#The Locker

1 messages · Page 3 of 1

gray coral
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i was testing a new mod in my modpack, then i entered the facility and saw a scrap

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i scanned and then heard a loud noise and a orange thing in the distance

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THEN THE LOCKER BLASTED THROUGH THE DOOR AT 300KM/H

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nightmare fuel this monster

viral sundial
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yo, Does anybody know the name of the mod with the moon that has the blocked fire exit? thx.

royal viper
slender pecan
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@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)

spare citrus
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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.

slender pecan
spare citrus
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I don’t 100% know. I’d have to manually test it on this level to confirm

unique rose
slender pecan
marsh tartan
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The fact it just kept going around in that tiny circle

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Haha

heady lantern
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what causes the locker to turn without stopping anyway

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i had it do something on mansion

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where it charged at an angle to a door

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and it just kept swiping left and right in front of the door

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it was crazy it did it for at least a whole minute

woven delta
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in the case of the clip, it seems to have gotten stuck on the door

heady lantern
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instead of doing one big continous charge

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in the time it happened for me it was basically doing a lot of 180 degree turns without ending its charge

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it kept moving past the door too

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we didnt dare walk through the door because of how it was sweeping over it pretty quickly

woven delta
marsh tartan
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@spare citrus The Locker is broken in V55

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It can't kill anyone

harsh drift
marsh tartan
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It works but it doesn't kill players

harsh drift
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Huh

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it works but no kill

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YOU CAN HAVE A PET LOCKER

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GHEHAHAHEA

marsh tartan
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Yeah I think what it uses for killing got changed

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There were a few enemyai changes

harsh drift
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Pet Locker for life bro

marsh tartan
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So The Locker might be fine on it's own

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I got a ton of errors from ToilHead

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Maybe not though

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I think KillPlayer got changed

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It did

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Got the error from TheLocker

cedar bobcat
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im guessing this would only effect instant kill monsters than?

marsh tartan
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@uncut ocean

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Guessing this means Scopophobia needs an update?

slow sage
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Scopo is absolutely fine.

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I did the same fix for Crowd Control.

marsh tartan
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@raw kernel

cedar bobcat
marsh tartan
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This is a good thing, it means @spare citrus and @uncut ocean can update The Locker and Toilhead without breaking V50 compat

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It's a change that used to not be required but now is

slow sage
marsh tartan
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Ye

uncut ocean
marsh tartan
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it's backwards compatible

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It's code that already exists in some mods for V50, but is now required in V55

uncut ocean
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I already do that in the code

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Do you mean adding these?

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Hopefully that's it

marsh tartan
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Yeah adding the additional stuff that's needed should probably fix it

uncut ocean
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I had those values, just not the text to specify which values they were

slow sage
uncut ocean
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Looks like that fixed it

marsh tartan
uncut ocean
marsh tartan
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and Locker whenever zeals wakes up probably

uncut ocean
slow sage
harsh drift
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monster mods updating fast :O** **

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I have a modpack I really wanna know what mods will be updated and what already works for V55

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but I'll have to send it when Im home from work

spare citrus
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I just rebuilt the Locker and didn't change a thing and it works.

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I'll upload my DLL here.

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I hate the Clay Man though. Scared the fuck out of me.

past sand
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The method signature for KillPlayer changed

spare citrus
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Yea. The enemy thingy that got mentioned here had me confused because I was using that overload.

past sand
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It did for me too lol

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Caused me to have a stupid misunderstanding of what actually changed

marsh tartan
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the KillPlayer change is compatible with v50

spare citrus
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Just double checking it works in the last version

marsh tartan
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👍

past sand
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Its not always compatible so I'd check firdt

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First

marsh tartan
spare citrus
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Yep. Not pushing to production without checking 😉

marsh tartan
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The dev of Scopophobia confirmed it

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But yeah it's still good to check

past sand
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Again, not every mod does this the same

marsh tartan
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Ik

past sand
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Only reason redwood works is because I'm pretty sure I just deal 500 damage rather than killing the player

marsh tartan
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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

spare citrus
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Can someone real quick test this on V50?

past sand
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I don't know how many times I gotta say its different for every mod lol

past sand
marsh tartan
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I can test it rq

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Just gotta disable my V55 mods

spare citrus
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No worries. Good timing though. Going on a business trip this week so this is a last second fix haha

marsh tartan
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Luckily the 2 V55 mods I had are both for the car

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😂

spare citrus
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Let me know and it'll be on Thunderstore in 0.01ms

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I gotta go so I'm just going to push this out.

marsh tartan
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Will keep testing though

spare citrus
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Alright, just tested.

