#π± Enhanced Monsters
1 messages Β· Page 3 of 1
???
Wait it works ??
butler poser
the one on top spawns a normal maneater
Like it's not becoming transparent when you put it down ?
bracken Tpose
but yeah no problems seen other than maneater cube and snare flea
I see the snare flea good
Lmao noooo I did settings to make it lie down, I think I misunderstood how rotation worked, I must around x or z axis I think, not around the y axis lol
Even after picking it up ?
how can I do that?
You have lethal config right ?
also, after game reset, the hoarding bug is no longer dissapearing
Yeah
I've not changed nothing there yet
Only the Snare Flea part, I'm on phone I can't view the file
As I've said, I've not change nothing there yet
Okay so everything to 0
I was about to stress out but that's fine, it's just me I have dev version 1.3.0 lol
I was thing "your config object misses stuff" but no it's all good
I can't collect giants :[
the log still appears even inside the facility
Ok, I'll make a metadata only active to the creatures that I can see that the death animation is working, at least as a 90% (spider)
I can confirm that enemy body not collected does not persist between landings or moons
The spider "Arachnophobia" text dissapears after lobby reload
time to modify the metadata :]
oh, it seems that If I quit and load the game, the boddies dissapears
Nice !
Weird, it works for me hmm
Hmm ...
I'm not really surprised sadly, their collision is very small though
I hope my mod will become as popular as SellBodies someday, despite the fact that Lethal Company community has hum... Reduced we'll say
I'll add a setting CanEnemiesGrab to determine if enemies like Hoarding Bug are allowed to steal the dead body
I have disabled it by default but it can really make fun scenes
Important note when updating
From now, updates will have a special note telling that they break compatibility with older configs, it's important to make backups of your config file if you have modified lots of stuff. Normally, they will automatically be backed up and renamed to OLD_EnemiesData.json just next to your config file. This shouldn't happen often, basically only when I make heavy changes to the configs that NEED specific default values, so yeah, since the next update 1.3.0 adds lots of new configurable stuff, you'd better be ready to port your settings or stop modifying them, eventually share your MeshOffset and MeshRotation settings here so I can set them as new default values π
Preview of the 1.3.0 changes
Should I make a folder inside the configs that will contain custom sounds for enemies scraps ? It will add a new Metadata: DropSFX, GrabSFX and PocketSFX.
2
2
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Yes !
β
is it just me or does the spider not have anything pop up on its thing
Just tested it out, it works now, I figured it would after I didn't see any red messages in the log
if you are still having this issue... BuyableShotgun had this issuebefore, i d k if it was fixed, but I use BetterShotgunPlus now.. and that doesnt have the issue, the shotgun and shells used to wipe on game reload.. was annoying π so uh yeah... if you didnt fix that yet, they might be a good idea of a place to look to resolve the vanishing item issue for your mod π
fell through the floor of the ship? if so, ive seen this happen before, its not a problem with this mod afaik.
Nice
No no it's fixed don't worry, mobs are saved now
That's abnormal, I assume the mod doesn't load for you
Did you update ? Can you send your logs
the mod loads perfectly fine its just the spider and I'm on the newest update
Hmm I'll try on my side
I found why
I'm not using my new system to show the rank
Patch 1.3.0
https://github.com/VELD-Dev/Enhanced-Monsters/releases/tag/1.3.0
https://thunderstore.io/c/lethal-company/p/VELD/Enhanced_Monsters/
I'll be very honest, I don't know if the custom sounds work, the best would be not to try it for now :p
and leave default settings
BUT
otherwise
the body drop sound works
i think
Tests are welcome π
Yay
Does the sound work ? Have you been able to test yet @outer hare ?
I'm not at home
Oh okay my bad
It's not urging anyways π
So yeah, if anyone here can try it and can tell me if anything here is broken, I'd be grateful
may or may not test today
π
have you fixed the ghost flea issue
hmm...
in facts
apparently
it's something you can fux by tweaking the settings
some out here achieved to get it working
yeah
Okay so there's issues
I'm releasing a hotfix in a couple minutes
Hotfix 1.3.1
https://github.com/VELD-Dev/Enhanced-Monsters/releases/tag/1.3.1
https://thunderstore.io/c/lethal-company/p/VELD/Enhanced_Monsters/
testing the mod right now :]
Nice !
I'm not sure how to config a sound source so it's possible that you can hear the sound over all the map
Two issues fixed today π
the sound works (I thought it was only to Drop the monster)
but I think something happened to the hoarding bug
the spider no longer floats in the air, that's good.
but it stil has the arachnophobia text
Oh yeah that's something that happens since a while
Yep not a big deal though ngl
Yeah welll
I'll work on this later
As I said, case-by-case will take more time
If I think i've fixed it someday, anyways, it will be written inside the changelog
maybe it's something with imperium
Β―_(γ)_/Β―
bracken still tposes
is it normal to be able to scan the monster when you have it in your hand?
xD
i was about to say.... holding bodies looks weird, may need re-positioning.
hoarder bug seems to be floating in front of me, bracken doing the t pose, also seems you cant get a coilhead body?
at least cant spawn one.
I can see that there are no more floating bodies
still maneater cube
but good update :]
nutcracker shotgun
Yeah it's a side effect I guess
Yeah it can be configured in the config, it's a server-side config but I can make it client side if wanted. I should make a separate mod for the default config maybe
Because in itself, this is LOTS of work
Did you set it to pickupable in the config ?
