#The Locker
1 messages · Page 3 of 1
i scanned and then heard a loud noise and a orange thing in the distance
THEN THE LOCKER BLASTED THROUGH THE DOOR AT 300KM/H
nightmare fuel this monster
yo, Does anybody know the name of the mod with the moon that has the blocked fire exit? thx.
the moon in that clip is Junic from #1204432295025578014
@spare citrus i hope this clip is helpful... its an incompatibility between the locker mod and wesley's interiors mod (specifically the grand armory interior)
https://thunderstore.io/c/lethal-company/p/Magic_Wesley/WesleysInteriors/
here is a link to the mod for convenience
I have that mod too and haven't seen it not work on it. Might be an offlink navmesh surface though. Just like the stairs in the manor, that proves to be an issue.
wait so... you said you have only seen it work? does that mean the issue lies on my end? a certain mod or something?
I don’t 100% know. I’d have to manually test it on this level to confirm
I have both of them too and have seen it work, at least two or three versions of the interior ago
i think it works sometimes but only in certain areas of the interior i think? i cant get them to work again tho s i got no footage
@spare citrus https://clips.twitch.tv/ColorfulAdorableMochaBudBlast-cAzUwa-_ocHl2TAP Lockers in Starlancer's Interior be built different XD
The fact it just kept going around in that tiny circle
Haha
what causes the locker to turn without stopping anyway
i had it do something on mansion
where it charged at an angle to a door
and it just kept swiping left and right in front of the door
it was crazy it did it for at least a whole minute
lights from things like flashlights and walkie-talkies will trigger it, if it's illuminated it typically won't stop moving
in the case of the clip, it seems to have gotten stuck on the door
even if its still lit i still think it stops and starts
instead of doing one big continous charge
in the time it happened for me it was basically doing a lot of 180 degree turns without ending its charge
it kept moving past the door too
we didnt dare walk through the door because of how it was sweeping over it pretty quickly
i don't think so
It works but it doesn't kill players
It looks like it might be because of ToilHead
So The Locker might be fine on it's own
I got a ton of errors from ToilHead
Maybe not though
I think KillPlayer got changed
It did
@spare citrus
Got the error from TheLocker
im guessing this would only effect instant kill monsters than?
Yeah
@uncut ocean
Guessing this means Scopophobia needs an update?
@raw kernel
maybe instead of having direct instant kill it has just a shit ton of damage?
This is a good thing, it means @spare citrus and @uncut ocean can update The Locker and Toilhead without breaking V50 compat
It's a change that used to not be required but now is
Its quite minimal a change, and seems to just not be force required prior, so should be fine.
Ye
Ye
How am I supposed to fix this to work in v50 and v55
Just change it to the new required code
it's backwards compatible
It's code that already exists in some mods for V50, but is now required in V55
Yeah adding the additional stuff that's needed should probably fix it
I had those values, just not the text to specify which values they were
Correction, Scopo does need an update, I just didn't look at it correctly. Apologies. Although they are necessary.
Looks like that fixed it
Ooh okay so Scopophopbia update incoming? ❤️
ToilHead update coming too :3
c;
and Locker whenever zeals wakes up probably
Scopo is done, This should fix it for them all. (Also lets keep scopo discussion there, and locker here)
Yay 😄
monster mods updating fast :O** **
I have a modpack I really wanna know what mods will be updated and what already works for V55
but I'll have to send it when Im home from work
I just rebuilt the Locker and didn't change a thing and it works.
I'll upload my DLL here.
I hate the Clay Man though. Scared the fuck out of me.
Yeah u just needed to rebuild the dll iirc
The method signature for KillPlayer changed
Yea. The enemy thingy that got mentioned here had me confused because I was using that overload.
It did for me too lol
Caused me to have a stupid misunderstanding of what actually changed
You can push the update to Thunderstore
the KillPlayer change is compatible with v50
Just double checking it works in the last version
👍
It was this time
Yep. Not pushing to production without checking 😉
Again, not every mod does this the same
Ik
Only reason redwood works is because I'm pretty sure I just deal 500 damage rather than killing the player
It should be though most likely, KillLocalPlayer's change just added some extra entries that V50 didn't require but work on it but V55 now requires, Crit managed to update Toilhead to add the new stuff and Scopophobia did too and they're compatible with both game versions
I don't know how many times I gotta say its different for every mod lol
I got you
Would if I could, in bed rn
No worries. Good timing though. Going on a business trip this week so this is a last second fix haha
Let me know and it'll be on Thunderstore in 0.01ms
I gotta go so I'm just going to push this out.
Okay yeah, I couldn't get one to spawn in on the first day I tried even though I maxxed the weight out and went to an Eclipsed moon 😂
Will keep testing though
Alright, just tested.
It now doesn't kill in the previous version because the signatures don't match.
Since I won't be able to push this out when the version releases, I'm going to leave it as is for now though.
People can always go and install the last version I suppose.
Yeah cus V55 will likely hit main branch soon
Normally I wouldn't do this and I'd wait until the update is out, but I can't do that this week in case it drops so I think it's fine.
Think so too 🙂
Have a great week everyone - don't get locked in and chomped during the new version!
Damn, that sucks.... xu+1 tho, never wrong
Oh and good luck with that business trip
Wat? Now it doesn't kill o v50?
It’s not possible to make the two compatible due to the fundamental signature between the functions changing from the enum for the player death reason/animation
You can download the previous version from Thunderstore and continue playing with that for now
Thanks by the way! Going to be an exciting week!
I wonder
Could you replace the KillPlayer function with DamagePlayer?
Or would that not work?
We don’t get the cool kill animation and other things then
It’s fine the new release is just around the corner right ;^)
Ye c;
i dont know if it was you or someone else spreading this, but that is not true, the method signature changed meaning that it is NOT backwards compatible, the defaults in the parameters still exist, you dont need any
i blindly believed this and ended up telling a few people its backwards compatible 😅
Someone else told me this, I just tried it and it worked, so hadn’t even done looking into it yet. I’ll remove the comment for ya.
yeah ty, we be silly sometimes
Indeed, I should've looked into it properly, my bad for spreading that around! Removed, and won't be happening again. From now on, im just gonna look at my own code, lol.
🫡
me searching for the error after the update like :modcheck:
thanks for calling out the signature thing haha - that cleared things up quick last night :p
v55 compatible?
Should be
yep
So I saw that the new update brings it to v55
What were the issues with the previous version on v55?
Because I've run into the locker (using the previous version) on v55 and didn't notice anything broken
Locker didn't kill the player because the death method got changed
Ahhhh
That makes sense
I saw the kill animation
then my friend rounded the corner, saying he juked it
He was having connection issues, so I thought it was just lag
Why did the death method get changed?
