#[Ported] Giant Specimens
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Base game looks extremely foggy for me when I test nowadays so I get u
Maybe just never noticed it or a common mod clears it
Nice, its looks pretty sick
The same thing is also on Experimentation for me. I'm conviced it's WeatherTweaks as I just tested it :3
nah, its shouldnt be as Ive used weathertweaks and its never caused that
yeah but "its just march" i didnt mean it was moon exclusive lol
the fog is normal like that for msot moons
atleast for me
As in the weather ?
Looks like the video?
Idk my March is basically clear for me
Same
I've been having problems recently with testing my mod on vanilla moons but them being super foggy, I'll recheck my mod list but im 90% sure its just vanilla being vanilla
yea vanilla can be crazy foggy 99% of the time if foggy
Eh, dunno. For Masa March still goes on for 13 more days..
Sorry not sorry
the redwood seems to slightly glow for some reason?
like here on gloom, it glows in the dark which makes it look not the best
im pretty sure it's intentional
i like that you can see the textures more but uhh... it doesn't look the best honestly
the textures are great, but it sticks out like a sore thumb now
like it doesn't really fit in visually with the rest of the game
i realize this is a stupid sentence cuz it's a giant fucking red monster but yknow what i mean
part of what made the redwood giant so cool to me visually is that it was so, so big yet you sometimes never got a good look at its face or features because it was shrouded in darkness even during daytime
personally it glowing just uuh... makes it look really weird, i don't fucks with it too much
esp on darker moons it just looks really out of place
yeah it does-
i don't mean to be harsh with my criticisms i just think that it looked a lot better great before it had this glowing effect
yeah when I was making the menu screen I had to work around the glow xd
i also personally don't like the red eyes but i can look past those, they aint that bad
The red eyes aint bad. Though the glow of the entire body could be darkened yeahhh
nah yeah, the red's mostly up to preference
Well it IS a __red__wood giant so..
Based on the big ass tree called the redwood tree
๐ฎ
Which is bigass btw
i mean, i can turn down the glow lol
only reason it was ever added was to see some slight textures, ill turn it down a bit cuz with my mods it seemed pretty dark still but if yall can make it something big then yeah
maybe like 50% or 25% of what it currently is
its so cool to see from far away
just some massive ass silhouette
i love this video, take some more videos, you've got a talent ๐
Is there any documentation or wiki where I can see what the Redwood Giant does so far? Or a message link works too ๐
RedGiant peed
Oh true i should make a wiki
Yeah wikis are great ๐
also the problem with changing glowing etc for me is that I cant see the changes in the editor lol, but if you're still here
i got a question
do you want me to turn down the redness as well? or just the glow?
i think currently the bestiary is where u can get the most info on the giant
but people dont typically check it
the redness is fine, the glow's the problem imo
maybe desaturate it veeery slightly
but not too much, it's alright as is
RedWood Giant
Sigurd's danger level: 20%
Scientific name: Satyrid-Proceritas
Don't be afraid of this giant, well maybe still a little, this overgrown Satyrid-proceritas is one of if not the most calmest of its species, mainly minding its own business. It has grown so much that it does not hunt humans, Instead, it rather hunts its own kind. Still, be very careful around them as they don't seem to care much about where they are stepping. - Sigurd
Ohh true
Appreciate it โผ๏ธ
ah that's fair enough then, i can see how that could happen
which one?
+I'm colourblind, red-green
so this isn't the job for me :p
that makes a lot of sense honestly
Left and the eyes will stand out a bit more
sorry if i ever came off as mean with criticisms it makes total sense why you'd struggle with it hehe
do like the darker red on the left
left looks better
oh yeah u mentioned the glowing red eyes? have u actually noticed it ingame because its really hard to see it at ground level.
it'll probably be a lot easier to work on the driftwood giant and the deserty one going forward, so don't worry
oh
are they white or still red?
if there is any glow, its cuz the whole thing is glowing but much less than before
they're red
ye i figured
i cant change em to white without going into blender etc
he is a "red"wood giant
i think the eyes are fine red
not like u really see it any way since its sunken in and covered by shadow
only thing i gotta say about the red giant is when he eats a giant the blood just drops after he disappears, was thinking of it spray out a bit when he is getting munched on like how the giant eats a player
a very small nesh but ether way i love this giant and hyped to see what youll do with the other giants
left
left is better-
idk how you're doing those textures but if you give them to me I might be able to give them some variance if you want
Sure I can send ya them to do your magic if you'd like, I'll get em in a bit
Bet
In terms of particle shaders etc, I have found a solution, it might take a while because I have to delve into entirely new territory for me lol but things should end up looking much cooler.
Also there'll be an update either today or tommorow with the reduced glow+ darker red + whatever else I may have added, the updates are just gonna be small and the bare minimum cuz there's not much more to optimise.