Lmfao I got an idea
i would say it should be the same for all players.. i dont get what is being different between players and host but that sounds a bad idea to me. lol
also, for someone installing first time, should be able to use the mod as is without having to configure much xD
Position and rotation in the hand
It's currently a server side config only, meaning that it doesn't count client side settings no matter if you had fancy settings as a client
And also, the config, yeah it's lots of work to make it fancy, even for me
Bracken will keep tposing because somehow its animator turns itself invisible
I haven't messed too much myself with those settings to be honest
It's really tons of work to make it look fine on the ground and in the hand
I would recommend to make the monsters that dissapear when dying unable to get loot for some sort of balance
I have plans to do that
I previously did a poll for that
#1212448321017483275 message
Or did I misunderstand the question ?
For the final version, so the version right before I start working on mimics specific features, I'd like to make a fancy trailer for the mod
I already have an idea of how I'll do it but I'd like to do it with some people here so we can follow a specific script
I'll do the video editing of course, it's just that I need people gameplay and some scripted parts
you can tweak these in settings
Honestly I'd be grateful if you all could give me some chunks of your settings when you tweaked them and that it looks good enough so I can set those as default values π
once i have a proper look i will try to get you some settings, i didnt realise there was so much settings for it ;o i literally just installed your mod 5 mins before my groups play session to compare it vs SellAllBodiesFixed to see which i prefered more, but the holding by the feet was an issue.
I would say the rotation and position should auto configure if possible, because with every new enemy, the settings will need adding to, and it would be better if it just went "hold it halfway through the body so its length ways accross" or something (i d k xD)
but yeah, ill have a play around tomorrow and see what looks good.
regarding the bracken and it going invisible when it dies.. sell bodies fixed replaces the invisibleness with a blob of black, maybe all enemies that go invisible.. should be treat the same? (ie, if you can detect the invisibilityness of it, then it should spawn a blob as if it disintegrated? and just treat the colour of the blob as the colour mix of the alive entity?
As I said, the default values is something that will take a considerable amount of time
I'll be making a metadata with only the bodies of monsters that you can actually kill and recollect. (with fixed body rotation)
Those monsters will be:
- Manticoil (1 handed) (10-20 $) (12 lb)
- Tulip Snake (1 handed) (20-30 $) (7 lb)
- Centipede (1 handed) (45-70 $) (35 lb)
- Hoarding Bug (2 handed) (55-90 $) (50 lb)
- Bunker Spider (2 handed) (70-110 $) (75 lb)
- Thumper (2 handed) (120-160 $) (100 lb)
- Baboon Hawk (2 handed) (105-155 $) (105 lb)
- Eyeless Dog (2 handed) (175-250 $) (250 lb)
I'll have to inspect how mods that make every mobs killable work
in order to support them correctly
Butler also works, just needs fixed rotation. I must still fix some stuff because apparently butler doesn't spawn its bees
The reason I didn't add the butler and nutcracker is because they both do something when they die, they drop loot and/or spawn other enemies.
That feature is disabled (for the moment) if you have body drop active.
And for the loots, are you sure they drop stuff in vanilla ?
Nutcracker drops shotgun and ammo
Butler drops knife
In vanilla ?
hmm...
Currently nope
Only the PocketSFX has a "none" value as "default"
I should probably add keyword "none"
that'd be good
My sound was only thought to be the drop sfx, not a grab sfx
Yeah my bad I should have been more precise
I could try making a grab sfx and a pocket sfx
if you can, it'd be really cool π
balanced price and weight
Nice, thanks
If you can share your position and rotation vectors as well if you have tweaked them it'd be fantastic π
yeah, I'll do that lol
100lb is really heavy
250lb is downright nasty lmfao
It's barely movable at all
you are lifting a dog 3 times your size
Baboon hawks are really easy to kill
Yeah but the goal is not to make the mod unplayable either lol
Like it must be worth bringing it to the ship
It won't be unplayable lol
If you can barely move while holding it
but I'll be checking it
people can toggle the weights anyways
-80% speed
if they dont like the default weight
Yeah they can tweak those themselves
I made the mod ultra configurable and yet synchronized on network so it should be good
plus you can cheese heavy weights by juggling
hello!
I'm trying to change the values of the rotation of the manticoil
but I see no changes
You c hanged the rotation right ?
imo it looks like it's turned around itself innit ?
let me send you a screenshot when it's all in 0
you can send here
Hmm weird
Since the manticoil moves like it's alive when you have its body in your hand, I wanted to make it look like you have it as a pet, but I can't rotate it properly.
tell me a value that could be used?
I'll do a check
just to know that the bird has an animation in your hand, so that's why it looks lower than usual
yeah, just to make sure
The metadata is working cuz the price and weight changes are applied correctly
so, it's something with the manticoil itself or with the rotation thingy
yeah i see
yeah you can put omega
iirc it's UTF8
normally it should work
I don't know if the game font has this symbol though
any artist out there would like to make the mobs inventory icon ? volunteer of course
Would it just be as easy as making a png that's a similar size to the regular item icon (the gear)?
Yeah similar size
Just to show it's a mon corpse
What kind of image would you want it to be?
@wooden copper something like this?
Looks cool !
@rigid berry
Good job, I'll make it the icon
Maybe you can make the eyes rounder, he looks sad like this, it's better of we can see that it was a menace when it was alive
Sure thing, Iβll do that when I get home
So more like this?
@wooden copper :]
Yeah looks good ! Thank you very much !
Sure thing, just ping again if thereβs any formatting problems or something
No worries, it seems to be the right size. I'll try it in game π
π
What do you think about it @rigid berry ?