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It now doesn't kill in the previous version because the signatures don't match.

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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.

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People can always go and install the last version I suppose.

marsh tartan
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Yeah cus V55 will likely hit main branch soon

spare citrus
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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.

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Think so too 🙂

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Have a great week everyone - don't get locked in and chomped during the new version!

marsh tartan
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Take care of yourself

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💜

past sand
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Oh and good luck with that business trip

chrome pine
spare citrus
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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

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You can download the previous version from Thunderstore and continue playing with that for now

spare citrus
marsh tartan
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Could you replace the KillPlayer function with DamagePlayer?

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Or would that not work?

spare citrus
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We don’t get the cool kill animation and other things then

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It’s fine the new release is just around the corner right ;^)

marsh tartan
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Ye c;

past sand
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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

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i blindly believed this and ended up telling a few people its backwards compatible 😅

slow sage
slow sage
# past sand 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.

past sand
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🫡

spare citrus
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me searching for the error after the update like :modcheck:

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thanks for calling out the signature thing haha - that cleared things up quick last night :p

weary kernel
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v55 compatible?

past sand
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Should be

woven delta
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yep

muted falcon
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So I saw that the new update brings it to v55

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What were the issues with the previous version on v55?

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Because I've run into the locker (using the previous version) on v55 and didn't notice anything broken

gray coral
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Locker didn't kill the player because the death method got changed

muted falcon
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Ahhhh

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That makes sense

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I saw the kill animation

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then my friend rounded the corner, saying he juked it

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He was having connection issues, so I thought it was just lag

harsh drift
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Why did the death method get changed?

gray coral
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Ask Zeekerss, but probably because of the new enemies and truck

harsh drift
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Hmm

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I feel like the new enemies one doesn't make sense

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truck kinda does

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cuz you can run them the fuck over

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which is pretty funny

gray coral
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||The barber also cuts the player in half and has a new death cause, fox doesn't make sense yeah||

harsh drift
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But like

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thats just

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a new cause of death

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One new monster that has a new cause of death = change death method entirely

heady lantern
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prolly has to do with the cause of death enum

past sand
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no

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The death method didn't change either lmfao

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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

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So it doesn't work, simple as that

spare citrus
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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

past sand
real pewter
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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

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had to look that up when updating LethalLib's levels enum

spare citrus
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Oh that makes sense. I thought it was because of the way function calls are referenced but you’re right I think

dense bough
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Just want to say that this is still the best enemy mod

marsh tartan
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@spare citrus @flint karma found your mod is searching for all doors on the map every frame when The Locker is chasing someone

flint karma
spare citrus
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I’ll fix this Wednesday I think

marsh tartan
spare citrus
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Thanks for finding this. Definitely something I should have caught.

spare citrus
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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!

past sand
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ye all good

marsh tartan
spare citrus
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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

marsh tartan
spare citrus
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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 🙂

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I'd like to profile more before releases and major changes, especially for Malfunctions and the upcoming monsters.

past sand
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it'd be nice to make a tutorial or smthn in #1175883003474485369

flint karma
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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.

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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 😛 )

past sand
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sankyu

marsh tartan
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@spare citrus Are you still on vacation? ❤️

spare citrus
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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 😬

spare citrus
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nooooooooo

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Oh well, c’est la vie

marsh tartan
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V60 is next week btw

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Lol

spare citrus
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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.

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You’ll have to wait until the 8th/9th of August then 🪄✨

marsh tartan
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from DiFFoZ's findings

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lol

spare citrus
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Cool well I get to patch that while I’m at it then 🙂

marsh tartan
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c;

marsh tartan
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c;

spare citrus
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Might just work then. I’ll need one of you to test that though when the time comes 😄

heady lantern
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i mean thankfully i think the APIs like LLL are slowly becoming more and more easy to update

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at least, based on the conversations I've seen

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probably the main problems you'll face is needing to be aware of changes to like.. the base enemy ai class

harsh drift
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what kinds of mods will work?

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theres

  • Reskins
  • Sound changers
  • Interiors
  • Moons
  • Enemies
  • TV Video Players
  • Miscellaneous mods (like LethalPerformance, Ship Windows, etc)
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what kind of mods would work in V60 already?

woven delta
marsh tartan
marsh tartan
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It's not out to test

harsh drift
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But like

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based off of what you said

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what do you think will work

marsh tartan
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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

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I have no idea what will work

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It's a wait and see thing

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I'm just hoping nothing will break

harsh drift
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Same here

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We don't want another V50 incident

marsh tartan
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@spare citrus If you're available, any chance you can look into pushing an update with the hudmanager spike issues fixed?

spare citrus
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Yeah I’m back. What causes this issue though? I guess I would have to hook up the profiler and take a look 🙂

marsh tartan
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@flint karma Was it this?

