#Siren Head
1 messages · Page 3 of 1
That is quite literally one of the features of openbodycams lmao
How it’s not green
When it sees you it should jump back into the walking animation
Bet
Any way to make him not spawn over water
Not sure if this is for u to address or the moon creator
@ornate atlas he can just walk in?
"Ship Windows"
yea
merci
It's one of the only bugs. I didn't make the hitbox big enough
the thumbnail for the mod literally shows that it’s green 😭
it can be not green
although by default I think it is
by default it wasnt for me
So by default it’s green
for me its default at what you replied to me and there was no tint
for me it wasnt
Idk how then 😭
it is
I downloaded the mod on multiple different profiles, never has it been green for me once
his game is just built different
Fr
I might try that tbh
I’ve never been a fan of the green tint that the camera mods have
But I get it cuz the external cam is green as well
well I think they were just trying to match the other cams
yea
I THINK this may be peak ship design
dont ask why I have the lights off
get cozylights with the lights off
then its peak
I should get the ship windows mod
you should
I’m trying to be careful with what mods I add now since I’ve hit 150
I have also hit that number
im hoping I dont reach that number
im at about 100
I want to lower my modlist
but its hard
i hit 200
wtf
modpack runs at 60 fps minimum
so like
why not
i have like 75 moon mods
I think my pack is about 135 at the moment, totally levelling out right now though, not seeing many new mods to add
im trying to get to 150 to overcome my sadness of #1202192412227928065 being too op
i need 5 more
decent mods
i got 3 hours of sleep, the rest were used brainstorming mods
my old modpack was almost 300
399 scrap items 😭😭
yes. i got 652 from one trip to experimentation with 4 scrap items
op af
I'm very picky with scrap mods, love immersive scrap but too many times I've got a scrap mod just for the scrap to have the most obnoxiously loud sounds attached
also mod author just confirmed it’s green. Your game must be on crack or something lol
I see a fellow overkill modder 😎 🤝
I peaked at like 281 and then did some cleaning up with mods doing the same thing as others
I got 0 new moons tho
Walking sounds and a spot sound.
Woohoo! i have something in a mod now!
well all of u are wrong
Ah yes the person who made the mod is wrong about their own mod
"oh shit bruh, i just realized i forgot that i didnt add a green hue, that i edited the thumbnail so it was green, and told everyone it was green. shit bruh"
oopsie daisies!
Guys can we stay on topic this is kinda getting out of hand.
I use that mod for normal runs of the game and It's green unless changed in the config.
grrbel
yes please. sound the sirens
📢
@ornate atlas he stepped on a mine (thanks to hazardsoutside) and he decided to walk upside down
LMAO
That's odd 🤣
If he steps on another mine does he go back to normal? Or does the mine also have to be upside down?
real
wowie
Hey @ornate atlas I’m having this bug as well last night
would be cool if siren head had a running animation!
Is there a siren sound coming or just the ominous kinda sound he makes now
Based
siren head chases you down now?
and gameplay wise... does he feel similar to a giant?
Sirenhead walks on water 🤔
i don't think so
He infact does, but I think that's a map problem, had him floating on the lake at bozoros, along with a giant
Beehives also float on the lake of Bozoros so yeah
He has mimic mode that will be used later
1 - sirenhead just yoinked me out of the ship and just made me float in air, i couldnt turn or anything.
2 - the game didn't load in the next map when i pulled the lever
3 - couldn't leave the game with esc so i had to alt+f4
There will be other sounds that he makes.
siren head doesent spawn on any moons for me
Im using AC to icrease their spawnrates
even at 500 daytime spawn he doesent spawn
He's registered as a vanilla entity so maybe that has something to do with that?
im not sure
which mod adds all these monitors?
GeneralImprovements
thanks!
Awaiting the day when I can have this guy a config that lets him spawn in other places.
siren head just killed all our crew going through it with the ship when we were leaving 😦
yea it's a bug that we're all facing right now. And I think @ornate atlas is working on it to fix that hitbox
ooooh ok ok o:
Yup, should be fixed very soon
"Sirenhead yoinked me out of the ship" Well... does it say in the logs that sirenhead can't get you in the ship like the giant can't? xD
Is Sirenhead appeased by Loud Ship Horn?
No, he does not react to sound.
It is a bug though so I'ma fix it
siren head should make this sound when he sees you https://www.youtube.com/watch?v=xvFZjo5PgG0
\j
4
f*cking
pixels
So how does tree mode Siren Head function?
it hides like a tree
Does it move after you touch it or something
Because I did see the Siren Head mimicking a tree and I got close to it but nothing happened
its probably just buggy rn
is there a config for siren head spawn chance he spawns super rarely
and when is the lure update? so he lures with a broadcast and he stands still and waits for the player
currently he can only spawn on vow I think
I also wish we can tweak the spawrate for all moons that have giant spawns, or at least let us choose what moon he can spawn in
What's the current state of Siren Head? What's in? What's missing?
Only missing feature rn is the broadcast luring. Mimicking trees and chasing work and most of the sounds are done.
oooh really? which ones
sounds
Great mod! Quick question: does config sync from host?
Yes it should.
Cool thanks
hyped to see peoples reaction when they hear the ice cream theme even tho they never bought anything or the ship horn while inside
or just faintly hearing his noises from inside (if still planed)
hell yeah
one question, how exactly does his hiding-as-a-tree thingy work? yesterday I played a match on vow where he spawned but I noticed him pretty quickly due to his footstep sounds
thought he was a forest giant at first
Currently, it's only enabled if you enable it in the config. Next release will randomize if he enters that state
okay
so if its not allowed if I understand correctly he instantly roams the map after spawning?
Yes
when are more sounds coming
Just let them cook
Soon, I was working stuff out with the netcode. It's mostly fixed now.