Looks very nice, glad to help
I'll credit u π
Thanks pal
hello!
have you found a fix for the manticoil?
I'm still looking into that π
@outer hare should I split "resting rotation" and "hand rotation" in different settings ?
.
yep
it'd be good having different settings for both of these
aight
in the version 1.3.3 I'll try to address the issue with spiders and the rare mobs that show white boxes
yay!
Fix v1.3.2 released !
https://github.com/VELD-Dev/Enhanced-Monsters/releases/tag/1.3.2
https://thunderstore.io/c/lethal-company/p/VELD/Enhanced_Monsters/
I'm open to bug reports on the features I have written
checking it soon :]
π
I can test later/tomorrow if needed
Just tested it, the enemies still get an explosion but they play their death animations just fine and turn into scrap. Although, I did also find a barber and spore lizard, both normally invincible, the barber left nothing but the spore lizard left a "corpse", really just a pick-up-able idle spore lizard, is that intended?
ok, testing again this :]
time to test
hmm
An explosion?
Yeah puffers are pickupable
Barnets must be edited in the config to be pickupable
Hmm Y axis is probably the wrong axis idk
Did you try around X and Z axis ? I don't really know how's the local rotation in the hand
Alright once I'm done with this update I'll work on a function to neutralize the mod except ranking system
So you can play with vanilla friends
I'll have to work on the bestiary feature as well
The explosion is part of the regular mod, playing with only everythingcandie will make it so that everything that dies just disappears on death with an explosion
And the explosion doesn't occur I guess ?
The Explosion is from the mod "EverythingCanDie"
ok, time for this again
sorry bro :,]
Well I don't know why it doesn't work then
maybe I'm doing something wrong
can you try change the manticoil rotation?
I did that here :,]
Try maybe 180, 90 and 45 for example
is this compatible with melanie's cooking mod?
Not yet, you can make it compatible easily but I must talk with Melanie to add default value eventually
Ayo, itβs not very often I see my real username dropped. This was surprising
Haha lol
Just looked at your profile :p
I think in the entire history of the server it comes up like 15ish times total, anyways carry on, just caught me off guard

I don't see it reported here or the github so I will just post it now:
Original report: #1178407269994594435 message
Logs of the report: #1178407269994594435 message
Relevant stack trace:
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
EnhancedMonsters.Patches.MenuManager_Patches.Start (MenuManager __instance) (at C:/Users/VELD-Dev/Documents/LethalCompanyModding/LootableMonsters/LootableMonsters/Patches/MenuManager_Patches.cs:33)
(wrapper dynamic-method) MenuManager.DMD<MenuManager::Start>(MenuManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<MenuManager::Start>?-43902732(MenuManager)
LethalLib.Modules.Utilities.MenuManager_Start (On.MenuManager+orig_Start orig, MenuManager self) (at <ef4e7af8c5b54c0da39ca0b1ffad7d7f>:IL_0000)
...
Possibly a bad enemy or what not, I'm mostly concerned that it wasn't reported at all.
It's weird
this shouldn't happen
It means that an enemy have been registered too late
Wait no
Hmm
??
I don't see how this could happen
What issues does this cause ?
Lategame Upgrades does the mob selling shit ?
Hunter upgrade spawns items on monster kills, yes.
However this report says nobody else can join other's lobby.
I don't understand why it happens, this should never happen and nothing can explain that the synced config is null
Either it's that
There are some mods like Lethal Expansion in play so maybe something you thought would run doesn't which makes it null at some point.
Or the EnemiesData is null
But I don't understand why it would be
It means that
It means that my mod is not initialized but that it runs
You are the expert of this mod so you have a better idea what can go wrong then I can from just partially reading the code.
But yeah, my only take is maybe something you patched to initialize didn't run because of some other mod which caused this.
It shouldn't be because of both this and LGU spawning items on monster kills, at least from this error.
I would expect more seeing two items spawn rather than lobby being unjoinable.
I've inspected the logs
The one that caught my eye is this one:
well
there's no explanation to this error
It's basically impossible that my mod loads without registering the EnemiesData
That's fine, I was more concerned of making you aware that this issue exists as I didn't see anything about it yet.
Like I said, the reported issue has old deprecated mods in use so it could be due to those.
oh
i found out
maybe
I assume they have a mod that removes the Lethal Version Number text
I used that thing to avoid double initialisation of the mod
I haven't tested their profile so I can't really give you an answer to that, haha.
I do know some popular mods which mess with the main menu so it could be possible.
(They posted their profile code tho, I can take a look if required)
I'll be honest
I won't try it either
I can't fix unless they try my modifications so I can inspect
(by giving me their logs)
They were mostly interested in having a functioning game than caring about the mod's functionality so I doubt it.
I can be the guinea pig though.
they wouldn't download my mod if they weren't interested into it functioning
They also immediately removed it when it was causing issues.
and it worked ?
I really don't know which mod could cause compatibility issues with mine
Cus I know that on my LARGE modpack, my mod works
And it has LGU
Oh, I know the issue wasn't due LGU being there.
It's a very isolated case ngl
I think the best would be to avoid having a mod removing other mod's "signature" on the main menu
Up to you, I don't even play the game, lol.
I have always been a developer more than user to be honest.
I'd be grateful if you can try my changes for this issue
Alrighty.
Just give me a heads up because I am doing some preps with dissertation plan presentation
No problem, take your time π
there you go
Give me the logs when you have tested it π
neat stuff
Running now.
You need logs til I boot up the main menu?
Kay, what I did was:
- Boot up to the main menu (it played another cutscene similar to when you get the fancy door)
- Boot up a lobby on a fresh save.