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I remember you found the issue

spare citrus
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Ah okay I see. I can optimize that for sure.

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I’ll take a look at any other costly calls then too

marsh tartan
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Ye

spare citrus
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It won’t. I’ll need it soon anyway 🙂

marsh tartan
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Ye

marsh tartan
dense bough
spare citrus
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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.

marsh tartan
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Good job

spare citrus
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But, it only does that when you scan. So it’s not constant? I’m confused 😵‍💫

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But if it helped that’s cool!

cunning meadow
marsh tartan
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@spare citrus The Locker seems to have an issue where it starts auto aggroing and attacking out of nowhere

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Just saw it happen in Grand Armory it kept attacking even though I wasn't scanning or anything

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LOL

heady lantern
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do you mean like after you aggro it the first time or even before that

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cause i know it does go for a 2nd try sometimes

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it could be getting stuck doing that

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and theres also that one bug i had one time where it was charging indefinitely while sliding against a wall

spare citrus
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I’d need to investigate this some time. Were you playing alone @marsh tartan?

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Wondering if it’s a network issue caused by the latest change. Otherwise I’d have no clue right now

marsh tartan
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Also we've had issues of people dying sometimes to nothing but that may be a bug with Surfaced

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dunno

marsh tartan
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I wasn't scanning or shining my flashlight and it just kept repeatedly attacking where it got stuck lol

marsh tartan
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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

heady lantern
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people suddenly dying out of nowhere?

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that cant be locker

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the locker just hits things same as any other enemy

marsh tartan
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My other guess is it might be Surfaced

past sand
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find a third guess

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or potentially dont guess

marsh tartan
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lol

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Which were Locker and Surfaced

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I'm guessing Surfaced because when it happens for the client the animation plays as if they died to a Seamine

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Which is a very specific animation lol

past sand
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i dont think that's the seamine animation

marsh tartan
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Let me find you the clip lol

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But in any case it seems like AiFix was going brrr at The Company

past sand
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that's just fall damage

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not seamine

marsh tartan
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All of that stuff with SirenHead doing that was from a bug where Forest Giants couldn't work on Starlancer's Moons somehow lol

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Where a random client got stuck looking at him like they were being grabbed

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Lmfao

marsh tartan
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On his end at least

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His head did the animation of when someone hits a Seamine

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XD

past sand
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his head just clipped into the ground

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it is not surfaced

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because his body fell into the ground very fast

marsh tartan
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Yeah and it happens to only Wesley

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XD

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Idk what's been going on

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Been driving me nuts though

past sand
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maybe wesley just loves licking the ground idk have u tried asking about his personal feelings on dirt?

marsh tartan
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😂

heady lantern
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hey hold on why does locker use a copy of Landmine.SpawnExplosion

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what parts of it were changed

past sand
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it probably has LT's implementation

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ye

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the file is literally called utilities

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i'm pretty sure this is indeed the lethal thing's explosion code lol

past sand
heady lantern
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maybe

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but it hasnt been updated for v56, i think

past sand
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in what sense?

marsh tartan
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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

past sand
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also no.

marsh tartan
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Xu it only started after The Locker and Surfaced updated though it's one of the 2 mods

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I can't think of any other mod it could be

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Unless well

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Maybe TestAccount's SuperEgg mod?

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I'm thinking of stuff that updated on the day of the StarlancerZero incident

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Cus it started that day

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Also TestAccountVariety did update that day too

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It could be one of Testy's mods setting up random kill triggers possibly

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Fall damage would make sense for SuperEgg

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Cus the SuperEgg sends you flying

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and you die to fall damage

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@distant heart Can you make sure SuperEgg and TestAccountVariety aren't causing random kill triggers from fall damage to happen

past sand
marsh tartan
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@dapper vessel do you still have your log?

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You said you also died randomly

dapper vessel
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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

marsh tartan
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Oki

spare citrus
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Wait why would the explosion death be the cause? The code still works.

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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

marsh tartan
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Yeah I don't think it's The Locker doing it

spare citrus
marsh tartan
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What mod would be causing it?

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Could it somehow be cus we readded the Shockwave Drone? 🤔 But how tf would the Shockwave Drone mod be causing something like this?

