
Known issues
- The antique candle wont relight again if you try to light it in the rain/water but it has no errors or anything and its just a minor flaw of the original logic. the antique candle has a fail count and it increments in the rain or something. But its all fine if you dont try to light it in the rain. you can let it go out in the rain still and light it under cover.
- Double sound pop when using flare (not a huge deal)
- If you stare at the flame veeery closely... it looks like theres two flames on top of eachother... also not a huge deal but now that ive noticed... I wish I didnt lol
sorry :,]
any help regarding the issues and/or the disabled items would be greatly appreciated
youd have to ask people that know about dawnlib…
and unfortunately alot of us dont know about it 
At least we've made like 80% of the mod work
How is the industrial flashlight different to the normal pro flashlight??
cus if you figure that out we figure out how to fix it
We'd have to wait for mr.hat to answer you that. I was more focused on testing the things he was able to Fix
Also the readme and the logo update
But afaik it's a 2handed flashlight with some extra properties on how it is made
absolutely peam
hope all is good in sconey's life, too
you're doing god's work w your team moroxide 🫡
wut, i think u misunderstood what moroxide said
they arent asking for help on how to make disable-able items
yeah no thats not at all what i was asking about
i was asking about fixing the broken ones
oh, still dunno what dawnlib can do about that lol
its the item's scripting that would be at fault idk
yes the light array is always outside of the acceptable array in the industrial flashlight for the helmet light and whilst i could force the two abandoned flashlights onto them, i couldnt do the same for industrial flashlight. idk how to access prefab scripts, not dawnlib fault
antique candle behaviour is intentional
@balmy topaz just to let you know this :]
2 handed flashlight that slows you and is not rechargeable, recharges slowly automatically when left on the ship
it should also be putting out the candle if you go into it while it's lit
that is working yes, the issue was that trying to turn the candle on in the rain would prevent it from being turned on ever again even outside of rain - unless this was done by me or broken in v73 but i forget already what ive done from working on other stuff nonstop😭
Ohhhhh, I suppose that makes sense, yeah.
Realistically you should just not be able to light it in the first place
but also...
it being wet, it kinda makes sense
since that was the logic of the original logic
goes out in rain, candle is wet, wet candle no light
but realistically
it should be candle in rain, dead candle
also
the project for the remake seems to have been lost?
I have no fucking idea where it went, I'm so confused
I just spent the last hour looking for it
I believe that at least 3 of the items were completely rewritten in that too :p
oof :,]
I would be willing to work with people to have this actually done, though. The code for that original version is just...
pretty awful
aww shit data loss is the worst feeling 😭 esp if my recovery stuff doesnt catch it either
(Granted it was made with the intention of learning C# and I did learn C# through it so... :^])
Yeahhhhhhhh
I'm just genuinely confused where df it went
It just straight up isn't in my lethal company modding stuff
your stepping stone has turned into a stepping stone to me too... i myself wish i could redo what i did as well since i am very new to c# and unity alike
possibly another device/drive ?
My only thought is maybe one of the drives still in my old pc
But I have no idea why I would have put it on a different drive
This really reminds me, I should really get my github setup before my server poops itself and lose everything. never seen my desktop so messy before until starting modding.
might be worth giving the drive a check
defos, would have saved me :^]
but i-
omg
ughhhhhhhhh
i know what it is
it was in my github folder but I never pushed it -.-
and I had to reinstall windows
due to a stupid heccin virus
!!!!!!! NOOO the final step as well... i also had some data loss even after taking precautions for stuff to keep for windows...
reminds me of the time i deleted all my school course work the day before i was supposed to submit it
thankfully found it in the recycling bin before i perma deleted lol, but that would've been bad, about 3 months' worth of work
The one i was closest to recently was one uhhh arguably far less important, but i went to use revo uninstaller to delete minecraft for which i thought was bedrock edition, but was actually java edition. Revo uninstaller destroys everything, registry files, leftover files, auto empty recycle bin.
I had 10+ year memories in there, if i didnt have incremental backups set up, that would have been a dark day in my history book. I thank my 2022 self for setting up an incremental backup that runs every few days.
i cant use the lighter in vr
can this be fixed?
in vr?
not sure how that works
@balmy topaz do you have any idea?
i got no idea, but i dont see why it shouldnt work, whatever button thats mapped to left click should do it
I have a vr headset collecting dust, never really considered trtying lethal company either
I think there are no config to disable the pro-flashlight from spawning
lol youre right, does setting the spawn weight to 0 work
We're not done with this mod :]
Something is just around the corner :]
@balmy topaz :]
AbandonedCompanyAssetsFork v0.17.0 | The Recode & Restoring Update
After several days, some not very healthy, fixing bugs, we have brought what should really be the true fork of Abandoned Company Assets we wanted to give, bringing EVERYTHING we couldn't bring in the previous update, including some with quite interesting changes.
- Recoded most items, which consists of relying on Update() as little as possible and cached a lot of stuff.
- Registered all items via DawnLib through the editor to take advantage of superior configuration.
- Compressed all audio and textures.
- Split all items into their own asset bundles, which can individually disabled in the config.
