#Little Company [v80 / 1.3.21]
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I mean yeah I have that implemented already
I wanna know if Niro finds an alternative though, that would be interesting to see
Oh damn I thought the post on XL items was only an idea ๐ฎ
It was, I've got a debug implementation that I'm working on atm
Once I sort out cases like hanging off edges, it shouldn't take long
I'm mostly working on bug fixes and compatibility when I got time. Niro's doing most of the features ๐
This is how it looks atm if interested: #1190596898436952074 message
(Been a month damn)
Oh damn that's cool
Oh I didn't know that this is already being actively worked on. Hmm, maybe once it's out we could simply use it as a soft dependency
Doing it our own way would be a lot of work and a real pain in terms of compatibility
A soft dep on it would most likely be possible!
I'm sure it would be easier than all the soft deps for cosmetics, model replacement and VRMs ๐คฃ
there's no way to keep the player voice pitch distortion with morecompany, right? ๐ข
it's so funny but it's so sad that it's limited to vanilla lobby size bc of whatever it is that morecompany does with voice values
Not right now no. I tried to fix it but no avail ๐
awwww. hoprefully morecompany updates and fixes that at some point!
thank you for working on this mod btw me and my friends love it
it doesnt workk
when i resize and item it just dissapears
even if the config is on or not
Yeah I've tested it and talked about it with Niro, we think it's due to how the game saves stuff. Bit weird tbh
The setting with LLL just changes which mod loads the item. I don't think it matters with the save
I was thinking about testing this haha, thanks for testing it for me!
I've added a light source to the potions to simulate the glowing effect. Maybe the glass around it becomes invisible from some angles (as it does when placed on ShipWindows), while the light source stays. I will see if I can fully remove the light source and if not then I'll disable it on used potions
Will take a look at the item saving and see what I can do to make it work again. Maybe it's because we add a component to the item gameObject to keep track of the initial size, current relative scale and the holograms desired scale, or maybe it's because we copy the itemProperties to be able to modify positionOffset in rare cases
Both things that we could revert / delete on disconnect. I may not find time for it today, but likely till tomorrow evening.
Working on v1.10 in the meantime, which already contains a few new things :)
- Fixed scaled items disappearing when reloading a savefile
- Fixed Potions being consumable again after reloading a savefile
If 1.1.0 is stable enough then I'll upload it till tomorrow evening
So far the aren't scaled when reloading. Will see what i can do to make that work.. with the single integer value i can use for that (in GrabbableObject.GetItemDataToSave)
reduced to nothing.
alright so is it a feature when i kill a enemy by shrinking it enough,
he spawns again??
but twice
Yep, when killing an enemy that doesn't have a custom event for it, two of them spawn somewhere around you. It's a safety mechanism which is mainly targeted for custom enemies as balancing. So death shrinking gives you some spare time, while making your life more dangerous in the long run
@tropic zephyr
So far there are custom events on death shrinking for Bracken (my favourite), Robot (2nd favourite), slime, coilhead (savage one) and the lethal bees
so...
the nutcracker drops his shotgun....
that means we can get as much shotguns as we want
Good that you mentioned that.. guess the nutcracker event will be the next one I do.. .. .. asap^^
Didn't knew he drops the gun ๐
it might be another mod
(im using 100 something lmao)
Will check later. Have some debug methods in it with which I can easily spawn and enemies :)
hmm i have a idea for his event
what if
it drops the shotgun
BUT
2 nutcrackers spawn
and its like if they were on their last health
so theyre faster
but they still have 5 health
And hoarding Bug which is my favorite ๐คฃ
Oh ye, hoarding bug xd
Or it spawns 5 nutcracker around you from which 4 can't shoot or deal damage and can't be targeted. But duplication is quite lame
thats a bit undair honestly
unfair*
"around you" in a larger radius, not immediately, so that the situation gets more intense, while in reality there's not much more danger
But ye, not my best idea^^
v1.1.0 -> Thunderstore
What's new
- Added [General]LogicalMultiplier
- Sets the jump height & movement speed to logical values.
- If set, JumpHeightMultiplier & SpeedMultiplier will be overwritten.
Tweaks
- The ShrinkRay now requires battery to run
- Configurable through [General]ShrinkRayShotsPerCharge in the config.
- "Shots left" are saved through rounds
- Setting this option to 0 will disable the battery usage.
- Added [General]ShrinkRayNoRecharge. If set, the ShrinkRay will overheat when the battery is used up and can't be recharged.
- Scaling keys will make them useless.. just don't.
- Adjusted pitch for scaled Airhorn & ClownHorn
- Removed [General]ShrinkRayTargetHighlighting, as OnHit didn't have a noticable performance impact
- Player-scaling from consuming potions now depends on the potion size (simple multiplication of potion size with PlayerSizeChangeStep)
Fixes
- Fixed a bug when scaling objects without a spawnPrefab
- Fixed size desync for players who are getting scaled while using the terminal. They will now automatically quit the terminal when scaled.
- Fixed scaled items disappearing when reloading a savefile
- Fixed Potions being consumable again after reloading a savefile
Quick v1.1.1 release (okay that number was just too satisfying and i couldn't resist uploading this hotfix later)
- Fixed ShrinkRay overheating when no battery is required (small oversight)
Oh yeah btw
So
Does the enemy power level increase when making an enemy small enough?
That it duplicates
Laser Pointer is broken after being scaled btw. Fixed it locally
Not as of right now. Lore wise it would make sense but rn it only dupes on death for those who don't have their custom event
Hoarding bugs have their own event. Same for slime. The slime dupe is intended and the duplicates can be shrunken to death without consequences
I aim to have one event for any enemy, as well as custom behaviours when relatively smaller and larger than the player
Yo make that you can make butler's knifes and nutcracker shotguns smaller
So they deal less damage
Imagine a butler rushing over to you with a toothpick
Hmm likely not while they still hold them. Never tried that though
But ye, smaller wrapping dealing less damage is on my bucket list :)
So far.. only the shovel for that tweak
Gigantic shovels currently ohko your teammates^^
And on dawgs I think
But they're also heavy
I used the ship door method...
As you can tell I enjoy the mod (old clip)
Yo when the company cruiser comes out
Make that the shrunk car can only be driven by small employees
And that it's faster
And thatt normal employees can stand on so they're transported around
And that employees can pick it up so its like a hotwheels
Skillful play ๐ being on pace with that coilhead
We will see what the car is able to do, but I plan on making scalable cars a feature asap^^
Thought about being faster/slower, changing steering and dealing more or less damage when ramming someone / enemies
HOW IS THE MUSIC SO PERFECTLY IN SYNC LMAOO
:)
1.1.2
https://thunderstore.io/c/lethal-company/p/Toybox/LittleCompany/
Compatibility
- Increased ModelReplacementAPI compatibility (e.g. LethalCreatures)
- MoreCompany compatibility regarding audio changes (pitch modulation)
Tweaks
- Spray paint size is now relative to the can size
- Shotgun can only be reloaded with equally scaled ammo
- Shotgun damage relative to scale
Fixes
- Laser pointer is no longer affected by Flashlight scaling changes. Will receive its own changes later on
Pitch change should work with MoreCompany now!
The fix is bypassing some logic so if you encounter problems please report it here. Testing with 4+ people is rough sometimes haha
OMG YAYYYYY! thank you so much for the ping this is amazing news
I'm also hyped to play with this haha!
Me waiting for the gross death once you get too big
Splat in red spray ๐คฃ
no this scene expect it happens when you get too big https://youtu.be/WVLLNGryPYI
Scott,A Master Thief,Gains The Ability To Shrink In Scale With The Help Of A Futuristic Suit
Directed By:-Peyton Reed
Written By:-Paul Rudd,Edward Wright
Adam McKay And Joe Cornish
Produced By:-Kevin Feige
Music By:-Christophe Beck
Cinematographer:-Russell Carpenter
Starring:-Paul Rudd,Evangeline Lilly,
...
Well.. I got this one from a failed attempt at scaling the dead player body ๐
https://gyazo.com/4d8eeb7e2b3c62d047b7ffa0c48efb26.mp4
It should be like a pile of organic matter and tissue or something
You can't flee ๐
||It's the item that spawns when you shrink the big robot enemy to death.
He's worth a lot but you can't go too far from him and carrying it deals damage.
You gotta coordinate with other people to bring it to the ship, or just shrink the robot real close to the ship||
i think that changing the player size change step to 0,35 is a good option, since the player can only fit through doors if hes 1,7
allowing us to set a higher player size
what yall think?
Oh ye, I will adjust that. Thanks!