Oh and also changes to navmesh
Left One Is Better
the council has unanimously decided left is better
left seems better
screenshake from the stomps seems to have really high range, friend was noticing it inside the facility on vow
i've heard the stomp sound from inside, but i dont recall screenshake
was it only ur friend experiencing it and not u?
didn't go inside, but i wasn't experiencing it inside the ship or while it was decently far
imma test this rn
metal facility on vow..
nothing
i can hear the footsteps
but no screen shake
even the dungeon generates pretty far below the surface.. far away from the giant
the only possibility i can think of is that screen shake has limited horizontal range, but large vertical range... and so when the giant was stomping directly above the dungeon interior. ur friend was affected by it.
also xu. about the footsteps copying the color of the ground. honestly i think its better to just generally have it gray dust colored.
i think it would look good in most cases and would be less issue with certain modded maps not giving properly color.
yeah prob
Previous feedback was that people wanted to feel it inside the facility (obviously it's incredibly small and almost unnoticeable lol) so the range is just high enough that maybe you'll feel it but probably wont
friends seemed to notice it plenty
Do you have the jester stomp mod enabled?
@mortal moss ^
nope
Any mod that could also cause screen shakes?
nope
Hm
I can modify the logic of the range I use to become less reliant on vertical range
But it shouldn't be happening, the range itself isn't that high
You would feel it in the ship if you were in range too
The range has subsections, 5, 25 and 50, 50 is the only thing he coulda felt but again, super unnoticeable
i agree
Giving the proper colour is all about to feedback about what colour the ground is since its manual lmao, but I can add a config option for the footstep dust override lol
that might be good
Me and my friends liked it, it didnt seem that bad whilst indoors
Gotcha, ty
yeah, but u couldnt possibly account for everything. manual could only take u so far.
for example when i was testing on vow.. while a good chunk of the moon is green grass. part of the ground is dirt brown near the main entrance.
so the giant was stomping up green dust on brown dirt.
I can make it all pure gray as a config, but I have a feeling it'll be worse
i think when u had it showing gray before it honestly looked fine
TheGiantSpecimens
v 1.6.5 QoL update
- Working on navmesh stuff, should feel better walking around and not approach the ship really~.
- Made it glow less and gave it a darker shade of red.
- Added a config option for footstep dust colour (normal colours or white).
One day ill remember to add a video or image of the enemy in the README
no you wont ๐
trust me itll look better ๐ญ
Mangrove Giant time? ๐
Driftwood
Also it'll be a bit of time lol
It'll be harder at first for me to get the guy working
Cuz I gotta duplicate a lot of stuff that was pre written for the pink giant
Ohhh, Driftwood. Fair enough!
Masa's sure everyone is very patient about the time it will take to make it.
Right guys?
๐ซ
Ngl with the color it has looks pretty spooky
Tenticle monstaaa ๐ณ
The dust really should just be a grey/beige puff.
Realistically it's sand, dust, and sediment that gets kicked up even if it's stepping on grass. A puff of green doesn't really make sense no matter the context.
Also yeah the red glow does show the textures but it is kind of weird and looks strange.
Also @calm widget I can do a rendered image of the giant if you'd like that as an image showing it off.
I'll take that ๐
It's a config option for those who want, the reason it doesn't look as good as it should be rn is cuz the shaders arent what I want them to be rn, will be changed hopefully soon with the help of an expert
Honestly if you just desaturate the colours it picks up that might do the trick
mmmm good textures my beloved
very cool
wait how df do you do that
how are you doing this btw? I wanna get into doing character modelling
relative link if the images are stored in the repo or just some markdown
oh nvm relative links are bad for readme files
In my readme I credited eve sculpts who has a really good tutorial but to sum it up I use a 2d reference image, literally called a reference in blender, aligned on the x axis and then I use a round cube with radius 1, cut off half of it and use the mirror modifier, another way to do the actual shape is by having 1 vertices and using a skin modifier
Oh so you're just like extendeding it?
Yep a lot of extruding
"extendeding"
Idk what that means if that's an actual term lmao
no just me being dumb
nah, I already have a fix that works in a lot more customisable way, itll just take me a while to get the resources
he looks so fucking scary already jfc
it alright
lmao i was messing around with the redwood giants
spawned two of them
one was starting to eat a forest giant
and the other one came in and snatched it out of its hand ๐คฃ
bro stole his lunch
also the stomp particles look pretty realistic in VR
Redwood giant is amazing on Rend
He is so huge yet the blizzard makes it hard to see him but I think it adds the awesomeness
Just hearing large footsteps while sometimes getting a glimpse of it
looks like an actual dust cloud. its weird but it looks better in VR than on flatscreen lol.
maybe because VR is rendering at higher res
all i got is paint.net so i did my best to edit it xd
honestly yeah beige looks a bit better
i think i agree with meat ball demon, a beige color would make it look better. it makes it look like dirt dust.
white looks like smoke
Hex #9F8574
@calm widget Hi sexy. Does this mod implement changes seen to giant behaviour in other tweaks like anti ship camp, changes in forgetfulness and chase aggression, fog vision. Or is the redwood just a remodelled original giant? Is behaviour programming your thing like would you implement fabled laser pointer chasing?
๐ญ thank you and to answer your questions.
A. It has its own mechanics, not even closely related to the normal forest giant in terms of behaviour.
B. It's not a player v enemy type of enemy, its both a support and a detriment depending on how you see it, but it indeed avoids the ship and its 70 feet tall so it kinda skips the fog.
C. In terms of stuff for laser pointer, I don't think you would notice a laser the size of a finger if you were 70 feet tall, or would u really even care to follow the laser pointer
I can add a hexcode for you guys tbh to select a colour you'd like, wouldn't wanna flood the config so much that it's for every moon so I'll just include this colour only that u posted
K so you don't intent to modify original giant at all, to fit this series of enemies. Like biggest giants would be enraged only but pro or industrial flashlight, medium by normal flash, small by laser and bracken by flip lighter.
