#The Faceless Stalker v1.2.1 [v73]
1 messages · Page 2 of 1
then it will enter its absent state where it is invisible to everyone and it will search for a spot to appear for the haunted player in intervals
when it enters its stalking state the haunted player may or may not (50% chance) hear a deep bass sound
that hints that the slenderman is currently stalking
Thank you so much for your response! However after play testing it a couple more times today, still no one stalks me. I think a possible configuarable option in your future update might be letting users decide their spawning behaviors like how fast they would spawn. Thank you again!
Ive watched some youtubers play with this mod and sometimes he seemed to appear rather often/in shorter intervals whilst sometimes he appeared pretty rarely
I am not sure if they tweaked him in the config tho
np
remember if you are inside the facility it will be way harder for him to find a spot
most of the times he spawns outside
Oh i see. I guess that's why
Me and my friends always go back to the ship pretty fast. Maybe that leaves no time for the stalker to spawn or enter its stalk state.
it also depends on the moon, as in environment
in forests its easy for him to spawn bc many trees to hide behind
on other maps, especially some modded ones like Aquatis its very hard for him to find a spot
I think that could be changed in the future as well, either turning up their spawning chance inside of the facility or making spawning and stage changing faster outside. Or both.
yeah next update will decrease the cooldown of the intervals of trying to find a haunting spot inside the facility
But that's just my opinion from my experience of playing this mod. cuz so far i haven't met him and i really want to lol
for that I'd recommend playing on moons like vow or march
since they are bigger than experimentation for example and provide relatively many haunting spots
Cool! I'll try it right now and see. thanks!
np, hope you find him this time :P
talking about going back to the ship quickly made me think
someone should try and make a moon where you’re outside all the time, gathering scrap from places outside
that would be possible in theory, you would still need a door to "enter the facility" code wise but a custom interior could feature a sky etc
havent ever made any interiors or custom moons tho so I can't really help with that 
I thought about maybe trying to look into making a moon or something but idk how much free time I’ll have, plus idk if I wanna learn unity and coding and such
I think making the instruction shown when you enter a "door" in terms of code into something related to outside like "start exploring" would subtly solve the contradiction. and the "door" is giant and in front of your face once you land your ship. But im no coder and idk,
i mean you could just make something like a park
with a fence or something
and a gate to enter said park
you can post this to the mod idea thread that way coders can help you with your ideas.
yeah that'll work too. i too think this is a pretty cool concept. but whether or not it's fun to play totally depends on how well the map is actually made artistically and design-wise.
the door could be some kinda fence gate or something
oh know what reading the chat i see you had the same idea

Found this WIP mod that suits what you imagined https://discord.com/channels/1168655651455639582/1217280417015795802
oh sick
I might look into making a thread but idk, I feel bad I couldn’t pay anyone for coding it and stuff lol
Hmm I'm not quite sure myself as I haven't been do that stage of it
You could try doing both and see what you like more, or a config option for those that would like to have a static visual 😄
pffffff
yeah all good I have asked chatgpt lol
I never thought I'd use that for programming but holy moly
it cann explain unity code and unity stuff in general like a pro I never thought it could be that useful for programming
trying to achieve the static effect via a custom shader now
since I guess post processing could cause conflicts with other visual mods
and apparently post processing is pretty inefficient
Yea if u use gpt4 its very good
Welp I hope this whole shader thing will work
Otherwise I would have spent much time for nothing
unity shaders make me go insane
Good luckk 🙏
Man the shader thingy Kind of works now, at least when I smash a gameobject with the static shader right in front of the camera object in unity
But I have no idea jf this is the right way to add this animation visual static stuff
Like do I need this plane in front of the camera, and if yes what's the difference between a hud overlay texture and a shader on the object in front of the player
How do I access the player camera, do I attach the object to it somehow or do I need a script that makes the plane move along the player camera every frame or how else can I do it
so I've tested with the static glitch effects, apparently the importing into the game works but for whatever reason the object is invisible and I cant get it to work in general. If anyone of you knows how to properly make a simple visual effect for lethal company or a guide that shows how to do this, feel free to tell me; I for one can't get it to work and don't have enough time and sanity to experiment for hours on that
so for now I will not implement any visual effects
the next update will include the new model, new animations and bugfixes + slight tweaks
Short question im curious about. Can he appear in the backrooms?
not sure
probably, I am not sure if the backrooms count as a special place as in like "player.isInsideFacility" or "isInsideShip"
What kind of new model does the update have?
And can you add a config where I can tweak how long until slenderman shows up after I pick up a page?
see the videos I posted earlier
I met him yesterday btw, finally!
yeah I think I can do that
nice :D
But it just straight up attacked me without stalking me
Could be that i didn’t notice tho
a config option for both chase duration as well as first time spawn cooldown
yeah probably this
depending on how many objects block his LOS to you he can creep close very fast
Yeah I think you could use some more cues that indicate he has spawned
Like the herobrine mod
well I dont want to ruin the jumpscare :P
Just a suggestion!
Cool that’s fine too!
I will add more indicators like flip lights breaker
If you intend for this to be a jump scare monster
There are such few monster mods and yours is really one of the best already
So I’m just speaking for myself
Lol
ohh thank you
I mean I dont want to make it like the fiend where it literally jumpscares you
Frfr
I am trying to add clues but not too many
Yeah that’s what I was suggesting too
so its like "oh fck I am being stalked by slenderman" but also when he attacks that its still a bit surprising
Yes That!
Maybe the bass and light flickers etc, cuz it just jump scared the hell outta me yesterday lol

i dont think eminem won that rap battle
He sure didn’t
Now I suddenly want a mod which replaces the introductory speech with the slender man vs eminem rap battle
on AC it says slendermans spawn rate is 0, should I keep it like that. Since he spawns more and more by picking up the notes
btw are the notes considered scrap? Do they spawn on custom interiors and moons?
@velvet lion
The Faceless Stalker v1.0.7
@here alright, new update dropped - finally, an improved Slendermann model w/ tentacles as well as new animations, bugfixes, and more stuff. Have fun!
https://thunderstore.io/c/lethal-company/p/Sparble/FacelessStalker/
I will have to find a new way of making pages "deplete" as the current/previous way removed the ability of any pages on later days to spawn him
so for now you'll just have to tell your friends to keep their hands away from already collected pages 
to save variables, you should have a look at how the shotgun saves how many shells it has
Dang almost wanna go in just to get hunted by him!