Ask Zeekerss, but probably because of the new enemies and truck
Hmm
I feel like the new enemies one doesn't make sense
truck kinda does
cuz you can run them the fuck over
which is pretty funny
||The barber also cuts the player in half and has a new death cause, fox doesn't make sense yeah||
But like
thats just
a new cause of death
One new monster that has a new cause of death = change death method entirely
prolly has to do with the cause of death enum
no
The death method didn't change either lmfao
The code in previous version doesn't match the code in the new version, the method signature can't be found using a project that references older versions
So it doesn't work, simple as that
It’s because an enum is a constant definition. When it changes the reference to that enum changes meaning the signatures of the methods becomes incompatible. It doesn’t require any changes, just a reconciliation so that it matches the new signature
it has nothing to do with an enum, adding a parameter or changing the code to a method causes the IL code underneath to change, meaning that the method signature would change (i think)
I don't think an enum that is used as a paremeter being updated would break anything, because when you build your program, the enums are converted to their values so they are just ints or whatever
had to look that up when updating LethalLib's levels enum
Oh that makes sense. I thought it was because of the way function calls are referenced but you’re right I think
Just want to say that this is still the best enemy mod
@spare citrus @flint karma found your mod is searching for all doors on the map every frame when The Locker is chasing someone
yeah
I’ll fix this Wednesday I think
Yay 😄
Thanks for finding this. Definitely something I should have caught.
Patched! Also bumped the version number. Thanks for catching this @flint karma and thanks @past sand for quickly pointing out the lines in the code. Have a great week everyone!
ye all good
You madlad so happy to see this get updated so fast 😄
Yea I'm going on a trip today and gone until Tuesday. Then no more trips for a while haha
Just wanted to make sure it was fixed since especially the door thing would bother the hell out of me otherwise :p
Haha don't blame you tbh, optimization is important
Hey @flint karma can you give me a rundown maybe in a DM how you connected the Unity profiler to the game? I could google it but having you quickstart me might be better 🙂
I'd like to profile more before releases and major changes, especially for Malfunctions and the upcoming monsters.
it'd be nice to make a tutorial or smthn in #1175883003474485369
hi,
To be able to profile the game you need to get Unity version of same version as game uses (2022.3.9f1). After that you need to get debug unity player and WinPixEventRuntime, it should be here if you installed unity in default path
C:\Program Files\Unity\Hub\Editor\2022.3.9f1\Editor\Data\PlaybackEngines\windowsstandalonesupport\Variations\win64_player_development_mono
Copy UnityPlayer.dll and WinPixEventRuntime.dll to the game folder where the Lethal Company.exe (don't forget to make a copy of non debug UnityPlayer.dll).
Note for profiling with modded modpack
Currently FixPluginTypesSerialization mod crashes the game with debug unity player, so disable it to be able to get profiler to work.
And some mods are broken with debug unity, because of main thread check access. So I recommend to disable Diversity and Scopophobia (or your game will just crash to spawn 1 million of walkers or scp096 😛 )
https://canary.discord.com/channels/1168655651455639582/1259442214921175082
Made tutorial thread
sankyu
@spare citrus Are you still on vacation? ❤️
No that was just for a day but now I’m gone for two weeks. Just don’t have my Windows rig. I’m hoping V60 doesn’t release the next two weeks 😬
it will lol
@flint karma
V60 is next week btw
Lol
I got enough goodwill from fixing it instantly in the past 😅 - plus if i did kick the bucket or something insane like that: it’s all open source so people can patch it themselves.
You’ll have to wait until the 8th/9th of August then 🪄✨
Apparently your mod is causing Hudmanager to lag
from DiFFoZ's findings
lol
Cool well I get to patch that while I’m at it then 🙂
c;
From what I understand V60 is gonna be reworking the mechanics of 3 enemies that currently exist in vanilla, new tiles for interiors and new scraps so hopefully your mod will still work when V60 drops
c;
Might just work then. I’ll need one of you to test that though when the time comes 😄
i mean thankfully i think the APIs like LLL are slowly becoming more and more easy to update
at least, based on the conversations I've seen
probably the main problems you'll face is needing to be aware of changes to like.. the base enemy ai class
Wait so
what kinds of mods will work?
theres
- Reskins
- Sound changers
- Interiors
- Moons
- Enemies
- TV Video Players
- Miscellaneous mods (like LethalPerformance, Ship Windows, etc)
what kind of mods would work in V60 already?
reworking the mechanics of 3 creatures isn't mentioned anywhere, i think they mean they're planning on adding three new creatures relating to mechanics
Ah I heard 3 were being reworked but I guess we'll see
Noone knows?
It's not out to test
y'know this
I know 2 of those things cus of what he said was coming in the V55 changelog the enemy related stuff I was told about
I have no idea what will work
It's a wait and see thing
I'm just hoping nothing will break
@spare citrus If you're available, any chance you can look into pushing an update with the hudmanager spike issues fixed?
Yeah I’m back. What causes this issue though? I guess I would have to hook up the profiler and take a look 🙂
I think Matty found it
@flint karma Was it this?
I remember you found the issue
Ah okay I see. I can optimize that for sure.
I’ll take a look at any other costly calls then too
Yeah, though hooking up the profiler I'm sure won't hurt lol
Ye
It won’t. I’ll need it soon anyway 🙂
Ye
Lmk when you get that optimization update out, would love to hopefully test it later today during my test stream to make sure things are stable before my big stream tomorrow ^^
You gotta make a list of unstable/unoptimized mods, I normally learn about them from you lol
Pushed an update @marsh tartan. Let me know if it helps or makes things worse. The LockerAI now maintains a list of Lockers that get added/removed as they spawn/despawn. The scan then performs a check against only the list items vs every Locker type from the filtered game objects.
Yeah I could feel a performance boost immediately, cus it's not calling hudmanager stuff constantly
Good job
But, it only does that when you scan. So it’s not constant? I’m confused 😵💫
But if it helped that’s cool!
Where did he state this abt entities?
@spare citrus The Locker seems to have an issue where it starts auto aggroing and attacking out of nowhere
Just saw it happen in Grand Armory it kept attacking even though I wasn't scanning or anything
LOL
do you mean like after you aggro it the first time or even before that
cause i know it does go for a 2nd try sometimes
it could be getting stuck doing that
and theres also that one bug i had one time where it was charging indefinitely while sliding against a wall
I’d need to investigate this some time. Were you playing alone @marsh tartan?
