what if instead of that, they are territorial creatures so pink giants encountering each other would fight each other. preventing them from eating the forest giants.maybe hazards like boulders and trees are falling from the sky as they’re kicked up by the pink giants fight. okay maybe latter idea is bit much, already dealing with increased forest giant spawns. 😅
#[Ported] Giant Specimens
1 messages · Page 5 of 1
i’m curious what the other giants are going to be like
btw i tried this mod in VR
literally me
1-10 how big?
oh my god... i gotta get my vr friend to do that now
FUCK that's such a funny idea
is big fella finished?
seems like they're mostly polishing her visuals and doing some balance checks/preventing it from clipping into places like the ship, random rock formations, etc
so basically, yeah, just being lightly polished atm
No I spawned them in
I've almost got particles fully implemented
lmaooo finally someone took a video of it
big man literally walked Inside of the ship from the left wall
i love this guy even if he puts me on edge inside the ship, harmless guardian angel sweetheart if you're paying attention to where he is and give him the appropriate space
looking forward to the not-so-lovable ones
Lol
you should probably disallow it from getting so close to the ship- lol
Yeah it's just a bit difficult to do
I have to mess with the navmesh agent
It being so big is also half the problem
Couldn't you just add a collider that only hits the ship?
Like technically it's not inside the ship
Oh the model is filled with colliders that should stop it from doing stuff like going through things
But it seems like the real model is considered to be smaller(?)
It's weird
I don't understand it fully either
I need to check how it does movement
I'll be mostly looking at wormAI's code tbh
Cuz that doesn't get near the ship
It does It's movement just like every other enemy too, with navmesh, searches etc
wormai just can't climb ladders to ""get on"" the ship
and the worm also typically isn't above ground, big and visible
Creatures are still able to pathfind underneath the ship though, and the worm tends to avoid it completely
i've never seen an enemy go underneath the ship on vanilla moons
I think you're missing the point
Works can't get near the ship
Whether it's under, next to, or above
They won't attack you if you're near the ship
Because they can't get near it for reasons like party wipe while everyone's in the ship
are you sure its not because they can't attack you from any elevated surface that isnt the ground
Yes
Lol
Their path finding doesn't go near the ship
It's that simple
how near are we talking
I've played this game long enough to see that they don't approach near the ship
Try going on assurance
They back off quite far from the ship
not sure about that
they can get very close but cant touch you as long as you're 2 metres in range of the ship
Yeah I never checked the red dot's location, just the shaking sound which is practically good enough
on modded moons i've seen them pass under or "get on" the ship catwalks to get to where they're going
but thats also scuffed modded moons where any outdoor enemies converge on one spot for some reason
Has anyone seen my enemy in any LLL moon?
i saw one on aquatis i'm 99% sure thats not on LLL yet though
i have also seen them on wesley's moons
unless i'm fooling myself HARD and i spawned those experimenting
Knew it, lethal libs indeed doesn't work with LLL
I've seen people say it works with modded moons like wesleys
But never LLL moons
Now that makes sense to why someone said it didn't spawn on auralis
yee, i did screenshot it
@trim flax, Lethallibs registers enemies before LLL loads it's custom moons, @rocky sparrow is working on it I think
It's always LethalLib 😂
Yeah that mightve been back when there was one spawning on map start
But aquatis isn't imported afaik
I hate monomod so much
Is the redwood giant supposed to just face the wall next to the titan stairs?
He stood there for the whole game
Maybe he was trying to reach the giants on the stairs but got stuck
Is there a measure in place that'll tell him to find a new target if he can't get to the giant he's targeting?
let my bro have his vacaition
Holy shit I’d love to have a redwood giant on that moon
Does this also apply to scopophobia or any other outside monster mod? Where they don't spawn on LLL moons?
Wait what? Thats a problem?
Yeah right here
@ember mauve @zenith knoll LethalLib enemies don't get added to the list of naturally spawning enemies for LLL moons, but this is not a problem if the enemy has custom spawning logic, which I've heard someone say scopophobia has custom logic for that, which is why that enemy still spawns (I haven't confirmed this).
Anyways, the way to fix this issue is really easy, like one solution would be to just make LethalLib add enemies to moons after LLL has added the moons, and then everything works as expected. Someone could for example make a mod for this as a fix for now, while we are waiting for a "proper" solution.
Weird, he should be able to climb the stairs just fine tbh, but I havent considered situations where if there's a forest giant and he can't reach em, I'll have to look into it
Yeah when I learned they could climb the stairs on Titan I was like "Holy shit big boy comin'" XD
Btw idk if you've considered it
But I 100% feel like they should be able to stomp an eyeless dog dead if they stomp near them lol
I've considered it, it's just too op
I might make them damage the dog until its like half HP at the most
We've passed 5k unique downloads 🎉
Shameless plug time! Check out my other cool mod :p https://discord.com/channels/1168655651455639582/1212428282931322922
Also I've made some cool blood particles, I'm working on footsteps next and when I'm finished with that cuz I've almost got it fully figured out, I can release a big particles + collision fix + potentially AI improvements update
Chef Xu is cooking 🔥
can’t wait to be served my meal
this dish gonna be looking extra garnished
"Big boi update"
Any features that aren't a part of the pinned message feel free to suggest and ill try getting onto it
Or the enemy can just have the “all” string for spawning on all moons
LethalLib just got updated, but no clue if changes related to what ur talking about. Nothing was mentioned about the new update in the changelog on TS.
It does
I think Thunderstore is just being slow
Github shows it
very nice
Oh ok nice
Thanks
My friends told me they saw 096 on solace (starlancer moons LLL) so
It probably does have custom spawning
Must've been terrifying to see them get murdered after
Yeah Scopophobia and Peepers would work on LLL moons somehow, but other enemy mods using LethalLib would not
So I think they do something different
They are crazy with it 🥶
Wasn't one of them gonna share a how-to for the custom spawn system at some point?