Okay, thx will Do at some point:p
noice
Is there a plan on this mod to make it having glitch effects on the screen?
good job on this oone btw!
thanks
there WAS
I tried it but I could not find a way to implement such static visuals
oohh i think static is hard, but ive seen one mod that does the cross glitch instead, example is Diversity, i feel like that could be a good alternative
well thing is afaik diversity has its own submod
or well own API
for that
my knowledge about lc modding is still not really that great
I'd love this static visual effect but honestly I have no idea how to properly implement it neither do I have enough free time to test around with that much
Nice! One question though: Is the new update significant regarding bugfixes? Me and my friends just reset our bepinex folders and were wondering if we should redownload all with the updated slenderman
We upload our bepinex folder and all download it from there, changing it would require everyone (many people) to redownload again, its a bit of a hassle
If its a significant update with bugfixes we would redownload all again
it is as in the most major bugfix is that in older versions theres a bug where when you collect a page on day one and then collect new ones on day 2,3,4, etc, slenderman wont spawn
for some reason
you dont have to redownload everything
just the slenderman mod and replace the "FacelessStalker" folder
is that bug also in v1.0.6?
Yea thats easy but some of the group struggle with things like that, as weird as it sounds xD
Im afraid so
I am not 100% sure
but when I tested the mod earlier I had this bug once, not sure if it is persistent or not
all good
I mean you can try ofc
see if after day 2 slenderman still spawns w/ new pages
Ah then I will update
sorry for the inconvenience
No, of course not mate, no inconvenience at all! The fact that you are updating the mod is amazing, we love it
Think i might have found a bug when this mod is with a other
Or might just be chance
But when i picked up a piece of paper i waited for good old faceless stalker at my ship to see his new moves, but a blocky man came instead(the herobrine mod)
May be coincidence
you can increase the spawn chance of the pages
so you see the pages more often and thus spawn slender
to test it at least
Awesome! I love that the tentacles are his way of moving
Like a spider
Holy fuck I just shit my pants with slender
Just played with the mod ( previous version tho) was really cool !
As i thought he is too fast for my friends haha
Can this in the new version be disabled in config : "Slenderman now flips the light breaker when he's seen the first time" ?
how to make slenderman keep chase player outside? and we found that when the paper is out of building, it seems stop hunting, is that true?
This is gonna be awesome
Slenderman chase duration can be tweaked in the config
When you leave the facility dur8ng a chase inside or enter it when chase outside he will stop chasing I think
i never saw he start chase from outside, or do i need to spawn the page outside?
what if i took a page from inside to outside? and will pages from previous moon also start hunting?
After a chase he will try to spawn again after a while, if you are outside then outside, if inside then inside
great updates! finally can see him more often

Please add this Sparble.
ok
@finite crane @gritty kayak updated, now with a config to toggle his flip-lights-breaker-action
might take a short time for thunderstore to update
Thank you!
np :P
Thanks ! 🙂
does pages only spawn on vanilla moons ?
no
by default their moon value is set to "All", meaning they will spawn on every moon
it dont seem to work for me
you can set it to another value in the config, although I am not sure if a list of moons already works
sparble.slendermanmod
im using a mod that says what spawns in the facility
and i only see it spawns on vanilla moons
thats odd
I have played on some other moons w/ friends already, I think it was junic from wesleys moons, and we found quite a lot of pages there
if you want to test their spawning you can set their spawn weight to 1000, this will pretty much guarantee tons of pages on every moons every day
if they still wont spawn then then its a bug
its set to All
ima try 100 weight to see if its just a luck issue but we never encountered it ingame afaik
the last few matches I had I did not find any as well, probably because we are playing with like 100 other scraps mods as well
lemme know the result, probably just bad luck so far
iirc moons have a fixed amount of items spawjning
like experimentation has very few items and titan many
so it might be that the modded moon you were playing on had few items spawning and no pages among them
Large axle:94,V-type engine:80,Plastic fish:28,Metal sheet:83,Big bolt:89,Toy cube:18,Laser pointer:3,Bottles:67,Remote:16,Cookie mold pan:13,Toy robot:2,Magnifying glass:4,Stop sign:29,Tea kettle:24,Gold bar:4,Cash register:3,Clown horn:43,Airhorn:34,Candy:3,Red soda:2,Yield sign:8,Gift:24,Flask:42
the moon im testing says these can spawn
at those values
its weight
the numbers
what are you using to see these values?
Large axle:80,V-type engine:90,Plastic fish:12,Metal sheet:88,Laser pointer:4,Big bolt:80,Bottles:19,Ring:3,Steering wheel:32,Cookie mold pan:5,Egg beater:10,Jar of pickles:10,Dust pan:32,Airhorn:3,Clown horn:3,Cash register:3,Candy:2,Gold bar:1,Yield sign:6,Homemade flashbang:22,Gift:17,Flask:42,Old Book:6,Xiaomi:10,Wooden Chair:12,Cone:35,Magnet:35,Wooden Crate:35,Wooden Table:10,Armor:13,Car Key:7,Axe:13,Game Boy:10,Mario Glove:10,Marios Hat:10,Mario Painting:10,Marios Shoe:10,Marios Star:10,Poison Mushroom:10,Poltergust 3000:10,Redstone Torch:5,Cirno Fumo:30,Arson Plush:5,Cookie Fumo:1,Toimari Plush:4,Hamis Plush:0,Dirty Arson Plush:0,Maxwell:2,Glizzy:100,Revolver:10,Gremlin Can:6,Toy Hammer:10,Gnarpy Plush:3,Boink:12,Cup Noodle:8,Freddy Fast Bear?:7,Nokia 3310:15,Moai:8,Froggy Chair:18,Eevee Plush:13,Death Note:3,Uno Reverse Card:5,Weezer Guitar:6,Cat:13
this is is experimentation
LLL - LethalLevelLoader
i guess some moons add other scraps
for testing the page spawning I used a unity loader or something mod
so i have more scrap mods than i think
the mod showed me all the currently loaded items/enemies/etc on the moon in real time
but looking at that moon i was testing it only spawns vanilla
i just noticed
strange
there at the start of a game it did show the page items from time to time
yeah
some do
which moon are you testing on if I may ask?
that was Eve
this to be specific
for testing, can you set the value of pages spawning to 1000?
and then start a game on this moon
and see if you can find any page
100 is very likely but still not 100%
i tested w/ 100 in testing as well
1000 is more likely
ok 1000
didnt work
but i think its more of a moon issue
not the mod specifically ?
that is odd
do you have any other modded moons?
again thats weird, for me & my friends we had pages spawn at least on wesley's junic
and I think some other moons as well
yeah im looking at all of them
wesely moons = LethalExpansion
im using only LethalLevelLoader
it works on none of my LLL moons
all of them have default scrap
only vanilla moons have them
and in your sparble.slendermanmod config it says "All" for spawning, yes?
checked my lll config
tons of items there but it does say
[...],Page:20,Page:20,Page:20,Page:20,[...]