The fog clipping is a bit of a deal breaker for me. I know LC is sort aggressive with fog and it can be pretty stanky.
Wut
Again, wut
I think you're making conclusions on what the enemy does lol
configurable hexcode? ill take it.
i think he's talking about how the stomp particles clipping through the fog
Yeah, enter an invalid one though and I'll set it to white ๐ you already know that much though
Oh that
Yeah I'm working on a fix
I think it's fine mostly, a bit more transparency through the fog would be nice, but I already have a solution that might take a bit of time

actually funnily enough i think the vanilla game's jetpack smoke clips through the fog. not sure if another mod was causing it, but i dont really have any mods that would effect the jetpack smoke.. at least i think so.

i saw him typing earlier and i did not expect him to start his message off with that ๐
To clarify I saw this and the giant being way more apparent than anything else looks just slightly nasty.
Current latest version is pinned
Now when you rush out of the door landing on Rend look down you can see how the fog is pretty simple, a big volumetric that seems quite differently when youre on the inside of it.
Like 4th pin or smthn
Will try it one day
Maybe you already smashed it.
Could the giant be "above" the fog and therefore flatly not as shaded as everything else.
#1208964227835109407 message
Ig this is a thing now ๐ฅฒ
That was enough of a greeting to last me a lifetime, next person to do it gets Timed out ๐
Wdym? You just said u didn't like how his particles overstepped the fog
No it was the other guy mentioned particles. Maybe it's true. The giant itself looks like it's shaded as though it were closer. Hang on I have an idea but requires a drawing about trigonometry.
Ah you're on the opposite side of the fog argument
Hey could you program in atmospheric lensing and haze real quick, thanks
Yeah just gimme a second :p
Yeah just press the make it look good button
kibby.
Ok turns out my hand drawing software is garbage and won't let me draw small Things lemme find a new one
(android)
Hi ||xu xiaolan||
Damn hey there hotshot
ok so could it be that the centre of the giant is considered higher than the fog therefore due to trigonometry the amount of distance of fog between the player and the giant is only the length of the orange line under the Blue line, while fade apply to other objects like the purple one is stronger because the yellow line is entirely inside the fog ceiling

||MS paint math giant|| next terrifying new enemy
Okay I understand your extremely good drawing
What's your point? idk why that sounds aggressive, it's not meant to be
The giant in the vid above looks too clear compared to adjacent same distance objects
Too clear, in the vid you replied to?
Can you check the video in the 4th pin and tell me how that feels?
K
I did reduce the emission on him since that videi
How even to see pins on Android...
It's under settings for some reason
Mods, crush their skull
Oh wait
Ig me making that joke doesn't make much sense anymore lmao
Good lord
So watch that and had to turn my brightness way up even on OLED heh. Yeah it looks about right but it's a different moon from the other video so I can't know what the fog situation is. Not sure what the big rainbow [redacted] is about.
yeah he's not too glowy anymore
Try rend vow march for the foggy stank and if those good it's good
we have to take into account that in this example the beige is also meshing well with the background fog, it needs testing on other moons w/o fog too I think
But also about it not being green is 100% right
white on snow, brown on dirt and grey on everything else
(grey should just be the default fallback colour)
I can leave grey as the default lol
we should give his feet eyeballs so he can see what kinda ground he's stepping on ๐ฉ
Afaik there isn't a way to do this in the base game, so having an effect like this would require adding some sort of atmospheric absorption system, which seems like overkill
A seperate mod entirely
but definitely one that would be dope af
Tbh there's gotta be plugins for exactly that
Probably yeah
I know a cheat solution if the images correct. You just move the central point of the giant down so the trigonometry doesn't rob you.
i have no idea what i just read
I don't think I understand.. The current way the fog works as far as I can tell, I could be wrong, it doesn't multiply the amount it obfuscates with the amount of fog between you and a target like it would irl
Honestly I've literally no idea how fog currently works
I figured it was based on distance within the volume.
In a more realistic system yeah
i mean the top of the giant does seem more visible in the fog if ur high enough
The fog does end after a certain point
Are you using graphics mods, or is this your editing?
Does the top Vs the bottom of the giant have variance in obfuscation?
When you're closer
just straight recording.. but got this perspective with the freecam mod
Oh that's base game?
Or just no extra graphics I should say
It looks way better than I'd imagine
i think my gamma is slightly lower than default, but i dont think i have any other mods fudging the graphics
Hmmm interesting
this is on rend
Looks good, fog is no trouble in that image video. Although I'm being reductive when I say fog, could be "Dustclouds" or other haze stuff
when ur low ground the fog is too strong to make out anything tbh
Ingame? Doesn't actually lol
It clamps your view range
That's it
lol
Okay it might do a tiny bit more than that, but assuming enemies and players see things kinda alike, then it's literally only a clamp between 1f and 30f
Yeah the fog weather is straight up a hard coded range, but generic fog seems to just make a big cloud that doesn't thicken with distance
Right so you're conflating rendering with the value used for restricting enemy agro and I also don't know if those can be related. I think there will be multiple things that affect how visible something is. Rolling fog volumes with alphas, haze, fixed volume around the player which is clear in the dungeon at you can see darkness tappers in a sphere fashion on flat walls.