Peepers doesn't use lethal lib afaik lol
Dunno how scopophobia does it tho
sorcery
Doesn't really matter, next update is gonna have ground particles, eating particles, the newer lethal lib (hopefully), better animation sync, brighter colours
Stuff like better movement etc maybe, I'm still unsure of how to play around with unitys navmesh agent
Over thr weekend I'll probably learn, either that or I'll be taking a break to play games with my friend
Oh and the update would have more config options for different moons since they'll be available
breaks are good. it can be easy to engross urself in a project and burn urself out.
Oh I don't really burn out of projects
I just act like I do
Complain for a good few hours
And just get back to it
even then it doesn't get added to LLL moons because the moons haven't been added yet when the enemy is registered to even all moons
So we just have to “add” the moons
Or well load them
yeah this was a backend fix I made so modders can now specify different spawn weights for different moons (it did not work before).
However, this is still separate from the LLL issue, but it is how I noticed it
yeah, so the moons need to exist before LethalLib just registers enemies. I would guess this will be fixed in the next few days, but I own neighter project so I can't just decide to fix it without any communication with other people, which is why I didn't fix it also now
Okay so it’ll technically be “fixed” if you just make the moons exist, nice
I can have The Fiend anywhere
but yeah, so IAmBatby (LLL dev) knows about the issue and so does Eba (LethalLib dev, but doesn't really work on it anymore, so other people will take the place of maintaining it) now I think, so things are gonna be fixed I hope :3
Imma have to find out if there is a config option in some mod to make certain enemies spawn outside
I saw it once and I won’t give up finding it
Right here
Oh wait its LLL im dumb

Wait is that spawn pool just in general or just LLL moons?
The Fiend being outside would be really funny to have
also really scary on forest moons 
The fiend spawns outside?
it all pretty much work
particles are looking great
the method i made to copy the colour of the ground is also working well
the update will be sometime tommorow
itll have much bigger configs, better collisions, clean looking particles, and removes any animation desyncs
oh and, it wont go to the player ship, and its available paths are only the paths the forest giant can go to
i would post the update now, but i dont have foot particles textures made yet and im busy rn
FOR TOMMOROW
also cant do LLL moons, thats up to batby or lethallibs to fix
Other than Wesley's moons, anyway know any other non-LLL based moons?
ether
sfdesat's aquatis is still using LECore
bikini bottom
sorted by moon and whatever depends on LECore
I mean, can't you also just add the enemies manually inside the LLL config for the moon?
honestly not many popular LECore moons besides wesley's
Yeah
this one looking through moons that depend on the og lethal expansion
I haven't used LLL's configs so I don't know
yeah
i personally like it, cuz then you can customise the weight for each moon for each enemy
Which is proly tedious for some but i like being able to balance it like that
you could also just copy and paste if you dont care and want it the same
huh? I wonder how this works if the enemy also has it's own config?
prolly overrides it lol
but does the enemy get automatically added to that list?
no idea
how the config looks like
eating giant particles
not what i was aiming for tbh, but i like it, thank you @minor nymph for the texutres
Oh, yeah that actually actually makes sense, I thought they were going to be all different fields
baka
:3
actually update is probably today
I probably missed some stuff but uh
ill just do it today
v 1.5.0 PARTICLES UPDATE!
- Made the teeth glow a tiny bit of a dark red.
- Updated the NavMesh Agent to make it behave like the Forest Keepers obstacle path.
- Updated the NavMesh Agent so it cant go near the player ship/inside, not sure which tbh.
- Added a bunch of configs for different vanilla moons support + universal modded support (I'll do modded moons when LLL gets supported by batby or Lethallib).
- Added Forest Keeper's death particles, Squishy blood particles from the player, Footstep dust particles with different colours for whatever material the RedWood Giant is stepping on.
- Removed animation desyncs when the Forest Keeper and the RedWood Giant spawned on top of eachother (??? yes I know).
https://thunderstore.io/c/lethal-company/p/XuXiaolan/TheGiantSpecimens/
[PARTICLES] TheGiantSpecimens
this is a pretty big update
don't forget to like the mod too
i will in like a year or two
if i remember to
like it or i tell you off
do it
ive been refreshing the online mod list. TS always takes a minute to show the updates. 😔
usually seems to take an hour for me
takes an hour for everyone
but you'll have to wait for another hour
lol
i just put an actual update
😭
not actual, bug fix
That works u can play with ut
U might get error logs about the left dust footstep
Just means I forgot to attach dust to the left foot
yeah i saw
You're specifically looking for 1.5.2 that has the fix
1.5.1 is just a literal version update
Forgot to include the new dll with the fix
I like how much care and polish there is for just this first guy. Looking forward to following the development as more come out!
ok the pink giant dont slide anymore 
I've seen it still slide a couple of times but the chances are much lower
not sure how I feel about the stomp particles tbh. they feel more like evaporating steam from the way they slowly rise than dust being kicked up into the air, if that's what you were going for
the texture looks good
that's just my opinion
wow the leaf particles interacting with the groud looks great
they are very bright though
True probably should turn that down
I think so. It seems to be doing a good job of staying away from the ship except when it teleports in when eating a forest giant
Teleports?
slides, teleports whatever. it moves when it catches one
yeah i agree its too bright. it doesnt seem to reflect the environment's lighting conditions.