Wondering if it’s a network issue caused by the latest change. Otherwise I’d have no clue right now
In a group lol
Also we've had issues of people dying sometimes to nothing but that may be a bug with Surfaced
dunno
Might be, it seems like it got stuck then just kept attacking where it got stuck at lol
I wasn't scanning or shining my flashlight and it just kept repeatedly attacking where it got stuck lol
Posted a clip, it's been pretty buggy since the most recent update. I know clients told me it was broken but that's the first time I witnessed it going brrrr lol
But I know I've seen people just suddenly die out of nowhere too, even once at the company and I wonder if it's a networking issue from The Locker mod
people suddenly dying out of nowhere?
that cant be locker
the locker just hits things same as any other enemy
My other guess is it might be Surfaced
I'm just going off the mods that updated at the time the issue started
lol
Which were Locker and Surfaced
I'm guessing Surfaced because when it happens for the client the animation plays as if they died to a Seamine
Which is a very specific animation lol
https://clips.twitch.tv/ProudSpeedyCardSmoocherZ--25HE7Uyyv3j4EoX He suddenly died in the same way while at The Company earlier, I have no way of explaining this lol
i dont think that's the seamine animation
It was on Wesley's side when he died
Let me find you the clip lol
But in any case it seems like AiFix was going brrr at The Company
Watch I am so confused and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
All of that stuff with SirenHead doing that was from a bug where Forest Giants couldn't work on Starlancer's Moons somehow lol
Where a random client got stuck looking at him like they were being grabbed
Lmfao
Weirdddd lol, watch how he dies though, he like does the explosion of hitting a mine lol
On his end at least
His head did the animation of when someone hits a Seamine
XD
his head just clipped into the ground
it is not surfaced
because his body fell into the ground very fast
Yeah and it happens to only Wesley
XD
Idk what's been going on
Been driving me nuts though
maybe wesley just loves licking the ground idk have u tried asking about his personal feelings on dirt?
😂
hey hold on why does locker use a copy of Landmine.SpawnExplosion
what parts of it were changed
it probably has LT's implementation
ye
the file is literally called utilities
i'm pretty sure this is indeed the lethal thing's explosion code lol
the fallback is a lot better and the enemy damage is more controllable
in what sense?
Oh wait if The Locker is using that then yeah it might be The Locker that is causing the random deaths, the way Wesley died would also work for a landmine death
also no.
Xu it only started after The Locker and Surfaced updated though it's one of the 2 mods
I can't think of any other mod it could be
Unless well
Maybe TestAccount's SuperEgg mod?
I'm thinking of stuff that updated on the day of the StarlancerZero incident
Cus it started that day
Also TestAccountVariety did update that day too
It could be one of Testy's mods setting up random kill triggers possibly
Fall damage would make sense for SuperEgg
Cus the SuperEgg sends you flying
and you die to fall damage
@distant heart Can you make sure SuperEgg and TestAccountVariety aren't causing random kill triggers from fall damage to happen
also send ur logs if u have them
I probably do - i’ll take a look at it like [insert random number here] hours later after i wake up and get some irl stuff done
Oki
Link to the code for both mods
If you wanna see if one of them might do it
Wait why would the explosion death be the cause? The code still works.
Keep in mind too if you die from the Locker you shouldn’t see your body as it’s bipped to the Locker mesh and your head pops off so that’s a good indicator
Yeah I don't think it's The Locker doing it
Don’t really understand why this was happening. That’s normally what happens during a desync though when the client and host do different parts of the Locker animation due to slight differences.
They are not
Wtf
What mod would be causing it?
Could it somehow be cus we readded the Shockwave Drone? 🤔 But how tf would the Shockwave Drone mod be causing something like this?
For what it's worth here's the leaked list of changes where the bug started
Okay then
Gonna try removing the Shockwave Drone
@timber obsidian can you please check if you accidentally borked something when you updated the drone, cus I know we also have had an issue of enemies disappearing sometimes so I almost wonder if it's a wild networking issue
Xu said it's not The Locker or Surfaced, Testy says it's not his mods
UwU
We also updated The Locker that day it's just not logged there because it updated after we started stream
I mean @distant heart didn't you say when you bonked the drone the other day you suddenly flopped dead as if you hit a kill trigger?
and The drone dooessss use the LethalThings explosion code too, which is super broken atm
Why would the lethal things explosion code be "super broken atm"
this is such a bizarre and interesting clip
Because everything is in Lunx's modpack

hi tiny hawk
@spare citrus oh yeah btw I'm alright with you just saying "nah" but i was tryna test something out earlier with the Locker but the unity files that were on the repo were actually broken? i think i needed the .meta files or something
would you be alright with sending the stuff from the unity project in a zip or nah
also the project structure of the locker stuff is so weiiiirddd
not even in a way thats like your fault it seems like an automatic thing
but like i couldnt even open the csproj file
How good are lockers at ice-skating
I hired as locker as my wardrobe once and she ate all of my fucking clothes. now I have to go to work naked
Can I issue a full fucking refund
The evidence above ^
No Refunds. Read the fine print next time

We had the issue after we build the locker lol
I'd have to upload it. It's about 4GB since it includes decompiled LC assets.
Careful, dats illegal
well if i already have nomnom's patcher stuff could you just send the parts that are yours
i have an easy time fixing references to LC stuff its just that the other stuff was pretty hard
Not true lol everything worked fine til that one day XD then people somehow started having random kill triggers on them
Now I almost believe it's your mod
Time to go disable all my mods by TestAccount /j
Yea I’m not doing that lol
Thanks for the callout though 😄
I could never, too many of them are essential 🤭
I’ll pack up the assets that I used to build the bundles and that should be all that’s needed I think
Which are all by me
I mean I'm trying to think of who said it but it was someone in dm's who told me that it was you who said the LT Explosion code is borked right now
lol
i hope you dont mind but i was actually looking into the mod source because i wanted to help you with just the general slight bugginess that seems to be happening but like
i did the programmer thing where it was like
"this isnt how I would do it"
so I reorganized a bunch of stuff to be my own way
if you ever wanna see it i can show u
oh yeah while i havent gotten to fixing much yet there is one bit of good news
that bug with lethallib that made you register weird
i dont think it exists anymore
i looked at the code you linked and it was different
@dapper vessel Did you ever look through your logs and see if you found anything?
nope, kinda forgor i deleted the profile before
Whatever it is you guys did with this mod, it's amazing lmao. This thing has killed so many people, and sometimes drift through a whole hallway to kill one guy lmao
Just pushed a v60 build. Everything looked and worked fine for me but if there are any issues let me know!
What did the patch do?
Bumps the version to v60 and rebuilt with the latest assemblies
Does that solve any issues or is that just future proofing
I just indicates it's v60 compatible - I didn't make any changes. Are there any specific issues you would like me to prioritize?
Nono, I was seing if there might be a common bug like the no kill bug of v50 and v56
Ah gotcha! 🙂
Can the locker kill Jesters and Coil Heads?