Can't wait, keep up the good work fam
Patiently waiting to surprise my friends by adding this and locker to our next session
Lol
Just updated to make the state random. If this doesn't work reset the host's config.
Also this fixes a few problems with networking so that he won't desync animations
just so people know the newest version is 0.9.5
Was this about released version by the way, or overall progress?
This is about released features.
lol
Lol.
bro was not letting you slide past him
i'm working on getting walkie sounds to work just to scare people.
Nice!!
I was thinking, would giving siren head Mirage support be difficult? All that’s needed (theoretically) is to add a filter on top of the audio and make it be able to be heard from further away
I could do that. Rn I'm focusing on getting the main features working though
Got it working. I am aware that the walkie is off I'm fixing that
This happens on a random timer just so everyone knows
Also I'm uploading this now.
There is one small drawback to the walkie system though. Turning the walkie off will not make the sound stop till it finishes. but that's also how monster sounds are for walkies so I'm not too worried.
Also yay 1.0 finally. Only thing I'm working on at this point is adding more randomized audio.
thunderstore is throwing a fit one sec
nvm I'm going to have to upload this in the morning. Thunderstore isn't processing requests right now for some reason
I have a friend that died to a giant this way
oh thats creepy
awesome
can't wait for more trevor henderson entities in lethal company 👽
What is the code name for the creature
I want to buff the spawn rate but it doesn’t have the name siren head in game
Also what moons does it spawn on
The name I have it under is "Siren Head"
Vow currently
🔥👀
not yet but I believe some mods can chance the spawn chances.
I just tested and LethalQuantities seems to work.
https://thunderstore.io/c/lethal-company/p/BananaPuncher714/LethalQuantities/
Choosing the moons will be a feature though just so everyone knows
okay thanks
speaking of custom spawn moons
I assume you don't know how to sync more than one moon like "DineLevel" and "AssuranceLevel" through the config either?
because I'm currently trying to do that but couldn't figure that out so far :p
It should be pretty easy. I just haven't messed around with it yet.
Okay
Is the Siren Head eating animation by dotflare in the 1.0 release?
ccode there will be classic siren head sounds too_
right
the classics
pls
its important
Yes, that's what I'm workong on next after the spawn config release.
Yes, it has been in since the first 0.7 release
nice, would be sick if the siren head could roar in the distancehttps://www.youtube.com/watch?v=ohm-a2gXAIg u can hear the roaring in here
Sirenhead sounds📢📢📢
Sirenhead:An art of Trevor Henderson
it sounds like that
its creepy
and maybe he would have an roaring animation
too
Aren't those already in?
i dont think so
I think the animations are final at this point and I think that we don't need a roaring sound for far away since rn it hides until you get close.
But original sounds are probably going to be used for alert sounds.
the sound in that vid that i sent in here those are important
the first sound
will that be added also??
PLEASE
ADD
PLSSSSSSSS
the first siren
its the classic
btw
if ya didnt know
and its not an alert
idk what u mean by that but
Yes, spinmaster made a filtered version of it so it will sound correct in the game.
Rn it only plays siren sounds when it finds a player
Yes
pls add this
hear me out
if the ship door is open the siren head can grab the player his hand will come through the opened door
and grab you
it would stick his hand
to the ship interior
with an animation
Once again, animations are final rn.
Gotcha! Just wondering cause I had a few issues such as my friend and I being grabbed at the same time while I was under the ship and he was inside
Hmm, that's weird I have yet to see that happen. I'll see what I can do to fix that.
Also on the levels thing I found out that LethalLib defines the level types as a flag type enum so using | to add the enums together makes a compound level type.
okay, thanks
Or it looks like one of the overloads uses a dictionary
Totally development at it's best. Idk how to define this without defining each individual thing though. Also this is WIP and doesn't include everything I just thought it was funny
all good
thank you, yeah ive searched for how some mods do this in general but so far wasnt lucky yet
The config is working but I'm gonna test it some just to see if it works.
The config should be released and it should work on both Vow and March now by default
R2mod manager still hasn't registered the update yet 😭
go to settings > all > refresh online mod list
got it now
idk if someone already posted this
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yo peoples. just want to let you know that im trying to spend more time on things other than my computer, i will still be here to make sounds (which is the reason im just saying) yeh whatever, im excited
i have top comment on that video 💀
@ornate atlas i havent tested it yet, so i was wondering if the walkie sounds are all the google drive sounds and wont be used by the physical creature. or if its just some of the radioish sounds. or maybe just that one walkie sound... maybe i should go test lol.
is there a way to make it spawn on all moons with out putting in the name of every moon?
It's just the one walkie sound rn but the next update I'm going to work on more diverse sounds. There is only one sound for each action rn
Not yet but I could add that very easily in a quick patch
so I'll do that
Uploading that patch now.
yipeeee
If mirage support comes can you make it so he only plays back death screams from people he's killed
I just looked at the mirage page and technically it should work rn. I might be missing something though
this works ye?
Yup
didnt get to see it once 💔
Can you send me the log to see if it's working?
Also make sure your on the newest version because the version before the newest does not have the all option.
so does he have an idle animation, because he should stand still and wait for the player when luring?
He does but it is not used. Instead the tree is used rn
it is used?
there are two modes standard and tree
in config??
so its not in standard? why and it should
???????????
??????????????????????????????????????????????????????????????????????????
Why
but why is it not used
bc there is a standard mode in config
waht
what
how about the standard mode
there is two in config tree and standard
There's a config for him now?
based
hey
when will u add the feature that when siren head is walking and its close the screen starts shaking a little?
that would be an amazing feature btw!!
Dk if that's possible with the game setup
Standard just wanders and looks for the player currently. The idle is not planned to be added just yet if ever.
congrats man
Mirage has an option to enable its functionality for all modded entities, but you can't pick and choose which ones.
why?
if it lures it should
idle
and wait for the player
like what?