Higher default size? Higher maximum size? Higher scaling in one step?
making it 0,35 instead of 0,4
and a higher MAXIMUM size
default size no change
Maximum size should be unlimited. Will change the default to 0.35 for size step change
Not too sure about doors, but at least inside the ship while standing
Iirc standing in ship was also possible at 1.8, but doors only 1.7
But two shrink shot doesnt get you to 0.2 in that case tho which is the smallest size increment
And if you shoot a 3rd time you get to 0.2, but are now unbalanced and shots increment will not allow you to go back to normal size easily
0.2 + 0.35 = 0.55
0.55 + 0.35 = 0.85
0.85 + 0.35 = 1.15
unless you add a snap mechanic for the size 1 ๐คทโโ๏ธ. Which might actually be a good idea
yo
i have an idea
make that
giants cant eat enlarged players
bracken cant snap players that were rezised too
We planned to, but what else would they do that doesn't require a new animation (cause we don't have anyone who knows how to do that in our team)?
wdym?
it doesnt require one
the giants just cant eat enlarged players
they like
bump on them
But what will they do instead?
causing damage
And the player will fly a bit?
ye
also i think that the small body might be a problem with the bones
like the small body of a player when it dies
this'
Tried a lot of things to scale the dead player body, but no success so far.. always skinny, never tiny ๐คท๐ปโโ๏ธ
Can confirm, I tried a lot on my side too ๐คฃ. Sometimes skinny, sometimes flying away in the air, sometimes stretched across the screen, but never correct!
Sometimes disappearing, sometimes messy, .. but never correct ๐
1.2.0 -> Thunderstore
What's new
- Added [Sizing]PlayerSizeStopAtDefault, which scales to PlayerDefaultSize, if a scaling step would go over it
Compatibility
- Increased ModelReplacementAPI compatibility (e.g. LethalCreatures)
Tweaks
- Spray paint size is now relative to the can size
- Shotgun can only be reloaded with equally scaled ammo
- Shotgun damage relative to scale
- Players can now scale to the MaximumPlayerSize, even if they would usually scale to a higher value
- Fixed inventory bug when holding an item that gets shrunken to size 0 and disappears
- Fixed ShrinkRay target circle staying upon death
- ShrinkRay SizeStepChange is now relative to its scale
Fixes
- Hide hologram while item is pocketed
- Fixed item scales not being saved through rounds
- Laser pointer is no longer affected by FLashlight scaling changes. Will receive its own changes later on
- Fixed exception being thrown when scaling items without an item event handler
With the [Sizing]PlayerSizeStopAtDefault config option you're now able to go back to the default size. Additionally you can now enlarge to the MaximumPlayerSize, even if you'ld usually scale to a value above it.
I decided against changing the default value of PlayerSizeChangeStep, as the minimum value is 0.2 (for the game to work correctly as of now. lower values require several fixes), which is 2x 0.4 in shrinking. I assumed that the majority would like to reach the minimum size more than the maximum size.
Let me know if it's fine now for you or if there's something missing :)
One small adjustment that could come to my mind would be to scale the player to 0.2 if it would go below, when [General]DeathShrinking is set to false. Not sure if needed though
How it feels to run from a eyeless dog while shrunk
They feel so huge and fast
Hmm I had an idea to if the dog is small compared to an employee
It just gonna deal 20 damage of the employee is twice as big
But the thing is yk the animation right? I know by now you don't have anyone that animate, tho there's the animation when he eats an employee
Or make it a non-lethal pet dog that's doing constantly noise and following you
I think if you stop the animation when he finishes biting should work
Or just grab the dog and put it inside the facility for funnies
Like a hoarding bug stealing it
Hmm that could work for what I've planned for when you throw a smaller player. Like some "playing fetch"
The animation thingy
First thing I wanna do is making the car grabbable for huge players .. might be complicated though^^
Yo u think that you can make... Hold on what's the word?
Tweaks I guess
To other mods
Like imagine the piggy's variety, it adds a revolver
So it could work like the shotgun that you can't reload with a bigger bullet
Sure, I'ld just need the name of the item :)
Hotwheels company just dropped๐ฃ๏ธ๐ฅ๐ฅ
Oh yeah one that I recommend is the lethal hands to be changed
So when Ur smaller you deal less damage
So many plans for the car, but all are just concepts till we really know what it does and how it's coded^^
Does it push the enemy away too?
Less but faster maybe
Lethal hands and little company
Looks funny. I could also adjust it so that it throws the enemy away if you hit it while being much larger compared to it. Don't wanna put too many things in, just in case the lethal hands mod has plans for it
Damage should be doable though
Ye
Pushed 1.2.1, which removes the Exposed name does not exist: pitch warnings from the log. Sorry for the inconvenience ๐
ngl
shotguns should not scale with size but make it so tiny people get launched backwards when they shoot the shotgun
Why they shouldn't be in your opinion? They require enlarged ammo and are heavier than normal ones.
The backwards-launching is a nice idea though. I will see what i can do
https://gyazo.com/ef1dbe3bb9b07efbb6d28b0b5035fc10
Will be in the next version
๐
All relative to the player size. So for example smaller players will get a recoil when using a normal sized shotgun and an even bigger one when using an enlarged one. Normal sized players will only get a recoil from enlarged ones
Now that I think about it, I could also make the player drop the shotgun if the recoil is insanely high
Not dropping it is fun, it allows for using this feature as repositioning or maybe longer jump ๐
Hmm ye, it's fun but also unfun at the same time xd
Will keep it without dropping
That shotgun is soo big!
x5 in size
Lethal Rocket Boosting
That's what I was thinking as well haha
hmm make that we can make the nutcracker's shotgun bigger
and theyre shot back
yk?
Held items are sadly not targetable, as their collision is turned off
Buuut.. we have something even better planned for the next version, which will be 1.3. Something requested/planned long ago :)
1.3.0
What's new
- Scaling ship items!
- You can now scale ship items that are placed
- The size step change depends on [Sizing]ShipItemSizeChangeStep. Set it to 0 to disable this feature
- If ship objects reach size 0, they will be automatically sent to the storage and scaled back to the previous size
Tweaks
- Larger shotguns now have a recoil (relative to player size)
- Changed [Sizing]ItemSizeChangeStep from 0.5 to 0.4, as it's likelier that players don't want to make them disappear in 2 steps
Good stuff
It will be scaled locally while using it, to make it look as usual. The scaling happens over a short time period to make it look natural.
And you can't scale it to size zero
You also can't scale ship objects that are in use. But other than that everything is possible :)
Will limit scaling in a later update to avoid items from going through the roof. Also fixing a minor visual bug when grabbing an item from a scaled StorageCloset. Till then.. dropping and re-equipping is a workaround
@keen widget yo make tiny players be able to be lift by one tulip snake
i got an idea for the masked event when you shrink him till he dies
you get possesed or
it just spawns a full crew of masked
like 4 maskeds in the same vent
That's a good next change! :)
And I actually had something like that in mind for masked: github
Masked: 50% chance to throw mask at shrinkray holder, making them immediately a masked.
yo @keen widget what if lil players could use this vent to leave the ship?
ey had 2 more ideas
make that the key on little employees hand becomes like an weapon
like a spear
and also if a player holds a lil employee close to a door
the lil employee can pass through the window
only in the facility door tho
thought about that too. will have to look into how to make it an actual vent. good point though!
do you mean the entrance or any door inside the facility?
any door in the facility
cuz the locked doors exist
oh yeah 2 glitches that i found
if a player is small in one round
and the player is still alive, goes back to the ship and go to the next round
he wont be able to use the vents
second one
the shrink ray
when englaring or shrinking something, if you change your held item to anything else it wont work until the game is restarted
even if you try to switch again
more details of the glitch is that the ray "works" it will select an object but only one time
it wont change when pointing at another object (the highlight wont change)
dont know why but the shrink ray in little company wont work after 2 uses
Are there any errors in the log?
no
and also the shrink ray stops working when i switch to another item
which seems to be a common bug
What have you set in the config for ShrinkRayShotsPerCharge and ShrinkRayNoRecharge (or so)?
0
Hmm okay so it shouldn't be a battery related bug
Is the laser of the shrink ray on?
And is the laser targeting something at any time?
I once had it that it was stuck in the loading phase after an exception, which I fixed back then. Might be something similar then if that's the case
Could you explain what doesn't work and how it behaves? Any detail helps.
Is the laser still on? Are items that you target highlighted? Is there any sound if you shoot?
Hmm okay, at least it's a good thing that it still highlights.
There's a config called DebugLog. Could you enable it and check the next time you get this error if there is something in the log that may help finding the cause.
You'ld do me a huge favour with this. Might be something modpack related
im not using a modpack
Oh alright ๐๐ป
Is it the same for any shrink ray or just happening occasionally? Is there some way to reproduce this bug?
Btw, thank you for reporting this issue :)
Then its not something that consistently happens. Let me know when it happens again in the future. I'll do some more testing today aswell and hope that it happens to me, too
it only works right in space
What's the log saying when you shoot?
[Warning: Unity Log] PlayOneShot was called with a null AudioClip.
[Warning: Unity Log] PlayOneShot was called with a null AudioClip.
[Warning: Unity Log] PlayOneShot was called with a null AudioClip.
[Warning: Unity Log] PlayOneShot was called with a null AudioClip.
Only that? Hmm, so the shoot isn't even starting. Anything suspicious in the log from the last shot where it still worked?
So you started a new round, bought the shrink ray, used it twice or more in the ship and then used it outside the ship, where it didn't work, correct? (Just so I can try to reproduce it)
So the reload might be the cause of this then. Have you ever had something else in the config instead of 0?