Will turn down or figure out a way for it to follow the environments lighting conditins
not just lighting, but it also seems to disregard the volumetric fog
also in the clip i show, im pretty sure the pink giant is only standing on the ship because it slid there from picking up that forest giant
not coz it walked on there
same thing with the stomp particles
this is on rend
like it looks like its rendering on top of the fog or something
just needs a crunch and some polish in existing areas. Big Red is easily one of my fave entities rn. it's nice having a semi-docile kaiju lumbering around outside
yeah a crunch at the end would be nice too..
interesting idea with the eating particles tho.. it falls down as tree chunks and turns red like blood
autumn arrives early for those dead critters
that'd be fucked||, i approve||
ive seen someone post a video of a fiend chasing them outside
unless they can exit the dungeon? idk since ive never used the mod.
I must've missed the option for the particles to be properly rendered
ngl this mod has gotten more updates in such a short ammount of time then any other mod ive seen
why make the teeth glow? that sounds a bit silly
Idk prolly cause it makes it look cool or something or visible at night. Sounds like you should look at it first b4 saying it’s silly
thats how the goat works 🙏
LOL
Why not? If they don't look good I can just as easily retract it
it seems like overdoing it personally, but it might look pretty sick :]
Idk how you can stand the Don't Blink mod, it's a good mod but it constantly spams errors lol
I removed it due to the error spam
I'll readd it if it gets fixed
i’ve never gotten errors relating to dont blink
I got error spam from it when I tried it
when’s the last time u tried it?
Very recently
I had it setup to only be for the coil head
Cus I don't care about the blink mechanic other than that
And no
it hasn't been updated since.
well it prob conflicted with some other mod maybe
I doubt it, I think the mod is just kind of buggy
test it by itself
you have it set to blink normally without it being just the coil head
Like I said
You have it configured differently
So it could be a bug when having it be exclusive to coils
i think what, it only reacts to the girl besides the coilhead?
Was what it spammed
As I said, you configure it differently so you may not get it
That or you have error logs disabled
yeah i had messed with the configs but only with the blinking timing, but ended up preferring the default. so it’s pretty much vanilla configs for me. i’ve never messed with the girl.
I didn't mess with the girl?
Lol
It's not like I can tell the dev of the mod it's brokey, they're not in the Discord
😆
i thought u said u made it exclusive to the coilhead?
I did, that wouldn't effect the ghost girl
I have Diversity and Ghostcodes for Ghost Girl Enhancements
i recall it increasing insanity when encountering the girl
Ah maybe idk
and there’s a config to turn that off for don’t blink
that’s what i thought u meant
Nah there's a toggle in Don't Blink that has you only Blink while staring at a coil and it disables it happening during regular play
That was my reaction too LOL
you guys just arent working hard neough
Lies
Chaos works his ass off 😂
It's why he always needs that medic bag 😏
could be working harder
enough*
@young crystal do you believe the shit Xu is giving you? Apparently you don't work hard enough even though I know that's not true lol

um you dont need to take a joke so seriously...
but he’s not pushing updates every day. he isn’t working if no update.
It's hard to portray joking in text though
I figured you would automatically hear my sarcasm by default though? You've played with me enough times and watched my streams enough Xu
😂
Lol it's ok
LC_Office:
Is this enemy inside or outside
considering its 70 feet tall, probably inside
Will you consider putting the redwood giant inside?
We need more inside creatures
no
particle colours dont work right now, working on a fix, should be out soon
unfortunately due to the way things work, i have to do it manually 💀
if you want me to add a non-LLL moon to the list of dust particles that isnt from wesley's moons, just tell me
Good Luck mate
I've already done most of the work, rn its just the annoying typing all the names
and thinking of a good colour to assign it
v 1.5.3 bug fixes
- Fixed particle colours not working for any moon other than experimentation.
- Added Wesley's moons to configs (feel free to suggest next moons to add, has to be LE moons).
- Give feedback on the colours you see from the particles pls and ty.
- I'm running out of ideas and features for this monster, hop on the discord and suggest me some! also like the mod tanks.
https://thunderstore.io/c/lethal-company/p/XuXiaolan/TheGiantSpecimens/
update live in 40 mins or whenever thunderstore decides so
saw the running out of ideas part
do you mean like specifically for the redwood giant?
or for what the other variants can do?
redwood giant
Sheeeesh
Don't ask me why I'm still awake btw I suddenly felt more awake and now I'm feeling all sleepy so I'm probably finally gonna sleep after I update the mod pack code lol
What’s asyncloggers
Do you mind sharing your mod pack with me? I’m looking for some quality of life mods! Thanks!
It’s okay if you don’t want to tho
oh are the particles fixed now? properly lit and affected by fog?
nah
Footstep ones are fixed
Unsure about eating particles
Footstep particles didn't have a colour before
EXCEPT on experimentation, which made me think it worked
Now every moon has its own particles colour
I'm colourblind tho so tell me if a colour is off
ah ok yes that was different from before
In march they were green
I think they weren't being affected by the lighting but I'll check again
Ugh I'm not sure how to get them affected by the environment
I thought it'd be a renderer option but even with allowing all renderers nothing changed
List of colours and what moon they're assigned to
Ignore second tag for the maps, only the first tag matters
Colour was chatgpt'd for the first image cuz idfk
i respect that lol
I think it was surprisingly pretty accurate lol
btw i dont know how your system works and Idk if you are changing the LevelTags list, but that could lead to incompatibility problems. No idea if there is a better system you can use, but I use the first compatible tag in the list. This is the source code for celestial tint https://github.com/sfDesat/Celestial-Tint/blob/main/Sourcecode/NightSkyManager.cs. Line 74 is where I search for levelTags.
Maybe, until there is a more widespread adoption of Leveltags, you can copy the current LevelTags list for each moon and put one of your leveltags at the end. And then loop through the tags to find the first compatible.
I could try that ye, does this support modded moons too?