It does not lure yet. And it probably won't.
Also please drop it, every time you find one thing about this mod that isn't to your liking you send 50 messages and ping me at least 3 times over it. It's starting to get annoying.
okay jeez that would have been a cool feature and i think many agree
JEEZ
okay fine i stop talking about that
u agree too?
that luring would be greatr
t
great
and sorry ccode
🤦
you see, adding in new stuff is not always easy
I think everyone agrees that every mod being perfect, bug free and having every feature possible (especially when it comes to integrating something that already exists with perfect parity) is great. Doesn't matter who or how many people agree though, it still has to be made for free. If you want it so much, pay for it or make it yourself. Otherwise just be grateful for what you have and be patient fro what's to come. Please stop annoying people before they get staff involved. That is not a threat, it literally happened before with a person who constantly kept asking modders to add stuff.
theres figuring out how to add stuff, testing if it works in singleplayer, testing in multiplayer, bugfixing, testing again, repeat x100
plus yeah time plays a huge role
ofc there is great potential for new siren head mechanics but honestly, as it is right now, I am really happy with a bug-free and fun siren head mod
Damn, that must feel good for everyone who worked on adding him to LC.
Brotha got noticed
I used to be obsessed with siren head before it got over saturated
Looking forward to trying this mod
heh
real
"Siren head x sonic x pomni x baldi in BACKROOMS hiding from GRANNY and playing SQUID GAME with skibidi toilet at 3 am"
https://show-more.itch.io/siren-head-resurrection
This went pretty hard iirc
Was one of my favs
yeah, I mean siren head does have potential
same with backrooms you know
theres this game
"The complex found footage" and I think "The complex: expedition" which really gets across this original backrooms-atmosphere
there are always a few gems
but eventually every popular topic gets turned into 3 am skibidi challenges I guess :P
yep
Ok
cool
wow, thats awesome
I'm sure if i hadn't posted that idea thread someone else would've come along and thought of siren head in lethal company sooner or later
but still, its wild to think how far that suggestion has come
massive thanks @ornate atlas for making this a reality
Np, I just thought that it would be a fun idea.
is that me, or radio transmit volume destroying my ears?
i mean sound from walkie when siren head is present on the map
it's deafening
I've had some others say that, I'm turning it down in the next release.
Is the sound supposed to play even when walkie is off?
If you turn the walkie off while it is playing it will finish playing. There is no real way to stop it
you know. i was so excited to check my pings, see what was up. this. this is not the type of ping that i want. thats just plain annoying
Cool features do not come out of thin air,
I saw in Grims vid Sirenhead can enter into the ship, is that a current bug?
(Also congrats on people putting the mod in videos!)
yes
And please keep the tone respectful. The modder is doing this on his own time, and asking “why aren’t you adding this in” (especially when doing so repeatedly) is simply not something that should be asked as people often either do not know how to, or just do not want it enough to bother learning with it. As time is a resource, people can choose how they spend it themselves.
I’m actually a fan of your suggestions (I like making my own suggestions too), but you should NEVER push a developer into doing them. That’s just plain wrong.
.
Since this is a place where people of all ages can join, stuff like this happens, but please keep a certain level of maturity! ❤️
Yea I saw that vid. I'm currently fixing that
With the 1.1.4 version both the loud audio walkie and walking through the ship have been patched. If he walks through the ship tell me because he shouldn't anymore.
Also it's still uploading so just one sec
This should be an easter egg audio
agree
revamped it just incase
ooh new uperdater
@ornate atlas im going to send you the possible secret audio so its actually secret 🤫
me and my friend were playing with 1.1.4, I think Siren either walked in the ship and grabbed my friend, or grabbed her from the corner outside
seemingly is able to grab/walk in the ship still :(
I didn't have this problem when using him yesterday, very strange
i just checked to make sure i updated too and yeah, idk why she was grabbed but
can i put all here? @ornate atlas
ok
yo i saw you had the gieger counter, im strill trying to figure out wtf that even does
Leads you to apperatus
When you're getting closer to the apparatus it'll the pointer will go more towards the middle and right. If you're not it'll stay in the middle. It's an item from FacilityMeltdown.
Apparently there is a incompatibility with the rocket launcher 🤣
Yes
siren head'ing off to space
uh actually I think its just explosions
thats basically the same thing that happened to me when he was upside down after stepping on a mine
Hi, dunno if this was already asked by someone (i didn`t find anything about it using the Search function), or if it is already in, but could you please add the three note oddity to the sounds?
Track Name: Three Note Odditiy[sic]
Disk: 1
Track: 12
Language: German
You know, ten years ago I never would have dreamed that my greatest fear would be a beeping radio station.
Yea ig that's true. I'll have to look into it
i made my own version of that
its a combination of that
and some other melody i heard once
thats really familiar but i cant quite remember what its from
cool!
yo
that idea
is
good!!
thats nice but maybe high pitched would be a little better
but thats good
@solemn shoal i also hope you read this message
im sorry it was just an suggestion
thats not the point of the message
Sounds nothing like three note oddity tbh.
i said i made my own version. i still think the original would be cool too. but it cant really be unique if its just the same thing
also the 3 note oddity sounds like the first 3 notes of lavender town
which is cool
You also said it was a "combination of that" with something else.
yes
its the same type of tone with a different melody
Just saying that what you made and TNO aren't really related IMO.
That melody is something else. Don't know the name.
i agree
@ornate atlas i made some new walkie sounds with some HAUNTING messages
some of these make fire beats though on god
none of them are jokes, i was tempted to put like "one time, i stepped on a land mine, and it SPUN ME RIGHT ROUND BABY RIGHT ROUND" but i didnt
That would be hilarious just as a development reference.
you know..thats true. ima make a few funny ones, like 2
ok, i made these 2
you can hear something in the back of 11
Lol I hear it.