- Exited both the lobby then the game.
Okay
Thanks π
Hahaha WHAT THE FUCK
@gusty salmon can you retry the exact same ?
normally you just need to boot up the main menu
the thing that is possible is that the enemytype is null
I don't know what mobs these are
Me neither.
And, above that, I don't know which mod this comes from
And not ho did it
So I must take in account the possibility that a mob has no enemyType
totally
I guess you're talking in the sense to not make it brake everything else in the mod.
it means the mob is NOT correctly set up
It literally means that his mob lacks what makes it a mob
it cannot even be spawned normally
Kek.
and if it spawns it can break the game
For instance
Even the Ghost Girl, which is a client side mob
has an EnemyType
if you can ask the user which mod adds these mobs, so I can report them this issue, it'd be really cool please π
Or I'll do it myself later
don't mind
I can try right now.
Thankfully tomorrow is just pratice run for presentation.
Only friday is the actual day.
Plus the only issue is how to make a persuading introduction because I have basically thrown the related work and system model into my brain to stay, lol.
At first thought, knight makes me remember about Scarlet's Knight which act like coilheads.
WELL
Apparently it's from ScarletDevilMansion where they introduce the knight and maid enemies.
I just toggled it off and the error is gone now.
But they work though, what the hell, haha.
i advise to report this issue to ScarletDevilMansion now I think
don't know if they're here

Good!
My enemies don't have an enemy type since I create one at StartOfRound based on the original enemy it's copying from
I did it to be coolβ’οΈ and sick β’οΈ a year ago but it's honestly so unnecessary these days
I see...
it's quite hum... how to say
It's cool but it's really not good for my mod
because it generates a whole config for each new mob
based on their EnemyType
but if your mobs have procedural enemyTypes well.. it's hard
You should better just edit the ScanNodeProperties
Well I better just give them proper EnemyTypes, all I'm doing is copying it's initial data from another enemy
But yes nor your bug and mine to fix
I fixed it on my end by just skipping enemies that doesn't have enemytypes at the beginning
But i think you can make a better implementation yeah
This would be great as a standalone mod
yeah I was thinking about that but I wanted to make a general improvement mod. I might either go for a standalone mod or work set this to an optional feature of this mod
I see, as of now I can't use this mod due to the fact that I generally dislike being able to sell enemies (it makes quotas too easy imo) and due to the mod having conflicts with other mods I run as well as not being able to disable that feature from what I can see
Please do ping me if this feature goes standalone or bundled outside of another mod
oh, which mods do conflict ?
i'll lyk if i think it's worth splitting
I think I'll move this into a standalone mod eventually like "Enhanced Entrance"
Honestly I did not try to look at it, I'm to lazy tonight, and there is 200+ mods
A GeneralImprovements mod should have an option to disable almost every aspect of it
if you can give me your logs file sometime if you try the mod again
for personal prefferences ofc
yeah tho ngl the selling enemies feature is a big steak and it's quite hard to neutralize lol
I agree with Moroxide
yeah, that's the issue
and my technique is LOTS more complex than SellBodies' one
SellBodies just create classic scrap with an enemy model inside a unity project
What I do is that I generate the enemy scraps on runtime so it has a better support for:
- configuration
- mods' mobs
- additional loot-related features
Here you go, did a launch
it's getting you stuck in the void with a new savefile
so when a mob dies what does it drop?
i have sellbodies in my pack but this seems to be more interesting/better what what im reading here
and what happens if a modded mob like the redwood dies
It drops it's body
You just need to do a little config for it but yeah
It's basically a SellBodies mob with improved compatibility
In the next update I'll be fixing some mobs models white capsule stuff, and also implement #1238321898774073394 soft support π
When discovering a creature, Vega will say "Warning: {X} rank creature discovered. [if rank is > than E] Proceed with caution."
I'm currently looking at it but I'm not convinced that it's related to my mod specifically
hmmm i see errors of mine but it shouldn't be gamebreaking
Aaaaah
yeah
okay yeah
@ocean loom fixing the error you had now
A lot of errors you had are related to mods called "Scoops" and "Brutal Company" you may want to report some stuff to them too
And DiversityRemastered
Well in facts, Diversity Remastered seemed to be the one preventing your from leaving
I think it's worth reporting them some shit
Chaos is not back yet to deal with diversity, scoops is lethal phones.
Error only occurred when I added enhanced monsters, preventing me from even loading in, but I'll more than gladly retry with a new update and see what pops up 
Normally the fix I'll be releasing should fix it, let me know.
After that fix I'll work on the features I quoted higher
Fix 1.3.4
https://github.com/VELD-Dev/Enhanced-Monsters/releases/tag/1.3.4
https://thunderstore.io/c/lethal-company/p/VELD/Enhanced_Monsters
Glad to say this is the mod I kept the most up to date to this day
I either gave up my other mods or paused them lol
It's a really good mod :]
btw, did you had any chance to check the rotation issue?