I haven't done graphics in years just be warned there's a lot of potential tricks a dev can use.
I mean none of us here really understand exactly how Zeekers set up the graphics so it's all speculation at this point and we're really getting nowhere
Actually sf desat probably would know best wouldnt he
alright, out of pure laziness in not wanting to model in blender today because i've been working on the mod for like 8 hours already, I decided to just mess with textures I have
for reference, I have like 4 different versions of different textures for this enemy, so, variation can be quite big lol
I'm trying to see how the "3d" version will look ingame
nevermind
big no no
my model must've just been so badly made it cant do that LOL
that's the benefit of my version :^]
yep, though i think the left leg got a bit choppy somehow
how did u even manage that
i was just looking at the animations and the left leg's hip was just a bit malformed while walking lol, most of it was my fault tho from the initial animations etc
but for some reason i think your version just exacberated it a tiny bit more
dunno how i never noticed it before
curious lmao
also dunno what subsurface scattering is, but it kinda made the model look nicer ingame
though imma retest with the body you provided + the textures again, gonna see if some stuff i have would work for that 3d-ish look
it did make it look more hell-ish in unity
but unity looks dont matter too much
it looks like a dark red figure ingame
may or may not be worse, not too sure
horribly description but uhh
yeah
dont think im gonna change the texture much
trynna mess with it for a while, no real good changes
subsurface scattering is light passing through opaque material. think like how ur ears glow red when really bright light is shining behind them
gotcha
hell even closing ur eyes and facing towards the sun. the sunlight will make ur eyelids red.
itโs a pretty good way to help skin look a bit more fleshy and not plastic.
iโm bringing up a lot organic examples, but it also applies to non living material too
yeye i get what u mean lol
u tinkering with red giant model rn?
not the model, but the textures
the model is finalised otherwise i'd have to play with animations again
i actually dont wanna touch the giant anymore tho, its been polished neough and i kinda wanna do the rest
Subsurface scattering is how light travels through mediums like skin. Like how when you shine a torch through your hand and it glows red
akjgehAJVFh
Shoulda scrolled
You're so welcome for this new and fresh information ๐ฅฒ
can always rely on you, ol' quick and reliable
I'm the quickest and most reliable at something that's for sure
I... what does that mean?
๐
at giving usele... i mean random useful information?
lol
i completely forgot what i was doing actually
i've been staring at my screen for 10 minutes
๐
modelling, right
honestly i was probably thinking of ways to make the mod better
Recently been feeling like the enemy is meh
I would probably suggest keeping redhead as it is for now and move on to driftwood, only doing bugfixes for redwood, cause it's hard to say what sort of features the redwood might need to feel less meh until the ecosystem of giants is bigger, which would also serve to inspire more ideas
yeh.. more types of interactions between the giants that would be interesting
Giants always eat smaller giants and you can feed them beehive to appease then xD
(Plus my light attraction idea)
nother day, nother sketch. Flatwood Forest Keeper, an item eater. concept not unfamiliar, but a few mechanics are weaved in
Item eater.... Ooh..
Looks like a perverted onion
i fucks with that
you deserve a rest brother, get that shit
redwood
my thoughts exactly
if you're feeling like the enemy's lackluster currently it might just need to bounce off your other enemies better
Just work on the new one and if you get some ideas while working on it, you can always find time to add mechs to redwood
Iโd say manticoils attacking it (0 dmg just making him annoyed and flap his arms around) would be a kinda neat implementation
um... that would require behavior modification of existing entities, would it not?
may conflict with other mods if others start tinkering with the birds.
Yeah that would be a huge work for a little aesthetic. Tho itโd add a lot in the immersion tbh
Just let my mind wonder a bit
the idea amuses me nonetheless.
I know of a weird way to implement it lol
do tell .3.
๐
just add my own birds like those cute lil idle game animations lol
that appear and disappear
Oh lol right ๐
It would not conflict with other mods and would be easier to make too.
yeah seeing manticoils fly around the redwood would be really cool
i say wait til at LEAST Driftwood is out and about. would be nice to have a behavior overhaul, but after some other behaviors even exist
Just make sure to save ideas in a txt or on trello or idk xd
Im saving every idea in both tbh for my mods / upcoming mods
๐๐
GiantSpecimens got an update?
Basically daily lol
Honestly it not having a mouth or eyes is scary in its own right
Color dustColor = Color.grey; // Default to grey if no color found
string footstepColourValue = Plugin.config.configColourHexcode.Value;
if (string.IsNullOrEmpty(footstepColourValue)) {
footstepColour = null;
} else if (Regex.IsMatch(footstepColourValue, "^#?[0-9a-fA-F]{6}$")) {
footstepColour = footstepColourValue;
} else {
Plugin.Logger.LogWarning("Invalid hexcode: " + footstepColourValue + ". Using default colour.");
footstepColour = null;
}
List<string> colorsForCurrentLevel = levelColorMapper.GetColorsForLevel(levelName);
if (footstepColour == null && colorsForCurrentLevel.Count > 0) {
footstepColour = colorsForCurrentLevel[0];
}
if (footstepColour != null) {
dustColor = HexToColor(footstepColour);
}
MainModule mainLeft = DustParticlesLeft.main;
MainModule mainRight = DustParticlesRight.main;
mainLeft.startColor = new MinMaxGradient(dustColor);
mainRight.startColor = new MinMaxGradient(dustColor);
LogIfDebugBuild(dustColor.ToString());
new colour stuff
with configs
basically if you leave the colour config blank, you use my pre-made colour stuff
if you give it a valid hexcode, itll use that globally
the current default hexcode in the config is the grey one
ill push the update out later
im a bit tired
Yeah it's going pretty nicely, feels like it'll hit a top soon tho
It might, but if you add new entities to it, more people will download it
I mean look at my downloads.