This was probably already asked, but thread search moment. Anyway, does adding custom moons to Siren Head's config work, or do I need to go through LLL's config?
right now you would have to go through a different config. I'm probably going to work on this later to make it work though
did you ever get to figuring out what they say, because now i dont even remember 💀. i know what they say, but not which ones say what, except for 11 and 12
They were too fast for the direct translators I tried but I could probably hand translate them with an audio visualizer.
idk if the timing is right because what I got out of it is this. this is only a few letters of what I got but still doesn't look right
actually nvm there is a E at the begining
this is audio 11 so I'ma guess it was Explosion for the first word?
lemme retry and see if I get that this time
I'm assuming this because of the 9 character count?
figured out the problem. My audio editor put a gap in the O after the L so yes it is explosion. I'ma just figure this out silently now.
its odd that they were too fast, because i didnt speed them up at all after generating them, i just changed the pitch
also the n and one of the Os have an extra . on the front when you listen to them
ok maybe i shouldnt change the pitch. let me try this again lol
i remember all the things, so yeh
it appears that my translater is using more than just the dots and lines
or actually
the / seperates each word
nevermind
Yea I figured out the weirdness that made it untranslatable the encoder your using sometimes puts a .. instead of a - which makes lots of stuff not work
but that's also only at the beginning of a letter so it's easy to know hen that happens
i made a "few"
these should be translatable
some of them are pretty fast.
the one guy in the team who understands morse code:
should i change the morse code translater so its better, or should we just put the issues with it in the description of the mod if you add them
The new ones look perfect in an audio editor. Also if they slow it down they should be able to translate it by sound only. I'm not really worried at this point
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@ornate atlas im pretty sure this mod is going somewhat viral
Yea, we're almost at the 200,000 download mark also.
I'm working on getting the random sound system working rn
Hey
Soooo I wanna report something that happened to Mithzan
37 seconds · Clipped by DarkFedora Productions · Original video "Unfortunate Lethal Company Funny Moments" by Mithzan
Siren head was walking sideways for me
like at a 45 degree angle
Yea, I need to handle that better should only kill one at a time.
Hmm, that's weird
I got the random audio working finally
but I need to update the assetbundle and then we will have random audio
WOOHOO! just making sure you still have the link to the drive.
Yup I do.
mr siren
Lol
bro just completely ignored my last message. 🤦♂️
No screenshots on the mod page or description of what the monster actually does?
thats true, but for now development is more important i feel like. i could probably write a short description sometime soon though
its basically a giant, but cooler. with walkie talkie interference, and tree mimicking
currently
its just a giant
that makes noises
lots of noises
erm
every tree is normal
no
so really
every tree is normal
every tree is normal
none of them are siren head being a contortionist, thats false info spread by government lizard people
only time I saw siren head he was walking at a like 30 degree tilt
didnt really do much do to being to far
it was 8pm
we were 100 under qouta
2 players left
1 was bringing hopefully enough scrap
2? giants a dog baboon hawk siren head on stormy march coming from a far fire exit
shit kept striking the objects over and over again
thatll do it
got doube teamed by the dog and giant had to drop something
but turns out it didnt matter literally was the EXACT number for qouta (they still went and got the extra item because why not) \
was nuts
doesnt sound real but It is LMAO
I was just laughing watching siren head walk funny like I mentioned
yeah
when he gets exploded
by anything
he just starts rotating in random ways
i dont know why
ah probably lightning strike then
also in terms of moons other than the defaults I personally have him on these modded
💀
Modded moons don't work rn in that config. You need to set it up in a different config for modded moons.
Can you give me the link to the video? I'll tell them it was you.
Not sure if these are known issues because I'm too lazy to scroll up, but
- the siren head can grab you through the ship
- the siren head kills you even if you get teleported out of its hand
Yes these are both known. The teleport one is being fixed soon
So in the config you can specify which moons he spawns on, if I put "All" like other modded enemy's will he spawn on every moon?
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Yes
Which config is it that we're supposed to use to get Siren Head on modded moons?
You need another mod that configures moon support currently
I got the assetbundle updated and am doing some testing to see if the sounds sync.
Ok, thanks. I guess I'll just stick to vanilla moons for now. This sounds too complicated for me, haha.
I use LethalQuantities, bit intimidating to wrap your head around at first but I like it for tweaking things for custom moons
New release is out with the new sounds. Using this with older versions of the game will cause audio problems and possibly crashes.
V50 is out?
No.
LETS GOOOOOOOOOOOOO
I'm talking about version of this mod. If a client has the wrong version installed it might not work well.
@ornate atlas is the (not edited discord message) in?
Not yet.
epic

Suggestion: can you make it so that u can see sirenheads steps on the ground when the siren head walks, the footprint would have depth and be shaped like siren heads foot, there would be a config to turn this on and off, and a config when the footprints would dissapear
Do vanilla outside entities have footprints? I don't recall.
nope but there would be an config, just an idea
I just don't see why Siren Head should have them if nobody else does. Would make sense to add them to vanilla entities first, as a separate mod even. And later add modded entities support to it. Then again, even player only has footprints on snowy planets.
Would be nice to have as a separate mod. Sand on sandy planets. Mud on regular planets during rain.
I just got killed by siren head who went inside of the ship. Is this a bug or intended?
bug
Newest version? It should be fixed
Suggestion: can u make a new ability for siren head, he can break the ship with realistic breaking physics, might not be possible yet but someday? and ofc there would be fire and smoke i guess if the siren head breaks the ship and another suggestion too: the siren head can grab the ship when its flying so then the player is in a deadly trap, he would then pull the ship down and ye
prob not possible yet, but maybe in the future
?