(since pageItem1 - 4 are all called "Page")
it is set to All
just add that to your lll config I guess
my config is default except for the weight change
or delete the slenderman config file
it will generate a new one after launching the game
i would have to do it on all moons ?
wait
# Setting type: String
# Default value: Large axle:30,V-type engine:40,Plastic fish:10,Metal sheet:23,Big bolt:59,Toy cube:24,Laser pointer:8,Bottles:58,Remote:13,Cookie mold pan:49,Toy robot:6,Magnifying glass:21,Stop sign:34,Tea kettle:32,Jar of pickles:20,Mug:12,Red soda:12,Steering wheel:12,Old phone:7,Hairdryer:4,Egg beater:34,Brush:26,Bottles:53,Bell:28,Clown horn:10,Airhorn:10,Cash register:3,Yield sign:17,Homemade flashbang:14,Gift:20,Flask:12,Whoopie cushion:11,Comedy:36,Tragedy:36,Heavy-flashlight:17,Heavy-blacklight:17,Heavy-uraniumlight:6,Light-Pinklight:1,Wine bottle:0,Traffic cone:3,Fire hydrant:2,Library lamp:0,Suitcase:1,Toaster:1,Keyboard:16,Fire extinguisher:1,Fan:8,Plant:6,Bucket:5,Plunger:8,Clock:8,Anvil:0,Wrench:12,Brick:30,Jerrycan:6,Fancy Painting:0,Screwdriver:35,Retro Toy:28,Wheel:8,Toolbox:6,Watering Can:12,Food can:12,Fireaxe:0,Baseball bat:1,Beer can:15,Can paint:12,Sink:2,Lantern:1,Broken engine:1,Vent:15,Top hat:2,Canteen:12,Alcohol Flask:2,Garbage:18,Car battery:9,Squeaky toy:12,Gameboy:6,Clamp:8,Pliers:3,Hammer:12,Socket Wrench:10,Groan Tube:6,Glowstick (Dropped):5,Antique Candle:10,Flip Lighter:20,Bullet Lighter:2,Abandoned Flashlight:30,Industrial Flashlight:5,Abandoned Pro-Flashlight:20,Ouija Board:20,Arson Plush:5,Cookie Fumo:10,Toimari Plush:10,Hamis Plush:10,Dirty Arson Plush:5,Maxwell:3,Glizzy:5,Revolver:10,Gremlin Can:10,Toy Hammer:10,Gnarpy Plush:10,Harp:0,Army Helmet:1,Army Canteen:1,Gramophone:1,Old Radio:1,RockingHorse:1,TypeWriter:1,WheelRim:1,WireSpool:1,Pintoboy:25,Weezer Guitar:5,Page:20,Page:20,Page:20,Page:20
Scrap Settings - Scrap Spawning List = Large axle:30,V-type engine:40,Plastic fish:10,Metal sheet:23,Big bolt:59,Toy cube:24,Laser pointer:8,Bottles:58,Remote:13,Cookie mold pan:49,Toy robot:6,Magnifying glass:21,Stop sign:34,Tea kettle:32,Jar of pickles:20,Mug:12,Red soda:12,Steering wheel:12,Old phone:7,Hairdryer:4,Egg beater:34,Brush:26,Bottles:53,Bell:28,Clown horn:10,Airhorn:10,Cash register:3,Yield sign:17,Homemade flashbang:14,Gift:20,Flask:12,Whoopie cushion:11,Comedy:36,Tragedy:36,Heavy-flashlight:17,Heavy-blacklight:17,Heavy-uraniumlight:6,Light-Pinklight:1,Wine bottle:0,Traffic cone:3,Fire hydrant:2,Library lamp:0,Suitcase:1,Toaster:1,Keyboard:16,Fire extinguisher:1,Fan:8,Plant:6,Bucket:5,Plunger:8,Clock:8,Anvil:0,Wrench:12,Brick:30,Jerrycan:6,Fancy Painting:0,Screwdriver:35,Retro Toy:28,Wheel:8,Toolbox:6,Watering Can:12,Food can:12,Fireaxe:0,Baseball bat:1,Beer can:15,Can paint:12,Sink:2,Lantern:1,Broken engine:1,Vent:15,Top hat:2,Canteen:12,Alcohol Flask:2,Garbage:18,Car battery:9,Squeaky toy:12,Gameboy:6,Clamp:8,Pliers:3,Hammer:12,Socket Wrench:10,Groan Tube:6,Glowstick (Dropped):5,Antique Candle:10,Flip Lighter:20,Bullet Lighter:2,Abandoned Flashlight:30,Industrial Flashlight:5,Abandoned Pro-Flashlight:20,Ouija Board:20,Arson Plush:5,Cookie Fumo:10,Toimari Plush:10,Hamis Plush:10,Dirty Arson Plush:5,Maxwell:3,Glizzy:5,Revolver:10,Gremlin Can:10,Toy Hammer:10,Gnarpy Plush:10,Harp:0,Army Helmet:1,Army Canteen:1,Gramophone:1,Old Radio:1,RockingHorse:1,TypeWriter:1,WheelRim:1,WireSpool:1,Pintoboy:25,Weezer Guitar:5,Page:15,Page:15,Page:15,Page:15,Light Potion:10,Heavy Potion:5
yes, large chunks of text 
thats a vanilla moon i assume
thats the only config option I have in LethalLevelLoader.cfg
I am using LLLFixed tho
i thought the fix is just for falling through the floor
yes
yes fix is for falling through floor, sync issues, etc
I only use lllfixed
not sure if that caused the problem, but
the page items
but then i wont be able to config moons to my liking prob though
or does it contain the same config
ok
it didnt make a new config ?
are you sure i dont need both
ima have to do it manually 💤
do you have any moons with LLL ?
all wesley's moons are in LethalExpansion
it will soon be on LLL like very soon
That is odd
I used lllfixed from the beginning and it created a config called "lethallevelloader"
it does
sorry
i had to start ship for it to spawn
it makes the exact same config
and they have custom scrap working ?
because other people said you need to configure it manually
Uh
Haven't tested it on these consciously yet
At least on Wesley's moons I have encountered much custom scrap
I think on outpost 31 as well
This could be true honestly I am not sure
I guess that's why so many people use lethalquantities?