For the shots per charge. Pretty sure I tested any changes in the config in terms of battery, but maybe an oversight
ok
Okay, so I've implemented a fallback for the ShrinkRay Mode (it has Default, Loading, Shooting & Unloading) so in case of an error or unusual behaviour it can't get hardstuck in one of the last 3 phases and goes back to Default after a while.
On top of that I've revisited my logic for when you're able to use the ShrinkRay and may have found the cause. I've set no default value for "isOverheated", so in rare cases it could default to true, which would explain the behaviour you explained.
I'll push the fix. Hopefully the issue is solved with this ๐๐ป
Would be a good birthday gift if the fix was this easy ๐ ^^
v1.3.1
- Attempt to fix ShrinkRay sometimes being unusable when reloading a savefile
Happy birthday? 
Thanks :)
i dont think the bug is related to save files
its related to switching to another item
There are three conditions that could result in no log output overall if met. This fix targets all of them and should ensure that once the laser is on you should be guaranteed to be able to shoot.
Let me know if this fixes the issue. If not then I'll dig a bit deeper to find the main cause for this
maybe also a reset potion?
Maybe ye. Still looking for someone who designs real potions, so I can get away from the basic assetstore ones :)
But for now a white potion would do the trick
Happy birthday.
Shrinkray was broken this run for us
its like it worked for 3-4 shrinks then nothing happens after that. it highlights players but mouse 1/middle button does nothing
it didnt reset if you dropped it/new quota. only way was to buy new one then it broke again after 3 uses ish
all my logging is disabled so i have no log to post unfortunately
Have you used the newest version 1.3.1?
Yes
Oh okay. Will have to look into it again then. Can you do me a favour and enable the logging in case it happens again, please?
Ima try
I think i found the cause.
Long story: I only allow shooting if the NetworkVariable "mode" is at "Default". If something goes wrong while shooting (exception from this mod or other ones), it won't reach the code to reset it back to "Default", so the ShrinkRay becomes unusable.
In my last attempt (1.3.1) I've only called the ClientRpc, which is unable to modify the "mode".. should've called the ServerRpc one.
I will fix this and give it another push, even though it doesn't fix the main cause of why the mode is stuck. Was there any exception in the log at an earlier point?
@kind vale
pushed v1.3.2
ive disabled all logging so i dont have anything to post ๐ญ Thanks for the quick hotfix! i will see if it still happens in future games later
late as hell but happy birthday!!
Thank you! ๐ฅณ
Thanks ๐ฅณ np!
Gave it a quick test and i didn't notice any incompatibilities with the new v55 beta branch version. Let me know when you encounter some :)
Nice!
little company seems to mess with quota when selling scrap on v55, quota stayed at 0 but would give the money
would happen even when only had little company installed
Hmm that's interesting, because we don't touch the quota at all. I'll verify that later today or tomorrow
I didnt run into that thats strange
v55 SPOILER
||https://gyazo.com/a9d278aeb62522128539f08330e18086||
||Might be a good challenge to scale this thing and still have it functional ๐
Scaling would in theory work, except wheel position being slightly off, but it behaves so weird when scaled that it'll require some decent amount of work to get it done :p||
Little Company (v55)
||Mini cruiser time? What if it can be bought in shop for half the price and other employees can pick it up||
The picking up is planned, but not sure yet how hard to do. Small buyable ones isn't planned yet :)
Big boi throwing normal car to kill things would be funny
Played last night and the ray worked without problems๐
Perfect ๐๐ป
A friend decided to make one of the bottles gigantic inside the ship yesterday. Like the bottles got as big as the ship almost lol. Then inside the facility i found another pair of fresh bottles that we didnt touch(was small in the facility), but it had the same weight as the one inside the ship(?) Idk if this is something worth checking lol
It surely is. Thanks for letting me know!
I will test it in the following days :)
one of my runs my friend with the gun died to a mimic door and it stoped working
Oh boy, time to scare myself with a mimic, for testing purposes.
Was there an exception in the log?
Will test that later
does this work with v56? it doesn't seem like I can shrink people at all
Haven't tested it with the newest patch yet. Will do so today
Haven't tried it either with v56
I tried it earlier with a friend just to see what the damage to our mods was and I could shrink/enlarge items
I actually didn't try to do anything to entities though I should have
but nothing was happening on players
Items/Monsters/Ship items/Players all require different code to work, so it's possible only player is broken
oh I see. I tried potions as well but you couldn't actually interact with them to drink them
so it could be
Maybe some layer masks or collider changed.
Saw something with players/enemies in the official fixes
1.3.3
- Fixed clipping through ground after using scaled terminal
- Fixed error message when trying to shoot at landmines
Working on a new behvariour for the ForestGiant & on scaling the cruiser (currently explodes after being scaled..)
@coral crow Tested with v56 and it was already compatible, so it might've been an incompatibility with another mod. Can you send me a code of the modpack you use?
1.3.3 seems to have fixed it for me
I have about 98 mods so I'm sure something was just not wanting to work with it after the update but it's hard to pin down which one it was. at least it's all good now!
That's good to hear :)
Sorry just saw that, no didn't get the log, tho it could have been dead battery too idk
No worries. I haven't had the time to test it yet, but since there have been a handful of bugs with killed players in the past it's likely that it was indeed a bug
||ngl didn't expect the slime to explode into 4 more small ones when I try to shrink it to death barly got out alive lol||
Version 1.3.5
New
- Added [Enemies]deathShrinkEventChance config option to define to how likely it is for an enemy to cause an event when shrunken to death
Fixes
- Fixed a bug where throwing players that are in the Goomba animation (e.g. after shovel hit) leads to the player being stuck
- Weight now can't go below 0. This doesn't fix the -2b lb bug, but limits its effects on the gameplay
Version 1.3.6
Fixes
- Fixed exception when spawning BurningRobotToy
- Fixed exception when scaling player that uses the terminal
- Fixed enemy not despawning if death shrink event didn't occure
is there any way to remove the shrink ray from the shop, leaving just the potions as scrap items?
not as of now. but i can solve this by removing it from the shop if the cost is 0
that'd be appreciated as i'd like my group to be able to find the potions but not just bully each other with the ray itself
is there any chance you could add the ability to change how long the potions effects last in the config (like one day, rest of quota, or till death)
I can, but in combination with the shrink ray it will get a bit messy. For example you drink two enlarging potions, with x0.5 multiplier set in config, then someone shrinks you back to normal size. What should happen now on the end of the day or when reaching the quota?
Could add a config that resets your size at the end of the round or when reaching quota
1.3.7
https://thunderstore.io/c/lethal-company/p/Toybox/LittleCompany/
What's new
- Scaling the company cruiser is now possible!
Tweaks
- New config for adjusting the speed at which the items grow when shot with the shrink ray gun (ItemSizeChangeSpeed)
Fixes
- Fixed models from ModelReplacementApi being off when appearing on masked enemies of Mirage mod if you're resized.
- Attempt fixing weird weight issues when resizing items
- Fix error log for updating pitch of players in groups of more than 4 using MoreCompany
Toy car!!
This is gonna be so funny
@worthy breach oh, so normal sized players increase in speed and jump height?
moved the topic to here :)
let me know if/when it happens again
lol i was just typing stuff in the other thread lol
it seemed like it but now I cant replicate it again
its fine now, weird
i removed the mod and loaded and then added it back and loaded the game again
hey, so me and my friend found a bug where you can shrink the player whos holding you if the person who is being held has the shirnk ray and the other is holding another item, Can you guys NOT fix this bug, im asking for it to stay in the game or have there be a config where you are allowed to shrink the holder without it letting go of the player me and my friend had a lot of fun with the bug, and we would appricate if it was still possible.
It's rare we're being asked to NOT fix a bug. I won't try to fix it, but it might get fixed eventually while we fix other stuff ๐
alright XD
another bug you probobly are aware of
is sometimes scrap turns translucent when your holding it while you are tiny
i'm unsure if it only happens with custom player models or not, will have to do further testing
and also a feature that would be cool if you changed the size of an item it's weight and range would be changed as well, bigger knife, more range, it's heavier
That's not a bug it's a feature haha. Items glassify when they would block too much of your screen for you to see haha
Yeah prbly
thxxx
It'll be part of next patch, already coded it.
BASED
alright so some gitches
player size isnt the same sometimes when he leaves the car seats
the shrink ray cannot be used after rezising the cruisier
crusier*
cruiser****
Oh really ๐ค. Gotta test that more.