Not probably going to be possible at all. That would take A LOT of work
these both would be a deadly trap
maybe in a year? like u cant never know
but okay
i believe that
i would go through pain if i would do that
bc well my coding skills are at 0 level
but amazing mod!!
suggestion, there would be a very low chance, that the siren head could grab his hand through the fire exit if the player opens it and then eat the player? how does that sound, maybe only if he is close to the fire exit, because it would look weird if someone sees the siren head teleport
and there would a siren head roar sound maybe, because the sound would scare the player
inspired by mimic mod
and i guess this wouldnt be so hard to make for you maybe idk
what u think of this idea? i think its neat
This would be hard to pull off in a manner that makes sense. I'd have to do some weird crap with the doors.
So I just had this wonderful experience carrying a conductive item while modpack testing. Siren Head was camping the door, we got struck by lightning, then he began spinning erratically 360 degrees with me still in his hand. X.X I didn't think I could get sick from Lethal Company but hey... life finds a way
i would like to report some... interesting bugs? :O
but new attack moves would be sick, it would give it more variety so, like 70% chance to the eating thing to happen and 30% to other attack moves happen like slam the player with his foot, or grab him and throw the player into the ground/smash him
it would give variation
i think this is a W idea, and i love the eating thing but variation would be sick
Suggestion: new attacks (1. attack: the siren head would have a 30% chance to do this attack than the eating mechanism, the siren head in this attack would grab the player and slam him into the ground or into the wall with force, the player would have a 55% chance to not die and be on low health, and a 45% chance to die instantly from it. 2. attack: the siren head would slam his heavy foot on the player, this would kill the player with an 100% chance, it would take like 5 seconds before the siren head's foot is slammed into the ground because he is heavy and he cant do it that quickly, so it also seems realistic. I might have more attack ideas too, so the eating thing would have a 65% chance of happening and the slam with the feet would have a 10% chance of happening and the smash attack (1.) would have a 25% chance of happening.
Dotflare and ccode what yall think of this idea?
i think my idea is pretty neat and the chances would also be configurable
nah
chatgpt
lol
is chatgpt enough smart for coding
bc i could try to make entity mod with it
Why though
Yea, for some reason explosions hate him. I'm trying to figure it out.
Dang he shouldn't be able to go in the ship now. The others are that he's confused because of the terrain. The ship entering will be fixed I've been trying to fix that for a long time
You could try but you will still need coding experience to compile it...
And you need to know how to use unity for an assetbundle
I pushed a quick fix right now that should fix him going in the ship. I just removed the ship as a walkable area for him in his AI which I probably should have done before.
hell no he barely can make a mario clone
Definitely not. It's a good place to ask advice on how to learn things in order in terms of subjects from beginner to advanced
It's also a nice thing to ask for examples to have an idea on how you want to code or provide code you couldn't come up with.
There're enough tutorials on YouTube to get you started too! ^^
no
agreed
It's a useful tool but it'd be extremely painful trying to get it to do a full project
Easier to just understand and make the code yourself, and use it for repetitive / already planned out things
The only problem here, are you ready and motivated to take up a few hours of your time to learn lol.
Trust me, it's harder than it sounds like... 😂
Nice! Should be a good temporarily solution! :)
I could push a separate assetbundle if you want that.
idk what that is but if you can get it to work that would great
a few hours..
also you should make it if you scan him in tree mode he is agroed
That's a good idea
that's why I didn't want scan to work because its too obvious, but this is definitely another solution
A few hours EVERY day! :3
@ornate atlas hold up, you never told me you made a subnautica mod :D (you wouldnt need to because thats literally so invalid in every conversation ive had with you, you probably dont even know i like that game) but im assuming you made the speed module mod
Yup, I still need to finish the crafting recipe though lol
lol. i saw that while searching for cc2 and i had a hold up waitaminute moment
sorry if this is a recurring question, can't search for words within this thread
will the sirenhead appear on any moon if i change its Level value to All?
yes
ty
np
Regarding Siren head's tree form, are there any plans to give him proximity activation of a kind instead of LoS? I often find myself just walking by him without him activating because he's frozen looking in another direction.
Agreed its easy. Another thing I think would be cool do add are tree variants that look very similar or exactly like Siren Head in his tree form. Especially since atm he is very easy to spot and avoid
I could do that pretty easily.
Not sure how to do this atm but maybe
I believe some trees are generated like the boulders
@ornate atlas
Can confirm I was eaten by siren head in the ship running your newest update.
lies 😛
Oh well.. :3
it would be a good feature if the siren head could grab the player because then it would be more scary and challenging, like if the player is in the ship and if the door is opened
if he could reach the player
he can only pick the player when he can reach him
that would be cool
with an custom animation ofc
he would reach his hand through the opened ship door
He isn’t meant to go in the ship in the first place
Now he's just clipping the whole ship instead of the roof. This might take a while to fix lol
xD
You may be able to implement the same stuff that @terse bay did to keep their Giants out of and away from the ship
That is if Xu doesn't mind helping you fix the issue 😅
lol, idrc, its not a complex change either, you just have to mess with navmesh settings in unity
area mask is where your enemy cant go, i blocked it off from going to the playerShip, in certain scenarios it still will, but it will heavily go against choosing to go to playerShip unless specifically following a path by you to go there
then go agent type, agent settings
and press area
these are my settings
just set the playerShip to something high
@ornate atlas
Omg, thanks so much I'll have to do this later
The settings are compatible with forest giant movements so you should try to follow these values lol
I mean it already looks like the Siren Head moves around similarly to a Forest Giant
These changes are implemented now. It should work now.
Also thanks for the help!
All good, good luck :p
Just as a precaution I removed my enemies abilities to detect the target if they're in x range of the ship lol (x being configurable)
Had a funny bug where we had a Siren Head spawn stuck in a tree on Vow lol
Yea, it causes a funny bug on my side also because it can't route to the player.