I've been checking but I just don't understand why it happens
I'll try something because it's possible that the double rotation I apply breaks it
AND
also
Angles in Unity are degrees, not radians somehow
don't fucking know who uses degrees in a game engine but fine
hmm
I'll have to try anyways
I hope you can fix it at some point, no pressure :]
yeah honestly I don't know how it works, normally it should work but this game is really coded like shit (sorry to Zeekers)
@outer hare π
oof
OK
Should have fixed TWO bugs now π
The arachnophobia mode AND the rotation thing
will this mod have compatibility with enemyskins
yay!
or is taht too much work
probably soon, but can't confirm or deny it
sick
it will but it's lot of work
in the current state i don't exactly know why it doesn't already work
I think it's due to the fact that skins are initialized really really late
but can't tell for sure
just to let you know, the skin changes back to vanilla after you kill it, in the death animation
Hmmm
Yeah so it's when the mob is swapped with the scrap
new fix in a couple minutes π
lol
in a config you can change the rotation of the model when picked up, so you can fix this :]
I'll try doing some default values and give it to VELD soon
this is all i have
in EnemiesData, copy the path and paste it in the search in archive
it will open a json
got it, thank you
it may not work rn (it didn't work on the manticoil when I tested), but it will do in the next update
also, does it change it in real time?
or i have to restart the game every time i edit it?
π
You have to restart, that's why I advise people who are a little bit into modding to use UnityExplorer to tweak the settings in first place
because when you edit directly through the "memory", it works better
Don't worry @normal sparrow, I'll make proper default settings in the future, I just need feedbacks because it's really long to set all the settings, I already made one for manticoils (for the test) and they work, that gives an idea sorta
@outer hare for the spider there's still some artifacts but it's much better
lemme show ya
artifacts?
Yeah you'll see
SellBodies but it does it in a differnt way
The main difference is that EnhancedMonsters works with modded monsters
i turned it off before using the mod
wow
i'll check it out
obs is crying
it doesn't want to rec
I really need to do something
smh
motherboards are so expensive
take your time man, no need to rush
Fix 1.3.5
https://github.com/VELD-Dev/Enhanced-Monsters/releases/tag/1.3.5
https://thunderstore.io/c/lethal-company/p/VELD/Enhanced_Monsters
lol
i changed the hand rotation setting and it didn't work
but now you fixed it exactly after i admitted it
it works now ?
nice
Currently working on the default values π
Crawler holding position
Player view
Eyless Dog
Eyeless dog
Nutcracker
it also now lays on the ground correctly
player view
Ooooh so that's whyyy
there was a weird collision under his feet too
Baboon Hawk
Centipede / Snare Flea
hoarding bug
(not very visible but you get the idea)
Tulip snake
not very visible but you get the idea
and.. well... it clips a bit under the ground but I can't do much
I will probably scrap the dungeon visual exchange feature off my tasklist
And only keep the audio exchange
I'll make the loot feature this week and then make the audio and after that I'll make my next mod Theatre of Insanity
Which will be much bigger
Good luck bro!
Thanks !

When does this occur ? what issue does it cause ?
why does it happen in CodeRebirth
It's odd
Apparently CodeRebirth is calling my mod ?
immidiately upon starting the game after i installed enhanced monsters
i can send the full logs if you want
@midnight quiver you made a terrible mod, I hate it
I'm aware dw
that's crazy
But does it cause inconveniences in gameplay ?
@wooden copper Will we get the fix for the json being in the wrong directory soon? ;o
All good :3
Hope you can at least push it now that I reminded you 
Yeah I'll when I'll wake up

Still waiting patiently :3
Fix 1.3.6
https://github.com/VELD-Dev/Enhanced-Monsters/releases/tag/1.3.6
https://thunderstore.io/c/lethal-company/p/VELD/Enhanced_Monsters/
@digital mural
Update should appear on Thunderstore soon.
Hooray
@wooden copper Any tips for how I could fix this so it dies and lays the same way as Baboon hawks do?
Manticoils keep moving idly while dead lol that is so funny
Uhhh @wooden copper Pretty sure this isn't normal 
Dead fox doesn't appear properly either
Figured out how to fix this, just need to make it be animated on death
Kidnapper Foxes turn invisible on death btw
their bodies don't properly appear
If it doesn't have a death anime it's hardx otherwise you can look the config file and set "useAnim" to true and eventually, if needed, tweak position and rotations
This happens and it's super hard to fix and above that I need to do it case by case
Idk why it happens
Yeah I set their death animation to true and they die just like normal baboons now
Btw any chance we could get compat for the NymphBracken? She has an animation where she turns into a tree on death and it could be cool to keep her body
I had to turn off pickups for brackens for now cus she would just instantly die and become a normal T posed bracken model XD
Yeah just disable "pickupable"
It will have the anim
It will do just like normal
Ik but I wanna be able to take her body lol
Idk how hard that would be to do though
Oh then I must make a case by case compatibility
Yeah if she was her own seperates enemy instead of a Bracken Reskin I have set to appear rarely it would be a lot better lol
Oh I get the issue
It's once again a reskin issue
I must look when the skin replacement api registers the actual skins to know when I should move my stuff
Speaking of some enemies seem to glitch out a little if you pick them up too quickly. Mainly Thumpers and Snare Fleas where if you pick up the body before the game considers the death animation fully finished for all clients I guess then it will also leave behind a normal vanilla version of the body that can't be picked up lol
hard to say lol
Has the picking up bodies rotation been fixed?
yup
Why is animate on death off for most monsters by default in config?