Is there an error in the console?
i didnt see the console tho
idk if the shrinkray broke or ran out of charge
or it broke
or the settings with infinite charge doesnt work
I assumed there might've been some glitches, but I thought I fixed the size ones when exiting the cruiser ๐ .
nvm the shrink ray is apparently fine using in the cruiser...
but the shrinkray shots per charge doesnt work
ii put it in zero
but it isnt infinite
That's weird, I use it with 7 charges so I haven't tested it much. Gotta look into it. Thanks for reporting the bug ๐
Bigger isn't too bad, but I know haha, there are some tweaks I gotta look into for that ๐
This patch includes the first batch of handling tweak I did. It was way worse without those tweaks
hold on
apparently...
the player goes back to the normal size
but the arms dont
Oh yeah, the player never changes size in the truck ๐
It's only the "local player" that does. Which is the arms, sight and visor
It's the same bug I fixed 3 times. Apparently it's hard to detect when the player exit the car. Gotta find a fool-proof way to detect it
had a host's game crash while playing with friends, this is the host's log. it seems to mention littlecompany a lot right before it hangs
here's also our modlist (i know its massive but its relatively stable aside from a few issues like this one)
Does seem to be a tangling between Mirage's Masked with ModelReplacements and Reserved Items that are scaled. There are LittleCompany errors which I might be able to fix but I'm not sure it's the cause of the crash. Will fix what I can tho. I already have code to fix in the area of resized Masked person and ModelReplacementApi so I'll add fallbacks at the same time.
alrighty, thank you
i posted this in the mirage thread and they reccomended coming here instead
Yah, I understand why, it's an incompatibility problem that's most likely easier to fix on our side if my assumptions are correct
when a player uses a potion with a modelreplacementapi suit, it doesnt reset the scale of their model when the size resets, it just places them in the floor
there doesnt seem to be anything in the log referencing it
Weird bug cause the gun and potions use the same code
Can you tell me which mod the model comes from? Some models behave differently to being resized
these models are from DoNotErpModels
yeah that tracks, later on we had the same issue with the ray, we just hadnt gotten it yet when i that this message
I'll take a look, I've tested that behavior for sure, so might be something to do with those particular models. Wouldn't be the first time some models would give me trouble ๐
gotcha, also a in-game fix is just swapping in and out of a model replacing suit, that resets the scale
Makes sense ๐
Havent reproduced this bug, can you send a link to your modpack? I'll try with it. It doesnt happen with my modpack. Or I'm doing it wrong?
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LittleCompany.patches.enemy_behaviours.ForestGiantAIPatch.FleeBehaviour (ForestGiantAI forestGiant) (at <674e5d878e1f43afbf2fa43e3c0dbe43>:IL_00B9)
LittleCompany.patches.enemy_behaviours.ForestGiantAIPatch.Update (ForestGiantAI __instance) (at <674e5d878e1f43afbf2fa43e3c0dbe43>:IL_0029)
(wrapper dynamic-method) ForestGiantAI.DMDForestGiantAI::Update(ForestGiantAI)
WIll take a look at the error, did you encounter a particular behavior related to the error?
no, game crashed afterwards
Ok, will see thanks for the report ๐
Hopefully that error is fixed. Wasnt able to reproduce, but added a lot of checks so that it doesnt happen again
1.3.8
https://thunderstore.io/c/lethal-company/p/Toybox/LittleCompany/
Tweaks
- New config for disabling the glassification of items that are too big and doesnt allow you to see.
- Tweaks to the small cruiser so it drives a bit better. (Still very hard to drive)
Fixes
- Fixed models from ModelReplacementApi not being resized when shrinking/growing masked people wearing them due to Mirage
- Exiting the cruiser scales you back to the correct size more reliably now.
- Fix error with scaled reserved items (ReservedSlot) on masked people using Mirage.
- Attempt to fix rare error caused by Forest Giants AI when seeing small players.
0191003e-a33d-8230-664f-a549d3b43deb
this is the modpack code, its made with r2modman incase thats important
it should have 208 mods, but a few are disabled
its a ludicrous amount of mods, but its relatively stable
oh yeah uh an idea for the cruiser
if its small, its faster but harder to control
if its bigger, its slower but easier to control
Hot Wheels in Lethal Company!!!
frr
now we mariokart in lethal company
I'm trying to tweak it for it to be easier to control all around, but the physics of the normal sized cruiser don't help ๐
It's a good idea to make the truck slower when bigger tho
I tested it with your modpack and didnt find the problem. Did that happen all the time or only sometimes?
I mean the bug where the model wouldnt scale and just go in the floor
it seems to be consisant, I'll bug some friends to hop on tn and record it
i got it on solo
im not clipping through the floor though, im floating in this clip since i was small before taking off my model didnt scale back up
its the same issue i was just small instead of big before the attempted rescale
Thanks for the vid, it helps! I'm guessing the outfit gets desynched somehow. Gotta figure out how to detect when it desynchs ๐ค
okii dokii!
also encountered another issue while testing this which is getting in an unscaled company cruiser changes your player scale making you smaller
Took me a night of sleep to understand, but you're not actually supposed to reset size between rounds, there's another mod that does that ๐
That's why I was confused
I guess that's not a huge problem. Even could be considered a feature, but that's why the model isnt resized.
Just gotta figure out when that reset happens and run a model synch after it.
the only other mod in there that messes with scale of players is SCP956, as the birthday cake item makes players smaller, so that might be the culprit
im about to get some sleep myself, so i wish you luck in your endevours!
Yup it's SCP956
For some reason when entering a custom interior me and a friend progressively got bigger and smaller
Just randomly
Didn't interact with anything at all
I have SCP956 installed but it wasn't present during the level and none of us interacted with any sus cake
Any errors in the log previously?
It's most likely due to SCP956, I'm doing a compat patch right now for it haha
1.3.9
https://thunderstore.io/c/lethal-company/p/Toybox/LittleCompany/
Fixes
- Fix compatibility issues with mod SCP956
- Fix bug where exiting the cruiser would play the resize animation even if you did not need to be resized
Should be fixed. And it should fix all other issues with SCP956
But it doesnt change the fact that SCP956 resizes you at the beginning of each round.
I don't have any logs
But I don't think there was any errors
Will test it again sometime soon with this new update
I think the new update might fix it
It seemed to switch our sizes each time we entered and left the facility which was so weird
End of round fixed our sizes though
I hope so
This did give me an idea though
What about a custom weather that resizes you?
It could be some kind of size changing rain
You slowly grow or shrink the longer you're in the rain and depending on the type of rain (grow rain or shrink rain)
Maybe the rain could also effect everything too, not just the player
Enemies, scrap, etc
There was a tug of war between SCP956 and LittleCompany. New patch let's SCP956 win the tug of war. Not sure if it will behave correctly in all situation, but it will help.
Oooh I see
I have another question though! I've been wondering what would be a balanced price for the shrink ray. My team never gets enough credits for it so we haven't really gotten to test it out much
It also adds our post-size processing after their resize to fix ModelReplacementApi and animation glitches
Tbh in my modpack it's 100$ ๐
It's not too strong since there's pros and cons to resizing people/monsters
But you also gotta take into account the scrap things it can do (resizing scrap and increasing its price)
Resizing scrap is strong tho
Yeah
Yo can make the scrap resizing visual only in the options if you're worried about it haha
I have it set at like $800 right now and we haven't used it a single time in months
I think it's such a cool concept though! I don't want the scrap idea to be removed, I just wanna know how I can balance the price with all that the shrink ray does
Maybe $200?
I'm also taking into account how easily my team dies lol. We can't really justify spending $800 on something we could possibly lose after a single run
It can grow the price of scraps but won't go over double value. It helps in later quota. But depends how much your team survives haha
Default price is 750 cause it's expected to be used on later more challenging quota. I put it much lower cause I like having multiple of them haha
It's a curve, get more value at the beginning but slow down value upgrades larger you go. Stops increasing in value at 10x size (2x price)
Hmmm
It's also slower to grow the item the larger it gets
Ooooh I see
It takes time out of the day if you're doing it during a landing
I'll try $100 just for fun and I'll take feedback from my group afterwards
Yeah, tbh it's ez to adjust if you feel it's too strong
Oh! I have one final question XD
Does turning small in this mod make SCP 956 target you? I'd assume so since I doubt 956 ties it's targeting to only when you eat the cake
No clue, depends on how the SCP is coded tbh ๐
Alright
thank you!
1.3.10
https://thunderstore.io/c/lethal-company/p/Toybox/LittleCompany/
Fixes
- Fix size regulation when exiting the cruiser.
I'm curious. Is there an option for the potions and shrink ray to spawn as scrap? I feel its more balanced if we have to find it instead of being able to buy it
or I might even make it super expensive with the chance to find it.
For potions yes, price and scrap rarity. The ray can only be bought, but it's configurable
Now my next question is which potion is which? haven't tested them yet. and are they permanent like the shrink ray??
Yes they are. The heavy one is for enlarging
OMG hell yeah!!!!
Can not wait for our special stream tonight!!!!!!
Me and one other have been running a few tests with it and its working so nicely
only thing I don't like is shrinking enemies to much deletes them. But I believe there was a config for that if I recall correctly
also LOVE THE VOICE DISTORTIONS!
Niro you are amazing!
Iirc there is one for players, not sure if there is one for enemies too. But I know for sure that there is one to disable the side effects of shrinking enemies to death
Thank you for the kind words :) forwarding it to @spiral cobalt too, who helps me a lot with QA, compatibility and features ^^
Is there a way to fix size Desync?