We discovered it's ability to eat other enemies and started questioning if it was possible turn this evil into a weapon!!!!
it can only kill killable enemies (and other lockers)
very very old version can do that. but make monster only idle and error
Anyone experiencing any issues on the latest build? I haven't updated it to v62 but since no one seems to be complaining I think it's fine to bump the compatability to v62?
Ye
Ye as in issues ye or ye as in is compatible ye
And don't hit me with an inclusive or
Ye
Alright lol 😄
what about non bug issues
like uhhh
how the locker interacts with the cave walls
Oh yeah
the cave walls are jank for sure
one time my buddy jumped in place and died from fall damage instantly
Damn
I mean
Locker could serve as just a simple jumpscare machine in the Mineshafts
so I guess technically its still killing people indirectly
it could also start sliding as it sometimes does
Oh?
if the cave walls somehow caused the locker to slide forever without stopping it could go on a rampage
lmfao
it works perfectly fine
Ay, just stopping by to say this is one of the single best enemy mods available atm imo. Excellent work. o7
Thing is panic inducing, I love it
Thanks!! ✨✨🌟
Run Cursed Scrap with Lockers!
With Cursed Scrap you have to scan to see if it's Cursed and which curse it is. Key word SCAN. I didn't realize how badly I messed up by putting lockers in my Cursed scrap pack until I was mass scanning a bunch of scrap to see which Cursed ones were worth taking and then I heard it....the sound of the locker. I dodged but my dumb self scanned again to see which scrap was worth grabbing and dipping quickly......dead......
Also Shadow curse makes enemies invisible to you unless you SCAN them and they will appear briefly...........need I say more or can you guess the unfortunate events I encountered.
I haven't run into a locker for the longest time, and today I finally had my first encounter (and death) in ages as it spawned right next to me the moment I entered eclipsed assurance fire exit. Still a super fun enemy, I just got careless trying to lure it out of a bad spot
lockers have a similar radar size to blobs. related: "Oh! A blob just spawned-THAT'S NOT A BLOB THAT'S NOT A BLOB RUN" as i hear screaming and grinding through the walkie talkie
lmao
Any chance for coroner integration?
Would be neat 
Ok listen up if you want a very dangerous and challenging set up. Chaos Darkness mod paired with Lockers. Yep that was us last night.
Every time I try something new and horrifying the locker just gets more terrifying 😆
Sometimes I forget the range that this creature has
Good range
That's not horrifying to think about at all
this is still the best monster mod i have used ty for making this horrifying mod
Thank you for playing it! 👏
Yeah i really like it too. It actually adds a fun layer of gameplay that doesn't force everyone to play around it and it has good counter play (even more so if you have lethal things with teleporter traps enabled)
Overall great monster mod :)
How do I make this work with LethalLevelLoader? What's the tag to make them spawn in "Enemy Settings - Inside Enemies Spawning List"? "Locker" doesn't seem to work.
I'm on newest version btw so I think that's v64
I assume you can just kinda use the mod's own config
Locker is broken for me
It just comes for me without needed to scan
oh wait
the flashlight
bruh
it reacts to ANY light source held by the player
Locker is really great.
Whenever I come across one I always watch at least two people die to it 😂
Yea I haven't really ever touched LLL for adjusting spawn settings. I think you can fairly easily - with examples - adjust the default configuration for it. Should have LLL compatible level naming schemes too.
I can't get them to spawn through LLL even when it's the only enemy in the map. I don't know why tbh. I think LLL overrides the locker mods config as I can't get lockers to spawn. Only way I can get locker to spawn is to use Imperium and spawn them myself, so I'm not sure what I'm doing wrong
Something aint right with v66 or this modpack me thinks
0192c5c2-cbc0-96a0-a044-edaf1b9c539c
Eugh. I had this happen today locally a single time out of testing 10 times and I couldn't reproduce it after :C
I'm taking a look tomorrow. There's also an issue with the Malfunctions mod so I'll double check what's going on there.
There's huge errors being thrown at my pack
Something about the AI
It was fine before the "version bump" updates so guessing you changed some code 
Fixing this today. You can downgrade. Essentially this didn’t previously copy and compile right, then I fixed a thing and now it’s in. Sorry about that. Blunder.
The V64 I believe still has the old code and works just fine
Okay, I'll be really honest here because this is embarassing: somehow I never updated the asset bundle since the initial launch in April. I have no f'ing clue how this thing has been working this whole time but it's correctly working with the internal states and all now.
Kinda flabbergasted. Anyway, patch coming later today.
Patch is out. My project VFX Graphs apparently deleted themselves so I had to recreate them. I reworked the blood effects while I was at it.
im guessing this is what you guys were talking about?
Correct
Is this... New? Before or after the patch
Phew
I wonder if this improves some of the pathfinding as well in the process. Either way, should be working as usual again 🙂
Thanks for reporting the bug! I caught it last night locally but wasn't really sure since I was debugging the Malfunctions mod when it happened. Thought it was only my setup 🥴
Is it acting weird? Which interior is this on?
Because I've seen this message before but then found that it still worked fine
Offense
Vanilla
And Vow Mineshaft
Mostly happens in mineshafts
Bruh wtf
It's like it's whole animator broke for clients
Another issue as of the recent updates then
I ran 1.2.6 for a while and it worked fine in Mineshaft
Alright I think this has something to do with the netcode patcher not running. Going to check further why that would be.
I rebuild locally and it's working again. Uploaded the package. Let me know if it works. I tested locally with client/server instances and with a friend and it works so I can't reproduce that part anymore.
I did notice that if it spawns on a part of the navmesh like the stairs on the normal interior, it can't move because it's too big. I am not going to touch that though.
I can look into that today, but I'm not going to guarantee it'll be fixed before end of day (specifically it having trouble with the navmesh on mineshaft)
It's pretty frustrating working on this not gonna lie since it's not what I usually plan on spending my weekend on.
The frustration doesn't come from you all reporting the issues (though it's obviously frustrating to hear something is broken) but rather the fact that Thunderstore has no release channels.
I'd much rather upload a new version, have it tagged as experimental and then only have people that say in r2modman have an "experimental" flag enabled prioritize that version for download. Something like a Release Candidate feature. Furthermore, it'd be super nice to rollback to a previous version by specifying that in Thunderstore too. Without that, I can't prioritize fixing the bugs/issue first; I have to instead go and repackage the thing from an old version etc
I doubt I'm the first to come up with this 😓
That’s what local imports are for
If your mod isn’t ready to release, it shouldn’t be released publicly
Equally if it’s for testing purposes, again, imports because you’d only have a subset of people to send it to
Will do. I’ll keep it to GitHub releases then and point there. Thanks.