What exactly do these settings do btw? I'll admit I have not noticed a difference
I know Chameleon does a similar thing so I would imagine it just overrides it probably
I'll remove them soon
Don't pay attention
Got ya, I just turned them off since they didn't do anything that I could tell lol
Cus most of the monsters don't have a "death" trigger inside their animator
So in order to avoid it being still animated after death, I disable animate on death
Btw I've noticed in general Thumpers like to drop 2 bodies on death in Multiplayer a lot
Only one can be picked up
I can't repro it solo
But it happens in Multi all the time
I wonder if some of this is why SellBodies in comparison waits to spawn the bodies til the death finishes, cus some enemies are a bit janky lol
I would hope it's easy to fix though
I think I know why but that's annoying, I only followed what Entity378 advised to do
I'll swap back to despawn bodies entirely I guess
Tbf I've only noticed it happen with Thumpers and Snare Fleas so I wonder if a better solution can be done than that
Centipedes do it if I pick up the body quick enough and then the vanilla one stays behind
and I mean the vanilla one cus if it's reskinned through EnemySkinKit for example it will have that skin applied on the one that can't be picked up
So it makes it obvious
@still beacon Do you think this is a good idea or do you have a suggestion on how to fix it?
But that's weird, the logic that moves the bodies happens on the monster, not on the scrap body
Ye not sure what causes it lol
The problem with despawning the original bodies is that some mechanics of some mobs break, for example the spider's webs become indestructible.
Yeah so that's definitely not the fix
When I picked up the body the blue one was still there finishing the animation of it dying
Lol
Thumpers I find just drop 2 bodies on death half the time
I see, yeah I really don't understand why. The body is literally moved before the Snare flea death anim starts
I'm guessing it's the same issue as the Thumper, I wonder if in Multiplayer it's failing to move them out of the scene but in Singleplayer it works fine
I was host
Okay I'll check my code
@still beacon when your code moves the bodies out of the world, is it in common code or on host end only ?
It is executed by everyone, and if I remember correctly it does it twice, once for the host and that's it and it does a position sync while the other is in the generic method of death and it is executed for all clients. I also had problems managing it because desyncs can always happen, which is why there is redundancy
probably some client sends a sync of the position different from the host's. This happens because for the host the mob is dead, but for the client it is not dead yet
Theoretically, it would be enough to put the code that moves the mob in the killEnemy function (which is done by all clients and the server). While for the host, it would be convenient to also sync the new position with the RPC
You're right
Yeah makes sense
Hopefully we can get an update before I stream today 
if(__instance != null) { Vector3 newBodyPos = new Vector3(-10000, -10000, -10000); __instance.transform.position = newBodyPos; __instance.SyncPositionToClients(); } else { Debug.LogError("__instance is null in MoveOldBody() inside KillEnemy()"); }
i checked my code and inside the killenemy function patch i do this
If you want you should also be able to remove that null check, I left it to be safe
@wooden copper Seems like this will be an easy thing to patch in :3
I'll check that yep
KillEnemy function right ?
I was doing that 'til now
if (NetworkManager.Singleton.IsServer)
{
Plugin.logger.LogDebug($"Spawning EnemyScrap for enemy {__instance.enemyType.enemyName}.");
if (!EnemiesDataManager.Enemies2Props.TryGetValue(__instance.enemyType.enemyName, out var enemy2prop))
{
Plugin.logger.LogWarning($"Mob {__instance.enemyType.enemyName} has no enemy2prop prefab.");
return;
}
var enemyToPropInstance = NetworkManager.Instantiate(enemy2prop);
enemyToPropInstance.hideFlags = HideFlags.None;
enemyToPropInstance.transform.position = __instance.transform.position;
enemyToPropInstance.GetComponent<NetworkObject>().Spawn();
// Instead of deleting, it's better to just move it far far away
__instance.transform.position = new(-10000, -10000, -10000);
}
i just forgot the SyncPositionToClients() ?
That would likely be why it works okay in Singleplayer but not in Multi 
Should fix it once you add that
Yes, I would say that's the only thing missing.
Theoretically the killEnemy function is done by everyone even in multiplayer, but as I said before, without the syncing function, desyncs can occur in multiplayer

Alright
@wooden copper Do these work?
Good news, new update in a few minutes
Fix 1.3.7
https://github.com/VELD-Dev/Enhanced-Monsters/releases/tag/1.3.7
https://thunderstore.io/c/lethal-company/p/VELD/Enhanced_Monsters/
I also thank everyone who leaves a like on the Thunderstore page π It really helps making the mod more popular as Thunderstore's algorithm is very bad ^^
Some reason uh-
the other config for bodies isn't showing up and the corpses aren't there -
Even in imperium-
like the config to choose what can be picked up is gone and ranks are not working
the ranks are blank
Then it means that the mod did not load
Please send the logs
If you can also tell which mods you played with, it'd be nice
OH okay I don't have them but let me try again
just this stuff
as I was testing it with some monster mods I found interesting
nice
I guess accidentally removed something important when removing something non-important-
I fucking hate doing that when write or doing whatever-
@wooden copper
This seems to be showing up after the new update for some reason
Oh I see you pushed a hotfix lol
Or you're about to rather
no no it's really just I gave bad names to the config entries
Oh yea
makes sense
Hotfix 1.3.8
https://github.com/VELD-Dev/Enhanced-Monsters/releases/tag/1.3.8
https://thunderstore.io/c/lethal-company/p/VELD/Enhanced_Monsters/
Hooray
Update will appear soon on Thunderstore normally
π₯
Yeah no more errors on launch with the new version, just did a manual import to test
nice
Im found bug,
if you kill a nutcracker, a shotgun will not drop from it
BRUH
To make the shotgun work I have an idea. I don't know what function spawns the body but, do a check to see if the killed enemy has the nutcrackerAI component. If it does (it means it is the nutcracker) you instantiate a new shotgun taking as reference getcomponent<nutcrackerAI>().gun (or .shotgun I don't remember) and then you spawn the new shotgun
This must be done only by the server and if you don't want it to be certain that it will spawn just generate a random number and then do an if etc...