Its only an audio pack and Iโve got @low girder as my competition lol. When you release a big patch for it, itโll take time but theyโll eventually start downloading it. (Idk what happened at 1.2.8, nothing huge happened in previous patches either)
youd be suprised
Itโll skyrocket once people actually get informed about the mod.
The higher the number goes the higher the number goes the higher the number goes(x inf)
You just gotta get the attention of the mod sheep (the people who donโt try mods unless they have a ton of downloads)
I think most people wont download mods unless they have 30-40k+ downloadcounts.
And i mightve said a low number count too
Hmm fair
yeah its really hard to actually break into the top spots, then once you do you just kinda stay there
also more downloads/upvotes is better visibility, which brings in new users
my ass stagnated so hard from not updating in a month haha
exactly, you grind to get there then youre burnt out to keep going
Part of the reason why I didnt reupload mine with a more fitting name.. started with only one soundeffect, now theres a few more ๐
you could reupload it with a more fitting name, remove the dll from your old version, add a dependency to your new version, and deprecate the old version and that's it
Yeah I know but the download count wont come with it
it will from the dependency
Oh wait really?
Well, a large portion of downloads come from existing users updating their mod
I really noticed that when I updated JetpackFallFix, which was very much behind JetpackWarning in downloads, but now it just surpassed it by a thousand downloads
I think Iโll just let it stay like that, made a new icon(next patch) for it and kinda made a lore around it
making the old one depend on the new one is hella smart
:3
you changed your role, I was wondering why you were suddenly green ๐
Also nice new pfp btw
u mean my pfp? my role was always green ๐
lmaoo tyty just wanted to get rid of the default pfp cuz i kept getting confused when others with the red pfp say something
Lmfao
yo wtf qwbarch that pfp is FLAMES
Bro went from the most generic default discord pfp, to the most generic anime fan pfp
I'm not hating but it's funny ๐
Thatโs what Iโve done before
OH NAH THATS SO FUNNY ๐ญ
bro's abouta to pull up on the cancer patient
the goku cancer patient meme
goku drip kinda fire tho LOOL
you should
Aren't you working on porting ImmersiveScraps to LethalLib?
stop posting that gif around, heres a public warning :p
:(
not rn, waiting on the files
Can't you just download the mod from the Thunderstore page?
;o
Or is there stuff you need that's not there?
hmm not sure tbh, I'll try it rq but i'd probably be missing some stuff lol
๐
lol i already doubt i can touch it
its a .lem
ill need the files he has of the scraps etc
Gotcha gotcha
i guess ill introduce myself to scrap in the meantime
ill just make a whistle that the pink giant would follow or something
Make a Redwood Giant scrap x)
Yeah
Plush would be interesting if considered, I could see it being a 2 handed plush
fr ui drip goes hard ๐ฅ
Bro got that Ultra Instinct RIZZ
feel free if anyone would like to draw the icon for it :p
just do what i do
so a new giants in the works?
sweet
redwood giant is already great the next gotta be just as good
Have you given the item properties to the prefab
yeah, i think i know what i did wrong tho
this is the problematic code, imma just get rid of it tbh dont see the point of it
no that's correct
What is physics prop?
thats the item script?
That should be something else
Let me check
I might be misremembering
Oh right
I don't use the base item script anymore lopl
lol, thats fair
wut
why is it called obj
good question, not too sure
Yeah, that's probably because you set something up wrong in the prefab
It just says that if anything is wrong with your prefab
More than likely I'd assume you didn't drag your item properties into your prefab lol
That or something else
Is your audio source set up properly?
should be yeah
Have you got box colliders and everything?
yep
The only things that are required are the empty as the base, the box collider for picking it up, if you have a scan node, that needs a box collider too, audio source, and the base script
Everything NEEDS to have the correct layer and tags also
if it doesn't it wont work
Everything else is optional
it should be working now
i was trynna remember how to make it part of the asset bundle lol
lol
it works, just gotta mess with its positions
not too sure how tho tbh
value 0?
ah nvm thats cuz they're spawned in
yeah it works
ill update later
That depends on the height of the model in the prefab
the pivot point of the empty is the resting spot
Why RedWood and not Redwood out of curiosity?
For external names it really should be Redwood
Maybe
they're real things xu lol
I'm aware, they're based off the real life tree lol
Yeah I know

Just looks more pleasant to me as RedWood lol, I'm a formatting freak :p
Hey am I supposed to be able hear the redwood giant's footsteps inside the mansion?