Locker can climb stairs now in latest version coming up.
This will fix the errors
The errors should already be fixed as of 1.3.1 https://thunderstore.io/c/lethal-company/p/zealsprince/Locker/versions/
Released 4 hours ago
Alright, 1.4.0 with the navigation improvements is out. Enjoy getting killed on stairs. Finally.
I've tested this locally on two instances as well as with friends and we didn't encounter the desync issue on clients anymore so I think things are working fine.
W dude
Well, give me a W once you've tested it yourself and confirmed it works ;^)
True...
I'll go test RN and see if anything crazy happens
Just pushed 1.5.0
- Add destruction of turrets during chases
- Add destruction of landmines during chases
- Slightly adjust movement turning to be more snappy
Let me know that there isn't any desync going on for you all. Otherwise something else is going on and I'd have to investigate further.
Let me know if it works for you as well @marsh tartan!
I am curious how lockers interact with traps from other mods, like missile turrets and big berthas then
Probably won't I think. Unless they implement the turret or landmine class.
If it does work: This will probably be the last update to the mod as I move on to Malfunctions 2.0 in the next month as well as using the calmer time of year to create the new monster mods.
I'll continue updating with compatibility patches as per usual, but functionally it is in the place that I want it to be.
The final outstanding pieces were the turrets and land mine interactions, as well as the navmesh issues that had been irking me since the first release 🙂
Thanks again for reporting bugs - really appreciate it ✨
For the locker, can you have an option where it will activate whenever a player is within line-of-sight?
No, this is not something I will be adding since it fundamentally changes the enemy and also wouldn't play nicely with the other logic of it.
Plus it already sort of does this with any light emitting object.
I mean, how would you escape it even if it just perma locked on?
To rephrase, the idea I had in mind was that it would activate when two criteria are met: it's close enough and is within line of sight. Of course, the current things that activate will still activate it. Once a player is out of its line of sight, it deactivates.
The monster reminds me of the thumper, which is why I had these ideas
Hmm. So like, touching it but at a larger radius?
yes
I see. I could make that configurable but that would be client-sided I think.
that's fine
Take your time with it, as the issue of being able to "touch" through walls will be a thing
Still not super sure about that. I feel like it would be annoying at larger distances and would just keep going off on and on.
Yea. Plus walls. I mean, line of sight is something I can check for. I just feel like this is a weird case that doesn't add too much for the level of effort involved.
If that makes sense. I'd rather just call it a day, say it's wrapped up and move on to the next enemy mod 🙂
fine by me. Just wanted to make a suggestion and see where it'd go
the next WHAT

The Bully
Takes your scrap for lunch money and then stuffs you in the nearest locker
To the void with you
Is it possible for a config option to make it so the bodies aren't lost when killed by a locker?
I mean yea. How does everyone else feel about this?
If you all put whatever config things you want in here I'll see that I add them this week but I want to move on from this mod as previously mentioned.
i am okay with the locker destroying the body, i felt that was kind of the point but i ofc wouldnt be bothered by the config option
Tbh?
The body not being destroyed makes no sense!
Yeah I figured most people would want the body destroyed which is why I mentioned it as a config option
Hey zealsprince, I noticed we now have AutoHookGenPatcher as a dependency for Locker, was curious since LethalLib already has HookGenPatcher?
I saw other projects move over to AutoHookGenPatcher so I wanted to leverage its caching and make sure it works with Locker. Should I remove the dependency in general since LethalLib already has it?
I'd say it depends... If you actively need it, you should keep it.
If it's only required by your dependencies, you should remove it 
Good points. I'll see that I get rid of it 👍
I was thinking about this yesterday already.
Just published 1.6.0
- Add config option to keep bodies after a player is killed (@past shore)
- Add config option to allow line-of-sight triggered lunges called "proximity sense" (@plain radish)
- Remove HookGenPatcher dependencies since they are already present in downstream dependencies (@urban patio / @distant heart )
People should be able to play how they like.
Just sync your configs so you're not calling me when the Locker ***z00000000000ps ***to you from a million miles away because you set proximity sense on and to value of 10000 and no one else in your lobby did :^)
That's awesome!
Yeah... uh...
Omg what would have been cool
If The Locker ate the player(shrink the killed player's body) but then spit it out(unshrink the body)
this is really good
i also adore the locker destroying traps
is support for modded hazards planned
Lmao yasss I want the locker to set off Seamines and Big Berthas
It would need to be an optional toggle though
Cus Big Bertha being set off by The Locker might be a bit too much
XD
Is anyone else seeing this? I can’t seem to replicate this on any of the default interiors.
Please share your mod code again when you have the time @mint pebble
i'm surprised the locker still doesn't have spawn weights for adamance, embrion, artifice and the snow moons
I mean, you can add them? I didn’t find it fitting to have it spawn on every map
if it doesn't have a spawn weight for a moon it'll use the default, so it'll spawn on those maps anyways right? if you wanted them to not spawn there it'd be 0?
Correct. I just checked and the level set is all and default spawn weight is 50. So it should spawn on Adamance, Embrion and Artifice.
I set the LockerSpawnLevelsWithWeight specifically to experimentation:25, assurance:75, vow:0, march:0, offense:100 so as to showcase how this works.
Of course
@spare citrus
Seems like it was actually Pikmin doing it
According to the change log
Lol very true
Will you be announcing your new mob in this thread? Or should I just keep an eye out in mod releases?
are there any issues with locker currently? haven't played in a bit
Just some?
There's some weird lag issues when a locker spawns in and you're nearby it
I kept spiking only to realize there was a locker! Hoorah!
Oh. Do you happen to play with any mods that add a ton of mines or turrets. That’s the only change since when it spawns it has to get all of them in the level. Didn’t effect me on my rig but it might happen when it spawns and you’re using for instance the mod that spawns things outside
I’ll announce here and in a thread. It’s going to be a while still. I’m gonna see that I do two at the same time.
I can probably optimize this by capturing this after the doors open and sharing that data between all Lockers. So there’s room for improvement with a patch.
Sure, but some mods spawn turrets during runtime, like random dice effects or lethalpresents for example
That’s a fair point. I didn’t really see an impact when I was playing so I might just leave it for now.
Ngl i am used to the phenomenon of the game lagging for a sec when something spawns

I dont even question it anymore unless its rly bad
is there any chance for lockers to have some sort of roam or random activation?