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For what it's worth here's the leaked list of changes where the bug started

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Okay then

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Gonna try removing the Shockwave Drone

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@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

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Xu said it's not The Locker or Surfaced, Testy says it's not his mods

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UwU

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We also updated The Locker that day it's just not logged there because it updated after we started stream

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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?

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and The drone dooessss use the LethalThings explosion code too, which is super broken atm

past sand
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Why would the lethal things explosion code be "super broken atm"

weary anchor
distant heart
heady lantern
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@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

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would you be alright with sending the stuff from the unity project in a zip or nah

heady lantern
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also the project structure of the locker stuff is so weiiiirddd

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not even in a way thats like your fault it seems like an automatic thing

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but like i couldnt even open the csproj file

cunning meadow
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How good are lockers at ice-skating

cunning meadow
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I hired as locker as my wardrobe once and she ate all of my fucking clothes. now I have to go to work naked

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Can I issue a full fucking refund

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The evidence above ^

distant heart
distant heart
dense bough
spare citrus
past sand
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Careful, dats illegal

heady lantern
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well if i already have nomnom's patcher stuff could you just send the parts that are yours

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i have an easy time fixing references to LC stuff its just that the other stuff was pretty hard

marsh tartan
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Now I almost believe it's your mod

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Time to go disable all my mods by TestAccount /j

spare citrus
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Thanks for the callout though 😄

marsh tartan
spare citrus
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I’ll pack up the assets that I used to build the bundles and that should be all that’s needed I think

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Which are all by me

marsh tartan
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lol

heady lantern
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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

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i did the programmer thing where it was like

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"this isnt how I would do it"

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so I reorganized a bunch of stuff to be my own way

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if you ever wanna see it i can show u

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oh yeah while i havent gotten to fixing much yet there is one bit of good news

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that bug with lethallib that made you register weird

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i dont think it exists anymore

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i looked at the code you linked and it was different

marsh tartan
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@dapper vessel Did you ever look through your logs and see if you found anything?

marsh tartan
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We love the baby Baboon Hawks

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c;

dapper vessel
bleak swift
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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

tardy oar
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this is literally that monster from dead seater

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and its awesome

spare citrus
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Just pushed a v60 build. Everything looked and worked fine for me but if there are any issues let me know!

spare citrus
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Bumps the version to v60 and rebuilt with the latest assemblies

cedar bobcat
spare citrus
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I just indicates it's v60 compatible - I didn't make any changes. Are there any specific issues you would like me to prioritize?

cedar bobcat
spare citrus
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Ah gotcha! 🙂

drowsy ether
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Can the locker kill Jesters and Coil Heads?

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We discovered it's ability to eat other enemies and started questioning if it was possible turn this evil into a weapon!!!!

woven delta
somber peak
spare citrus
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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?

past sand
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Ye

spare citrus
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Ye as in issues ye or ye as in is compatible ye

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And don't hit me with an inclusive or

harsh drift
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compatibility isn't a problem

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I tested it before

past sand
spare citrus
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Alright lol 😄

heady lantern
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what about non bug issues

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like uhhh

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how the locker interacts with the cave walls

harsh drift
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Oh yeah

heady lantern
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the cave walls are jank for sure

harsh drift
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the fuckin

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Mineshaft?

heady lantern
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one time my buddy jumped in place and died from fall damage instantly

harsh drift
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Damn

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I mean

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Locker could serve as just a simple jumpscare machine in the Mineshafts

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so I guess technically its still killing people indirectly

heady lantern
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it could also start sliding as it sometimes does

harsh drift
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Oh?

heady lantern
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if the cave walls somehow caused the locker to slide forever without stopping it could go on a rampage

harsh drift
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lmfao

pine raven
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Ay, just stopping by to say this is one of the single best enemy mods available atm imo. Excellent work. o7

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Thing is panic inducing, I love it

spare citrus
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Thanks!! ✨✨🌟

drowsy ether
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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......