The first issue I have ran into in all this testing lol
I'm normal but to the other i'm tiny
No errors in log that I can find.
Looking forward for the stream :) would you mind sharing your twitch with us?
Any errors in log?
Absoloutly! We are not telling the others though that we are adding it in
shoot trying to remember how to grab the log files to send ya
It's been reported that there was an issue with size desynchs when exiting the cruiser. It apparently only happens when you're not the host and exiting the cruiser, but I haven't fixed it yet ๐
We were not in the cruiser right now.
Oh maybe its cause they used the revive gun on me
Revive gun huh, then yeah it's possible. I don't know that mod and haven't tested for it
Turns the zap gun into a defib
I was little then died got revived and was normal.
I'll buy some potions real quick
That's most likely the problem yes
Oh but I did die again after that.
so that wasn't the issue.
She shrank me and fed me to Jeb
which btw was awesome and scary.
Size desynch should fix itself when dying. If there's no weird interactions with other mods
I think It happened when I was on the terminal
might be. We're resetting size on death, but i'm unsure if it's synced at this time or later during the normal revive. Would have to look into the code, but will have to go to bed now ๐ can do it tomorrow if AboveFire hasn't fixed it by then already (he's on ๐ฅ recently!)
oh, my chat was still at this message. that's what the "might be" was targeted at xd
Won't happen, I'm not home this weekend ๐
I'll do some further testing right now on it to find the desync. it wasn't the revive. It was while I was on the terminal.
She was constantly shrinking me while I was trying to fight the terminal and type a moon before she booted me off with the shrink ray
Also the plan for my lobby tonight is to up the shrink potions spawn rates so people find them and drink them, and then without them knowing i'm a buy the shrink ray lmfao!
Maybe a conflict between our patch for the terminal (resizes you and the terminal locally to the default size while usage so you can still fully see the screen) and the fact the the shrink ray kicks you out of the terminal when it's used on you
Gonna be hilarious^^
Make sure to ||grab your smaller teammates and throw them away|| for some extra surprise^^
Feel free to share some highlights here. Always nice to see the mod in use ๐
Will do! I tossed my tester out the ship while landing.....They died lol
also i recreated the desync
It is from the terminal
Thanks for taking the extra time to recreate it. Helps us a lot! :)
Basically as she keeps shrinking me I keep grabbing the terminal the second i'm booted. at one point it bugged out and I didn't size synce with the terminal and I just backed off and then went back on to it. I think it was that moment the desync happens.
Can't really find an error in the logs either sadly.
but if you need I can jump in game with you some time and help you recreate it for the exact moment in hopes you can find it in the logs.
Found an issue. When a 5th person joins (Player4) logs get spammed with Exposed name does not exist: PlayerVolume4 and does not stop and that players voice distortion doesn't work.
Guess its cause default game is 4 players max.
Ye, it's a Morecompany incompatibility that AboveFire is working on
I thought I fixed it ๐ฅฒ
But yeah, the additional players added by MoreCompany are not fully functional. This causes errors when adjusting pitch. I thought I got around that cause I haven't seen the error for a bit now, but I guess there's still a situation it can happen ๐
It was consistent with us. Every time I loaded up even on a new save got a Exposed name does not exist:Pitch error and then when the 5 person join it was constant log flooding with errors lol.
The group absolutely loved it though. We had a lot of fun with it. At first they thought it was just potions we found. Then I finally bought the Shrink Ray and revealed the true secret.
Glad you and your group enjoyed it^^
Definitely gonna keep it around. If anything may some times just leave it to finding potions as scrap lol I increased the spawn value of it so it spawns more frequent.
Any idea on when that one issue will be fixed?
Most likely this week, but depends a bit if it's harder to fix than I think it is.
Any update on the fix? I really want to add this back in. But our lobbies usually run more than 4 players so I'm waiting. My players also miss it. They thought it was still in and were telling our new players to drink the potions ๐ ๐คฃ I'm like it's not here anymore until they fix it.
Let me know if you ever need assistance with testing
It's fixed, it'll be part of the next version most likely today. Testing with 5 instances was good enough to reproduce haha
I'm trying to fix another issue with cosmetics before deploying the new version
My PC would likely be burning up at that point ๐
It sets my fans into High gear ๐
My pc would probably just give up at this point ๐
Omg please ping me when you release the fix so I can add it back in
1.3.11
https://thunderstore.io/c/lethal-company/p/Toybox/LittleCompany/
Fixes
- Fix log spam when playing with more than 4 players with MoreCompany
- Fix size desynch when exiting the cruiser. (for real this time)
Just uploaded it, it'll be on thunderstore in about 30min probably
Hell Yeah!!!!!!!!!!!!!!!!!
[Warning: Unity Log] Exposed name does not exist: pitch
[Warning: Unity Log] Exposed name does not exist: pitch
[Warning: Unity Log] Exposed name does not exist: pitch
[Warning: Unity Log] Exposed name does not exist: pitch
[Warning: Unity Log] Exposed name does not exist: pitch
[Warning: Unity Log] Exposed name does not exist: pitch
[Warning: Unity Log] Exposed name does not exist: pitch
[Warning: Unity Log] Exposed name does not exist: pitch
[Warning: Unity Log] Exposed name does not exist: pitch
[Warning: Unity Log] Exposed name does not exist: pitch
[Warning: Unity Log] Exposed name does not exist: pitch
[Warning: Unity Log] Exposed name does not exist: pitch
[Warning: Unity Log] Exposed name does not exist: pitch
[Warning: Unity Log] Exposed name does not exist: pitch
[Warning: Unity Log] Exposed name does not exist: pitch
This still pops up. Is this normal? Haven't gotten to test with the full group yet/
Disregard this. Just now got the update.
Ok the above warning still pops up. Not spams just pops up. just seeing if this is normal.
Yes that one is normal
We need a way to check which players have the audio configured properly and the best way we found to do it required poking every player AudioMixers. Those warnings at the beginning are the results of this haha.
They won't cause a problem. And aren't too bad for log readability ๐
...ummmm......
So I keep growing lol
I drank 1 heavy potion
and i think every time i get out of the cruiser or eject i get bigger.
i can't even get back into the ship lol
Mmmhhh, yeah cruiser might be broken. I was sure I had fixed it ๐
The 0.1sec animation of exiting the cruiser fucks up the scaling
Yeah, it's only locally
gotcha.
Other people don't see the size change
So note to self stay out of cruiser lol
cool.
I can't figure out how I always think I fix it and then it's not ๐ฅฒ
I'm gonna keep it for my possible lobby tonight still.
Haven't tested the other fix yet.
Only me and 1 other right now.
Desynch should fix itself on death btw
yeah it did that before update so we are doing that now.
Log spam is indeed fixed, but the extra players still do not get the voice changes. They can hear our voice changes but sound normal
Yeah, that's a MoreCompany problem ๐
damn themmmmmmmmmmmmmm
1.3.12
https://thunderstore.io/c/lethal-company/p/Toybox/LittleCompany/
Tweaks
- Added compatibility for MoreCompany cosmetics on ModelReplacementApi models
Fixes - Fix size desynch when exiting the cruiser. (fr fr this time)
@potent holly Size desynch when exiting the cruiser is fixed now (I sure hope so ๐ฅฒ )
There is a small visual glitch that happens when exiting the cruiser tho, I had to fight the exit animation, I might revisit it later, but at least it doesnt desynch now.
Oh hell yeah!
Any word yet on 5th player or more getting the voice effects?
I'll make sure to find other ways to break the mod LMFAO
Counting on you ๐
@spiral cobalt Did you happen to fix the voices for player 5 and above?
If I did then it's a happy accident. Cause I did cleanup the code but didn't think it fixed it.
Nope that one is still not fixed ๐ฆ
Yeah, most likely can't fix it cause I'd have to rewrite how MoreCompany handles the audio of extra players :/
Those extra players don't support pitch modulation
maybe more company could work with ya on a simple fix
MoreCompany is aware of it, they haven't fixed it yet. Any mod that adds audio filters don't work with it. I made a workaround for the first 4 players, but the same workaround doesn't work for the other players. It's a tedious fix too haha. Might revisit it later and suggest them a fix.
damn lol
I made a workaround for the first 4 players
more company supports pitch if the max crew size is set to 4 (or less), we purposely chose not to do it for the first 4 players in larger lobbies since it'd cause confusion for why it works for some people but not others
The only fix is making a bunch of audio mixers for a set of player counts but that's a pain since we'd have to manually duplicate the mixer groups and update the param names 92 times (since if we did it then we'd probably wanna fix the volume too) then we'd have to save them each time 4 are added then we'd have to dynamically load the correct mixer based on the max player count
since you can't dynamically create mixer groups
Yeah, I saw that commit. But most people use the default crew size of 32 even if they're only playing with 3-4 players, that's why I changed it on my side.