You can remove the route using IsInHangarShip player property
My problem is that my giant sometimes slides across the ground after grabbing something
No idea why
Yea, ik I was planning on fixing that today.
I solve this by setting the agent speed to 0 and then resetting it back to it's normal value when the animation is done.
Hmm the thing is it's not using its navmesh to move
It's like its being pushed
Hmm, that's weird
Yeah cuz the speeds already 0
Just a random thought, could the game think that the giant is till on the ground after being grabbed
So the giant could still be walking around technically, pushing redwood?
No and no, the pushing is insanely fast
I've considered that it's the colliders but i disable those
So dunno
Just an update on development. I'm working on fixing some bugs that have been found then I'm going to put some easter eggs for you guys
cool
https://clips.twitch.tv/AveragePrettiestLampDuDudu-4TJO7S2ZWI_RWKaw this clip shows the problem pretty well at the start
although it was this problem that actually give him a fright and a good show 😂
Mago showing face cam? ;o
Ye
When did he start doing that? He was a PNGTuber lol
Just fixed a few bugs that I was aware of and made his AI make more sense. Even if you are behind him in tree mode now he will be able to detect you at a certain distance.
i noticed he gets stuck walking in place a lot, like this for an example
terrible video lol but you know what i mean
What moon even is this?
Experimentation
its happened on a few moons that i have noticed
if i get around to it, I will do some better videos
will there be support for the drop ship sound siren head makes to change if a mod changes the sound maid by the normal drop ship?
Yea, it's an AI problem. He doesn't know how to navigate to you on the ship or in the Air so he just walks in place. Might fix it eventually.
No
ok ty
was wondering if config shovel can be edited mid game or not
Out of curiousity, how did you stop the AI from trying to navigate into the ship, or is that just a thing that normally happens, it can try and bugs out because it obv doesn't fit
Honestly I did exactly what you said and after some testing found that that happened. I assumed it was normal but apparently not
Ig I also changed the size of the agent to fit better but I don't know if that has anything to do with it.
heyy
do you think that i will get a lot of views if i do a youtube video of this mod
and good mod btw
Prob that, I kept mine to the forest giant sizes
Which did mean that it moves around into places ut shouldn't but I never had any stuck issues
Ig I should increase the width w bit
I don't know. Depends on how popular your channel is. I'm not going to stop you though
possible
@ornate atlas Is there anyway to adjust the spawn weights for making SirenHead spawn on custom moons, he doesn't seem to wanna spawn on custom moons
You can with other mods. I've seen multiple but I've only got lethalquantities to work
I'd love to be able to have weights be configurable in the actual config for the mod though, @terse bay would Ccode be able to use your code for that?
He can but I don't imagine his code is vanilla exclusive?
I mean the way it's set up right now is the mod doesn't have adjustable spawn weights, you can only add moons SirenHead can spawn on but on Eve and Sector-0 SirenHead refused to spawn
I'll try changing it to just be Modded and see if it works ig
You sure you had the right internal name?
Yes
Just to be sure, what did you have
My giant has a Modded@weight section so it'll always find somewhere to spawn in any moon
Before this was set as Vow;March;Eve;Sector-0 which are all the right names.
Could honestly just be a problem with how the config works
It also doesn't have adjustable weights
What's the moon's name in thunderstore? I'll check rq
Which could also be the problem
I know the internal names are right because interiors setup properly for it
😆
Does sirenheads config work elsewhere than March and vow?
I've seen people get him to spawn on Experimentation and Assurance but idk if they use the config from the mod
Help them out with it ^^
I can, I just need a reply when they're not busy lol
^^
anyway for now you cant do modded moons, you can do VanillaWhatever;All
Lame
Hopefully an update comes soon
The library is set up weird. Idk if it manages modded moons and I haven't done much research into it. Sorry for the bad code.
You're fine Xu is willing to help you set up a proper config ❤️
its nothing insanely bad, you just havent actually made a config folder lol, usually thats what people do instead of including it in plugins
that and the SolveLevels function, you can just see how i do it here:
https://github.com/XuuXiao/GiantSpecimens/blob/main/Plugin/src/Plugin.cs
From lines 129 to 164
does remind me, i should make that a function lol
Yea I just used DnSpy on LethalLib because their documentation is bad. I didn't see that they had a custom dictionary input overload. Also the enum parse function was a great idea that you used in your code. I think I can write a better config now using what I've seen.
Thanks so much for helping so much.
:p
question whats all the current mechanics from the enemy
its just the sounds when chasing and it pretending to be a tree ye?
Would be funny if the Mirage/skinwalkers mod(s) would be applied to Siren Head with a surreal distortions and loudness, and even more freaky if it only copied voices of dead players.
hmm i think it'd be better if siren head implemented the distortions and whatnot instead, although if the goal is to only copy dead players, i would have to add support for it from my end
The latter could be a really nice feature.
Distortions would be nice I also have an idea for snare-flea-style-muffled player voice clips for Door Mimics. Making mimics both a bit easier if you have time to wait around and a bit more confusing and intriguing.
lol you haven’t tried it before have you
@ornate atlas Is the update with the new config coming soon?
I overhauled how my mod registers enemies, scrap and shop items completely (using methods to make it pretty and efficient), config logic is still the same, feel free to copy it @ornate atlas
perhaps ill add even the filters from mirage's side, but i probably wont be touching this stuff until v2 is done
Yes, I have a testing version done rn.
Let's goooo ^^
Thanks for the help, I never would have figured that out.