I have no idea
yeah
I will check it out later, but would that mean that it's an issue with this mod only or with modded moons in general?
#1214224631108608070 someone said there will be support for LLL in Lethal Lib soon
but yeah all moons with LLL needs to be manually added scrap
if you want modded scrap
modded enemey works though
well its still not working lol
even with Large axle:94,V-type engine:80,Plastic fish:28,Metal sheet:83,Big bolt:89,Toy cube:18,Laser pointer:3,Bottles:67,Remote:16,Cookie mold pan:13,Toy robot:2,Magnifying glass:4,Stop sign:29,Tea kettle:24,Gold bar:4,Cash register:3,Clown horn:43,Airhorn:34,Candy:3,Red soda:2,Yield sign:8,Gift:24,Flask:42,Arson Plush:5,Cookie Fumo:1,Toimari Plush:4,Hamis Plush:0,Dirty Arson Plush:0,Maxwell:2,Glizzy:10,Revolver:10,Gremlin Can:6,Toy Hammer:10,Gnarpy Plush:3,Boink:0,Cup Noodle:30,Freddy Fast Bear?:0,Nokia 5,Moai:0,Froggy Chair:0,Eevee Plush:0,Death Note:4,Uno Reverse Card:3,Bracken Plushie:20,Bunker Spider Plushie:20,Coil head Plushie:20,Comedy mask Plushie:10,Hoarding Bug Plushie:20,Jester Plushie:5,Tragedy mask Plushie:10,Weezer Guitar:6,Page:16,Page:16,Page:16,Page:16
in LLL config
let me try put page 1000
just incase
on the map
yeah even with 1000 its not working
ima have to try LQ again
weird
maybe it doesnt work because all 4 pages have the same name string although I dont think thats the issue
what if you only add one Page:1000 and remove the other three?
nah no items worked
oh so not only pages?
yeah
hm
not sure if lethalquantities would fix that
but in that case I guess thats a LLL issue
you might have to ask there if they know any fix for that
I use both
lethal expansion but the de bloated one
lethal expansion core its called I think
- lll fixed
if i use LE Core that wont work on LLL moons
in the config you can set him to spawn without pages
use the setting for no pages ?
dont that kinda take the point away from him though
that is true
as the pages is how he chooses his target i think ?
I agree
more or less
if you carry items worth 100+ bucks (like a page) chances of you becoming his target are increased
oh
stuff like sanity, scrap currently holding, etc
yes
ok i guess i can do that for now
will probably rework that eventually but I gotta say
in some videos it was fun to watch people pick up pages like "oh whats that" and then one of their friends being chased by slenderman

xD
should you find any fix to this lll problem feel free to let me know, I'd really like to spawn pages on every moon as well c:
aight
but for now i prob wont worry about it and just enable slenderman as a entity
or avoid modded moons
idk
just give him like a 5 weight
tag me if you do please
i gave him a 5 weight chance for now
👍
I have a question.. Slenderman stalks you and disappears after a while and if you dont notice him he spawns closer next time correct?
Well
Technically he doesn't teleport closer
Once he spawns he stalks the player and if not looked at for X seconds he creeps closer, meaning he becomes invisible & approaches the player usually about 8-20 meters per interval, after which he becomes visible again
This way he continously creeps closer if not looked at
In-game it looks like he teleports tho yeah
Okay yeah then i understood it correctly 😄 I recently died to him without seeing him once and it kinda feels bad. Would it be possible to make him make some noise everytime he goes invisible so you know you fuked up and he will come closer next time
So you actually realize he is stalkig you
and adds alot of psychological horror which fits better for the slanderman theme i think
Instead of just randomly dying which is not really scary in any way
some sort of spooky piano chords that only the person getting stalked can hear would be interesting
hm yeah I coud add a 50/50 chance of a sound playing when he creeps closer
noted, will add that with the next update!
thats actually how i died the first time to him
he was stalking me indoors and i never knew he was there until i was already dead (and i'm usually the one with the 'most paranoid')
he ran out from behind a corner i could not have seen him behind
a distinctive sound, even if only indoors would be helpful
Nice that would help! Maybe make the 50/50 not hard coded but configurable 🙂
ye I will need a sound for that first tho
hmm maybe look at the original slender game
I dont wanna use the disappearing bass sound for that as well because it is already used for when he initially spawns & when he disappears 😅
hm but do we really need that? You could just use that sound when getting invisible and remove the on spawn sound?
But idk will look for some good alternative sounds
Can Slender break doors? Doors have saved us alot lol
Just normal doors
so, since the mod has been released for a few weeks now, how balanced would you say it is? Are the pages worth too little/too much? And do you guys mostly manage to keep slenderman distant, especially inside?
because if not, I can tweak his AI, but I'd need feedback for that and sadly I did not have much time recently to play LC
He doe not apear when you take the pages fast enough I still think
that is configurable
yeah Ive added a config option for that
have you ever seen him inside the facility disappearing or has he always straight up started a chase then?