My screen shook a bit as well every footstep
imo i think its cool u can hear it from the inside.. but it should be quite faint sounding
is it loud too?
screen shake is also not supposed to happen.. only if ur close to it
Tbh there should be a config for inside footstep volume or smth or just a way to disable it
the footstep sound range is just realllyyy high
faraway enough for the interior to pick up the noise.. which is underneath the moon map
not the first time someone's reported screen shaking inside
that's not supposed to happen.. i wonder how its happening
Ah I see
No not that loud, its faint
also same reason why u can hear the item drop ship from inside too
@calm widget how does the code work to figure out when to apply stomp screen shake to nearby players?
#1208964227835109407 message
#1208964227835109407 message
now there's been two separate reports of getting screen shake inside the dungeon
same
Xu is aiming for the top of the download list for monsters category ๐
like the mod on thunderstore ๐
i think i liked it like a week ago but i will go make sure :]
i hope more ppl find this mod
I think it was the jester stomper mod causing problems
#1208964227835109407 message
do you have JesterStompShake?
Oh true, dunno what other mods he had tho
Haha y'all just set the shake affect radius too big but I love the implication that the redwood is just that big. Unfortunately it sounds really messy because in reality the dungeon is hovering somewhere few hundred metres below the surface target than being at the doors.
shake effect should only be effecting players near the redwood giant's feet
so we're not really sure how it's affecting the interior
Yeah just to be clear the range isn't a few hundred meters lmao
It's 50 meters, which is a very small amount, would probably cover 2 vow bridges
i mean, from like an immersion pov, the interiors are close to the outside ofc, so makes sense you could feel it with him stomping outside
From a technical pov, the interiors are just like, really far under the surface of the map but on the same map
Which is why there's definitely a mod conflict, it can't be me that's causing these tremors
Plus no ones recorded a video yet! From what I'm hearing, it's not the smallest setting
the weird thing was Autumnis was unaffected, but his friend inside was
Can't wait for you to figure this one out. Strange and interesting.
we dont know the conditions to replicate this bug ๐ค
Inside shaking is intentional to some extent
But the range and shakeness that some people are describing is definitely not
okay the stomping problem might've been on my end
should be fixed now, ill push an update later
๐บ
lil stuck to the wall
lol some bug fixes plus that yeah
looks heavy
Looks like a action figure
I hope its optional or have config to disable it. I like just having vanilla scraps or close to vanilla scraps.
Kinda looks like a plushie scrap lol
Oh wait
WHAAAT
I need it!
the perfect body pillow
lol i can make it configurable
@calm widget
Question... when the Forest keeper is eaten. Is it considered an entity death?
Becauuuuuuuuuuuuse. If so I would be interested in adding the item you are about to add as a 100% drop chance high-value item that players can try to get in the Shattered Company modpack, you know after mister forest keeper gets nom nomed.
i mean, if i make a forest giant plushie im sure i can make it drop it when eaten or smthn
for now though
v 1.6.6 QoL update
- Added a config option for footstep dust colour (normal colours or white).
- Fixed Stomping being global to everyone after one person comes to range (please test and tell me how it goes).
- Added a RedWood Giant plushie scrap, worth a decent bit.
https://thunderstore.io/c/lethal-company/p/XuXiaolan/TheGiantSpecimens/
[SCRAP UPDATE] TheGiantSpecimens
No, what I mean is I am currently using this mod to create my drop loot pool for SC. Forest Giants are unkillable by the player and cannot drop loot. However, if the way the Forest keeper dies is considered an entity death. I may be able to make this work. ๐
No, and there wasn't even a jester anyways
oh whoops, apparently i already posted half of this update
1.6.5 is current version tho
shhh
๐
but anway i got excited for a moment but then remembered it will take a while for it to actually show up on the mod manager ๐ฑ
The shake is very subtle
wanted to get to messing with the stomp dust color
if u encounter it again, pls record + copy of ur console log ๐ it helps a lot.
I was recording when it was happening, but if it does happen again, I'll probably will be already recording as i always record
like it never even happened
๐
"Footsteps can damage baboon hawks and dogs now."
๐
whoops :p
well that sucks
people are gonna wonder where all the hoarding bugs, spiders, and centipedes went
Will they ever be able to damage mimics?
well that changelog note certainly makes it sound like it only affect those two monsters
xu?
I can just imagine leading a mimic to a redwood and getting him crushed
That's not the tool I left on lol
I reuploaded anyway
I can add that later ye
I just got it smh
heh
so it really does only affect just those two monsters? any reasons why or it just takes a bit of effort to incorporate more entities to be affected by it?
I just didn't add any more really lol
Om nom nom nom
Ye
Added a plushie of the giant
Eventually I'll make a whistle to attract the giant
also
i saw a redwood giant
really far in the distance
on rend
it looked so good
can the scrap be disabled?
don't you dare disable the plushie
"Come to me my little guy" :3
Ye
Little guy huh
Can we make the giant doawn on LLL moons or is that still not possible?
Pretty sure this should just work on LLL, if xu has done the moon spawn options correctly
I honestly can't remember if it was fixed, u can try adding something like "AuralisLevel@9999" in the config and checking if it worke
That's not up to me
LL was broken for a while
Lol
Oh I see
Hamunii is working on fixing it, not sure if she's fixed it all yet or not
Did you ever hear from the dev of ImmersiveScraps yet?
Would it work by using LethalQuantities instead?