I keep on having lockers spawn in a remote corner of the map and nobody runs into them because they just sit where they spawned
big advocate for the roaming
maybe until within a large radius of the player
since the spawning out of vents and not moving has admittedly always come across just like sliiiiightly jank to me
This is smart
only issue i have is the locker is unique because it can be used as a tool basically
if it stays, its more useful
it could only roam before finding a player
and then stop roaming permanently once it wanders into said radius
🧠
since that'd at the very least ensure it's not toooo far from players
Yes
it can probably have it just randomly activate itself and charge in a direction then right?
gets around the map without player interaction and is able to be used by players
I don’t know, maybe it’s because I used Imperium, but when you throw away the flashlight that is on, it will follow you until the last @spare citrus
Is that how it was intended? Or did I break something...
@neon moss It didn't actually follow you, it went into the second lunge which it will do at a player regardless of them holding a flashlight, scanning or anything else. So this is intended behavior
You triggered it with the flashlight, dropped it, but then it did another wind up.
@ripe belfry I'm not sure I'm going to spend time on making the Locker roaming. To me it's not a big bummer when it's just in some corner. If you're playing with the Locker in a way that you want to see it every game I believe that's not what I had in mind for it conceptualy. Leave it to a different monster mod to add an active threat.
Personally I'm not too excited to have Lockers randomly scoot around plus that's going to be a lot more raycasts+distance checks etc so if people are already concerned about performance that won't help. I am also not super excited about having a Locker out in the distance scoot around without its animations and picking a place to lunge at randomly also defeats much of the scare of not knowing if there is one out in the distance.
You're always free to fork the mod and add your own content and behaviors to it by the way. Like I mentioned previously though, I'm not intending on making major changes or feature additions like this to the mod anymore.
I agree, the locker is unique in the fact it operates more as like a hazard than a thing that tracks you down constantly like all the rest of the creatures
ahh i understand what you mean. I've just had more than a few unlucky spawns where they are in a far away corner and stay there.
I think I can solve my problem by increasing the time which they spawn? since typically they spawn in a vent after someone has cleared that area
Either way thanks for reading my suggestion
just got my soul ripped out my body
now I'm curious, can the locker get on the elevator?
Probably, since other enemies can
Yes.
if theres any concern for that stuff its the spawning out of vents thing
and honestly the roaming suggestions i dont realy like. lockers have always been out of the way anyway, they shouldnt come to you like that
but i do want them to not always be right next to the vents they spawned from either
i have a silly solution
what if they just rolled out of vents with just a little bit of inertia in a random direction. and bounced off walls in this state
that way they just end up in a slightly unique configuration afterward
GHEHAHAAHAH
@spare citrus
Btw, I noticed the wheels don’t spin.
If you could just add a flat surface to hide the missing geometry, that’d be fine.
It’s such a minor detail I intentionally left double sided faces off because in nearly every scenario it’s not noticeable
Also the wheels do move. They’re just very symmetric so it’s barely noticeable
Isn't almost every leaf on the plants and shrubs on moon exteriors all one sided?
Pretty sure majority of smaller details in this game are one sided
yeah they are
though it's a bit less noticeable on an enemy, with plants it's really jank but hey the whole game's graphics are jank
is this the hospital interior?
ßčÞĕŬĻÇŀĈŃÀĂÆĢâųÑÕÞľŀŅʼnŏßĞÍĭŹĎŇŜÚØŧÊÄûīūĉķŢãŚŧëàŸŁïŤÞþæýĒŵŏŸż¦ĝĭģŚůÂĢĦÎþ¹ä©Å°¤°ĠŒŽÕÊªŽŗęčŒŵłàöì
spittin
Oh dear 🤖
Bumped the version to indicate v69 support. Didn't see anything breaking but let me know if it does!
was wondering why i didn't see this mod needing to update on my modpack i forgot that i don't have this mod installed
yo Zeals, feel like you'd like to see a clip like this https://youtube.com/clip/UgkxP1W5ApbUCtkD1fWRJsrBeOhDMxz-js75?si=_P-ozr1tSEBkuS3o
20 seconds · Clipped by DarkFedora Productions · Original video "Lethal Company 2.0 (Viewers can join)" by EternalX
I got clapped from across the Grand Armory by the Locker
fuck totally forgot to put this here @spare citrus
we were laughing the whole time driving back and even in orbit
Should probably add a max chase timer to avoid this whoopa
I think it tried to get to an out of bounds spot and glitched
i think it just got too much speed and couldn't get into the door before it slid past
Yea it can do that
I dont know if the locker is just being maintained or if it gets any gameplay updates,
But frum my experience the locker poses a threat once per game once you know where it is, and I think a good fix for that would be to have it occasionaly stroll around like the coderebirth microwaves do, so they can reposition themselves to be harder to avoid. Maybe they could even block doorways onpurpose to force you to activate them to get trough the door
i think it's fine currently honestly
It depends
They synergise well with meltdown, since apparatus lights attract it and they can spawn from it being pulled
They're also more effective on claustrophobic interiors and less on wider interiors
They can also be used as a utility to kill enemies (or crewmates lmao) which makes them fairly unique
Yeah but sometimes they spawn far in the interior that they are just a waste of power level (I want to see more momsters)
Maybe not move randomly, but slowly towards players if they are too far
This has been brought up a few times. I don’t mind it that much. Last thing I want is a Locker sliding into view randomly on its own though 💀
I can look into roaming behavior though as an extra feature. Need to bug fix the infinite door clipping where it moves too fast to enter some doors some times
yeah i agree about the sliding around honestly
i remember when we talked about this in context of spawning out of vents i mentioned having it roll and deaccelerate in a random direction and bouncing off walls (if needed) until it settles
in terms of having it move around though i agree it shouldnt wander
but i do think an interesting idea would be adding some kind of interaction that CAN cause it to move
maybe even things like enemies bumping into it for example?
it could activate the same kind of deaccalerating rolling state coming out of a vent would
i could imagine the sound of gears or something clicking as it does this
I think something is up with this damn dungeon lmao
I concur
What int
honestly I have no clue
I'll take that as a no
not office
mightb e sector0?
i recall it having a high roof
Those are a specific set of tiles
speaking of sector 0 the interior it comes with seems to be broken in my modpack it no longer registers with LQ or LLL..
It's not the entire int iIrc
sorry I ate it
It was, thanks
Hmm I’m guessing the interior models weren’t added to the normal collision mask like all the other interiors
So it’s not respecting the raycast through the objects
Devious mode config flag: Have it ignore walls for the scan check 😈👹
Lockers literally going for a chomp from 100 meters away
I would love this chaos please add
@compact cloak was it you who had that locker at the company clip from the event yesterday?
I'm getting "Targetable A" spammed in the BepInEx console with Locker active, not sure how often its a problem but to reproduce:
- use CullFactory to force the game seed: 81856819
- Land on Experimentation and stand in the ship from 3pm onwards
weirdly only being spammed while standing in the ship
Sector-0's interior
After playing Dead Seater...
are Lockers based off of the Metal Bodies per chance?