Also I aint changing it, I'm just making my own because I'd need LLL to access level tags iirc
oh thats fair lol
I use LLL so i dont know if it is the same
Ah yeah you use LLL's level tags too
It's such a minor thing cuz it's only footstep particles that this whole system provides that I told batby until he has something worthy of converting I'm prolly not converting lol
oh lol. Do you set your tags where LLL would put LevelTags?
or is this completely seperate from what LLL does
Don't think so, I'm pretty sure LLL makes the tags probably a similar way to how I do it except the tags are provided from the moon descriptions/the creators in some way
its probably not an issue. I say only fix it if it starts breaking things
Yep it'll never be an issue programming/error wise
But maybe if someone notices that particles are green on infernis
Then that would be a problem
thats a problem for the future
Fr
That looks... Overcomplicated...
there's no other real solution lol
You could use the solution that they use for player footstep sound
Ray cast under the foot whatever it hits get the material index.
doesnt work
Wdym?
lemme find the code i had originally
it worked for experimentation, but zeekers changed up how he did terrain after experimentation im assuming
Yeah go ahead show me
i tried a bunch of different ways, the terrain instead of renderer, i tried to get the base material, and a few other things
it was all just set to white
i have no idea where the damn colour is stored
although im having a bit of a different problem right now, my particles stand out a bit ingame, almost like the environment's lights and ingame shaders doesnt affect htem, unsure how i would fix that
You didn't use layermask for your raycast
Make sure your raycast ONLY hit terain and nothing else
I could try but it worked for experimentation and no other moons :p
LayerMask.GetMask("Terrain");
Not sure if the layer is actually called terrain
But yeah that's how you'd get the mask
Okay yeah just "Terrain" works
do you know a solution for this one tho?
more urgent problem for particles imo
Render queue or simply make your own shader with shader graph to fix it
I read here that LLL and lethallib has some issues when it comes to spawning monsters on custom moons. What version of lethallib is causing this issue as to not use that version until a fix comes out? in version 0.14.2, will your giant still spawn on custom moons?
I know that the Transparent Workflow doesn't "interact" with the post processing that zeekers applies. Maybe try switching to Opaque with Alpha Clipping if that is your issue
unfortunately theres never been a fix for the problem of my enemy spawning on LLL moons, it'll be fixed soon hopefully
pester @trim flax about it thanks
So its just a general lethallib issue no matter the version?
Well then
Its ok then
I only have one custom map and that is Orion
No big deal
Do interior monsters spawn just fine though on custom interiors?
Orion would be great with this guy, hopefully a fix comes soon
if they're made with lethal lib, also no, but most custom enemies would be doing spawning their own way so probably yes for other enemies
Imagine, a silhouette of that monstracity in the distant
Idk how you set it up, but if you want the post-processing from Zeekers to apply to your material set this to Opaque
ugh problem is the material cant be HDRP/lit for my particles
atleast HDRP/lit hasnt worked for me before
Interesting, well the I just checked my monster mods and it seems for the most part good, they will spawn on most maps
Thats good though
Ill try again but idk enough about materials tbh, not sure which Map i should be putting the texture into
why not? it worked for me on my particle system
what did you do for this here?
i do use Emmision, so maybe that hides any problems
I'm very confused, do you not have any textures applied?
No i use it for meteors, which are far away enough to not really need textures and they are supposed to be burning
ah i see. definitely will give more feedback on the color. 👍
uh
IMO I find the particle colors here to be a bit too.. light? Maybe some darker particles mixed in with the lighter ones would improve it - but just making them darker overall should work
yeah xu is trying to figure it out
to have it match environmental lighting and have fog on top of it
coz it will show very clearly through fog
Ahhhh I see
honestly i feel like you don't need to add more features to the redwood giant :P
it's good as is honestly, you did a p good job with it
Yeah I just need to fix some stuff with particles, I'm making them look much better right now
siiick
was the normal map ever applied?
Wdym?
is the giant using a normal map atm
if not I think it would look more detailed with one
Idk what that is tbh
its like a thing that uses flat images to create textured detail on surfaces
Hmm
Basically an extra texture file that gives depth by giving the illusion of light bouncing off it
I saw an option to turn the base map texture into a normal map and it changes how it looks, is that good enough lol
thats what they use without modeling the surfaces to have extra polygons on it.
so like a brick wall can just be completely flat and then u can use a normal map to give the illusion of brick crevices.
Without a program like substance painter you'd probably need to make a much higher poly version of the model and then bake it into the low poly version to get a normal map, which is a lot of work
Unless there's ways to go about it differently in Unity that I don't know about
Damn
Probably not worth the effort lmao, especially for Lethal Company of all games
I don't think any vanilla enemies use normal maps
Ah that makes sense lol
Old post i know, but how would I set the target to be something specific like a player?
ChainIKConstraint.data.target = 'some transform'
I'd access it through code, gotcha
and would I do this if like the player is in range or smthn?
im imagining checking the player's distance from the giant, and if its close enough and theres line of sight, then just step on em
That or change the weight of the IK depending on the distance
alright, also where is the Chain IK option found lol
Import Unity.Animation.Rigging.dll if I'm correct
do you mean like Using Unity.Animation.Rigging?
You need the reference of that dll
Then using UnityEngine.Animations.Rigging;
Then you should be able to use the components in the script
Editor?
the unity project* where you edit the prefab and stuff
basically this
like did you apply this component to the root bone?
or just the prefab itself
It doesn't matter really if you set up the root and tip transforms
Though since you're doing legs it would be more adequate to have one for each legs
It's in the LC game data folder
Where you normally imported all your dlls from
ah ic
so its not included in Assembly Csharp?
or the coreModules
for unityengine
Nope but it's part of the unityengine namespace
Just referencing the dlls is enough. No need to do anything else
im assuming you mean this btw
Nope
^
oh
This
^mhmm
Yeah dll is named unity but the namespace will remain unityengine
smh, new modders these days
uhuh
?
oh wait i think i put it in the wrong place
whoops
okay this should be fine
ignore the hintpath
ill fix that
You do it through MSbuild..?