Yeah I'll be porting the scrap bit by bit as time goes on
Probably? Dunno tbh
I look forward to the big ones like the lamp, hat, and lantern tbh lol
There's other stuff too I think are really cool ^^ some stuff I can definitely see myself disabling though ๐
Xu wanted to get into making Scraps cus they're porting ImmersiveScraps to LL, and I suggested they make a Redwood giant plushie scrap
๐
wasnt immersivescraps made by Justice69 ? are there are another immersivescrap outthere
or u mean they wanna help porting it
They're no longer really involving themselves with lc modding so I offered to port + maintain it
Might add to it over time, integrate it, we'll see
oh right
yes yes
instead of people downloading the funny giant mod and getting 100 new scraps
whats ll again
glad there is no terminal guy today ๐
aztec death whistle
couldn't you just make it attracted to the air horn?
not opposed to the idea i'm just wondering hehe
real for that
would be fairly simple to do too, I think
i just really like giving dumb items already in the game more functionalities lmao
probably! i don't know anything bout coding but it seems simple enough 
Well it would be a case of detecting if a player has honked the horn and getting the location of that player, then telling the giant to go to the player's position 
the hardest part would be telling if a player honked the horn xd
I mean it's all very easy, I'm just more attracted to the idea of making it approach the location of the whistle lol
i do like having a whistle though lmao
Does the Redwood Giant still slide when it picks up a forest giant or has that been fixed?
mostly been fixed
oh boi here we go https://thunderstore.io/c/lethal-company/p/s1ckboy/Giant_Theme/
static background but this is just the first version ๐
cant wait to switch it to the animated one
it happens sometimes, but not super often like before
cuz u cant find asset replacements in the mod section
nah not reupload
theres a button
lol
somewhere around here
xu, the current solution for the giant sliding issue is turning off the collision between redwood and forestkeeper when it gets picked up?
i turn off all the colliders of the forest keeper yes
itโs already turned off before they even get picked up?
so it only disables upon collision
btw Xu I'd also like to make one about the driftwood giant too later, but thought I'd mention it ๐
so extremely briefly, collision is still happening before it gets disabled
they would be in the same mod and would switch from one to another
on start and on quiting from game to menu
great
what about disabling collision between the two entities from the get go prior to collision and changing from collision to trigger collisionโฆ if they have trigger collision for 3d?
i remember dabbling a bit in 2d game development on unity and they had trigger collision which was a way of detecting collision without the physics collision part.
sure, i dont mind
hmm maybe
not sure if ur able to see lethal company's code.. but maybe u could look at the Girl's code for reference because i think she has no collision physics.. she's maybe utilizing trigger collision.
oh i know about isTrigger
its just something ill have to think about
a lot of the colliders were made to not be on trigger because they're meant to simulate an actual body
haha the sound
might have to turn up the sound (for the video)*
but the stomp noise is faint.. and there's no screen shake
i think as it is, it's perfectly fine.. kinda adds to the tense atmosphere
@calm widget make the plushes eyes glow to :D
maybe lol
make it eat ur other scraps ๐ฑ
then it gains the other scraps value ๐
Loathsome Scrap Eater
@calm widget if you wouldent mind me asking, how do i add my dll to a actual mod?
what does this mean
how do i upload a mod
i mean what do i do with the dll? i can upload a modpack but idk where to put the dll
like this?
bro about to start the rumbling
yeah, the default weight is rly high, like 100 or something for them
i set them rly low for all moons except the ones they actually spawn on
Oh you meant the scrap
The default weight should be like 50
What da heck
Can u show configs
It had 50000 on Rend as default value
lmfao
Ah yeah I forgot
You can change that
I forgot rend is like, the moon everyone goes to as well
personally i think the default weight should be 5
5 is like, cash register lmao but again, weight is up to you
50 puts it EVERYWHERE though, especially on modded moons
50 is like, lower than you think lol, it's like big bolt or less
For reference, a big bolt is 80 on experimentation
Metal sheets are 90
on etern, basically every other scrap was a redwood plush
That shouldn't be right
I haven't seen any scrap with weights above 30 tbh
If this is anything to trust then... https://discord.com/channels/1168655651455639582/1209786339239923723
Hm weird, idk what my LQ config default weights would be based on if that's accurate
Oh nvm I must be mistaken, the weights do seem to be accurate there
I don't see many modded scraps going that high in any case
Shouldn't be as common as people are describing tho
Yeah I don't get why every other scrap would be the plushie
Doesn't make much sense
They can adjust in configs tho
I set it to be 15 for every moon, so the scrap feels like it spawns about on par with the scraps in Lethal Things
Cus yeah by default we found sooooo many
humungosaurioo
lol
i'll be taking a break for this weekend, I'd just like sometime to pursue my hobby and concentrate on that for a bit, when im back ill fix the scrap config default values, ill try to make a whistle scrap that works in attracting the giant, and then ill continue porting immersivescrap scraps.