Oh, I did take a look into it but didnt immediatly figure out the problem/solution
technically i could just change it to check the current player count
rather than the max
I think that'd be a great idea
but the issue there is if over 4 people join and someone has the effect enabled it'd then get stuck enabled
Can I help? I don't mind doing the same mindless thing 92 times, I know it has something to do with the extra players having only one audioMixer instead of two, but I didnt get much farther than that
it's since extra players just use the audio mixer of one of the first 4 players
Does that impact on performance?
don't think it's as bad as it would be having 50 audio mixer groups unused
(which is why it should dynamically choose)
i think if you updated the pitch of all 4 players then it'd result in every single player having high pitch
(since ofc the effect would apply to the mixer group which the 5th+ players would have)
So basically, instead of taking the first MixerGroup here there'd be a need to clone it?
And prefered behavior would be to clone it only if there is a player to use it?
Seeing you two work together brings tears of joy to my face!
I can not wait to see this work! Little Company is become a favorite. Granted we disabled the shrink ray and increased the potions scrap rate so we can fight over the potions lol
Shrinking enemies to death can have side effects :)
Even inside? bruh
That's the crawler's effect iirc haha
Yep, even inside ;)
So we found an odd bug yesterday.
When ever someone shrunk to the smallest (2 potions) they would become unable to move when picked up and set down. The bug started happening when the tiny person got in the cruiser passenger side, but then it started happening to everyone who drank 2 potions. If they drank a heavy potion and went up to 1st little stage then they would fix and be fine.
Not sure what exactly is happening with it or what triggered it to break ๐ค
Were there any errors or warnings in the log for the person that was unable to move?
But In good news though it's a main mod for our pack now. Granted we only use the potions so players have to earn their skrinking.
Unfortunately I do not know.
I'll test it more tonight
That's nice to hear! Glad you enjoy it :)
The two players did not tell me of any.
Oh god do I have a clip for you at some point.
Also when can we get Bamboo Hawks stealing little people?
It happened to us too a few weeks ago (haven't played till then) but the other person didn't sent me their log too. It's quite hard to find this issue by just going through the code. I assumed in the past that it may have to do with clipping in the ground or so, but since even throwing that player around doesn't help it may not be that
Buuut.. tomorrow my irl brother comes back from vacation and then we'll play some rounds^^ so likely we gonna get that bug again any time soon
What size step change do you have? 0.4?
Hey let me know if you ever want to join us! Would be awesome to team up. Next time it happens I'll try to get the logs. But yeah it happened when the tiny person got into the passenger seat of the cruiser then enters the facility they break. But then after that it happened with everyone who was tiny. The size stuff is all default sizes.
Also Bamboo Hawks stealing tiny players WHEN!!!!!!!?????!!!! ๐ ๐คฃ
I had a Yippee bug steal me and while he was carrying me away the braken snapped my neck and stole me from the bug ๐
Have you clipped that? ๐
Maybe it's all about the fix I made for custom dungeons where it pushes you slightly up when entering a custom dungeon to not fall through the ground when tiny. I have an idea for a possible fix in mind, but it's just a blackbox test at this point
Maybe that patch doesn't only get triggered in custom dungeons, even though I tested it back then ๐คท๐ปโโ๏ธ but times and game code changes
any chance we could get a config to disable cruiser scaling functionality completely? making it so it goes back to either blowing up or being unscalable, and have it not mess with the scale of players
me and my group have had countless issues with it even when its not being scaled, and we dont tend to scale it in the first place
Problem is that if you're bigger than the cruiser and you enter the cruiser. You can't get out since you can't reach the handle
then if a player's height isnt default disable the ability to interact with the cruiser's seats with that config toggle on
There's a config to disable scaling the cruiser itself iirc. You can put vehicle scaling to 0
noted
I'll take a look but I'm not sure how that will go ๐
Also if you can tell me which problems you encountered I can maybe fix them. I thought I did since the last version tbh ๐
me and my friends plan to play either tn or tmrw, i'll tell everyone to take clips if we encounter any issues with the cruiser or scaling and i'll get back to you if we recreate any issues we've had already or encounter any new ones
Thank you! This helps a lot. I love the cruiser but it's so fickle!
same here, its such a fun concept but its so easy to bug out and ruin a run
If the xbox 360 mini wizards game was cool:
I had a few issues yesterday where people would randomly get larger / smaller after death for no reason
I also had issues with scaling the crusier like wynter said
I dont have any clips or logs rn sorry
Interesting, I didnt get any problems when playing yesterday so it must be a special behavior ๐ค
1.3.13
https://thunderstore.io/c/lethal-company/p/Toybox/LittleCompany/
Tweaks
- Added a setting to disable the automatic size adjustment when in the cruiser. If disabled, players won't be able to enter cruisers smaller than them.
you're literally the best thank you
Np, I'd still like it if you could find what problems you were having ๐ but I find it funny when you're small in a big truck and can't see shit so I figured I could add a setting for not resizing.
mad apprecaited tho fr, and i'll let ya know if i encounter issues
That'd be funny, but Bamboo Hawks don't have the same "item fetching" AI as the Hoarding bugs. Wonder how that would work ๐ค. Haven't modified monsters yet so I don't know. Niro was the one who coded the Hoarding bugs
Bamboo Hawks do steal loot though. Not as frequent as hoarder bugs.
Oh I see you said they don't have the same stealing AI. Yeah that makes sense
Still be funny ๐คฃ
The hoarding bugs have an array of grabbable objects that gets filled at the start of a round. Haven't looked into baboon hawks yet, but could imagine it being close to that. Will see what I can do^^
But likely won't find much time for it till Friday when back at pc
baboon hawks drop everything to pick up the highest value scrap near them unless they get within instant aggro attack range of a player while going for the item
Is this a bug caused by us?
this is just jank collsion i think
being big and uncrouching in the crusier's storage sends you adn it flying
oh yeah we've been having issues w little company where after people die they're just a different size
which is also inconsistent between clients
some people are bigger but appear smaller to others, etc
don't know if it's been reported before so sorry if it has ๐
Most likely due to the cruiser ๐ค. Maybe there's a thing where if you die in the cruiser it get's weird. Haven't died in the cruiser that much tbh
we had a cruiser but most of the time we wouldn't die on it
Someone already talked about it before, but it helps to have multiple accounts especially if the bug isn't easy to reproduce so thank you โบ๏ธ
Gonna take a look
when entrance dungeon get spam error like this is. also exit dungeon get spam same like this is
Looks like "dungeonFlowId" got removed from EntranceTeleport.
@spiral cobalt we use it here: https://github.com/MehimoNemo/LethalCompanyShrinkRay/blob/main/LittleCompany/compatibility/ModdedDungeonEntrancePatch.cs
I can fix it in the evening. Will have to check where it's been moved to.
Ty for the report!
Is that for the new version? was there not a beta this time?
no beta afaik
1.3.14
https://thunderstore.io/c/lethal-company/p/Toybox/LittleCompany/
Fixes
- Updated the mod to not cause errors with v60/v61.
Apparently the update was not too bothersome. Only a minor change was needed to make it work well with v60/v61
Well looks like it's time to re add the potions. ๐
though, how will the speed and jump height changes from being smaller interact with LGU's speed and jump height upgrades
Any mod changing speed in LethalCompany won't play well with each other. You can disable the speed change in one or the other if you want
when launching the game the console spams yellow errors like
[Warning:Toybox.LittleCompany] Enemy Bunker Spider had no enemyPrefab. Unable to connect enemy event handler.
[Warning:Toybox.LittleCompany] Enemy Puffer had no enemyPrefab. Unable to connect enemy event handler.
[Warning:Toybox.LittleCompany] Enemy Masked had no enemyPrefab. Unable to connect enemy event handler.
[Warning:Toybox.LittleCompany] Enemy RadMech had no enemyPrefab. Unable to connect enemy event handler.
[Warning:Toybox.LittleCompany] Enemy Blob had no enemyPrefab. Unable to connect enemy event handler.
[Warning:Toybox.LittleCompany] Enemy Hoarding bug had no enemyPrefab. Unable to connect enemy event handler.
[Warning:Toybox.LittleCompany] Enemy Centipede had no enemyPrefab. Unable to connect enemy event handler.
[Warning:Toybox.LittleCompany] Enemy Crawler had no enemyPrefab. Unable to connect enemy event handler.
[Warning:Toybox.LittleCompany] Enemy Flowerman had no enemyPrefab. Unable to connect enemy event handler.
[Warning:Toybox.LittleCompany] Enemy Spring had no enemyPrefab. Unable to connect enemy event handler.
[Warning:Toybox.LittleCompany] Enemy Nutcracker had no enemyPrefab. Unable to connect enemy event handler.
[Warning:Toybox.LittleCompany] Enemy Jester had no enemyPrefab. Unable to connect enemy event handler.
[Warning:Toybox.LittleCompany] Enemy Girl had no enemyPrefab. Unable to connect enemy event handler.
[Warning:Toybox.LittleCompany] Enemy Bunker Spider had no enemyPrefab. Unable to connect enemy event handler.
[Warning:Toybox.LittleCompany] Enemy Puffer had no enemyPrefab. Unable to connect enemy event handler.
[Warning:Toybox.LittleCompany] Enemy MouthDog had no enemyPrefab. Unable to connect enemy event handler.