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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.

deep cliff
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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

woven delta
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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

pine raven
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lmao

fiery umbra
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Any chance for coroner integration?

pine raven
drowsy ether
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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 😆

chrome pine
fair hinge
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Good range

deep cliff
modest fox
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this is still the best monster mod i have used ty for making this horrifying mod

spare citrus
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Thank you for playing it! 👏

high glen
#

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 :)

tawny field
#

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

mossy badger
#

I assume you can just kinda use the mod's own config

winged pagoda
#

Locker is broken for me

#

It just comes for me without needed to scan

#

oh wait

#

the flashlight

#

bruh

woven delta
#

it reacts to ANY light source held by the player

dense bough
#

Man I love the locker

#

Such a great enemy mod

#

The best one

half goblet
#

Locker is really great.
Whenever I come across one I always watch at least two people die to it 😂

spare citrus
tawny field
pulsar rose
#

Something aint right with v66 or this modpack me thinks

#

0192c5c2-cbc0-96a0-a044-edaf1b9c539c

spare citrus
#

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.

mint pebble
#

Something about the AI

marsh tartan
mint pebble
spare citrus
#

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

spare citrus
#

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.

spare citrus
#

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.

leaden vessel
#

im guessing this is what you guys were talking about?

mint pebble
mint pebble
leaden vessel
#

v1.2.8
thunderstore hasn't updated modlist yet

#

fixed in 1.3?

spare citrus
#

Fixed in 1.3.

#

That's the reason for the patch.

mint pebble
#

Phew

spare citrus
#

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 🥴

mint pebble
#

@spare citrus

spare citrus
#

Is it acting weird? Which interior is this on?

#

Because I've seen this message before but then found that it still worked fine

mint pebble
#

Vanilla

#

And Vow Mineshaft

#

Mostly happens in mineshafts

marsh tartan
#

It's like it's whole animator broke for clients

marsh tartan
#

I ran 1.2.6 for a while and it worked fine in Mineshaft

spare citrus
#

Alright I think this has something to do with the netcode patcher not running. Going to check further why that would be.

spare citrus
#

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

spare citrus
#

I doubt I'm the first to come up with this 😓

civic rapids
#

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

spare citrus
#

Will do. I’ll keep it to GitHub releases then and point there. Thanks.

spare citrus
#

Locker can climb stairs now in latest version coming up.

mint pebble
spare citrus
#

Released 4 hours ago

spare citrus
#

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.

spare citrus
#

Well, give me a W once you've tested it yourself and confirmed it works ;^)

mint pebble
#

I'll go test RN and see if anything crazy happens

spare citrus
#

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.

marsh tartan
#

👀

#

The cooking is real

spare citrus
#

Let me know if it works for you as well @marsh tartan!

oblique cape
#

I am curious how lockers interact with traps from other mods, like missile turrets and big berthas then

spare citrus
#

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 ✨

plain radish
#

For the locker, can you have an option where it will activate whenever a player is within line-of-sight?

spare citrus
#

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?

plain radish
#

The monster reminds me of the thumper, which is why I had these ideas

spare citrus
#

Hmm. So like, touching it but at a larger radius?

plain radish
#

yes

spare citrus
#

I see. I could make that configurable but that would be client-sided I think.

plain radish
#

that's fine

#

Take your time with it, as the issue of being able to "touch" through walls will be a thing

spare citrus
#

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 🙂

plain radish
oblique cape
#

The Bully
Takes your scrap for lunch money and then stuffs you in the nearest locker

spare citrus
#

GOD I WISH.

#

Sticks you into the next client side desynced Locker.

oblique cape
#

To the void with you

past shore
#

Is it possible for a config option to make it so the bodies aren't lost when killed by a locker?

spare citrus
#

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.

oblique cape
#

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

mint pebble
#

The body not being destroyed makes no sense!

past shore
#

Yeah I figured most people would want the body destroyed which is why I mentioned it as a config option

urban patio
#

Hey zealsprince, I noticed we now have AutoHookGenPatcher as a dependency for Locker, was curious since LethalLib already has HookGenPatcher?

spare citrus
#

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?

distant heart
#

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 SCaraara

spare citrus
#

Good points. I'll see that I get rid of it 👍

I was thinking about this yesterday already.

spare citrus
#

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 :^)

harsh drift
#

If The Locker ate the player(shrink the killed player's body) but then spit it out(unshrink the body)

slow sinew
#

i also adore the locker destroying traps

#

is support for modded hazards planned

marsh tartan
#

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

spare citrus
# mint pebble

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

woven delta
#

i'm surprised the locker still doesn't have spawn weights for adamance, embrion, artifice and the snow moons

spare citrus
#

I mean, you can add them? I didn’t find it fitting to have it spawn on every map

woven delta
#

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?

spare citrus
#

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.

mint pebble
#

@spare citrus

#

Seems like it was actually Pikmin doing it

#

According to the change log

spare citrus
#

Ahh good haha

#

I'm glad it's not the Locker

mint pebble
past shore
#

Will you be announcing your new mob in this thread? Or should I just keep an eye out in mod releases?