Depending on how the weekend goes it might take longer or less to do all these things tbh.
oh and for anyone curious, my hobby's drawing :p
oh and also also, replacing the giant scrap model with a better one later
this one's by @sintengo, apparently he made me a plushie without ever opening my thread? cant ping him ๐
nah im here
I wanna see it
this one's a tiny bit outdated so it looks even better, but its adorable
^^
Oki
if im feeling especially bored, ill put the plushie and fix the config, but it would take me like an hour so probably monday or tuesday
Fair ๐
Just gonna throw a quick Message in here so i can follow along
So in ur config its fine
But in LLL
for vow
might just be LLL being funky about custom scrap again
i fixed with LQ in my pack
what the heck lol
HAHAHA OH MY GODD
SO CUT
E
If only LQ wasn't a pain to mess with
I can't wait a for a replacement to come out that works like AdvanedCompany's did, that's the only feature I really miss from it
i honestly found it nice once i got used to it
alot of control
the presets n stuff are nice, just gotta learn how to use it
thats why people dont like it a ton i think
too much control makes the process take aw hile if you dont need all that control
i figured out the problem with the scrap
ill push an update soon, even though i'd like to take a break
:<
Well at least you can take a break after and rest easy knowing chaos isn't being wreaked anymore ^^
I helped Xu find the bug btw, cus I kept lowering the scrap weight and it kept spawning like crazy ๐
you dont gotta brother, just take it easy!
i've already done most of it lol
annoyingly im facing a bug im not sure where its coming from
cant interact with it or scan it
Lmao why is it bowing at you?
It's like "Yes master"
๐
I remember this bug happening to me while trying to make a random scrap item, have no idea what causes it or how to fix it :(
i can scan with it now, i had the wrong layer
still cant interact tho weirdly
oh i bet you i got thel ayer for the scrap wrong
is it a physics prop layer?
That sounds right tbh, it would also explain it sitting wrong lol
dang
lmao
yep
guess i have to open some random ingame item and cross check the settings
btw for you sintego I'm adding your monster and scavenger plushies to my pack lol
to go with the new RedWood plushie
((My friends are gonna bitch about me adding more mods but it's okay ๐ ))
i can relate to that
I saw the Forest Giant plushie you were working on btw ๐ Looking forward to that update ๐
thanks :]
Yw ๐
Yeah I also want to add them, they look so well made
the only problem is that I would need to add each one of them one by one on every moon in LethalQuantities ๐ญ
It has a config option that tells it to spawn them on all moons
so you may not
even LLL moons?
Honestly I won't ever use Lethal Quantities for a reason
Lol
Does too much for what I need, and I cbf to mess with it
I don't even know if that would work or get overwritten by LQ
Who knows
soon^TM
actually it might already be working for LLL moons
i cant remember tbh
someone would have to do AuralisLevel@20000 and tlel me what they see
No promises but if wesley moon stuff continues to go smoothly i might look into scrap v. soon
remind me why you're looking into scrap anyway
Probably so custom map and interior makers don't need an extra dependency
def not that, that would be a pretty bad reason lol
Itโs possible I could make a tool to convert LE scrap to LL/LLL scrap and because LLL has more info and LL isnโt receiving any more content updates, as currently the only person primarily pushing content api stuff forward it makes a lot more sense for me to do that in my mod
I know LethalLib has some bugs like stuff showing in the store for scrap mods even when disabling it in their configs
yeah but it feels like somethings gonna go wrong if everything is in one api tool is my problem
I can see your point with that Xu
I think thereโs absolutely some points for that in other circumstances but right now with how unstandardised the community is and the lack of โcompetitionโ for lack of better word, It does make sense to push everything forward the same way
at the very least it should be a very low priority because the only current problem im aware of is LL and LLL loading times (which hamunii is fixing), i can understand if v50 breaks scrap and theres no way to update it
i do get that, i've heard complaints of how unstandardised LC crap is
theres a lot of fundemental problems in two different mods juggling order of execution in all that.
again, no promises because i havent jumped into it but its been in the back of my head for abit and the initial implementation might actually just use a super basic version of LLL scrap scriptableobject as a frontend and then send that to lethallib via code for now
so people can move to LLL at their own leisure and then i can swap out registering it to LL to my own stuff when thats ready
ill be talking to people like you for author/client feedback when i mess with it so we can ensure best feet forward
that would be good
though currently im being wscrewed around by the scrap rn, i hate how unity is probably the reason this isnt working
I think to reassure what your saying in particular, I have no intent on making a change that sets custom scrap implementation backwards if you know what i mean
that should be fine then, I just think you have better things to be doing than worry about scrap as things currently stand
the problem in particular isn't worrying about scrap, it's worrying about my stuff working well with LL and LE, and because both mods have no major development future going forward, there's a lot of value in getting authors to move from those two to my api sooner than later
especially for v50
if both were being actively developed that would be a different story
(and ofc ive talked to both authors about this)
the content matching for scrap and enemies will also be awesome to have in
@subtle gale i believe my problem was that the scan node covered the grab hitbox
very.. stupid
glad you figured it out
v 1.6.8 bug fixes
- Fixed scrap config rarity.
- Attached better model on the scrap.
will take a bit
๐
I hate that I can't use my emotes from my server in here ๐ฆ wanted to post Lunxara love ;c
should be able to if you have nitro
when we change the stomp dust color, do we need to include the #?
doesnt seem so, xu
Nah it was disabled for the mod releases thread for some reason and idk why
I used to be able to
But it randomly got disabled at some point and now you can only use discord emotes or emotes from this server unless you have the modder role or something
Idk why perms got changed
its been gone for a while, for good reason
if its in the config, then yes
bepinex removed the #, but keep the # lol
Yeah it's a shame, guessing some people were using emotes they shouldn't have