- Fixed and restored the Industrial Flashlight for v73.
- Fixed and restored the Abandoned Walkie-talkie for v73.
- Lowered the sprite movement on the candle/lighter flame particles so it didn't look like a bunch of PNGs overlapping each other.
- Fixed hidden traits of the items either not working or having something wrong with them
- Abandoned Flashlight
- None
- Flicker
- DrainWhenOff
- FastDrainWhenOn
- DropWhenHeld
- BulbFail
- Abandoned Walkie-talkie
- None
- Distortion
- FastDrainWhenOn
- HalfChargeOnRecharge
- RandomPowerOff
- RandomGarbled
- DrainWhenOff
- Antique Candle
- Flame dies out permanently when going underwater and attempting to turn the candle on
- Now changes scan node name to Soaked Antique Candle when the flame is permanently dead
- Flame dies out if going in the rain when on
- Fixed flame dying permanently from rain
- Glowsticks
- Drops a glowstick
- Given proper rigidbody colliders and network sync
- Removed random used glowsticks spawning in interiors (It was a config feature, but it was removing possible spawning scrap with something that you couldn't even grab)
- Industrial Flashlight
- Cannot use charger, charges passively on ship
- Added audio feedback so it's more obvious when it's charging
- Buffed charge speed to be twice as fast (still slow)
- Lighters
- Has a fuel system
- Fuel system now uses a tool tip at the top right of the screen to display amount of fuel remaining
- Consumes fuel when burning spiderwebs
- Emergency Flare
- On use, has a 1 in 11 chance to multiply maxEnemyPowerCount, maxDaytimeEnemyPowerCount, maxOutsideEnemyPowerCount and currentMaxOutsidePower by 5
- On use, has a 2 in 11 chance to multiply maxEnemyPowerCount, maxDaytimeEnemyPowerCount, maxOutsideEnemyPowerCount and currentMaxOutsidePower by 2
- Launches large red flare into the sky
- Fixed explosion audio playing twice
- Abandoned TZP
- Gets you drunk at fast intervals
- Inhaling damages you at random intervals, you will never die on the first damage tick
- Abandoned Flashlight
Important
There is a small incompatibility with the Item Lights And Effects Fix by Entity378 making all our light source items to glow when dropped even if turned off.
Fortunately, there's a quick fix:
adding our objects to the "Light Blacklist" blacklist.
Just copy and paste this into your config file.
Abandoned Walkie-talkie,Abandoned Flashlight,Bullet Lighter,Antique Candle,Emergency Flare,Pile of Glowsticks,Industrial Flashlight,Flip Lighter,Abandoned Pro-Flashlight
yay!!!!
I hope you enjoy the update as much as we enjoyed making it (ps: we don't)
Of course, any bug related to this fork, let us know here
This is fucking awesome, I love to see it!!
glad to see you love it (btw sorry for responding one old msg, I was showing mr.hat something cuz he thought the lighter buring web while in hand was a bug lol)
i had a dream where this mod was incompatible with pizza probability and causing persistent data container dawnlib errors
premonition
would the dream be caused by this mod or by dawnlib?
I dont know.... the person who reported it was someone from this server that ive never interacted with before. this is what happens when you do this stuff all day
But its funny you ping me here right now, i am about to push an update for ACA fork
oh, that's neat!
I forgot to tick a box on the networking object for the TZP and glowstick evil networking which has now been fixed too
that evil box...
AbandonedCompanyAssetsFork v0.17.1
- Fixed Abandoned TZP network object throwing errors on clients
- Fixed glowstick networking
- Lowered glowstick intensity
@stiff juniper just letting you know of some weirdness, all of the store items that I've checked like the glowsticks or anything else if enabled as such will trigger the scrap collected popup when placing in the ship.
hmm
@balmy topaz just to let you know this :]
On a side note, not sure how easy this would be to implement but it would be really neat if glowsticks could be retrieved after thrown, merging with held piles. Had a session the other night and a good chunk of my crew where disappointed about that not being the case.
I dont really know why, im pretty sure theyre set to store items
store item aka not scrap
ill have to open the project and double check
i can do that but it shall be later....
that kinda sounds like something we have planned for a future mod 👀
this explains much
Proceeds to have 10000 bugs after disabling "isscrap"
the dropped glowstick is just a rigidbody lil thing that rolls forever on a flat surface but you dont need to know that but misideitems has some code that can spawn items on the fly so ill make it an item and borrow some of that code from that project later
uh in the mean time i think you can just turn it off in the config, im surprised its being counted as an item though because in dawns registry, i have Is Scrap set to false
by default too
Yeah, I had checked out my configs for anything abnormal and it looked good to me.
Thank you Mr. Niche
u r cool
I forget if I toggle the IsScrap bool, probably not since there's functionality in not being scrap
i dont remember off the top of my head by default, i doubt it though, i swore this had authority over the is scrap on itemproperties though
Hmm maybe it sets it to IsScrap if toggled but doesn't touch it otherwise?
If I don't set that property you can't sell it
oddities of the world...
is cwazy how this is still actively worked on