mossy badger
#

are there any issues with locker currently? haven't played in a bit

mint pebble
#

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!

spare citrus
#

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

spare citrus
spare citrus
oblique cape
#

Sure, but some mods spawn turrets during runtime, like random dice effects or lethalpresents for example

spare citrus
#

That’s a fair point. I didn’t really see an impact when I was playing so I might just leave it for now.

oblique cape
#

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

ripe belfry
#

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

slow sinew
#

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

oblique cape
#

only issue i have is the locker is unique because it can be used as a tool basically

#

if it stays, its more useful

slow sinew
#

it could only roam before finding a player

#

and then stop roaming permanently once it wanders into said radius

oblique cape
#

🧠

slow sinew
#

since that'd at the very least ensure it's not toooo far from players

oblique cape
#

Yes

ripe belfry
#

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

neon moss
#

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...

spare citrus
#

@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.

oblique cape
ripe belfry
#

Either way thanks for reading my suggestion

boreal inlet
unreal flint
#

now I'm curious, can the locker get on the elevator?

peak socket
#

Probably, since other enemies can

spare citrus
#

Yes.

heady lantern
#

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

harsh drift
plain radish
#

@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.

spare citrus
#

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

urban patio
#

Isn't almost every leaf on the plants and shrubs on moon exteriors all one sided?

royal viper
#

Pretty sure majority of smaller details in this game are one sided

mossy badger
#

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

cunning meadow
#

ßčÞĕŬĻÇŀĈŃÀĂÆĢâųÑÕÞľŀŅʼnŏßĞÍĭŹĎŇŜÚØŧÊÄûīūĉķŢãŚŧëàŸŁïŤÞþæýĒŵŏŸż¦ĝĭģŚůÂĢĦÎþ¹ä©Å°¤°ĠŒŽÕÊªŽŗęčŒŵłàöì

royal viper
#

spittin

spare citrus
#

Oh dear 🤖

spare citrus
#

Bumped the version to indicate v69 support. Didn't see anything breaking but let me know if it does!

ashen ravine
#

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

harsh drift
#

I got clapped from across the Grand Armory by the Locker

pulsar rose
#

fuck totally forgot to put this here @spare citrus

pulsar rose
#

we were laughing the whole time driving back and even in orbit

harsh drift
#

of course y'all would

#

i'd be dying laughing too

spare citrus
#

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

woven delta
spare citrus
#

Yea it can do that

tribal tusk
#

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

woven delta
#

i think it's fine currently honestly

oblique cape
tribal tusk
pulsar rose
#

Maybe not move randomly, but slowly towards players if they are too far

spare citrus
#

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

heady lantern
#

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

pulsar rose
#

I think something is up with this damn dungeon lmao

drowsy rapids
#

Bro was hungry

#

Also what dungeon

cunning meadow
#

What int

cunning meadow
#

@pulsar rose Paws at u

pulsar rose
#

ughhh, fine. Gimme like 15 minutes

#

or maybe longer idk

cunning meadow
#

I'm asking for an int name, what 😭

#

If it's unreleased just say so

pulsar rose
#

honestly I have no clue

cunning meadow
#

I'll take that as a no

pulsar rose
#

Rosies interiors maybe?

#

Best I can give you

cunning meadow
#

Raises eyebrow?

#

I'll check out Sector-0 lator

#

Looks to be peak again

drowsy rapids
#

mightb e sector0?

#

i recall it having a high roof

cunning meadow
#

Those are a specific set of tiles

ashen ravine
#

speaking of sector 0 the interior it comes with seems to be broken in my modpack it no longer registers with LQ or LLL..

cunning meadow
#

It's not the entire int iIrc

ashen ravine
#

grr

#

area71 i think is its interiors internal name disappeared one day 😭

cunning meadow
woven delta
#

yeah that's sector-0 i see a knocked over turret

#

or area 71 or whatever

spare citrus
#

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

frozen grail
oblique cape
#

@compact cloak was it you who had that locker at the company clip from the event yesterday?

urban patio
#

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
distant lintel
cunning meadow
#

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.