There is a noticable overlap between the two. Box-shaped, on wheels, has trouble turning, roars when aggravated, hates light, and hates close proximity.
Nope. Pure coincidence :p
The Locker ported to R.E.P.O. when?

Does the locker by chance do its kill check based on the host? Because I've noticed as client the locker sometimes kills you even though you are well clear of it
hmmm that HAS happened to friends before
I thought of this
I genuinely have thought of this
but what would you do to activate it
same as lethal, shine light at it/bump into it
Actually with how the light works in repo idk how feasible that is
It'd work just fine, crouch to avoid triggering it essentially
I feel like making it path in the maps would be another story though
ah yeah true
i mean they'd probably just path the same way as any other enemy does in that game right?
The Locker works in a very specific way, I feel like it would get stuck all the time
lol
ah, true
The maps aren't as open as Lethal Company interiors
repo also does alot of physics stuff
Yeah
The locker would theoretically shatter/send flying any valuables/heads in its path
Maybe even other props also
I’ve been playing R.E.P.O. a lot lately but honestly I’m not super motivated to mod it. I find physics based games fairly clunky and I’m also not yet sold on the possible depth of the game and its enemies to lend itself well to modding
It’s really fun though - current community focus for sure but we’ll be back to LC soon
need... The Closet
So uhh... what could cause the locker to just simply chase you.. from across the facility?
I had no light sources, wasn't scanning, wasnt within like 100 meters of it. it just came ripping down a really really really long hallway at me and nearly caught me at the entrance
Did you scan?
No, and my scan would have to have like 18x range to hit it from where I was
Sometimes the scan range hits a far radius, I've seen the locker come from quite far after doing a scan plenty of times
It's more than likely it wasn't as far away as you think but was just on the other side of a wall where you couldn't hear it activate
^ This
It goes up to 100 meters and that’s further than you’d think. Because it’s far there’s a delay mechanic too to simulate the scan wave hitting it.
It must have been above me then because it took a very long time to find me. I heard it for a second, then nothing for almost 15 seconds and then it came ripping down that far hallway.
Idk how common this is but lately ive been getting lockers that upon leaving a vent(spawning) they just get stuck in there, dont move and when you scan or do anything to trigger it makes the animation but doesnt move
I think i had this happened mostly on modded interiors
I really enjoy this enemy/hazard, there is nothing quite like exploring the interior looting stuff and then on the way you trigger it by scanning or light source. Always a scary encounter
Using it to open doors or kill monsters is very risky but so satisfying.
Tried a run with the proximity detection mechanic... never again 🤣
Thank you zealsprince for making this mod 💖
this is hands down, hand up and hands everywhere the best mod ever, so well designed im in love with this monster really, you outdone yourself zeals this is truly amazing
Anyone test on v70 yet and report any issues?
Works perfectly
Im the first person to get the new thing killed using your monster

Did this too
Also sent a battalion of Lockers to kill the Bird. Safe to say they got decimated except for when I released one more on it ||https://cdn.discordapp.com/attachments/1299469851248820230/1378918854402638007/2025-06-01_20-57-42.mov?ex=683f0281&is=683db101&hm=50eae896e952f8faf35445904ebdde413cc1dcff269ddedb2120b0fd13be3106&||
At least this one seems to be borked for me
No reaction to being scanned or touched
he is a bit shy some times 
I have random enemy sizes, any chance that could be the cause?
Not sure but it could interfere with it spawning and getting wedged into things I suppose
Happened again in vanilla mansion, have since blacklisted it from random enemy sizes - will keep you updated
Buddies and I tested our modpack last night and found a Locker, seems to be working fine
Likely random enemy sizes causing the issue, yeah
Unless random enemy sizes broke with the latest update it use to work before for us. We dont use the random enemy sizes at the moment but Locker does work.
Post logs. Without logs its all speculation on what's breaking him in your pack. Something could have broke him and logs may have produced an error.
Also if you post your mod pack code I could take a peek too. Im also curious what mods you got for your hud stuff there. Looks kind of cool. I like the value display above them.
Modpack code: 01975104-e69e-32d3-9675-c3342b6107e2
I know it's a big pack, but the lockers definitely worked normally until recently
I've glanced at the logs myself and I think it might be ReXuvination, could be wrong though
Recentish updates to it do seem to mess with colliders and triggers
QualityCompanyFork is probably what you're looking for btw
With the scrap value numbers above each hotbar slot
Ah well i'm about to start a lobby and stream so i'll look at the pack after.
also thanks i'll take a look into that mod.
i feel like ive asked before but just in case, could compat with localflashlight be made?
that mod adds a flashlight on each players person that isnt an item
Does the mod work on v70+ ?
Yes
perfekt
Locker still not working with 99% of mods disabled
Just locker + imperium installed
Ok that's super weird, I made a new profile and now it works?
Copied my old config files across to the new profile and that broke it??
old configs can break mods sometimes, it's strange
So I figured out what was breaking it
For LockerSpawnLevels I had asteroid-13 listed twice, because I've seen it written internally as "asteroid13" or "asteroid-13"
And apparently that completely bricks the locker's AI for some reason
It probably tries to add the same map twice which will break it because it already exists? I’m not sure. Either way check your config yes.
has anyone got spawn weights that they've made for the locker
yes! but idk how balanced they are
let me take a look
Prominence:86,Cambrian:5,Sierra:4,Temper:80,Ganimedes:20,Alcatras:15,Asteroid13:60,Calist:12,Cosmocos:20,Cubatres:17,Demetrica:19,Desolation:13,Empra:54,Etern:14,Fission:13,Gloom:36,Gratar:14,Motra:46,Oldred:16,Polarus:23,Acidir:24,Trite:10,Hyx:20,Utril:14,Sector-0:55,Wither:25,Celest:15,Orion:25,Kast:19,Atlas Abyss:10,Secret Labs:56,Artifice:90,Embrion:90,Dine:4,Rend:39,Experimentation:14,Titan:40,Repress:30,Dreck:14,Faith:23
hehe
mostly harvest, wesleys and vanilla
80 on temper, real?
:3
maybeeeee
hehe
you can dial it down if you want
i havent tested them that much
to know if its crazy or not
hey @spare citrus I hate to ping you but I am hella curious, I thought you made the Locker's sounds but I've now noticed it in numerous videos, where did you get the sounds for the Locked? if its on youtube somehow what video is it from?