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Check this out
Yeah I've seen it :D
awesome
I really did not expect Viperian to include my mod in one of his videos when I made the mod
awesome 
i mean he checks out best mods and what's not best mod if not an enemy one?
he also showcased the voodoo enemy
literally a png
that teleports you somewhere random on the interior
@here version 1.0.9 includes balance adjustments as well as bugfixes https://thunderstore.io/c/lethal-company/p/Sparble/FacelessStalker/
- Slenderman will now always vanish after being seen the first time
- Increased minimum spawn distance to the player inside the facility by 10 meters (previously 15, now 25)
- Bugfix where the times seen by the player wouldn't affect his chase chances
walking roomba with addition of teleport trap from lethalthings
teleport trap? how about the inverse teleporter
peak
to be fair he's just recommending mods, I wouldn't be too harsh on him on that even though I agree that the vodoo mod seems to be made a bit lazy
@median spruce
omfg
yeah
perfect timing
but he was like
the next update will include the new sounds, I couldnt manage to do that yet
"the model is bad, but the gameplay is unique!"
hmm yeah
its just a moving inverse teleporter
well this face staring at you from the dark does look creepy imo, but these black png borders and lack of depth
yeah
I prefer fleshed out enemy mods as well
yeah
Id much rather download the skull enemy than the voodoo enemy
its ugly AND boring
the skull atleast
looks like
a skull
idk
you mean the floatingskull mod?
yea
ah
yeah I gotta say its extremely simple but at the same time I really like it
doesnt need to be complex to be good
I mean that mod's just a ghost girl that can fly (through objects)
oh wait it can float through walls?

🦖
My friend got absolutely terrified of Slenderman
He has Arachnophobia so seeing a tentacle creature move like a spider terrified him.
I thought about re adding the old chase animation but having it turned off by default
that would be some sort of arachnophobia mode then I guess
or just scooby doo goofy ahh chase mode 
name the config setting exactly that
:P
scooby doo goofy ahh chase mode would be a funny thing to read in a config imo
anyways uhhhhh
i dont have any input on him cause i havent encountered him yet but from what ive seen so far!! good mod would keep downloaded throughout many iterations of my modpack 👍
also yeah that's probably a good idea
@hollow prairie do you by any chance know if the pages-not-spawning-on-lll-moons issue has been fixed yet?
Or just read the default in-game arachnophobia mode setting
idk man thats not as funny

@velvet lion
Question for you Sparble about the spawn conditions for Slenderman.
I am using Lethal Quantities which lets me specify what enemies spawn on which moons.
I have questions about how Slenderman works regarding Pages.
Does Slenderman have to be present in the spawn list and/or spawned in the level for Pages to generate in the scrap table, or do Pages spawn no matter what, and when a player grabs one, whether or not Slenderman is present in the level is he then spawned and starts to pursue his victim?
slenderman does not have to be present, he will always spawn when picking up a page regardless of the moon, except for moons without a navmeshagent
like the company moon
I would put pages in the scrap table

Interesting that he spawned on aquatis after all
I thought the map would be too small with too few trees and stuff
But glad to see the spawning works there as well
nah i've seen him
even closer than that, he was in those trees just in front of the ship
i kept trying to bait him closer then the actual opposite side of the island but he wouldn't bite
and the "seen" effect doesn't trigger from this far away
Yeah
If he is further away than 100m he will not vanish
I will change the fear effect a bit tho
As I've seen quite a few times now that people apparently looked at him when he was too far away to be recognized, people just got the fear effect you know
Similar to when a giant spots you
interesting spot he picked on splatoon salmon run marooner's bay
forboding ass mf
I have the spawn rate of the pages set relatively high yet I haven’t seen it spawn a single time, and I’ve been playing with it for probably 8 hours so it definitely should have spawned. Anyone know any other mods that hinder it from spawning?
Nvm i realized the issue
Does Slender get outside as well? I have never seen him outside in my games
What moon is that?
Oh I'm dumb idk why I tought the salmon run thing was the green pot
i have splatoon brainrot at the moment and this was surprisingly very high effort
i thought it would be a basic model port moon but no, made me very happy
the cannon is from grizzcompany
i think
yes
i've gotten pages spawning here most of the time, idk if it has something to do with the moons unique loot table, or just luck
probably just luck
I assume the moon has many items in general
btw I've included sounds to use for Slenderman spawning the first time + appraoching the player now
will include them with the next update
Nice
Hahah
also managed to fix a sound bug that made the jumpscare sound be cut off by the chase + vanish sounds, so it's more immersive now :)
@here The Faceless Stalker v1.1.0 - The Stalking Patch released!
This update features new (configurable!!) options to improve Slenderman's stalking behaviour, e.g. a noise heard by all players when Slenderman spawns in the round and a noise he makes when creeping closer towards the haunted player. Also, it includes important bug fixes, make sure to check the patch notes below:
Changelog:
- Additional Slenderman sounds added
- When Slenderman first spawns in, there's an audible noise for every player now, alerting them of the Stalker's presence (configurable)
- Added Chance for Slenderman to make a static noise when approaching the player (configurable)
- If spotted more than 8 times, Slenderman now has a chance to switch targets
- Decreased maximum distance for flickering lights & fear level increase from 80m to 70m
- Bugfix: Fixed bug where jumpscare sound would be cut off by disppearing and chase Sounds
- Bugfix: Fixed a bug where Slenderman wouldn't spawn when a page was picked up another day during which he spawned
- Config:
> Decreased Absent State Cooldown default value from 45 seconds to 35 seconds
> Increased Chase Duration default value from 15 seconds to 20 seconds```
https://thunderstore.io/c/lethal-company/p/Sparble/FacelessStalker/
Have Fun!!
Is it supposed to spawn 3 in one day? I was getting chased by 3 lol
is it v50 compatible
Here's a video of the 3
thats sick
they do now
also i had an event in brutal minus that made all scrap small so it only spawned pages was quite a cursed day
LL supports LLL
Uhh
No
Awesome, thx for letting me know
found out the cause of the bug, fixing it rn
I'll ping you when it's fixed
alright @eternal stone thanks for reporting the issue, fixed the bug and updated the mod on thunderstore
will take a few minutes
@here sorry for all the pings, but the update yesterday and the one now fixed two major gameplay bugs https://thunderstore.io/c/lethal-company/p/Sparble/FacelessStalker/
I'll try to reduce my here pings now 
not sure, I haven't tested it yet with v50
You're awesome! Thank you 😊
Np, have fun
It does I tested it
slenderman worked perfectly
but it seems like I was getting wayyyy to many pages
I was thinking of a new config for this mod where it would hard cap the amount of pages in an interior too like 2, that would be great
If I found a way to do that I could implement this
also it works but it kinda doesn't because no natural enemy spawns are allowed due to Lethal Lib not working with v50
okay
well at least by default slendermans natural spawn rate is set to 0
making him only spawn when a page is picked up
Yep, but no other monsters spawn when the mod is on sooo
||Does this mod have compat with Malfunctions by zealsprince? If not I just had the craziest misfortune with this mod||
I wasn't finding much in the dungeon so I decided to grab a page and run for the exit. Next thing I know, as I'm on my way to the ship I get the malfunction where ||the ship doors shut and won't open till late at night||
Luckily I could hide on the pipe (Assurance) but after a certain time it just went crazy
did you update to the newest version?