spare citrus
#

Nope. Pure coincidence :p

urban patio
#

The Locker ported to R.E.P.O. when? AnimatedPlink kekw

pulsar rose
#

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

mossy badger
#

hmmm that HAS happened to friends before

harsh drift
#

I genuinely have thought of this

#

but what would you do to activate it

round pendant
#

same as lethal, shine light at it/bump into it

#

Actually with how the light works in repo idk how feasible that is

marsh tartan
#

I feel like making it path in the maps would be another story though

round pendant
#

ah yeah true

round pendant
marsh tartan
#

lol

round pendant
#

ah, true

marsh tartan
#

The maps aren't as open as Lethal Company interiors

round pendant
#

Lot more clutter in repo's maps yeah

#

Might make that harder to translate

woven delta
#

repo also does alot of physics stuff

round pendant
#

Yeah

#

The locker would theoretically shatter/send flying any valuables/heads in its path

#

Maybe even other props also

spare citrus
#

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

neat vigil
#

need... The Closet

river leaf
#

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

spare citrus
#

Did you scan?

river leaf
#

No, and my scan would have to have like 18x range to hit it from where I was

marsh tartan
#

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

spare citrus
#

^ 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.

river leaf
#

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.

kindred bramble
#

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

gleaming wadi
#

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 💖

kindred bramble
#

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

spare citrus
#

Anyone test on v70 yet and report any issues?

last sparrow
#

No reaction to being scanned or touched

kindred bramble
#

he is a bit shy some times perceive

last sparrow
#

I have random enemy sizes, any chance that could be the cause?

spare citrus
#

Not sure but it could interfere with it spawning and getting wedged into things I suppose

last sparrow
#

Happened again in vanilla mansion, have since blacklisted it from random enemy sizes - will keep you updated

pine raven
#

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

drowsy ether
drowsy ether
#

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.

last sparrow
#

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

last sparrow
#

With the scrap value numbers above each hotbar slot

drowsy ether
#

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.

boreal inlet
#

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

hearty sparrow
#

Does the mod work on v70+ ?

mint pebble
hearty sparrow
#

perfekt

last sparrow
#

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??

mossy badger
#

old configs can break mods sometimes, it's strange

last sparrow
#

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

spare citrus
#

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.

woven delta
#

has anyone got spawn weights that they've made for the locker

kindred bramble
#

yes! but idk how balanced they are

woven delta
kindred bramble
# woven delta 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

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mostly harvest, wesleys and vanilla

woven delta
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80 on temper, real?

kindred bramble
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maybeeeee

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hehe

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you can dial it down if you want

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i havent tested them that much

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to know if its crazy or not

harsh drift
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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?

spare citrus
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It’s not from a video but a mashup of like 60 different sounds from various sample packs

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Layered on top of each other

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There’s this one sound pack from standingwave I think they are called that I used a lot from

cunning meadow
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It is actually surreal hearing one of the sfx used in the Locker's powering down state in a YouTube ad

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I got it just now

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It was for some audiobook thing and the sound played at the end of the ad when it was displaying the app's name

spare citrus
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Got a link? I'm curious too since I don't think those SFX are allowed to be used for commercial purposes lol

cunning meadow
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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

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Specifically when they're closing their, "mouth"

kindred bramble
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jeb

marsh tartan
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@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

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V73 updated the Unity Build cus of the recent Security Vulnerability

kindred bramble
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Praying

marsh tartan
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You'll also wanna swap to DawnLib

mossy badger
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huh? for what reason?

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is lethallib dead or smth lol

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shot dead in chicago?

marsh tartan
mossy badger
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it's been like a day and a half, is hamunii unresponsive?

marsh tartan
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I think with DawnLib out, the push is to dep LethalLib

mossy badger
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if there is no reason to and the lib works i see no reason to

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let this not be a "new thing is out, you HAVE to use it instead of old thing just because" situation again

marsh tartan
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iirc Hamunii and Xu said LL is a pita to maintain

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So with it broken they prolly don't wanna keep maintaining it

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when DawnLib does all the same things and works

mossy badger
marsh tartan
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Who pushed for that again?

mossy badger
marsh tartan
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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

mossy badger
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it's barely been two days, if there's no lethallib update in a week or so then a switch makes sense

marsh tartan
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Fair

mint pebble
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IF WE DON'T ALL MODS WILL BECOME... LOST MEDIA...

marsh tartan
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@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

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I'm not sure why some enemy mods stop working with LethalLib after

spare citrus
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I’ll see when I have time for this. Bit swamped

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But thanks for the heads up!!

marsh tartan
# mossy badger "had"?