It’s not from a video but a mashup of like 60 different sounds from various sample packs
Layered on top of each other
There’s this one sound pack from standingwave I think they are called that I used a lot from
It is actually surreal hearing one of the sfx used in the Locker's powering down state in a YouTube ad
I got it just now
It was for some audiobook thing and the sound played at the end of the ad when it was displaying the app's name
Got a link? I'm curious too since I don't think those SFX are allowed to be used for commercial purposes lol
Nah, I've long since forgot what the company's name was, sorry
The sound wasn't actually of the locker's powering down state itself, just one of I assume the stock audios you used in creation of the sfx
Specifically when they're closing their, "mouth"
jeb
@spare citrus The Locker will need an update when you can get around to it to the new netcode patcher since you use rpc's
V73 updated the Unity Build cus of the recent Security Vulnerability
Praying
You'll also wanna swap to DawnLib
LethalLib is indeed broken
it's been like a day and a half, is hamunii unresponsive?
I think with DawnLib out, the push is to dep LethalLib
if there is no reason to and the lib works i see no reason to
let this not be a "new thing is out, you HAVE to use it instead of old thing just because" situation again
iirc Hamunii and Xu said LL is a pita to maintain
So with it broken they prolly don't wanna keep maintaining it
when DawnLib does all the same things and works
remember when you pushed for like 80% of moons to add mineshaft to their interior spawns and then you hated the interior a month after? lmao
Who pushed for that again?

Also it took me a long time to hate Mineshaft if you're saying I got sick of it after a month it was much longer eventually the lack of Tile Variety got to me but luckily Wesley was the same way and made a better Mineshaft interior
it's barely been two days, if there's no lethallib update in a week or so then a switch makes sense
Fair
NO WE NEED TO ALL SWITCH TO FISHUTILITIES
IF WE DON'T ALL MODS WILL BECOME... LOST MEDIA...
@spare citrus @mossy badger So I saw Xu and Hamunii say that LethalLib doesn't need an update, so I guess try recompiling the mod and updating it to the new netcode patcher and seeing if it works. I know both Scopophobia and HeavyItemSCPs had to move to DawnLib after updating but maybe you'll be fine idk
I'm not sure why some enemy mods stop working with LethalLib after
"had"?
Yeah, some mods still error after the recomp and update but not all of them so it's weird
🤷
@spare citrus Someone take him to a mechanic, bro became a broken car engine due to his rpc's not working lol
lmao
You got 2 minutes left, after that we have facility meltdown all over again X3
locker rn
I recompiled but its still broken. Something is wrong with the RPCs so I'll have to dig into this further.
Ye I think some people had a similar issue
someone said smth about this I'll try to check
stupid question, have you looked thru this?
#dev-general message
Briefly yesterday I'll take a look in a bit
Okay, I got it working. I'll go upload the latest version
so we won't have a broken lawnmower anymore? 
Sadly no :C
New version should be up. I tested locally in the test room with two clients and it looks like everything is synced up and working. Let me know if there are any issues and I'll dig around.

Lowkey it was so funny learning that it uses a rpc to trigger though
Have to do that mainly because the server has no concept of a player scanning
Yeah it makes sense lol
Could definitely be hijacked to cause Lockers to do things but like I don't really care about cheating or whatever in LC :p
I will say the fact it would just start looping the closer I got to it which also would affect how quickly the error went off in the console was great though
Actually I don't know how it could be hijacked outside of possibly making Lockers auto target specific players at random I suppose
Yea it's because it never got past the actual dormant state :p
I never responded to this but uuuuh wow
what might that sound pack be called 
Oh god. I got it like years and years ago but it’s some of standingwave (Kyle Vande Slunt) SFX mixed together with some of my own and other samples.
https://www.twitch.tv/lunxara/clip/SecretiveBenevolentLasagnaDoggo-NswIqTLaDQkUD_Sf @spare citrus The Locker does indeed work well now lol
tf was that sound at 0:03 
The fact you were able to jump past it in the second charge only goes to prove how host prioritised the hitboxes are 😭
My ass would have 100% died there
well if she still had old cable/network, she would die in bullshit
The unluckiest part of the clip was that the other player ended up being closer during the extra charge which means they got chomp priority even though they weren’t the main target 🥰
If I use Locker spawn levels like this Experimentation:10,Assurance:25,Vow:1,Offense:35,March:4,Adamance:3,Rend:12,Dine:6,Titan:43,Embrion:52,Artifice:74 will work? or it needs to be like this experimentation:10, assurance:25, vow:1, offense:35, march:4, adamance:3, rend:12, dine:6, titan:43, embrion:52, artifice:74
When the Locker kills a player, it will be cool if he uses the new ragdoll from v70
The idea, rhe concept of the locker is that he puts you inside of him
You basically dissappear hehe
But i guess that could work as a config
@spare citrus havent talked here before afaik but i quite like the locker
heres some backgroundless renders
personally prefer the one on the left but i felt like i had to do it while charging also
i love it
Neat! 😄
my goat locker <3
always and forever one of the funnest enemies i've seen
probably the funniest thing that's happened to me with this thing has been a time when i was walking around on Chronos struggling to see through the fog and out of nowhere in front of me comes a locker rolling full-throttle towards me from behind the fog.
its so scary, and that makes for some amazingly funny situations
i love when the fun stuff comes from the scary stuff, its a nice contrast
scans randomly
hears a click
runs
Yall gonna be running from a little more than a click if I can get the LR update out
Oof what more could you do to locker omg
The sounds are already extremely peak and scary
How much crazier can it get 
WUT LR is getting an update?! 
LR is getting an update once pacoito or someone else locks in and fixes soundapi
quite a long hallway
probably my favourite monster mod
had my doubts when it came out but damn it sounds so beefy
❤️
yeahh i've had it in my modpack for a while but haven't had an encounter yet
maybe some other mod is messing with it
would have to check with imperium
is it meant to be this rare?
probably have a dozen hours in the pack
although we usually don't make it too far
as in moons with the mansion interiors
so that may be it
no
its not rare at all
i would say its more common than locker
if you only play vanilla tho then yes, locker only has default weight in starting moons, and cabinet has in rend dine titan
artifice
since its supposed to be an enemy that goes on mansion
and locker in facility
yeah i figured
if it's configured to be mansion interior it may be a problem but we've never been to the paid vanilla moons
only modded ones
ah it's per moon
prob gonna have to configure that the next time so thanks
And the Cabinet?
Only the ones that look like a vanilla enemy. Like the kidnapper fox 
Mimic and Peepers too
Ah
something's wrong with my locker yall
i noticed a hand-shaped pattern on the sides of the locker's doors and thought of what it might be like as a living beast
lmfao
oh boy
wuh
Please tell me this works fine
testing rn
works fine on v80
oh!
Thanks for letting me know
it works, but it doesn't kill lol
Caught it
Aprils Fools I guess
Yep. Saw the update. Gonna see that I do it tomorrow.
nice
I love lockeeeer
The Locker is easily one of the coolest enemy mods around.