Oh okay okay
I simply just right click on references and select the dll
That's how I do it lol
Eh im just ofllowing the example enemy format mostly
I mean if it works it works
so... what's the max value for spawnrate? totally doesnt wanna guarantee a red guy on Etern
probably 9999?
foreach (PlayerControllerB player in StartOfRound.Instance.allPlayerScripts.Where(x => x.IsSpawned && x.isPlayerControlled && !x.isPlayerDead))
{
if (HasLineOfSightToPosition(player.transform.position) &&
(Vector3.Distance(player.transform.position, CollisionFootL.transform.position) <= 30f ||
Vector3.Distance(player.transform.position, CollisionFootR.transform.position) <= 30f))
{
ChainIKConstraint chainIKConstraintLeft = GetComponentInChildren<ChainIKConstraint>(LeftFoot);
if (chainIKConstraintLeft != null) {
chainIKConstraintLeft.data.target = player.transform;
}
ChainIKConstraint chainIKConstraintRight = GetComponentInChildren<ChainIKConstraint>(RightFoot);
if (chainIKConstraintRight != null) {
chainIKConstraintRight.data.target = player.transform;
}
}
}
``` @young crystal what do you think?
oh wait i dont need to get Component, LeftFoot and RightFoot are already the Chain lol
Honestly cant tell if its working or not
alright changed it up again
var closestPlayer = StartOfRound.Instance.allPlayerScripts
.Where(x => x.IsSpawned && x.isPlayerControlled && !x.isPlayerDead)
.Select(player => new {
Player = player,
Distance = Vector3.Distance(player.transform.position, transform.position)
})
.OrderBy(x => x.Distance)
.FirstOrDefault(x => HasLineOfSightToPosition(x.Player.transform.position));
if (closestPlayer != null) {
ChainIKConstraint closestFoot = GetClosestCollisionFoot(transform.position);
if (closestFoot != null && closestFoot.data.target == null) {
closestFoot.data.target = closestPlayer.Player.transform;
}
}
else {
ChainIKConstraint closestFoot = GetClosestCollisionFoot(transform.position);
if (closestFoot != null) {
closestFoot.data.target = null;
}
}
public ChainIKConstraint GetClosestCollisionFoot(Vector3 position) {
if (Vector3.Distance(position, transform.position) <= 30) {
if (Vector3.Distance(CollisionFootL.transform.position, position) < Vector3.Distance(CollisionFootR.transform.position, position)) {
return LeftFoot;
}
return RightFoot;
}
return null;
}
@young crystal do you think I could use Chain IK to avoid dogs and baboon hawks?
v 1.6.0 CHAIN IK UPDATE!
-
Honestly I dont know what it means really nor if it actually works, but now the giant kinda prefers stepping on you if you're close by.
-
Footstep particles are MUCH cleaner, same with Particles after eating the forest giant.
-
Slightly increased RedWood Giant speed of a default 1.5 to 2.0, it is also now a config option
-
Made it so that the RedWood Giant doesn't go too close to the ship and doesn't target forest keepers close to the ship, also a config option.
-
Other changes I forgot about because I'm silly but trust me there's a few more lol.
-
I'm running out of ideas and features for this monster, hop on the discord and suggest me some! also like the mod thanks.
https://thunderstore.io/c/lethal-company/p/XuXiaolan/TheGiantSpecimens/
I mean if you're running out of ideas don't you still have other ones to make? :3
Lol
- it's very likely that when i do start working on the driftwood giant
i wont be touching the redwood giant
unless its for config options
My friends love the Redwood giant btw, you should have seen Despa last night going "How's it feel?" When one grabbed a Forest Keeper 😂
Haha
Hotfix inc?
yeah i just had to change a variable name
lol
ill reupload
oh i forgot to make blood splatter particles
bleh
yeah i just gotta update first lol
I dont think i've uploaded an update in the lkast big versions where I haven't had to make atleast one hot fix a minute later
[BETTER PARTICLES] TheGiantSpecimens
This is why I never update my mods 😎 /s
dw, i just found another collision bug
:p
kill me
💀
Hey at least that fix will come with the blood particles
:3
You got this I believe
💜
yeah its up on thunderstore whewnever thunderstore decides
imma go sleep with @rocky sparrow now
👀
Xu's into catgirls ig no wonder Xu likes playing with me on stream 😅
theres a bit of a difference but maybe generalised i just really like cats and sub categories are included
why is it every goddamn time i click on this thread its 50/50 between actual discussion or this stuff
LMFAO
Idk
😆
Hope you've been well though Bongo
99% of the time its related and important, I try to compliment hamunii every chance possible tho
For reasons
👀
i mean like my ear is no longer giving me pain. absolutely no motivation though (mostly school and dumping all the drafts in the single week i was away 😭 )
Oof
the particles look better for the most part but my god do they stand out
is it possible to turn down the saturation and/or the brightness of the colors to compensate for not taking in any shading info
Yes you can
... there a way for Big Red to continue to ignore you with this Chain IK thingie?
askin for a friend..
Does this mod spawn more normal giants when there is a redwood one, or would it be same amount of normal giants
once redwood is spawned, more regular tend to spawn. what good is a monster eraser if there are no monsters to erase?
Because If there’s so many normal giants it doesn’t matter that there is a redwood one, I’m gonna get obliterate by all the normal giants that the redwood hasn’t gotten to yet
I always lead them to a redwood giant, really fun way to counter them imo
Yes but it's a config option
How would you avoid, it's not like I can have a negative weight can I?
if you're talking about footstep dust then they're kinda meant to stand out but for forest keeper's particles, they're dark and the saturation isnt high, im not too sure what more to do tbh but ig ill keep messing with the values
also which is better?