[Warning:Toybox.LittleCompany] Enemy Baboon hawk had no enemyPrefab. Unable to connect enemy event handler.``` and many many more of this kind
why is that?
is littlecompany incompatible with v62?
also theres a red error when launching:
Stack trace:
HarmonyLib.PatchClassProcessor.PatchWithAttributes (System.Reflection.MethodBase& lastOriginal)
HarmonyLib.PatchClassProcessor.Patch ()
Rethrow as HarmonyException: Patching exception in method null
HarmonyLib.PatchClassProcessor.ReportException (System.Exception exception, System.Reflection.MethodBase original)
HarmonyLib.PatchClassProcessor.Patch ()
HarmonyLib.Harmony.PatchAll (System.Type type)
LittleCompany.Plugin.ApplyHarmonyPatches ()
LittleCompany.Plugin.Awake ()
UnityEngine.GameObject:DMD<UnityEngine.GameObject::AddComponent>(GameObject, Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset:OnEnable()```
how do I remove this error?
LittleCompany should be compatible. I assume it's something else modifying the enemy and item lists before we try to access it. Are you using a mod pack?
Regarding the error: What version of LC_Office are you using? Maybe an older one?
Also, @spiral cobalt do you remember where LC_Office has used the ItemElevatorCheck.orgScale? Cause in that class it isn't used. Maybe we can remove the patch ๐คท๐ปโโ๏ธ
Yeah the guy who made LC-Office said he'd remove it eventually. It's possible that patch isn't necessary anymore.
He probably switched to use the same elevator mechanic from the real elevator in the mineshaft
If you just remove the patch and try scaling an object it'll tell you haha. Can't check rn
Also I played yesterday and didn't have any issues. I have LC_Office in my modpack. Maybe I didn't see the log
I think it was the newest one, downloaded it yesterday
I absolutely love littlecompany, I really wanna have it in my modpack
but it also spammed many yellow warnings and a few red errors in the console
Are you using Thunderstore or do you have another way to share your modpack?
The warnings are very likely due to an incompatibility with another mod
downloaded every single zip
oh
well it were mostly these errors
[Warning:Toybox.LittleCompany] Enemy Puffer had no enemyPrefab. Unable to connect enemy event handler.
[Warning:Toybox.LittleCompany] Enemy MouthDog had no enemyPrefab. Unable to connect enemy event handler.
[Warning:Toybox.LittleCompany] Enemy Baboon hawk had no enemyPrefab. Unable to connect enemy event handler.
for like every single item and enemy
How large is the modpack and which mods do you have? If it's not too large (talking about 100+) then can you screenshot the folder please?
Also which version of LethalCompany are you using? Last version of LittleCompany has been updated to work with LethalCompany v62
many many mods unfortunately
v62
I guess its a mod conflict
I'll use little company another time then I guess
still great mod, kudos!
I mean, the only thing that gets lost are enemy events, their behaviours and some item behaviours when resized. Most of LittleCompany will still work as usual.
Can you please leave the names of the mods you use here so we're able to attempt to fix it in the meantime ๐
Version 1.3.15
- Added experimental config option "RemoveMinimumSizeLimit" to change the minimum size of enemies and players before dieing from 0.2 to 0.05 (This may cause bugs!)
so I have redownloaded LC office and the newest version of little company now (v62) but the nullref exception at booting the game with the LC office compat still happens
not sure if it affects gameplay
there are less errors now though
We haven't changed our patch yet. Will take a look in the evening
all good, I didnt see the yellow error spam
tried a shrink potion and it worked, no errors in the console so I'll just use littlecompany now as well c:
great mod
Glad you still enjoy and use it :)
Looks like LCOffice dev removed the incompatible code. I will comment out our fix as it's obsolete and publish a new version
Good!
Initially planned to release it today together with removing the audio & icon folders, but my unity project got corrupted and I'll have to fix it first. Will try that tomorrow and publish then if everything goes well ๐๐ป
its still playable with the older version though right?
uploaded the modpack to my friends, would be a bit of a mess for everyone to re download new stuff and replace so if it works fine we would just keep the old versions
the new version is also perfectly fine. It just shows an error at the start that has no effect other than an obsolete patch being unable to load :)
you can safely ignore the error
older versions should be mostly fine too, as we didn't encounter any v62 incompatibilities. We fixed some other things though so i'ld always recommend using the newest one
I noticed when using the monster mod "CountryRoadCreature" potions would no longer appear in the store. I guess this message is more for others who are looking into what causes potions to be gone.
using tzhe newest version now, the consoile still spams
[Warning:Toybox.LittleCompany] Item Laser pointer had no spawnPrefab. Unable to connect item event handler.
[Warning:Toybox.LittleCompany] Item V-type engine had no spawnPrefab. Unable to connect item event handler.
[Warning:Toybox.LittleCompany] Item Bell had no spawnPrefab. Unable to connect item event handler.
[Warning:Toybox.LittleCompany] Item Remote had no spawnPrefab. Unable to connect item event handler.
[Warning:Toybox.LittleCompany] Item Chemical jug had no spawnPrefab. Unable to connect item event handler.
[Warning:Toybox.LittleCompany] Item Rubber Ducky had no spawnPrefab. Unable to connect item event handler.
[Warning:Toybox.LittleCompany] Item Toy robot had no spawnPrefab. Unable to connect item event handler.
[Warning:Toybox.LittleCompany] Item Whoopie cushion had no spawnPrefab. Unable to connect item event handler.
[Warning:Toybox.LittleCompany] Item Flask had no spawnPrefab. Unable to connect item event handler.
[Warning:Toybox.LittleCompany] Item Toy cube had no spawnPrefab. Unable to connect item event handler.
[Warning:Toybox.LittleCompany] Item Bottles had no spawnPrefab. Unable to connect item event handler.
[Warning:Toybox.LittleCompany] Item Cash register had no spawnPrefab. Unable to connect item event handler.
[Warning:Toybox.LittleCompany] Item Steering wheel had no spawnPrefab. Unable to connect item event handler.
[Warning:Toybox.LittleCompany] Item Magnifying glass had no spawnPrefab. Unable to connect item event handler.
[Warning:Toybox.LittleCompany] Item Large axle had no spawnPrefab. Unable to connect item event handler.
[Warning:Toybox.LittleCompany] Item Yield sign had no spawnPrefab. Unable to connect item event handler.
[Warning:Toybox.LittleCompany] Item clipboard had no spawnPrefab. Unable to connect item event handler.```
and more
but it shouldnt cause crashes/error spam/lag right?
it wont
awesome
Does anyone know what is causing turrets to look up when targeting?
I didn't use any sort of size changing yet
But I just recently noticed this
Might be an issue from this mod as i had to adjust the turret look direction for smaller people. They usually look even further up if you're small. Have to revisit this when i find time, but it's mostly a visual for now
The Shrinkray was on sale/discount for 40%, but when i tried to buy, it didn't have the discount. Also, there doesn't seem to be a negative effect for bees? maybe i am just lucky, but i thought that was odd/ a bit too useful.
ANy ideas as to why the voices dont change when being sized up or shrunk down? it works sometimes but it just seems to break usually.
ah right i forgot it was supposed to do that
it didnt happen while we were playing
oh also have u considered making the hold animation the one that they use for the zed fox
as well as maybe an option that locks the rotation of the held player
last thought: let the medium-small players be held like maneater baby
Yes partly due to how MoreCompany handles voice modulation. It only works for the first 4 players. Haven't gotten around to fixing it yet ๐ซฃ
Not sure about the Bees. Need to try it out. Maybe they work differently from normal enemies. I didn't even know they were shrinkable ๐คฃ
Ohh gotcha. Thank you
Well shrinking the bees does cause ||a lightning strike||
I remember something like that being intended yeah
ah, well i just thought most stuff had a chance for something bad to happen, and i thought that would make sense for the bees.
Is little Company still being maintained or did you guys move on? Was wondering if this mod is still running good. I definitely miss the days of little Company lol
It's a bit on hold. I was working on another mod lately and got exhausted from that a bit.
Bugs with new versions will still be fixed, while new content is unlikely in the next time, at least from my side. Sorry for that.
If anyone wants to help out maintaining the mod then don't hesitate to send me a dm. I can give a detailed overview about everything that happens code-wise :)
Shrink Ray
And no, they haven't. Might be an incompatibility with another mod. Any exceptions/ errors while loading the game?
Found it, thanks. It just cost less before, now Iโll know
still best mod!!!
Hmmm......I think I might have to bring back Little Company again for a lobby >:)
yyes yeeeesss
just curious, are there actually any effects for enlarged players, like how shrunken players have the configurable speed/jump boost? or is enlarging completely ineffectual aside from making it harder to squeeze through doors
It is just purely visual
Well, there is the "LogicalMultiplier" makes jump & speed be set according to the player size, it's off by default. (turned it on, and also changed the weight multiplier for shrunken players to compensate for the speed decrease.)