The Faceless Stalker v1.1.1
which lc version?
and whats the "BepInExFasterLoadAssetBundlesPatcher"? Ive never seen that before
thats odd, the last thing both in the player.log and logoutput.log from the facelessstalker mod are the lines Flickering lights Flickering flashlights Jump to fear level 0.8 for player: Player Flickering flashlights for player: Player, after which theres stuff with crawler stomps (not sure which mod) and then the crash
so it did not crash instantly after the chase started but probably a few (milli)seconds after that
which mod adds these lines? ```[07:28:50.3053564] [Debug :me.loaforc.soundapi] HangarDoorButtonPanel:Audio:ButtonPress1 == *:SelectAudio:ButtonPress1?
[07:28:50.3442527] [Debug :me.loaforc.soundapi] HangarShip:HangarDoorAudioSource:HangarDoorShut == *:HangarDoorAudioSource:HangarDoorShut?
[07:28:51.9307793] [Debug :me.loaforc.soundapi] :Crawler:Stomp1 == *:Crawler:Stomp1?
[07:28:52.1666798] [Debug :me.loaforc.soundapi] :Boomba:MineBeep == *:Landmine:MineBeep?
[07:28:52.3357413] [Debug :me.loaforc.soundapi] :Crawler:Stomp3 == *:Crawler:Stomp3?
[07:28:52.7056633] [Debug :me.loaforc.soundapi] :Crawler:Stomp2 == *:Crawler:Stomp2?````
49
it ran at me, I slammed the ship door as it got next to me and then it crashed
ill fetch the profile code
018ebd21-3264-c906-24db-016955ee758b
nah this modpack is falling apart constantly, tho everyone says "there aren't any apparent errors"
like you
kek
I mean
oh with slender, yes
I cant really tell from the crash log, sorry
alright
tho thats the first time I ever saw slender ran at anyone
I'll keep your crash report in mind for future playtesting, especially when updating to v50
though right now I can only recommend to check if the mods used in the pack are the newest versions and IF the game should crash again when slender initiates a chase I will try to see if I can reproduce the bug somehow
yeah thought about doing the same
though every time I tested the chase-vanish and chase-kill code it seemed to work perfectly fine, even with debug logs
good luck, hopefully no more crashes :/
another quirk of this modpack
ok it crashed in the exact same manner but now from a dog
the second it should've killed me the game froze
ig its smth else then
alright
yeah this seems like a general kill-collision issue then
no idea which mod could cause that though
probably best to use another modpack tbh
kill-collision?
enemies that instakill the player when they collide with them
I uninstalled insanity remastered and pathfindingfix and the issue went away
are those two related or is it just a coincidence
could have been the issue as pathfindingfix modifies enemy ai
even though it shouldnt affect slendermans ai but if it works now everythings fine I guess :P
Is him standing out like the little girl a bug or a feature?
Through fog and lighting and whatnot
kool
another question
what determines whether or not the jumpscare piano slam plays when you spot him?
sometimes its this loud thing and sometimes its no sound at all and the flashlight starts flickering
(latter is much scarier imo)
when hes seen the first time, there's always a jumpscare sound; then every time he is seen and further away than 25 meters there's no jumpscare sound; below 25 meters there's a jumpscare sound
and when he starts a chase there's always a jumpscare sound as well
tl;dr 1. always first time spotted 2. when closer than 25m
ah
yeah a jumpscare sound EVERY time you see him would kind of ruin the atmosphere :P
lead up question, in the future could you implement separate volume settings for chase static/jumpscare/ambience?
honestly not sure
it happened multiple times per encounter for me, hence asking
the sounds are all played through more or less the same audio player so for every sound played I'd have to make the ai check for the config option, then adjust the volume, then play the sound, then re-adjust the volume to the previous setting
plus make it so it wont sync with the other players
ye thats too much hassle
I might be able to do this in the future, but honestly for now I don't think I can implement that, sorry
np
which sound is too quiet/loud in your opinion?
I just thought ambience is too quiet and the piano slam is too loud
chase static being this loud is nice
I'll keep that in mind!
I had complaints from some of my friends that the piano slam is too loud specifically bcs most of the time the actual guy is like 100m away
if the piano slam blows out my eardrums when its point blank that would be great
I thought it would just be a bit weird if there was like a very quiet "slam" sound far far away
:P
I can definitely do that with the next update, noted
oh its just when he spawns
for the first time there are 6 noticable bass sounds
aka boom sounds
then when he spawns he may or may not (50%) make this single boom noise
so it only lasts for a short while when he found a spot to haunt you
the other noise he can make when spawned is the static noise when creeping closer
you can tweak that in the config, I haven't experimented with its value much yet but I found around 30% nice
as this doesn't guarantee him making sounds permanently (for the scare factor) but still from time to time so you can definitely be aware of his presence
those bass sounds are prob the scariest thing ive heard a mod implement so far
they blend in with normal ambience pretty well
I thought so as well, very subtle but effective :P
I especially love the fact that they even play indoors
hehe
could you increase the amount of those from 6/1 to say 8/3?
they're very oppressing
I could just add a config option for that 👽
yessssss
noted
perma-bass 
👀
tho, if the spawn bass effect is still playing, would it overlap with the spot one?
nope
all good lol
you see I never expected this mod to get so much attention, initially it was just for me to see how enemies can be added to the game
but I'm very happy about all the feedback and ideas from the community :D
could he vanish gradually/fall back whenever spotted?