I meant just the footstep dust. I didn't test the forest keeper particles if they were changed
ill record a video and see what people think
Its just to me they looks really out of place because of how saturated they are
simply create an empty transform and offset it's position from the enemyies to avoid. THen use that as a target,
ooh interesting, yeah that sounds easy enough
what do you think btw?
Personally hate how normal maps look in lethal company but y'kno 
it is what it is
yeah i unapplied them to take a picture of the old one and reapplying and honestly unable to get the same result as the first screenshot 😂
its difficult to see the details from that angle and you won't be seeing the whole thing like that in game
Oh so it can be the same amount of giants as usual
ye
Cool I’ll give it a try then
Normal Maps + That Rancid Filter LC applies are just not the cleanest combo
Just makes everything look like baked vomit but I am also a hater even if I did make the textures loolll
I like the right one more
@calm widget congrats! https://www.youtube.com/watch?v=lc7zKaRixhM&ab_channel=TheViperian
Lethal Company BEST Mods To Use #29 (MORE MODS!)
Here are the best mods for Lethal Company, so that you can level up your gameplay with Lethal Company mods. This is the 29th part of the BEST Lethal Company Mods series.
HealthMetrics - https://thunderstore.io/c/lethal-company/p/matsuura/HealthMetrics/
Skibidi Toilet - https://thunderstore.io/c/...
oh damn noice
its a bit unfortunate, looks like it was recorded like a week ago lol
so misses out on a lot of changes
plus uh didnt really showcase the giant at what it can do at all 😭
no im not promoting it, you are
ay advertisement is advertisement
We really out here thinking this isn't just a content farm channel oops
it kinda is, but idk what content they'd get from a 30 second review
also after trying it ingame, kinda sucks 😭, we're just sticking to the current one
LC doesnt do too well with details
I shall take your word for it
also does the model always look as dark ingame as seen in the video or was that fixed?
i could try making things "brighter"
i think they look slightly better ingame, but without the sun they're still kinda dark
how about 2's color but 1's texture
im not even joking when I say that I couldn't replicate 1's texture after that screenshot 💀
I'm like 90% sure my angle in that screenshot was godlike
yea i wanted to go back and change the colour and just could not get hte textures how it was before
its not like theres a million settings
im trying making the whole body glow a tiny tiny bit
just to see if that would make things look better
interesting
I think i made it glow too much but it actually works
damn u got featured along side skibidi toilet 🔥 🔥
not only did i get featured for 1/4 of the time of skibidi toilet and none of the giants features were featured
but he deleted my comment
😭
honestly i’m fine with the texture and color of the current pink giant imo
wait is it the creators who block commenss or is it yt
i dont think viperian did it
youtube itself deletes a ton of comments
cuz one time yt blocked my comment 4 times
^
i tried responding to viperian's video and my messages were always hidden from others lmao
yeah sometimes i post comments and they straight up don’t appear
yt actin up
yt just doodoo
maybe it wasnt him true
also no one mentioned titan's footstep colour being "saddle brown"!?
still a bnit too glowy but i actually like it
is that the actual color name? lol
what if you make it pulse might be a tiny bit laggy tho
dont think its one of those things i can make pulse
i haven’t tried the new update yet.. did u manage to solve all the post processing stuff relating to the particles?
not really, the footstep particles look a lot better tho
also i like this
ooh i do like the new look
honestly i don’t know how the game decides the spawn points of monsters outside
inside its the vents, outside it seems random
yeah its random but its funny how the game exclusively decided 4 spawns ion a row is the stairs
also nah couldnt really fix it
oh well. maybe some day in the future.
yea
for now ill push an update for the slightly better colours
now im really unsure of what to add though, ill implement the damaging of dogs and baboon hawks but after that...
someone also suggested this, but i think a deep crunch sound should play when a forest giant gets eaten (disappears)
@low girder @bleak shale if you guys wanna make it ill add it
what’s the sound file format these guys use?
.wav i believe
.wavs are pretty big files. I think they changed to .ogg to save lotsa space now.
yeah but since i dont do many sounds like they do, i use their .wav's
i think thats what sashimi meant
Loud and clear🫡
also footsteps damage baboon hawks and dogs now
We provide WAV since it’s the highest quality. However the audio format Xu decides to go with is purely xu’s discretion. Wav files aren’t too bad if you just have a few
not a lot and it wont kill em, but itll get them pretty low
v 1.6.3 ENEMY DAMAGE UPDATE!
-
Footsteps can damage baboon hawks and dogs now.
-
Colours feel smoother and the giant is easier to look at.
-
Mostly QoL changes.
-
I'm running out of ideas and features for this monster, hop on the discord and suggest me some! also like the mod thanks.
https://thunderstore.io/c/lethal-company/p/XuXiaolan/TheGiantSpecimens/
gonna upload the update now
it'd be nice if i could get people like insym or psycho to play the mod, that'd be peak
Alright... time to start working on modelling the next enemy
ooh ok
forgot to respond to this, i wont put it as an option purely because I actually haven't seen much of the effect itself
lol
plus just imagine how when you're walking over leaves you try to walk over as many crispy leaves as possible
hmm, kk
the giant doesnt change his route, all he does is just, slightly move his feet towards your head if you're nearby
will certainly add a bit more risk with mob drops. .u.