Can't wait to make Siren Head spawn on Eve, Solace, and Derelict Zone
I completely redid the solve levels function and now for some reason it doesn't spawn on modded moons if I set it in the config despite getting the registered message in the log with no errors before or after. I'm testing with infernis because it works in your mod. I'm using "InfernisLevel" in the config. P.S. if you want to check my code it's in the config-overhaul branch
Just Infernis should also work btw, adding Level to moon names is optional and I started removing it from my configs after the Office mishap I had with Eve 😆
I tried that to at one point. idk what I did wrong
yes
Hmmmm
Well a way that should get him to spawn guaranteed would be setting weight to 99999
Lemme try that quick. He's not showing up in the spawnable list on that planet though either for gamemaster
That's really strange, I wonder if it's a small line of code or something that's missing compared to Xu's lol
Probably lemme check again
I don't see what I did different. I'll try and figure this out tomorrow.
Sorry, I slept a bit
The problem here is that over the next week or two
Infernis etc will hop onto LLL
So I switched my method
That's guaranteed to work
To one that works when u have LLL in your pack
Because LLL changes the names to something more friendly to use
46 Infernis is what you would need to put iirc
It's a couple commits back that I changed it when I overhauled my configs
I have LLL installed though. Ig I'll test with the number though
And adding the number didn't seem to do anything
Do LLL moons like Solace or Eve work?
Haven't tried yet and I'm probably going to go to sleep soon so at this point I'm just going to try tomorrow.
Uhh yeah try tmrw
If you've committed I can check your github
Also to mess with my enemy I use devtools or the dev essentials modpack, def the best option
Config overhaul, almost missed that message
Yea sorry It kinda got buried.
You've changed a few minor things here and there in the code itself, I would recommend just having a copy of purely the exact same system except changing any @ into : and any , into ;
Like the way you so your foreach and before that is slightly different, it could be the problem, I'm not too sure since I can't see the problem immediately myself
Ugh I just remembered, I havent regenerated my config in a while so this might not even be working for me, I'll have to test that (tho pretty sure it does)
Also I just confirmed that using your version of the parsing function doesn't work either. It seems to be a problem with the enemy register function
are you using the latest LL?
cuz for me, everything works just fine
Yes 1.15.0
Also maybe it's a thing with LLL loading after my mod
Because LL can't interface with it
no thats supposed to happen iirc
hmm weird
foreach (string entry in configMoonRarity.Split(',').Select(s => s.Trim())) {
string[] entryParts = entry.Split('@');
if (entryParts.Length != 2)
{
continue;
}
string name = entryParts[0];
int spawnrate;
if (!int.TryParse(entryParts[1], out spawnrate))
{
continue;
}
if (Enum.TryParse<LevelTypes>(name, true, out LevelTypes levelType))
{
spawnRateByLevelType[levelType] = spawnrate;
Plugin.Logger.LogInfo($"Registered spawn rate for level type {levelType} to {spawnrate}");
}
else
{
spawnRateByCustomLevelType[name] = spawnrate;
Plugin.Logger.LogInfo($"Registered spawn rate for custom level type {name} to {spawnrate}");
}
}
can you try this one for partsing
parsing
your function is slightly different, just wanna see if its something to do with this
you can change the @ and , though
I did this already
hmm
I copied it from your mod to see if it worked
idk
I'll try disabling my devtool mods to see if that's interfering
i also use devtools, this is a pretty weird problem
send the logs as well just os i can cross reference
idk if it matters but my function's also private
if (Enum.TryParse<LevelTypes>(levelDef[0], true, out LevelTypes levelType))
{
spawnRateByLevelType[levelType] = spawnrate;
Logger.LogInfo($"Registered spawn rate for level type {levelType} to {spawnrate}");
}
else
{
spawnRateByCustomLevelType[levelDef[0]] = spawnrate;
Logger.LogInfo($"Registered spawn rate for custom level type {levelDef[0]} to {spawnrate}");
}
``` this line of code is different with the `levelDef[0]` where i just use `name` in its place
Same, it's not specifically set to that though
does it set the rarity for vanilla moons?
Yea you set the name to that value earlier though
Yes
It works fine for vanilla but not custom
ig ill try cloning and seeing if i can get it to work
do you know what version of C# you're using?
.net fremork 4.7.2 is what I use because it worked for subnautica modding which is how I learned C#
Isn't it recommended to use like .net 8 atm? that could be why there's issues but not sure, 4.7.2 is really old ;o
@terse bay would know more about this than me
try installing the things on here if u havent already
But the framework and SDK are different so 4.8 was release a year ago for the framework
Ahhhh
I'ma migrate to .net 7 and see if that helps
Apparently there is an app made by microsoft just for this purpose
apperently unity uses .net core 2.0 and .net 7.0 is cursed.
Their versioning is weird
nvm it's just fussy 7.0 works
I'm test this in just a sec
Now netcode patcher crashes
Something with my postbuild is weird now but I should be able to get it working manually now
Nvm It's just throwing an IO exception on the plugin DLL itself.
Weird as heck
Something odd is that netcode patcher only suports .net framework. I'm to the conclusion that .net framework is the only version that works
So it's not a problem with the library
It's just being weird
So at this point by every tutorial I've seen this project is set up correctly so idk why it doesn't spawn on custom still
I'ma try a LLL map later
I can confirm that on the current version the Siren Head does spawn on LLL maps. You just have no control over it in the config
for siren head? if yeah then a forest would be sick a realistic one
I'm talking about a newer update that's still in dev that gives more control.
It works rn if you use "All"
For the new update that I'm going to release rn there is a new config so make sure to regenerate it. There is a problem the LLL that makes LE moons not work for spawning for some reason but LLL moons work fine
Now people should be able to put a list of moons in the config in the format used in the config
LE moons excluded for some reason
But you can set spawns in the LE config also so it's not that big of a deal
does this work with new version?
Bruh it's been out for not even an hour
It could just work out the box potentially
idk
im testing some mods right now and they work
It seems like a lot of things are compatible
ikr
This might be a big ask but is there any way we could have seperate level configs for each AI? I feel like some maps would be better with the tree AI than the standard
I also seem to be having issues with getting the Siren Head to spawn on LLL moons, do I need the word Level after each moon name? Like AquatisLevel ?