yes
well
ohh
in theory thats possible
but I'm not sure how exactly I would implement that
I could look at the bracken code
on the other hand
tbh I prefer him to not be a bracken 2.0 :P
he could when spotted search for a spot further away than the current one and vanish/re appear there after a while, but the problem would be what if there are no spots
if not then could he be made less "standing-out"-ish? most of the moons have a lot of fog and from afar he's just there like he's noclipping, when slenderman was born his main appeal was that he was hard to spot on the pics, either blending in with the shadows or with the trees
like as a config
thats true
uh
I think I can config that relatively easily via code
I'll see if I can add a config for that :P
thx a lot
no problem

le v50 is out
@velvet lion does this work in v50
i see
was pretty busy the last few days and probably still will be from now on, but I'll try to update this mod to v50 asap
damn didnt know that you can scan him while he's invisible
hmm
maybe I can make him teleport under the map when becoming invisible
not sure
I'll have to try that out, but for now my top priority is to update the mod to v50
askin cause im playing it rn
and looks like it works
unless there's a specific issue someone reported
does he have prefernce in targeting? like going after the player that got the notes
yes
one sec
if the player has been critically injured and/or if the items held are worth more than 100$ he is more likely to target said player
damn
so there's no guarantee for him to target the player collecting the page, but he is likely to do so due to pages being worth at least $100 usually on most maps
I didnt even know he was invisible
I thought thats how it works right now
"works" is a strong word for anything in this modding scene
one day it works and the next day you can't pick up scrap anymore
even if there's no seeming correlation
that why i love it when things "work"
and so far reading up in chat'
they havent said it doesnt work
so it "works"
who knew a small quality of life change would throw such a heavy wrench it'll level a skyscraper
I guess so
so... are there any issues with this in v50?
Well I've played with it and it seems like all the stalking phases work but it just never seems to ever attack, didn't happen once throughout my session , should probably clip it next time
hmm
he's attacked me
@here v1.1.3 is out, adding a new config option as well as including a few tiny code tweaks. While the mod should have worked fine with v50 before already, now the mod dependencies have been updated to v50, which is now its main version. Enjoy!
Patchnotes:
-
Properly updated to v50
-
Added config: Chance for slenderman spot found-sound
-
Jumpscare Sound now decreases w/ distance when spotted first time
-
A few tiny QoL code enhancements
https://thunderstore.io/c/lethal-company/p/Sparble/FacelessStalker/
as always, might take a few minutes to update on thunderstore
The Faceless Stalker v1.1.3 [v50]
hell yea
Does this mod affect the spawning of other monsters, me and my friends were playing last night with it and it seemed whenever we had pages spawn we would just see no other monsters
every monster affects the spawning of other monsters. Each monster has a "power level", and each moon/planet has a specified power level total that it cannot go over. For example if you are on a map with a max power level of 12 and there are 4 old birds on the map (they each have 3 power level), no further monsters will spawn until the power level goes down (the old birds die)
I know how the power levels work, it’s just that literally no monsters inside or outside or daytime are spawning, which seems weird
oh ok, do you know for sure tho that nothing else was spawning?
slenderman's is 1
it should not
except if v50 changed the monster spawning mechaniques somehow
We werent keeping track of everything, but I just noticed in a lot of those rounds when I died and tried to use the spectate monsters mod there just wasnt anything to spectate. My theory at the time was that maybe somehow mines and turrets were somehow using all the indoor power, but even on stuff like Adamance in the afternoon there were no baboon hawks or anything.
That being said I dont know for sure if it was this mod affecting it or not, it is just process of elimination because we all noticed the lack of monsters sans a few rounds, and when we usually didnt see any is when we noticed Slender being the only one we saw.
these are slendermans properties
I don't think that should affect other enemies that much
After that we disabled ghostCodes and this mod and the monsters started spawning normally again, so it equally couldve been ghostCodes, but I doubt it becaue I dont think thats a proper monster
yeah not really
weird
although I've seen quite a few people have these spawning issues
maybe it's related to lethallib?
not sure honestly
but in v49 other enemies worked just fine and I haven't really changed anything that affects his spawning/power level stuff
although I will keep an eye on this issue
I just read someone mentioning power levels needed to be converted to float rather than integer, not sure if that's related #1200318186424377374 message
doesn't unity do that already?
or has that changed in v50?

again, I haven't changed anything related to the power levels, neither in the assets nor via code
so I don't think that should be an issue
its 100% something else causing this issue, hard to tell without looking at the pack first
I’ve heard some people say in general that it’s LC_api causing it
wanted to apologize if my comments offended in any way. I played with the mod again on my stream last night and it's absolutely amazing. Would love to play with it again on video. The new run animation actually gave me a legit jumpscare lol.
All good lol
Didn't offend in any way, I'm really glad about the feedback and happy you like it! :)
Also it's awesome to see you playing with the mod, I was amazed when I saw your slenderman and siren head Video:D
has anyone here had issues with multiple slendermen spawning/a nullreference exception when picking up a page recently?
because I have had none so far and playtested again today, but everything worked just fine. Ive had two reports now though where the console would show a NullReferenceException
Played a few games today and no issues in the logs and only one stalker per map.
fucked up
So for you all the slenderman works fine I assume?
Only one per map, proper behavior as in after picking up a page he's invisible and stalking the player?
yea
Okay
I will say he's been a little more testy than usual. Absolutely destroying me any chance he gets 😂. But yeah he's working great for my modpack.