🥞 👈 u when red giant treats u like burger king foot lettuce
this is gonna take a while lol
😮
and after all the giants are added in.. new feature: u can turn into these giants when u bite ur finger kek
😂
Sounds like control company should just add animations to player models that do that
little idea for dry boyo here. after the main body is done, maybe apply some asymmetry with its branches and shape? something to add some "jag" to it
slap some branches on the back too
so back side isn’t so flat and featureless like red boy
Somebody should add a titan monster mod
Imagine a titan chasing after u on Titan map lol
IM ACTUALLY LOVING THIS
Will this one pretend to be a tree?
thanks. thought an aquatic one would be fun to brainstorm. also needed something to bust boredom at work, so probably wont go beyond a sketch
iirc, it'll eat other enemies (aside from default giants), but if it grabs you, it'll straight up yeet you off into the distance (which could kill you)
thing about the pretending to be a tree idea, if you memorize the shape(s) it makes, as well as the color scheme, it wont be nearly as deadly anymore
hmm, may have another idea for a giant sketch... in name at least. i'll think about it later
The Bepis Giant
It could definitely be a threat if you're running from something and you don't pay attention
true, but i believe part of the vision would be that it's less stealth, more charge.
Ah I see
Main thing is just I would like to see more situational threats in the game
Like the locker
heck that thing. i love it
Same
if you some how kill the red giant the left one could be a body
WOOOOO LETS GOOO
name consideration: driftwood giant, pretty awesome concept tho ngl !
funny nuff, im the one that suggested Driftwood after Leafless was revealed to describe all 4
oh is it? I don't remember seeing that, sorry. I just know about the 4
🇾🇴🇴🇴
Thats awesome!
Lmao why tf
Yea it very much is
“- I'm running out of ideas and features for this monster, hop on the discord and suggest me some!”
Yea it really doesn’t need anymore it’s basically as finished and polished as it can be
Great work
This actually looks pretty good, glad the textures are more visible 🤣
I tried to show my stream the textures I had done but the giant was just a silhouette in broad daylight haha
Don't do the branches. I gotchu on that part and the cleanup/rigging.
Just make it T-Pose and the rest I can do real easy
Okay good thing you mentioned that before I made them, in terms of T-pose ill try my best? I'm trying out the skin modifier lol
so Redwood aint spawning on any of Wes' moons, even with a value of 9999. sure you have the naming convention correct?
its very possible this mod is incompatible with lethal expansion moons
havent looked to confirm it but
Not true for me, I've had Redwood spawn on Junic and Oldred at least
That was at least a couple days ago though
seconding this, but with desolation instead. edit: I loaded up the game but im having trouble getting the redwood to spawn at all, even on experimentation or vow
I've had it spawn on Atlantica
hmm
Ive also had it spawn on etern
Sent pics prob thr first pics of the giant
how come i cant get it to spawn... unless it's required to have ALL moon names in the spawn chance coding...
Hmm
Thats weird... I'll boot up the game in a bit and check the spawn weights
And by a bit I mean half an hour
I'm making food
@calm widget it prob wont work on any le moons
current spawn weights for me are:
ExperimentationLevel@0,AssuranceLevel@250,VowLevel@1000,OffenseLevel@250,MarchLevel@1000,RendLevel@500,DineLevel@500,TitanLevel@500,Modded@500,InfernisLevel@9999,PorcerinLevel@9999,EternLevel@9999,Asteroid13Level@0,GratarLevel@0,PolarusLevel@500,AtlanticaLevel@500,CosmocosLevel@0,JunicLevel@9999,GloomLevel@500,DesolationLevel@500,OldredLevel@500
just added back the few that i deleted (the ones with 0 weight)
ill be giving it a test as well
I managed to see spawn weight before tho
and it actually works on moon tho?
Lmao @calm widget I actually saw a Baboon Hawk try to attack a Redwood earlier
It was funny
😂
Hmm but why would it have a spawn weight and not spawn
wym by spawn weight
Like .rarity
in the lethal expansion selectablelevel?
I checked the outside enemies .rarity fir my enemy
Just checked the roundmanager.instance.iutsideenemies and checked for enemy with my giants name
Hold on lemme find the code
maybe i put in the names wong for wesley's moons and didnt notice, but its shown me spawn weight on asteroid13 in a couple others iirc
the worst part about testing spawn weight in wesleys moons
is having them in the testing pack and adding a straight minute to loading time
when are you registering your enemy
not 100% sure when this happens
this is how it was for example enemy
no fucking clue how you’d get your enemy in a le moon ngl 😭
Like I believe you but it conflicts with what I know
Lol, I'm gonna boot up and check the spawn weight, I don't see why it would get "registered" but not at the same time
Because the LE SelectableLevel’s shouldn’t exist when LethalLib does its stuff
hmm thing is i've had people mention having my enemy before
it cant be that my custom config overrid that
huh maybe the way i wrote my config isnt working
i just checked the spawn weight in a random moon, Etern, and it said 0
I’ve seen screenshots of it on etern
A Wesley LE moon
yeah but i just checked its spawn weight rn with default config, 0

ah i see why
two things
no wait
Hmm
imma regenerate my config
it wasnt right
man i cant see shit in my logs
alright bootin up my game to test
only spiders that spawn outside are on Infernis
eh?