1.3.16
Fixes
- Removed obsolete LCOffice compatibility patch
Iโm not exactly sure, but for some reason the model returns incorrectly after drinking poisons to decrease and increase... @keen widget
For example, I drank poison 2 times to increase - after 2 times I drank poison to decrease
Result - did not return to original size :ั
Normal size is 1.0 and size step change is 0.4 by default, so you can shrink someone twice before reaching the minimum size of 0.2, below which it gets bugged. Maximum size is 1.7 by default as it's the highest possible size to be able to fit in the ship and through doors.
If you enlarge someone twice and shrink them twice, the size will change like this:
1.0 -> 1.4 -> 1.7 (hitting maximum) -> 1.3 -> 0.9.
There's a config to make it stop at the default size of it would otherwise go through it
[Sizing] PlayerSizeStopAtDefault
Now I understand everything, thanks for the explanation
I'm not exactly sure how it happened xD
I'm not exactly sure either xD .. i know that it's possible to clip through the inner barrier at the middle part of stairs when being small, but that's the only point where smaller players can clip through that i know of. Never tried it sideways through the entrance or heard of it, yet. If you got some spare time, could you do me a favor and give it a quick try to see if it happens consistently there?
Or are there any mods that change the interior entrance in any way? ๐คท๐ปโโ๏ธ
I'm not exactly sure which side of the problem it is, the host or the client. I'll try to check it out solo or something like that, in my free time
@keen widget a couple of questions
Is it possible to somehow disable the size of the mask - when decreasing or increasing
Even if you go back (without rebooting or dying) to the default size, the mask sometimes remains as if you were reduced or large
Maybe there is something in the config that will allow you to disable this?...
Without changing the size of the mask you sadly wouldn't see much, as it would take up around half of the bottom of your screen.
Sounds more of a bug to me or an incompatibility with another mod, who manipulates the size of the mask.
There are some issues when going too small, but other than that nothing that we knew about since now
I can't even imagine what kind of mod is related to the helmet...
exactly, there is an invisible model from the side - from which you look
Can add information when reducing to chat, something like: โWrite /visor to disable and something thereโ
I think there was something similar
But some players simply donโt understand this and start to get nervous, these restarts and so on
marvelous
But this topic fixes a bug, apparently it has its own textures
and it doesnโt matter to her - you become small - big
Visor helmet size is the same
and increased back, no distortion (everything is at default settings)
and what if you add automatic helmet Visor concealment if you have shrunk or increased? and after death or re-entry into the lobby, return it back as a reset @keen widget
That would work, but would look quite ugly imo. It would be better to fix it in a future version. Not sure if i'll find time for it any soon though. Can you send a link to your modpack in here please, in case it's an incompatibility
๐ฉLETHAL_LONERS: 0193b831-1c3d-4583-2911-685ee5e5ad27
It looks like the Back Muscles upgrade in LateGame breaks the speed when decreasing or increasing, but this is not accurate, you need to test it
@keen widget Should LittleCompany reset the player's size when loading onto the map?
I thought only after death
**New Version: 1.3.18 **
New
- Balanced the item scaling value change to make it less strong and also fixed bugs with it.
- Added many new configs to tweak the item scaling values in order to allow more balancing within a modpack.
Fixes
- Fixed item value scaling not working properly.
@dreamy pollen
Hi, apparently your mod LiyueSuitsVol1 resets the scale of the player every frame. I pinged you here because I didn't find another thread for one of your mods ๐
.
Maybe you were already aware, but just wanted to tell you in case you didn't know. It'll cause an incompatibility issue with every mod that changes the player scale.
Hello, all of my suit packs do intentionally reset the player scale, but this only occurs when you first change to the suit, not on every frame
For the LiyueSuitsVol1 it does do it on every frame. Maybe it has a mistake in it?
Or maybe it was another mod in that huge modpack I debugged that called a wrong function every frame and your mod is patching that function ๐ค.
Maybe I'll take a look again haha.
The source of the mod doesn't seem to do it on every frame
Oh, I see! My friend who helped me with all of the coding for my mods actually tested Liyuesuits1 after your original comment and assured me it only does it when you first equip the suit. I would assume it must be something else in the mod pack then
Must be then ๐ค. Thanks for verifying!
No problem, thank you for letting me know about a possible issue!
The voice pitch doesn't work still for all players.
Weird bug happened that when I shrunk every player got the tiny pitch voice for each other.
Yeah I know ๐ฆ was never able to fix it when having more than 4 players in the lobby
Damn. But this bug was new. It only happened when I shrunk.
Yeah that one where tiny people hear tiny people with modified voice I can look into.
For more than 4 players I'd have to re-code part of MoreCompany and it's a difficult task haha
its not difficult
its just not worth the time spent to get it working
Difficult for me ๐. Idk how sound works in unity haha
its duplicating the audio mixer 50 times and renaming them then renaming two parameters on each of them as well. Then splitting it into different audio mixers then dynamically changing it based on the max player count
Are there any upsides to being big?
I also noticed there is no config for when people are big only when they are small
Iirc things should be lighter while held. But don't mark my words as its been a good while.
Never found the time/motivation to implement specific behaviors for larger players
No it's when host is tiny all players (no matter their size) has tiny pitch voice for each other.
Is it possible for someone to just make a small patch mod to do this that plugs into more company?
@unkempt fern got a project for ya if they say yes ๐
If someone's motivated enough to give it a try, then they could also create a merge request in our github repo and directly implement it there (in case it's specifically for our mod)
https://github.com/MehimoNemo/LethalCompanyShrinkRay/tree/main/LittleCompany
Lmk when interested and i can provide you an example .csproj file
I'm a try to sucker slayer into it ๐
Yes but it'd make more sense to just do a PR to MoreCompany
MoreCompany also accepts modifications and it would solve the issue for all mods using pitch modifications
If I knew what I was doing I would but I'm not entirely sure what I would supposed to be doing
If it is just tedious and the same thing for every player if I had a bit of direction in what I was supposed to do, then I definitely could spend time doing that when I get off work or something, but I'm not really well versed in dealing with audio lol
The Bald man tries
Yeah, I agree with you. I dunno at all how it works, if it is easy but tedious I could do it too ๐ . I spent a lot of time trying to understand the problem and haven't quite figured out what's what. Audio is weird.
I figured if you could figure it out slayer then you would have the ability to add more fun dice events based off voice ๐
Hell yeah lol
I just thought you could have a player that's double their size take half as much damage and if they get hit by an insta-kill, they would just shrink back to their normal size (Super Mario style)
Or have their attacks do double damage, be able to pick up players that are normal size, or even get an extra inventory slot.
They can already pick up players that are normal sized
Basically any player larger than you can pick you up, regardless of your size
We run into issues a lot where smaller people can pick up larger people and sometimes little people can't be grabbed. We had a moment where I picked up someone bigger than me and they grabbed me and we just flew ๐
Another bug to report.
If small while on terminal and a player steps on you and squishes you then you desync and appear normal size for yourself but small for everyone else.
Can second the bug where small people can't be grabbed anymore. If it helps, I replicated this after a friend and I kept trying to grab a player that was trying to run away
hey sorry, did you figure out how to fix this? i've never had this before with little company
no, as i quit this game already
how stable is this to use in the latest ver?
It works and doesn't cause issues. Have it in my mod pack.
I noticed that the physics changed a bit and when small, we don't jump as high as before, but it's tweakable in the config, so not really an issue
There might be other issues I don't know tho, have not stress tested
awesom ty
Fixed Little Company for Lethal Company v73. Note that the new version probably won't work with older versions of the game. It was an update in Unity stuff.
whenever shrinking or enlarging an item and then picking it up I get negative weight and cant move
(did have imperium while testing this)
Can I just say thank you to the creator of this mod, It has been to usefull in testing 
I'm curious how are you using it for testing?
Did not happen when I tested it ๐ค I thought that was fixed. Is it always happening?
Well lets just say I have this monster that has a special interaction for people that are smaller than normal
Ooohh right, SCP956?
Oh yea that one to 
Not always but on another note people kept randomly shrinking and sometimes people heard lower pitched for everyone even though they were never affected by the shrink ray or potions.
If you're bigger than people then you'll hear them lower pitched. It's relative to your size. Also it only fully works for the first 4 players since MoreCompany is a bit weird for sound effects.
Glad it helped you in testing :)
Always enjoyed the mod haven't gotten to play around with it in a actual session tho 
Unsure if this mod is still being updated but there seems to be a weird bug where non-host players who drive the company cruiser become small (to everyone but the host)
This is without changing the size of anything. A normal sized player and car
It likely has to do with the Resize when in vehicle feature. Im just going to disable this for now
That's a feature to make you the same size as the vehicule when you're in it so that you can still drive it and exit it. Will take a look, there's probably a bug with it, the cruiser is weird
It should be fixed now. Also fixed the mod to work with v80
Disclaimer: The cruiser is still probably glitchy, it's possible the problem is still there, but I hope it's not haha
huge
ty
Little Company [v80 / 1.3.21]
hi, i think there is an issue with this mod
I didnt use any size changing items and instead i entered the cruiser
Then when i left, i got smaller until i died (where i got back my original size)
From other player's pov, i kept my original size but for me it was just like if i got hit by the shrink gun
ah lmao #1206337352608256010 message