I have a suggestion to make
If im understanding this correct, slender chooses one person to stalk and after enough stalking goes straight to them
is the target chosen by how many pages they collected or is it someone random from the server?
awesome
I assume the bug might happen in modpacks that have not been properly updated
he does choose one person, yes, but the player can keep him distant
like one of the pages suggests :P
he won't 100% attack, at least not if you let him get closer than 10 meters
okay, me and my friend group kinda
how do I put this
clowned on him
in the last couple games
the main reason being him only targeting one person at a time
and not teleporting away for a pretty long period of time if you are in an inaccessible area, say, the ship or offense pipes or the water tower on experimental
and I assume he doesn't target the person who picked up the page specifically
nope
he is more likely to but not guaranteed
it felt completely random
the pages were probably worth less than 100$?
if less than 100$ they dont really affect his target chances
but also sanity of a player or if they have already endured damage
could there be a config only to target people who touch the pages?
or go in the opposite route and stalk just one person, but to attack everyone in rage mode
I could see if I can add a config for that in the future when I have time for that
that however would require quite some work and additions to his existing AI, so while I wouldn't say its impossible for now I probably won't add that due to lack of time, sorry
hm, maybe give him ability to switch targets or teleport away if the target is unreachable?
he does end a chase if a target is further away than 100m
meaning when entering/exiting the facility he stops chasing
but for spots like the tower on experimentation idk
I will see if I can add that in the future
honestly mostly its the ship
which kinda deflated all tension once we figured out you can bait him out into rage mode and just slam the ship doors in his face
he doesn't teleport through the doors anymore?
and he wouldnt care one bit about anyone outside
he can do that?
no he just runs into them like a doofus
and he's so locked on, the rest of the lobby can literally dance on his head until he decides to teleport
if he could pass through the ship doors and other goofy obstacles that would make it so much better
Ima be real with you, we played with this mod from almost the release and he never went through any doors
he NEVER went through the doors
i'll test it sometime without any other mods to see if that is the cause
might have been fixed with lethal company v50, no idea though
JetpackHMD i think
maybe he should switch targets if his current target is inside the ship with the door closed?
it would be very unfortunate for our trio in this circumstance but hmmmmmmmmmmm
that could work
defs need this
Exactly my thoughts
awesome
slenderman now changes targets when the haunted player is inside the ship & closes the doors >:)
now you can finally make him hunt your friends instead
@here small update, Slenderman can now switch targets when the haunted player is inside the ship & closes its doors. Can be toggled in the config!
https://thunderstore.io/c/lethal-company/p/Sparble/FacelessStalker/
as always, thunderstore might take a bit until its updated
if I pick up a page and then leave the facility, is slender supposed to be able to appear outside?
yes
okay good to know
I havent been able to have him appear outside, but I havent played much with him yet either
you can tweak his spawn settings in the config
the absent interval setting is how often he'll try to find a valid spot to spawn?
yeah
note that it is halved when inside the facility
as it is usually harder for him to find a spot inside
so if the interval is at 10 seconds, it means every 10s he tries to spawn outside and every 5 seconds inside
until he has found a spot to spawn in
okay thanks, next time I play I'll mess with the settings
👍
Sparble looks like the animation change really did praise my Mithzan himself!
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paranoid schizophrenic gameplay thank you retarget if in ship update
@here v1.1.5 is out, finally including a proper config for page spawning! Similar to most enemy/interior mods you can now finally adjust page spawn weights for each moon, just use the format 'Moon1@SpawnWeight1,Moon2@SpawnWeight2,[...]', like 'VowLevel@20,MarchLevel@20,Aquatis@5'
https://thunderstore.io/c/lethal-company/p/Sparble/FacelessStalker/
Quick question, i'm assuming All@20 would work correct?
If i wanted the pages to spawn on all moons
same here, i want pages to spawn on all moons icluding modded
ooo well update: I tried it anyways and yes using All@ whatever value you want, does work
nice
It should, yes
The Faceless Stalker v1.1.5 [v50]
When setting the faceless stalker to spawn naturally does he spawn as inside enemy technically but can go anywhere much like herobrine? I'm asking cause I'd like to configure him in LQ presets (just because it's more convenient to have all in one place) and wondering whether I should just add him as inside enemy
pst, should probably update the tag
Hey, saw this updated and since then I can't find the papers before I realised the configs for spawnign changed. would Vanilla@(number) and Custom@(number)
oh THATS why i couldnt find any pages
oh looks like this was answered a bit ago
Broken as in many pages?
more that the PageItem and Pages Spawn Level are redundant now, no?
I've been trying to get the pages to spawn and they wont
I assume its due to old config
gonna reset config, set value to All@20 and hope it works again
Yeah it's usually best if you remove/delete the old config after a faceless stalker update that includes new config options
You can just drag it onto the desktop
So you can see and copy the old values
Is there a chance for it to spawn outside without anyone picking up any pape?
Faceless Stalker is somehow conflicting with LethalLevelLoaderCompanyFixer by @pale lily
Huh?
yes
Well, unless you have LethalLevelLoader in your Assembly Name, absolutely not 😅
Hmmm
I can post an update with debug messages.
That way, we would know if it is actually caused by your mod
But I'm currently busy forking another mod to fix it 🤔
nvm. it somehow works today. maybe i just needed to restart my pc
nice
Okay sweet so in the current version that will work tho? All@
is all the default for every moon including modded? no custom/modded needed?
yes
ty
All@20 means pages will be able to spawn on any moon, including modded ones, with a chance of 20 each
Can it also be set with Modded@ for all modded moons?
Yes
Ah sweet, thank you!
Hello, haven't published an update in a long time. I haven't played much lethal company in the last few months, and the latest update adding a proper moon + rarity spawn config completed all my goals for this mod so far.
There currently seems to be a bug in v55 when Slenderman collides with the player. I'll see that I can fix that asap and will mention you here when the update is there.
:O** **
could you by chance make the booming loop infinitely?
the one when you pick up a page or he picks up a spot
like as a boolean
if you pick up a page he no longer booms after switching a spot, its just constant until you leave the moon
Hmm I imagine that could become very annoying very quickly
Can add that to my config todo lost though but again atm I don't have much time for lc modding
Will ping you though in case I add it
would be great thx
just like in the real game
I am not sure if its possible but could a feature be added that the more pages people get the louder slenderman gets (config volume, so everything including booming, jumpscare, static, etc)
like by itself
to simulate the 2012 game
there the constant booming didnt feel annoying, it felt threatning, and so does yours
but if it also got louder as you collect more pages
I understand that im asking too much but I am just that
humbly asking
thank you for making this cool mod
love the fact that he can open doors now
that caught one of my friends off guard so hard he started weeping and its all thanks to you

Glad to hear :P thanks
lol
@velvet lion is it supposed to spawn inside?
Yes
Dam
I'm asking cuz it spawned inside, and the first time it did, my game crashed
Does it only spawn inside now?
thats odd
Assuming this doesn’t work on v55/v56 beta? @velvet lion
It works right now for me
ye, will take a look at that and fix if possible soon
did you figure out if its broken ?
It works just fine for me
hmm interesting i will try it