okay so
the thing with modded moon spawn stuff
you wont* need LLL downloaded (because it changes what the level names are and i use their level names unless @gray dock changes them to how LLL formats the names), and you'll need to wait for lethal lib to update and fix the spawn stuff bugs lol
also wesley by that i mean changing moon names like "154 Etern" to "EternLevel", same format as vanilla 😭
I'll push an update out in a bit actually, i need to use wesley's assigned names lol
pls fix the formatting wesley
I imagine this will happen once the move to LLL comes
LLL already does it automatically
but LE and LLL have different moon loading times, so my enemy doesnt work with LLL but works with LE
@trim flax fix this ya bum
😆
Batby might already have it fixed in the new release that's coming 🔜 but who knows
Soon emoji being whenever it's ready, Batby said no etas
#dev-general message
in terms of the naming, I blame wesley
but other stuff i blame you 😭
Lol you've awoken Wesley now
lmao
yeah I'll change that eventually
deserved
Now i gotta figure out what numbers all his moons use and add that to my config :deadge
I wrote them down in my post
exp has 50 weight, pretty low, vow should have higher but no guarantees unless you change your config, they do work afaik tho, im fixing the modded spawns rn
When I was having that issue I set both to 999 and let the time go to night, but tbh I mightve just messed up somewhere
weird, coulda just been really bad luck
i think the spawnrates for wesley's moons might be incorrect. it has them as [Moon]Level instead of just [Moon] which is the internal name for wesley's moons
its actually [number Moon] but LLL changed it to [Moon]Level which made me put it as such but yeah next patch fixes it
just waiting on a lethal lib update too
lethallib got an update just a bit ago i think?
i don't think the numbers are part of it either
nah they are
theres a different update im waiting for, but turns out itll be tmrw or later so ill just upload my update now
based on other level based things, just [Moon] seems to work?
based on Wesley's names and my experiments, No.
also would [Moon]Level@0 work to prevent it from spawning somewhere?
what's the updated spawnrates then so i could just copy paste it in?
ye but not Level, number [Moon] lmao
i was just giving a generic example for any moon
Modded@0,ExperimentationLevel@50,AssuranceLevel@100,VowLevel@200,OffenseLevel@100,MarchLevel@200,RendLevel@200,DineLevel@100,TitanLevel@200,46 Infernis@100,76 Porcerin@200,154 Etern@150,57 Asteroid13@200,147 Gratar@100,94 Polarus@150,44 Atlantica@25,42 Cosmocos@200,84 Junic@150,36 Gloom@200,48 Desolation@150,134 Oldred@100
anyway heres the config values you need
so it goes
I take full responsibility
also, does the redwood have custom colors on the moons?
responsibility usually entails fixing it 😂
ye
but i need to update that too
lol
update will be up in like 40 minutes
I take half responsibility
#blameWesley
thats what i thought
lmao
I didn't know it was that much of an issue
I'll fix it eventually
who will take the other half 😮
the issue comes from how LLL, LE and LL interact
a lot of L's I know
basically this is the order of stuff, LE, LL, LLL
when I need it to be, LE, LLL, LL
you wouldnt need to do anything if it was LE, LLL, LL
but yeah
lets just hope it doesnt become LLL LE LL
or LLL LL LE
maybe the last 2
LoL
LLL and LE you already know, LL is LethalLib lol
I can only imagine how funny a redwood giant on gratar would look
so that bot in #thunderstore-releases gets the update first before the actual thunderstore page shows it? 🤨
you can manually download the update
they fit decently well
also they can cross the bridges
was the atlantica water changed to actually work?
They are like half the size of an island lol
Aesthetically they do look nice there
seems the redwood giant makes purple stomp particles on etern's very yellow sand
which
I'm not the one who choose the colours 😂
lethal lib
which problem
just an update that fixes some spawning on specific moons logic
like if you dont have Modded in your LevelTypes, you cant add modded Moons to your list, and .All's spawn weight overrides everything else etc
hamunii's working on it but its 11am so i let her sleep
ah easy
but yeah the stuff i do is intentional and won't be fixed, unfortunately
i understand the problem it can cause though
you're not touching the problem with LL loading before LLL?
oh i meant me changing level names
nah its LE's fault
it uses the planetname which is for display purposes to make the selectablelevel asset name
without any santisation
oh no its still wesley fuckup
but its le on why it matters
wait no
its not wesley fuckup
im tired
forgive me
forgiven
"Port moons to LLL or make another 20 moons" Wesley:
More like
just encountered this guy with a friend for the first time, so fuckin cool
he ate two giants
wonder what the next guy [forgot his name, think its mangrove] is gonna be like
LOL
Wesley out here causing comedy without even meaning to 😆
Someone make a real video showcasing this mod 😭
Give it time I'm sure Viperion will
He gave me 30 seconds of a model showcase of the old textured
LOL
It was a pretty bad showcase tbh
lol
I showcased it on my twitch stream if that counts haha
I'll take that
I'll find it later and clip it 🙏
I'll try to get a good look at him next time we stream some lethal company
Look who I found :3
Big boi
Why does your fog look like that?
Also idk why you'd try to attack the Giant it's harmless
It only attacks other Giants
WeatherTweaks mod
WeatherTweaks doesn't do that for me 😦
I know, but it seemed fun to try anyway. You never know! :3
Tbh, I am not even sure if it is WeatherTweaks.
The funny thing is that the terminal showed "None" and then I come across a semi-fog which is half none and half foggy.
lol
@calm widget seems like this will be coming sooner than expected (theres still a lot of work to be done, but still.. theres a lot of progress with #1219082379025715220 on the horizon 😄 ) https://www.youtube.com/watch?v=5oHQQ_Jj2nA
Perfect, now we just need one that goes with the Lethal Resonance main menu theme
🙂
Btw I hope you can migrate your SCP Intro mod to Bongo's API at some point, I think that would be so cool 😄
Im pretty sure @low girder will work on it once Emblem is already in a desired state. Since they have their own audio + artist army 😄 but if they'd like me to make it I can also make it for them 😄
yeah I've been wanting to do it 😄 but I've got these themes to work on currently and IRL stuff xd but I'll be switching to that API sooner or later
artist army is wild, theres like 3 of us and one of us just did music and dipped
oh didnt know.. 😮
Is there any issue with brutal and the giants mod?
Not afaik
Coo
You forgot how nirmal vanilla looks like?
That isn't normal Vanilla fog on March
Vanilla fog on March makes it so you can't see shit