Otherwise you could use the original shotgun, "unparent" it and reposition it
This mod compatibly with "Huntdown"?
and for some reason I have enemies who are targeted, then I kill them but the reward does not drop from them
Hmm I got it
yeah I thought this issue would be fixed with the monsters fix of the 1.3.7 but it seems it didn't
I'll check this class someday anytime so yeah dw
In any case I'll make it so the users can override mobs loots
It's planend for 1.4.0
yeah don't worry all the loot and mob scraps related stuff are only server side in my code
Yep I'll see
Hmm I don't really know how I want to do it
@wooden copper Seems like monster bodies aren't vanishing for clients
Wdym
Still same issue ?
So as host I no longer see duplicated bodies, but clients are seeing an extra body left behind after they get picked up
so I'm guessing the vanilla bodies aren't getting moved for clients for some reason
@still beacon Any ideas why?
This mod compatibly with "Huntdown"?
and for some reason I have enemies who are targeted, then I kill them but the reward does not drop from them
I'll take a look at the code and see if I can find where the problem is.
I created a pull request with the fix on github
@wooden copper c;
For when you wake up
I don't know, and check the config file if the enemy is set as pickupable
I'll take a look thank you !
In short, I tested it with the HuntDown mod and as it turned out, this mod can be said to say it doesnβt work with it, in short, I have a goal to kill an enemy, I kill him, but the item that should drop from him does not fall out, and the same with masks, I killed the mask but the mask did not fall out
and it's very sad π¦
Okay i'll inspect that
To fix this temporarily, disable Pickupable on the enemy in question
I don't know how that mod works but I bet the body gets tp before the drop spawns and so the drop spawns at -10000 -10000 -10000
that's annoying π€
Hopefully the PR fixes it at least lol
The double body bug should be fixed with the PR. For the huntdown compatibility issues I didn't do anything
no it won't
I must look at the Nutcracker's code in first place to understand how the drops work
what is PR
public release
Well hope to see the pr get merged and an update go live so clients stop seeing double bodies while you look into that 
No, it's a pull request
It's merged I just have trouble compiling, my visual Studio has an error with the compiler no matter what I compile
Have you fixed a bug with the Huntdown mod?
No but as I said you can disable "Pickupable" in monsters settings to fix that temporarily
on the monsters that can be hunted I guess
There are two ways to do it, the well done but "complex" one and the easy but "uglier" one. The simplest method is to teleport the body with a Coroutine with 1 second or less of delay. The more complex one involves adding the huntdown as a softdependency and seeing if you can trace the mob that is "marked" to execute some separate functions/instructions
Theoretically harmony has a "tag" to define the priority of harmonypatches, maybe you can use that to make your patch run last
[HarmonyPriority(Priority.Low)]
This should work
yep i know nw
Anyway if you are having trouble compiling the mod, until you fix it I can compile it and send it to you
That's fine I just reversed my VS version
it compiles again
Fix 1.3.9
https://github.com/VELD-Dev/Enhanced-Monsters/releases/tag/1.3.9
https://thunderstore.io/c/lethal-company/p/VELD/Enhanced_Monsters/
Bug with Huntdown mod fixed???
That's still being looked into, for now you should be able to solve it by just making Nutcrackers not able to be picked up I believe
Here is the problem, the mod writes in the chat for the player which enemy needs to be killed, and if you kill this enemy, you will be given a reward in the form of a scrap, but for some reason the reward is not given with this mod (translate by google)
I had a brilliant idea on how to fix this bug, since the mod teleports the enemyβs corpse to coordinates -10000 -10000 and so on, then you can make a delay of 1 second for this, that is, so that the Huntdown mod has time to spawn the reward
That method is inefficient, just do [Harmony Priority(Priority.Low)] so the EnhancedMonsters harmonypatch runs after the harmonypatches from other mods.
Actually I was joking, apparently huntdown checks every frame if the enemy is dead or not. They patched the RoundManager Update function
(and I don't understand why you should patch the RoundManager update when you could patch the killEnemy function directly)
I see. That'll be harder to fix than expected
This is devil
At this point the solutions return to be the two I initially suggested. Alternatively you can force suggest to the huntdown creator to change his code
for the sake of his own code it'd be better to use KillEnemy function
I'm happy to say that Enhanced Monsters officially achieved the 5k individual downloads on latest in only 5 days
i'm also happy to say that it's been 5 days I haven't touched any Lethal-related code lol
π₯
Gj

i killed the ghost girl but looks like she cant be sell?
Did you set her to pickupable ?
Honestly this enemy is not synced by the game at the origin so it would make sense that it doesn't work
Hmmm
its okay tho, haha,
Yeah I will have to inspect compatibility with ECD
https://www.twitch.tv/lunxara/clip/WonderfulRudeOtterTBTacoLeft-zYAzjRb6FjWmySb5 @wooden copper Any idea why this happens sometimes? It's not consistent usually if it happens one game it won't the next it's very funny
It's not a bug, the yippee took dad's note before dying and is now going to fight The Beast (if you've ever played Isaac you know what I'm referring to)
that bug happened to me once when testing the mod on an older version
Never happened again
hope he didn't forget his trinket, wouldnt want to miss out on unlocking tainted yippee
Heheheheh
Lmao
@wooden copper Why is the shotgun not dropping when killing the nutcracker.
still not implemented, as said you can disable nutcracker's pickupability as a workaround for now
I need to fix this but I'm busy with other stuff currently
If I can find some free time I'll see if I can make a PR for the shotgun
I made a PR for shotgun drop (without configs or drop percentages)
It may not be the most efficient way to do it but it should work.