Yeah, some mods still error after the recomp and update but not all of them so it's weird

mossy badger
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🤷

marsh tartan
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@spare citrus Someone take him to a mechanic, bro became a broken car engine due to his rpc's not working lol

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lmao

marsh tartan
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☠️

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the closer you get the funnier it gets

kindred bramble
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XD

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He's charging up

ripe cargo
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You got 2 minutes left, after that we have facility meltdown all over again X3

vale tree
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locker rn

spare citrus
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I recompiled but its still broken. Something is wrong with the RPCs so I'll have to dig into this further.

mossy badger
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Ye I think some people had a similar issue

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someone said smth about this I'll try to check

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stupid question, have you looked thru this?
#dev-general message

spare citrus
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Briefly yesterday I'll take a look in a bit

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Okay, I got it working. I'll go upload the latest version

gentle wasp
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so we won't have a broken lawnmower anymore? perceive

spare citrus
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Sadly no :C

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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.

gentle wasp
marsh tartan
spare citrus
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Have to do that mainly because the server has no concept of a player scanning

marsh tartan
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Yeah it makes sense lol

spare citrus
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Could definitely be hijacked to cause Lockers to do things but like I don't really care about cheating or whatever in LC :p

marsh tartan
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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

spare citrus
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Actually I don't know how it could be hijacked outside of possibly making Lockers auto target specific players at random I suppose

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Yea it's because it never got past the actual dormant state :p

harsh drift
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what might that sound pack be called eyesshaking

spare citrus
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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.

marsh tartan
pulsar rose
gentle wasp
spare citrus
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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 🥰

idle mural
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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

idle mural
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When the Locker kills a player, it will be cool if he uses the new ragdoll from v70

kindred bramble
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The idea, rhe concept of the locker is that he puts you inside of him

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You basically dissappear hehe

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But i guess that could work as a config

left badge
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@spare citrus havent talked here before afaik but i quite like the locker
heres some backgroundless renders

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personally prefer the one on the left but i felt like i had to do it while charging also

kindred bramble
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i love it

spare citrus
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Neat! 😄

vale tree
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my goat locker <3

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always and forever one of the funnest enemies i've seen

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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.

kindred bramble
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its so scary, and that makes for some amazingly funny situations

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i love when the fun stuff comes from the scary stuff, its a nice contrast

hearty sparrow
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scans randomly
hears a click
runs

pulsar rose
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Yall gonna be running from a little more than a click if I can get the LR update out

kindred bramble
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Oof what more could you do to locker omg

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The sounds are already extremely peak and scary

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How much crazier can it get 1000QuotaStare

ripe quest
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WUT LR is getting an update?! Panic

pulsar rose
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LR is getting an update once pacoito or someone else locks in and fixes soundapi

kindred bramble
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Paquito paco pacoitito pls

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We beg youu

maiden topaz
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probably my favourite monster mod

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had my doubts when it came out but damn it sounds so beefy

maiden topaz
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❤️

kindred bramble
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you should try cabinet too

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easily top monsters locker and cabinet

maiden topaz
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yeahh i've had it in my modpack for a while but haven't had an encounter yet

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maybe some other mod is messing with it

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would have to check with imperium

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is it meant to be this rare?

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probably have a dozen hours in the pack

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although we usually don't make it too far

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as in moons with the mansion interiors

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so that may be it

kindred bramble
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no

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its not rare at all

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i would say its more common than locker

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if you only play vanilla tho then yes, locker only has default weight in starting moons, and cabinet has in rend dine titan

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artifice

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since its supposed to be an enemy that goes on mansion

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and locker in facility

maiden topaz
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yeah i figured

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if it's configured to be mansion interior it may be a problem but we've never been to the paid vanilla moons

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only modded ones

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ah it's per moon

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prob gonna have to configure that the next time so thanks

kindred bramble
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And every modded enemy ever??

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Including voodoo enemy

idle mural
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Only the ones that look like a vanilla enemy. Like the kidnapper fox greed

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Mimic and Peepers too

pulsar rose
idle mural
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Ah

vale tree
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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

harsh drift
harsh drift
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lmfao

harsh drift
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oh boy

kindred bramble
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PLEASE

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I will cry

harsh drift
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wuh

kindred bramble
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Please tell me this works fine

chrome pine
harsh drift
chrome pine
harsh drift
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WHAT

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wait

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does it kill you?

chrome pine
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it works, but it doesn't kill lol

harsh drift
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Caught it

chrome pine
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Aprils Fools I guess

cedar bobcat
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@spare citrus needs a recomp

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for v81

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when you get the chance

spare citrus
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Yep. Saw the update. Gonna see that I do it tomorrow.

cedar bobcat
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nice

kindred bramble
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I love lockeeeer

golden cypress
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The Locker is easily one of the coolest enemy mods around.