It seems like the config isn't working at all, I've tried all variations on Titan:300 TitanLevel:300 and it won't spawn
try 99999
I'll try that
Took forever to get Titan with an eclipse but TitanLevel:99999 doesn't seem to work :/
Sadly nothing
i think its vow and march exclusive from the last time i looked at the code lol
Yeah that would break the config XD
It was updated though
maybe
I did that first thing when I updated
started with a fresh one
the defaults were VowLevel:100MarchLevel:100
It's also so painful that it's not a comma separated list 🙃
You shouldn't it just worked for me
That should work
It should work other places I've seen it work
It should be semicolon separated. That's why it's not working. I'll fix that in a bit.
It should be compatible from what I can tell
until then just add a semicolon between
sorry abt that
Can you just put "All" in the config or do you have to manually add each moon and its spawn weights?
Yes it works
all with a spawn weight works
nvm it's semicolon by default in the newest version. Please regenerate
So All;100 ?
It seems that using v50 nothing spawns when using lethallib because the patch isn't compatible. so this mod is waiting up on an update to another mod to work on the beta branch
Yes
Thank you 👍
I'll try that out, thanks so much😁
Dosen't seem to work for me not sure why
Tried march eclipsed and some other vanilla planets a few times dosen't seem to spawn
@ornate atlas Not gonna lie I'm a bit confused, is it a semicolon separated list? Or is is a semicolon instead of a colon like MarchLevel;100
The regenerated one has them separated by semicolons
This one is correct
The vanilla moons need Level after their names like TitanLevel:100 and it needs to be a semicolon separated list MarchLevel:100;TitanLevel:100.
LLL moons don't tho
Finally got it all working in testing
Orion:100 works
Out of curiosity, how does the tree AI work?
doesn't seem like it goes back to a tree after you wake it up which is sad
ohhh I was putting MarchLevel;100; no wonder
only a semicolon for seperating moons
If set to tree it'll spawn as a tree 100% of the time then wake up once disturbed. It won't go back to being a tree and walks around.
If set to Standard it'll spawn as a normal enemy and walk around.
If set to random it'll either spawn as standard or tree
I'm more disappointed that it doesn't go back to a tree when I loses/after it eats a player
Understandable. I personally prefer them just walking around tho.
I tried spawning in 3 around Gloom with their AI set to tree but activated none of em
Tree AI seems to be weird-ish and sort of unreliable, could just be me tho
Yeah it did seem a little janky in my small amount of testing
Yea, sorry that's probably confusing
Just an update on development. I'm waiting on the lethalib developers to fix their roundmanager patch that makes this mod not work on v50
Is it confirmed that the dev is working on a fix?
Nope but they have to or a whole lot of enemy mods won't work anymore.
I could write my own system probably but lethallib makes the custom spawning work because the level loader is written in it
But all levels are missing spawns now with lethallib
I believe batby is working on a fix
He is going to integrate ll with lll
Making it lllll
that might work but lethal lib already has plans to add a level api. Things are gonna get more complicated soon lol
I thought I read something about that somewhere, I probably misread though
Lmao @ornate atlas poor Siren Head in V50
He's beyond broken
@terse bay I wanna guess this is related to the same thing that breaks your Redwood on V50 probs, the removal of the LOS code
what's visibly broken in that image?
isnt that his tree pose
i dont really remember what it looks like
but he is disfigured
Prolly is
That's a feature that's been there lol
Did Lethallib get fixed? lmme check
How did you spawn it. I'm just a little bit curious
It seems like the new update might have fixed it maybe but I'm going to have to do more testing
You'll have to replace the current function you use to check for line of sight
Personally I just copy pasted the one in v50 and just renamed it and used it in my code so it's both v50 compatible and v49
Yea, that's a good idea, might do that.
Did you push the update Xu? It was funny watching your big boy just stand there all lost lol
He'd just stand there looking back and forth
XD
hmm i guess i can post the update with v50 compatibility, ill post it later tonight, depending on if i get done with adding the animations or not for the new giant
Okiiii
Okay yeah I can confirm Siren head does work but he just walks in place cus he needs the new code lol
Honestly the Tree spawn I never saw before
So it was weird lmao
Tree is kinda cool, only starts chasing you when you get real close. Got me once or twice in fog lol
I just wish it went back to the tree AI after it lost the player, it just roams after chasing someone sadly
Are the spawns working again? Just wondering cuz last time I checked it was broken.
Yeah they spawn with the new LL update cus it fixes V50 compat
But walk in place cus the LOS code was removed as Xu said
I'll fix that later today. (Why would LOS be removed that makes no sense 😭)
Idk I think Zeekerss rewrote the code, since @terse bay said there's new code instead and the new code works with both V50 and V49
no clue buddy, he added a parameter and decided the name needed changing 💀
which technically is true
cuz the new parameter allows you to make "eyes" in dynamic places
That's helpful, but idk why he would need to rename it.
It doesn't really matter at this point though so whatever
yeah you'll have to either use a different method name depending on what game version, or just make a v50 only compatible version, or just copy paste the method onto your code
I think the Shockwave Drone is completely busted in V50 btw
It doesn't even spawn in
no github for that, cant help wont help
is this working fine witht he new LL update, or was that screenshot just the tree pose?
do u have any mods to spawn in enemies?
That was the tree pose, the AI has a problem though that I'm working on rn
bet
v50 compatability now complete
Yes 1.4.3
Maybe in like 4 hours, I won't be on pc for a bit
Okay ^^ as long as I can test out the update tomorrow I'm happy lol
Though I'd still prefer to release everything I planned on releasing together, I.e. New enemy + achievements + LLL, but ig I can try and see if I can get new enemy done by end of today