I saw it but it will not work because this is run only on the server side, the scrap price must be set on all sides
But it works as a temporary workaround with a few fixes
I added a client RPC that should allow the price of the shotgun to sync. This is not the best method, what you should do is add a NetworkBehaviour script to the shotgun to override OnNetworkSpawn(). For now though, the method I used should work
Theoretically it should work although I'm not sure since I can't test it.
Custom network behaviour is planned
Your code will not work either @still beacon, I'm not using Static Netcode
So you don't use netcodepatcher for your mod?
I did use Netcode patcher but not static netcode
so the issue about the ghost girl? sorry if its out of context
i use imperium to search for dead girl although she can be sell but unfortunately thats not the case
how do you even kill the ghost girl?
yeah, I'm pretty sure this mod does not support completely that.
The ghost girl does not have a death animation, so it'd need to add a body manually, and that is not done on the GhostGirl
huh....
is there any mod that supports that?
I must add a better support for dying entities
also, for coilhead and jester when they die, its just them standing frozen XD
you could check Sellbodies mod, but I can't confirm it works
actually the funny part is that the sellbodies mod did have the loot of ghost girl when it dies but sometimes when she's killed, shes just dissappears and the loot didnt appeared lo
Unfortunately, there is nothing else that works for that.
GG man.
Are they pickupable or nah ?
yes they can but it looks kinda funny
they are just standing there...menacingly even tho they are dead XD
I did not make default settings for unkillable monsters yet
You can config their position and rotation just in case
i see
I'm not sure but since it's a light rewrite of ECD I think it works with sellbodies
Hey, is like the kidnapper fox corpse invisible??
Hmm might be a good thing to check the configs and the positions in hand and all
ah okay good idea
so it isn't supposed to all 0s for the x,y,z value of the mesh offset?
same goes to hand and floor rotation
That depends on mobs, it's better to use Unity Explorer and modify the values on runtime to make it easier
I don't have that-
Yeah it's not very user friendly
Better wait for contributors or eventually that mod might give default values themselves
yea like code rebirth enemies don't have default values
yea so figures to disable for now
@wooden copper So there appears to be a bug for clients, enemies that are set to drop using the Vanilla method like Nutcrackers and Masked vanish for clients on death but not the host
So they couldn't grab the Shotgun but I could lol
hmmmm
that's wtf tbh
I need to work on the enemies drop thing
@wooden copper sorry to bother you but have you figured out why the maneater is a cube still and why xu's and Bio-D's enemies don't register properly?
For maneater it's a very complex issue I don't have the motivation to address, way too complex for the result
For Xu's enemies I'll inspect
Oh btw we passed the 50k downloadsw thank you all !
We passed the 10k individual downloads for one version, sick !
Currently working on other projects, I'm sorry for being inactive
In facts, I'm actually working on my Minecraft mod, and also on a web project
cool!
good luck!
Thank you very much ! It's the first Minecraft mod I'm developing, and I'm quite proud of what it does already π
Is this conpatible with random enemy sizes
i don't think so
enemy bodies are generated before the game runs so when their corpses spawn, they don't keep their size
but the mod works with most of the mods
Are the corpse models the same as the enemy's animation from vanilla
And afaik it works with ECD
Cause the spiders are nice and clumped up in vanilla
In sellbodies their body is sprawled out
well the corpse models are the ones you see in game, at least that's the plan, I still need to make the enemies reskin support, but otherwise all I do is that I take the original enemy, I remove the AI from it, and I make it have the death animation as default anim, so for enemies that don't have death anim I just put them 90Β° on the side
clumped up like a ball ?
I haven't made any animation myself for the dead corpses, they all use death animations (if it exists)
that's how they are with SellBodies ?
this is sellbodies
this is vanilla^
well with Enhanced Monsters it's just like in vanilla
oh wow
does the bracken despawn
or can u collect his remains
like this
also what does it mean chance?
does enhanced monsters break the shotgun retrieval?
If you enable the body drop of the nutcracker, the shotgun will disapear
For now yes, I'm working on it
how do i disable it
whats the config called that has the monster list
the config is a json
figured that out
you can copy the route in lethalconfig
It will then appear on Gale/R2ModMan and will be called "EnemyData.json", or you can copy the path to it from LethalSettings/LethalConfig with the "Copy" button into Enhanced Monsters category
this will fix it?
yep
and what about the bracken
But you will not be able to sell the Nutcracker anymore
will that spawn the goop from sellbodies
the goop ?
oh, uh no
like the teeth from dogs
Uhhh actually.. I think I was working on Cooking mod compatibility
but i got the teeth anyway
Nah cus Sellbodies drops actual mob bodies, not remains afaik
if i turn the the option to false will it go back to its vanilla behavior
where it disintegrates
yeah it will just disappear
and shit
yep
it will return to its vanilla behaviour
make sure to restart your game when you make changes to this file
it isn't reloaded on the fly
We're not locked in here with you, you're locked in here with us.
like this
(timestamped)
also do i set animateondeath to true for nutcracker and bracken
they do not have death animations, don't touch these settings preferably
And for you own sanity, don't touch the positions and rotations unless you know exactly what you're doing
would this mod be compatible with sellbodiesfixed if i turned off all of the bodies in that mod
hm... Why would you use Enhanced Monsters with Sellbodies ?
honestly the default settings are mostly fine
you should add a config for bracken goop from sellbodies
cause i dont like the tposing bracken corpse
Yeah i'll see